Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Cant promise what goes in Halfway but we take a look at every post made here and in the Halfway forum and evaluate everything.
If not in Halfway maybe in a next game, who knows. ;)
So hopefully I'm not suggesting anything "pie in the sky." :)
Different Types of Ammo Magazines
-[Assault RIfles] Incendiary: Minor flame damage over time, couple of turns.
-[Assault Rifles] Armor Piercing: Extra damage against turrets, later armored enemies; but less effective on "squishies."
-[Sniper Rifles] Perforation: Chance to pass through a target and damage other target(s) past it
-[Sniper Rifles] Lethargy: Reduces target's tile movement range for X turns
-[Short Range Rifles] Buckshot: On impact with target, peppers enemies in adjacent tiles in any direction for minor damage.
-[Short Range Rifles] Stun: knocks target back one tile -- useful to push one out of cover -- and stuns, continuing through the following enemy turn.
These could maybe be very small rifle magazines (regardless of rifle type) so the player would need to be choosy about when to use them. And would want to test it to make sure it didn't wildly unbalance the game. I just think it could liven up our tactical choices a bit, and provide a bit more motivation to use something other than sniper rifles all the time. :)