Freedom Reborn

Freedom Force Forums => Hero File Discussion => Topic started by: DoctorRuina on December 13, 2009, 11:43:14 AM

Title: Guns damage
Post by: DoctorRuina on December 13, 2009, 11:43:14 AM
What damage you put on guns and other firearms? I think that it should be always the same damage for every characters but I don't have decided how much. Any suggestions?
Title: Re: Guns damage
Post by: herodad1 on December 13, 2009, 01:24:08 PM
mines piercing. low magnitude,low stun, low knockback, and normal speed. it'll take down the low leveled guys after a few shoots but wont faze the guys with unvulnability type resistances.higher the resistance lower the damage.
Title: Re: Guns damage
Post by: detourne_me on December 13, 2009, 01:53:34 PM
remember there are different types of guns too though. i usually keep the same stats as herodad's for a pistol, but use medium damage for assault rifles, and high damage for snipers.
Title: Re: Guns damage
Post by: herodad1 on December 13, 2009, 02:13:40 PM
yeah, i forgot about those. i adjust to each gun. i usually with a sniper rifle  keep low mag. but have med-high stun and knockback because of my more superhuman characters. something like a chain gun ,well thats another class. i use the same principle with normal fighters melee attacks.
Title: Re: Guns damage
Post by: Previsionary on December 13, 2009, 03:33:56 PM
and just like there're different types of guns, there are different types of bullets as well. So, really, the damage would greatly vary by all those circumstances and variables... just like every other power in this game. But even removing all those things from the equation, it still wouldn't do the same amount of damage each hit. FF has a random damage modifier (iirc), so you'd still get varying numbers (depending on the target character's defense and resistances).
Title: Re: Guns damage
Post by: Tawodi Osdi on December 14, 2009, 05:51:12 AM
If you use Herodad's stats for guns as typical medium caliber pistol, it does seem that you at least have a basis developing other guns.  Does anyone have a standard for energy pistols like blasters and phasers or high tech projectile weapons like GAUSS guns and needlers?
Title: Re: Guns damage
Post by: DoctorRuina on December 14, 2009, 11:30:26 AM
Sounds reasonable but the speed not would be fast?. The bullets are difficult to dodge.
Title: Re: Guns damage
Post by: spydermann93 on December 18, 2009, 10:17:29 PM
Not for me :P
Title: Re: Guns damage
Post by: Scorpion13mk2 on December 21, 2009, 10:59:58 PM
I give guns very low piercing, no knockback, etc. But lets not forget that guns in comics are as powerful as the character using them. If a mook shoots like say, the Punisher, most likely, Frank is only gonna be knicked with a flesh wound, something like that. Not too bad. If The Punisher shoots a mook with the same model of gun, more than likely the mook is dead with his guts smeared over a 20 foot area.
Title: Re: Guns damage
Post by: spydermann93 on January 09, 2010, 06:17:25 PM
So true, so true
Title: Re: Guns damage
Post by: Tawodi Osdi on January 10, 2010, 12:04:08 AM
In the mook vs Punisher example, one thing that has to be kept in mind that accuracy and damage goes up with the power level in the game; so, a mook might .38 special at level 1 and Punisher would use it at level 5 while the average cop might have it at level 2 or 3 and an average soldier would be level 3 or 4.  

Perhaps I should amend the above statements about power levels for cops and soldiers.   Those are the levels for cops and soldiers when the story is about them since when the a NPC back ups or opposition they tend to be more like the Keystone Cops.