So since the knife has *unlimited* ammo... it is the most powerful weapon?
30 x infinite = A lot! And then some!
You can't count like that, because by your argument, raising the reserve ammo of a gun by a factor of 2 will double its "power". Remove the HMG's extra clips and it becomes less powerful then a fullu loaded LMG.
What's interesting is only:
- Damage per time-period. - Accuracy - Special conditions
Now, with these criterias, the HMG outperforms the shotgun in the two first but the "piercing" damage is of course a drawback against structures.
Now, before anyone posts anything else. Can you *please* read through this whole debate and actually make a valid *point* about something other then just endlessly repeat falsehoods and misconceptions? Thank you.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Majin+Aug 29 2003, 10:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 29 2003, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><u>Shot Gun Total Damage Per Level of Upgrade</u> SG Level 0: 10 x 16 = 160 x 48 = 7680 SG Level 1: 10 x 18 = 180 x 48 = 8640 SG Level 2: 10 x 20 = 200 x 48 = 9600 SG Level 3: 10 x 22 = 220 x 48 = 10560<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I just tested the shotgun's damage. It's <s>16</s> <b>17</b> at level 0, 18 at level 1, 20 at level 2, and 22 at level 3.
My biggest problem with all marine weaponry in the game is the complete disregard they seem to have to any lifelike counterparts. For example....
1. The pistol is the most accurate weapon in the game when it should be the least.
Solution.... increase pistol damage considerably and decrease accuracy dramatacally. The short barrel of a pistol destroys any chance of decent accuracy more than a few yards. The pistol should be a short range self defense weapon, it should have a very hard punch at a very short range.
2. The shotgun is way too powerful against buildings.
Solution....Keep shotgun "as is" but it should do half damage against any alien structures. The shotgun's many pellets have far less velocity than any single bullet. There's not time to even react to shotguns attacking structures. The 10 point shotgun should do half damage NOT the 20 point HMG. Make it a skulk killer like it's intended!
3. The HMG does half damage against stuctures.
Solution....The HMG should do full damage against stuctures. The higher velocity longer barrel would give it more punch against such things. Again, the 10 point shotgun should be half damage against structures NOT the 20 point HMG. This makes NO sense.
4. The LMG is a fairly balanced weapon but suffers from some accuracy problems at range.
Solution....A fire selectable switch so we can switch the LMG to semi automatic fire (each button press fires one bullet) in this fire mode, the LMG ACTS like the pistol does now. It makes much more sense to allow the longer barrel LMG (WITH A MODELED SCOPE!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) to fire more accurate at range than the pistol!
5. The Grenade Launcher is nearly impossible to use with a point attack.
Solution...The grenade launcher should have a selectable fire switch that allows two modes of fire, Impact fuze and delayed fuze. Delayed fuzing is what the launcher does now. With impact fuzing the grenade should go off at first contact of any surface. Of course the danger with impact fuzing is that the grenadier is more likely to kill himself as the grenades impacts the back of one of his buddies BUT it does allow the grenadier to make point attacks.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited August 2003
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The HMG does half damage against stuctures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
NS is not a realism mod. Gameplay is more important than realism.
<!--QuoteBegin--a civilian+Aug 29 2003, 12:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Aug 29 2003, 12:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The HMG does half damage against stuctures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
Gameplay is more important than realism. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Realism can be made to fit gameplay. Otherwise the marines could be shooting balls of whipped cream from red and white straws, who would notice the difference? Besides, how is it realism to expect a weapon to act like a weapon? I'm not asking for ballistics here, just some common sense.
Did you completely ignore my reasonings? The HMG should be more of a superweapon than the shotgun. The shotgun's dispersion means very little on most NS maps since the ranges rarely exceed more than a few meters.
If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (Majin @ Aug 29 2003, 10:31 AM) GL Level 0: 125 x 4 = 500 x 30 = 15000 GL Level 1: 127 x 4 = 508 x 30 = 15240 GL Level 2: 129 x 4 = 516 x 30 = 15480 GL Level 3: 131 x 4 = 524 x 30 = 15720 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> 125 DMG per grenade at zero level 4 rounds in 1 clip (or 4 nades in the tubes before having to reload) 125 x 4 (1 clip) = 500 DMG 500 in 4 shots then you reload from your reserver of 30 remaining Nades. The Total would be 125 x 34 = 4250
This is where I made the mistake! I took the DMG of 4 as the total
Sorry here is the proper corrections!
GL Level 0: 125 x 34 = 4250 GL Level 1: 127 x 34 = 4318 GL Level 2: 129 x 34 = 4386 GL Level 3: 131 x 34 = 4454
Thanks for being such smart **** when my mistake was found.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Harry S. Truman+Aug 29 2003, 12:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Aug 29 2003, 12:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--a civilian+Aug 29 2003, 12:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Aug 29 2003, 12:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. The HMG does half damage against stuctures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
Gameplay is more important than realism. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Realism can be made to fit gameplay. Otherwise the marines could be shooting balls of whipped cream from red and white straws, who would notice the difference? Besides, how is it realism to expect a weapon to act like a weapon? I'm not asking for ballistics here, just some common sense.
