(12.08.2010, 16:20:03)Lt Albrecht Wrote: Random damage would be good if used right. Blade's example is it used wrong. Using random damage correctly would be a stealthed sniper with a low ROF, random damage weapon with 0, (moderate) or instakill damages. Thus instead of becoming an infantry raping monster that can hide in the shadows and pick off all your valuable units one by one, each time he shoots there's a risk he'll have killed nothing and given himself away. Or a tank with random damages, either it only gets a glancing hit that bounces off, or it punches through the armour, instead of just doing x damage again and again and again...
It should be noted that these can also be achieved to some extend when the de-globalization of Ballistic.Scatter is implemented by giving the weapon's projectile a very low scatter value and low cell-spread.
Nevertheless, Ballistic.Scatter is influenced by height and range and doesn't work with some projectile types, so random damage would still be the better solution in such cases.
Beowulf Wrote:However, I don't like the critical hit aspect... this ain't Final Fantasy.
In my opinion, Ares' purpose should also be to add functionality that allows for a wider range of more unique mods. Maybe we'll see some Final Fantasy (or other RPG) mod some day?