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Author Topic: M249 accuracy  (Read 4699 times)

Funk

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Re: M249 accuracy
« Reply #15 on: October 23, 2012, 04:07:38 pm »

shotguns are great weapon but dont have any armor piecing at all.

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Alpheus

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Re: M249 accuracy
« Reply #16 on: October 24, 2012, 06:59:16 pm »

The shotguns can get hilariously gruesome with a squad of poorly trained users - seems like quite often I end up blowing off both arms & both legs before killing the poor @#$%&*, sometimes they get the face as well.
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Jboy2000000

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Re: M249 accuracy
« Reply #17 on: October 24, 2012, 07:13:50 pm »

One time I had a squad of people with shotguns. I decided to fight a cop, they blaster of his arms, his legs, his face, and his stomach, before killing him a few turns later. It was pretty funny.
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KA101

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Re: M249 accuracy
« Reply #18 on: October 24, 2012, 09:04:17 pm »

I suppose it could be funny, but then I felt bad for Officer Murphy during his pre-conversion bout with Boddicker and the gang.  I try to maintain some amount of professionalism in my LCS.

I know there's code requiring torso or head reduced to 0HP for a kill...but losing all four limbs in one encounter really ought to do the job based on massive trauma, bleeding, etc.

It's not like the fight takes place at the University Hospital where the poor bastard is 5 feet from the ER.  (We're not the CCS, nor can the LCS station a squad at locations to help out, maintain goodwill, or "just in case", even after the CCS begins rampaging.)
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MetalSlimeHunt

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Re: M249 accuracy
« Reply #19 on: October 24, 2012, 09:17:09 pm »

People have survived multiple traumatic amputation before. It isn't very likely, but it isn't very likely in LCS either. You have to have really high (20+) health to lose more than two limbs and live, in my experience.

And once again I must invoke that in movies people have limbs blasted off and keep fighting, which is what is really important in LCS.
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Re: M249 accuracy
« Reply #21 on: October 24, 2012, 11:36:28 pm »

I know there's code requiring torso or head reduced to 0HP for a kill...but losing all four limbs in one encounter really ought to do the job based on massive trauma, bleeding, etc.

Under the hood, after multiple amputations, you're probably looking at around ~10 points of health remaining at the absolute most, probably less, and losing several points of health per round of combat. So if you do manage to incapacitate an enemy after multiple limb loss, and then grab them and haul them off site for conversion, you'll have to be extremely close to the exit or the hostage will bleed out and die before you get off site. If you do get off site, you can probably stabilize them; while it's technically possible for people to die from injuries back at base, the game is very forgiving about that.

The head/torso shot needed to kill rule is just that limb attacks can't instantly reduce a target to 0 blood and kill them. It prevents a shot to the arm from causing them to suddenly drop dead. When someone loses a limb from full health, they will end up anywhere from "about half health, occasionally missing turns, but mostly able to fight assuming they still have arms" to "so close to death that they die before their next turn even if nobody hits them". If they're already chewed up when the arm or leg is blasted off, such as from having a previous limb removed, they're pretty certain to be a blubbering mess afterward, and will probably die very shortly.

I actually think Toady's system for location-based damage in LCS is really well done, since, aside from excessive limb removal, it has pretty intuitive results with regard to severity of location-based damage.
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Snowblind

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Re: M249 accuracy
« Reply #22 on: October 25, 2012, 04:10:54 am »

Right, in the game you tend to keep shooting after the conservative is incapacitated anyways. Once a leg is gone they quit fighting.

Sort of like real life, it can take a while to bleed out or die from something like that.
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a1s

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Re: M249 accuracy
« Reply #23 on: October 29, 2012, 07:59:33 am »

Back on topic: How about instead of selling the M249, only ammo for it is sold at C+ (the reasoning behind that is that M249 is too expensive and rare for people to buy one in a shady shop) so it doesn't become useless quickly.
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Funk

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Re: M249 accuracy
« Reply #24 on: October 29, 2012, 12:32:03 pm »

id make that when ever you can get AR ammo you can get machinegun ammo, thay are both useing the same size bullets after all.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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KA101

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Re: M249 accuracy
« Reply #25 on: October 29, 2012, 05:41:48 pm »

At least as far as the USian ones go.  The AK47 is a 7.62mm IIRC, whereas the M249/M16/M4/AR15 are all 5.56mm.

Making the ammo available @pawnshop does seem like a decent compromise; perhaps the M249, M16, and AR15 might be available in a C+ Sporting Goods section of the Department Store?

That would make getting the M249 somewhat less convenient, since you can't sell things at the department store, but I'd like to think that it would drive home the idea that C+ Gun Control means people buy an M249 the way they might buy a washing machine, home gym, or riding lawnmower.
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Zangi

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Re: M249 accuracy
« Reply #26 on: November 05, 2012, 09:59:14 pm »

I must point out.. the NRA would likely change to the NMGA in C+...
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