I’d like to start a poll to see what peoples’ general opinions are on this suggestion.
- I agree with this suggestion
- I disagree, because of realism
- I disagree, because of gameplay/balance concerns
- Null option
0 voters
I’d like to start a poll to see what peoples’ general opinions are on this suggestion.
0 voters
Jesus Christ this did absolutely nothing
Not surprised.
It’s easy to see the player base being split on something like this.
I was trying to tell them that. With the exception of using dedicated high explosive ammunition against said gas cans, propane tanks, etc.
EDIT: The Null Option here means none of the above.
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The only property I prefer to see for tracer rounds is just a unique red trace (Maybe they’re just more clearer to see than regular rounds) and fire-based minuscule bonus damage
Other than that, tracer ammunition are purely aesthetic. They’re just for show.
Now with gas canisters, I would design them simply as a placeable object that only explodes when destroyed by strong explosive or fire-based damage (e.g. Flamethrower, grenade). I included ‘Strong’ so that weak fire damage from tracer that I suggested wouldn’t cause gas canisters to explode.
Otherwise releases a large cloud of gas that quickly disappears after several seconds only when destroyed by physical/piercing damage. If something explosive or incendiary happened within the gas cloud (e.g. Firing a gun, using a fire-based item like blowtorch), a large area will be covered in fire (Maybe weaker than pre-ignited version).
I can’t say for sure or suggest that guns should prematurely trigger explosives, it all depends on Nelson’s take on them when he added them
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