OpenXcom Forum
OpenXcom => Suggestions => Topic started by: doctor medic on November 14, 2015, 01:48:39 pm
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It might seem to a bit unbalanced to know how much damage you did on a enemy but considering we have tftd damage calculation available i dont see it as much of a issue.It wouldnt hurt anyone as it and tftd calculation are options so if anyone doesnt like that they would simply turn it off.
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Would be useful for testing purposes.
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If we had that, we could also have an option to simply see if an attack did any damage or not, which wouldn't be unbalancing at all.
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Just the percentage of the calculation not actual damage numbers so it would be less broken.
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A percentage of what - damage dealt vs. weapon damage? That would simply tell you the resistances. Health loss vs. damage dealt? That would tell you the armour value. But you probably meant something else?
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I think he meant the "damage roll", so if your gauss pistol does 70 damage on average, but you rolled 10% and actually hit for 7 damage (before resistance and armor are taken into account), it would show 10%.
Kind of a way to tell if weapons are effective. I remember Meridian shooting something a few times with a laser (sniper?) rifle, not killing his target and going "this weapon is useless...", even though he may have rolled 1%,5%,2% on his damage rolls, meaning it has nothing to do with the weapon.
An option (in Extended) to adjust the % range for weapons would be cool too. You can make some weapons more reliable (ex.: AP bullets do 50-200% damage, to represent their armor piercing capabilities ensuring they always do damage)
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Then you're just gonna keep reloading until you get a good percentage. :P