Explosion splash damage has lower damage than direct bullet damage

>explosion splash damage has lower damage than direct bullet damage

why this is allowed?

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Shrapnel's irregular shape causes more damage to soft tissue and bone than a bullet. That's why.

Videogames are not real life you fucking retard.

JESUS FUKC SPOILER THAT SHIT

That's OP's point.

>all splash damage comes from shrapnel
>give players a bigger reward for missing than hitting
wew

>more damage=less damage
Ah now I understand

l2read

Second post.
That's all that's needed, folks, go home.

you code the explosion and shrapnel physics into the engine without it consuming too many resources and sell it to a developer

Thank god there no irregular shaped bullets.

right?

a laser is more damaging than an unfocused concussive wave

EXPLODING KNEES

But grenades and other explosive weapons almost always do more damage than bullets in every game lol.

it's called balance.
Splash damage's strength is the area of effect being very wide, so it has to be weaker to balance.

youtube.com/watch?v=wWZMd8sNbwg

Real life's combat balancing is fucked.

Who fucking knew?

Guy learns one weird trick on how to play EYE correctly

>Melee damage does a metric fuckton in video games
>Pistols do chip damage

Unless you hit the vitals, pistols indeed do chip damage. Get a nigger on adrenaline and PCP and you're dealing with an orc berserker who won't go down unless you apricot his ass.

Or just.. you know.. increase the upper limits on the function that governs splash damage.

Unless im just drunk off my ass, thats a hollywood actor we used to hire to play amputees in Fort Irwin. That guy was cool as shit. He actually lost his legs in a car accident, we just used him for med trauma STX lanes.

...

heh

not all splash damage is shrapnel. most of it is a pressure wave

Video Game shotguns:
>A blast of deadly mist, spraying a wide array of particles which presumably kill on contact but safely disperse past 4 meters.

Shotguns:
>A blast of metal pellets that maintain a narrow grouping in a relatively straight line for at least several hundred meters before dropping off.

Basically, video games need to separate things in terms of balance. Multiplayer games definitely need to be balanced to enable even chances of success across multiple playstyles, allowing for more entertainment potential and more buyers. But single-player games should totally go for the realistic approach on some aspects, especially weapons. There's no excuse for ignorance on things like weaponry when you're making a weapon porn game.

What about something like this?
>Player throws grenade
>Grenade detonates
>Regular explosive pressure wave like what we already have, but with reduced damage
>Simultaneously, random "bullets" are fired out of the grenade in all directions, which do significantly more damage than handgun and some rifle bullets

I mean, modern grenades are basically just lined with little spherical pellets (like steel BBs) so that when they explode, their primary form of damage is the spray of pellets.

Balance. You can't have what's essentially a completely random damage dealer in a game. Then it just feels like bad luck every time you die to a grenade's shrapnel

To be honest getting hit with the shockwave would probably incapacitate you some regardless.

unless you're flat on the ground minimizing your profile to the grenade, it's almost certain you'd get hit anyway.