Did you completely ignore my reasonings? The HMG should be more of a superweapon than the shotgun. The shotgun's dispersion means very little on most NS maps since the ranges rarely exceed more than a few meters.
If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Furthermore, most Kharra attacks are melee...
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Harry S. Truman+Aug 29 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Aug 29 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Did you completely ignore my reasonings? The HMG should be more of a superweapon than the shotgun. The shotgun's dispersion means very little on most NS maps since the ranges rarely exceed more than a few meters.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I actually can't think of any NS map where the ranges rarely exceed more than a few meters. In most of the maps, the ranges almost always exceed a few meters.
<!--QuoteBegin--Harry S. Truman+Aug 29 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Aug 29 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> As I said, the grenade launcher is meant for <u>area denial</u> and material destruction.
<!--QuoteBegin--Stoneburg+Aug 29 2003, 10:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Aug 29 2003, 10:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now, before anyone posts anything else. Can you *please* read through this whole debate and actually make a valid *point* about something other then just endlessly repeat falsehoods and misconceptions? Thank you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> FIRST OFF I believe I siad right there in my post
Please correct my numbers if any mistakes are found.
Also
I am not spreading faluse truths or anything like that I made a point of saying, that I was showing the power of the guns. I thought the GL numbers looks way off, but I didn't see why till the corrections were made. No need to be a smart **** about it Stone!
a civilian: how did you test your SG numbers? If you shot someone, then you need to factor in the Armor taking a % of the DMG.
I am going by the numbers that I have read are the current numbers. This may have changed, I dont know. No one on the Dev team has come out AFAIK and stated that these are the SET-IN-STONE number of 2.0
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Majin+Aug 29 2003, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 29 2003, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a civilian: how did you test your SG numbers? If you shot someone, then you need to factor in the Armor taking a % of the DMG.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I used mp_drawdamage 1. It displays the exact amount of damage done before it is divided into health and armor damage.
<!--QuoteBegin--a civilian+Aug 29 2003, 01:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Aug 29 2003, 01:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Majin+Aug 29 2003, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 29 2003, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a civilian: how did you test your SG numbers? If you shot someone, then you need to factor in the Armor taking a % of the DMG.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I used mp_drawdamage 1. It displays the exact amount of damage done before it is divided into health and armor damage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I never knew you could do that, thats really cool!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now, before anyone posts anything else. Can you *please* read through this whole debate and actually make a valid *point* about something other then just endlessly repeat falsehoods and misconceptions? Thank you. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That wasn't aimed specifically at you, Majin, but rather at the general repetitivness and cyclic behaviour of posting. When a thread is 5+ pages long it seems like people don't read it, just post their opinion, which has invariably been expressed and debunked several times in the thread.
The falsehoods would be along the line of "I was Onos at full health and one shotgun blast took me down to 50" and other stupid things that have been posted about the shotguns.
Comments
30 x infinite = A lot! And then some!
You can't count like that, because by your argument, raising the reserve ammo of a gun by a factor of 2 will double its "power". Remove the HMG's extra clips and it becomes less powerful then a fullu loaded LMG.
What's interesting is only:
- Damage per time-period.
- Accuracy
- Special conditions
Now, with these criterias, the HMG outperforms the shotgun in the two first but the "piercing" damage is of course a drawback against structures.
Which... I... have.... been... saying... all... along...
Now, before anyone posts anything else. Can you *please* read through this whole debate and actually make a valid *point* about something other then just endlessly repeat falsehoods and misconceptions? Thank you.
SG Level 0: 10 x 16 = 160 x 48 = 7680
SG Level 1: 10 x 18 = 180 x 48 = 8640
SG Level 2: 10 x 20 = 200 x 48 = 9600
SG Level 3: 10 x 22 = 220 x 48 = 10560<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I just tested the shotgun's damage. It's <s>16</s> <b>17</b> at level 0, 18 at level 1, 20 at level 2, and 22 at level 3.
1. The pistol is the most accurate weapon in the game when it should be the least.
Solution.... increase pistol damage considerably and decrease accuracy dramatacally. The short barrel of a pistol destroys any chance of decent accuracy more than a few yards. The pistol should be a short range self defense weapon, it should have a very hard punch at a very short range.
2. The shotgun is way too powerful against buildings.
Solution....Keep shotgun "as is" but it should do half damage against any alien structures. The shotgun's many pellets have far less velocity than any single bullet. There's not time to even react to shotguns attacking structures. The 10 point shotgun should do half damage NOT the 20 point HMG. Make it a skulk killer like it's intended!
3. The HMG does half damage against stuctures.
Solution....The HMG should do full damage against stuctures. The higher velocity longer barrel would give it more punch against such things. Again, the 10 point shotgun should be half damage against structures NOT the 20 point HMG. This makes NO sense.
4. The LMG is a fairly balanced weapon but suffers from some accuracy problems at range.
Solution....A fire selectable switch so we can switch the LMG to semi automatic fire (each button press fires one bullet) in this fire mode, the LMG ACTS like the pistol does now. It makes much more sense to allow the longer barrel LMG (WITH A MODELED SCOPE!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) to fire more accurate at range than the pistol!
5. The Grenade Launcher is nearly impossible to use with a point attack.
Solution...The grenade launcher should have a selectable fire switch that allows two modes of fire, Impact fuze and delayed fuze. Delayed fuzing is what the launcher does now. With impact fuzing the grenade should go off at first contact of any surface. Of course the danger with impact fuzing is that the grenadier is more likely to kill himself as the grenades impacts the back of one of his buddies BUT it does allow the grenadier to make point attacks.
This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
NS is not a realism mod. Gameplay is more important than realism.
This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
Gameplay is more important than realism. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Realism can be made to fit gameplay. Otherwise the marines could be shooting balls of whipped cream from red and white straws, who would notice the difference? Besides, how is it realism to expect a weapon to act like a weapon? I'm not asking for ballistics here, just some common sense.
Did you completely ignore my reasonings? The HMG should be more of a superweapon than the shotgun. The shotgun's dispersion means very little on most NS maps since the ranges rarely exceed more than a few meters.
If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire?
GL Level 0: 125 x 4 = 500 x 30 = 15000
GL Level 1: 127 x 4 = 508 x 30 = 15240
GL Level 2: 129 x 4 = 516 x 30 = 15480
GL Level 3: 131 x 4 = 524 x 30 = 15720
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
125 DMG per grenade at zero level
4 rounds in 1 clip (or 4 nades in the tubes before having to reload)
125 x 4 (1 clip) = 500 DMG
500 in 4 shots then you reload from your reserver of 30 remaining Nades.
The Total would be 125 x 34 = 4250
This is where I made the mistake!
I took the DMG of 4 as the total
Sorry here is the proper corrections!
GL Level 0: 125 x 34 = 4250
GL Level 1: 127 x 34 = 4318
GL Level 2: 129 x 34 = 4386
GL Level 3: 131 x 34 = 4454
Thanks for being such smart **** when my mistake was found.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This is to prevent it from being an all-purpose superweapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->5. The Grenade Launcher is nearly impossible to use with a point attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The grenade launcher is meant for area denial and material destruction, and is not meant for anti-personnel. Anti-personnel is the purpose of the HMG or shotgun.
Gameplay is more important than realism. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Realism can be made to fit gameplay. Otherwise the marines could be shooting balls of whipped cream from red and white straws, who would notice the difference? Besides, how is it realism to expect a weapon to act like a weapon? I'm not asking for ballistics here, just some common sense.
Did you completely ignore my reasonings? The HMG should be more of a superweapon than the shotgun. The shotgun's dispersion means very little on most NS maps since the ranges rarely exceed more than a few meters.
If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Furthermore, most Kharra attacks are melee...
I actually can't think of any NS map where the ranges rarely exceed more than a few meters. In most of the maps, the ranges almost always exceed a few meters.
<!--QuoteBegin--Harry S. Truman+Aug 29 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Aug 29 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the grenade launcher is not ment to be an "anti-personnel" weapon, then why do all the aliens scatter when it starts to fire?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As I said, the grenade launcher is meant for <u>area denial</u> and material destruction.
FIRST OFF
I believe I siad right there in my post
Please correct my numbers if any mistakes are found.
Also
I am not spreading faluse truths or anything like that I made a point of saying, that I was showing the power of the guns. I thought the GL numbers looks way off, but I didn't see why till the corrections were made.
No need to be a smart **** about it Stone!
a civilian:
how did you test your SG numbers?
If you shot someone, then you need to factor in the Armor taking a % of the DMG.
I am going by the numbers that I have read are the current numbers.
This may have changed, I dont know.
No one on the Dev team has come out AFAIK and stated that these are the SET-IN-STONE number of 2.0
how did you test your SG numbers?
If you shot someone, then you need to factor in the Armor taking a % of the DMG.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I used mp_drawdamage 1. It displays the exact amount of damage done before it is divided into health and armor damage.
how did you test your SG numbers?
If you shot someone, then you need to factor in the Armor taking a % of the DMG.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I used mp_drawdamage 1. It displays the exact amount of damage done before it is divided into health and armor damage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I never knew you could do that, thats really cool!
That wasn't aimed specifically at you, Majin, but rather at the general repetitivness and cyclic behaviour of posting. When a thread is 5+ pages long it seems like people don't read it, just post their opinion, which has invariably been expressed and debunked several times in the thread.
The falsehoods would be along the line of "I was Onos at full health and one shotgun blast took me down to 50" and other stupid things that have been posted about the shotguns.