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Kurt any chance that we will get correct gun info any time soon?

I don't know, I'm kinda busy right now.  

Also I appreciate the fact that you made this prototype, and I agree that displaying exact changes that a modifier applies is useful, but in general I think that showing all these stats is an overkill, it'll make the UI even more cluttered than it is right now. Stats used to be hidden and only displayed when a button was pressed, but I watched people play the game and they never pressed it.

Also, "Pi" decreases damage per hit, but since it allows you to get multiple hits with a single bullet, total damage increases.

Well decreases by how much? And how many targets it can then hit? And if combined with explosion will it explode on every enemy hit, or only of first one, or only on last one? If last one what if it will hit only one, will that decrease the damage, because no explosion happen?

> I watched people play the game and they never pressed it.
There can be another explanation for that, that they did not know about the button.

I can ask about practically every modifier I seen what exactly it does. "Pi" was just random example probably because it was last one behaving weird at the time I wrote it.
> Also, "Pi" decreases damage per hit, but since it allows you to get multiple hits with a single bullet, total damage increases.
Well total damage is not shown, only "Approximate damage per bullet" and that can both decrease and increase by applying "Pi", so I do not know what "Approximate damage per bullet" exactly means.

Not knowing the stats killed my run so many times. Upgrading from level 2 modifier to level 3 changed damage from something like 300 to 30000 but then in level it was not killing enemies at all.

(1 edit)

      the approximate damage per bullet (ADPB)  is, if you were to fire a singular bullet at an enemy(s) with near infinite health how much damage would it do after a near infinite amount of time. you can see this if you ever get 'brn'; if you put 'brn' on a gun the ADPB will go up, the damage of your bullet never changes, but now you do damage over time, ADPB tells you that after infinite amount of time you will do ((damage + burn dmg x burn time) + damage x how many enemies you can hit - 1).

      If you get 'brn' on a gun and then add 'ti' the ADPB will change a lot because 'ti' increases how long 'brn' lasts. if you want to know your true damage output, go test your weapon, he made a button for doing said action for a reason. if you get 'sca' your ADPB does not go up because it is about a singular bullet. The weapon mod 'fra' seems to be weird and chooses whether or not it gets added to the ADPB because its multiple bullets from a singular, same with 'tra', but that's all a topic for another time. i hope this has cleared things up. ( @kurt_c0caine, please correct me if i'm wrong about any of this, and pleas confirm if i am right! Great game, just wish there was a sandbox to play around in! )

Thanks for the answer, but it does not really help :( it is just another example of the presented numbers being totally useless.

And about the option to test it, well there isn't really an option to test actual damage. How you can compare shooting to (almost) stationary targets that have 700+ HP to real enemies where you need to move, so some of the shoots will miss, so how you can compare that?
I just started new one to get actual numbers and at level 1 you comparing 100 HP targets and I did 5-50 DMG per hit to them, in match enemies have 20 HP, so what is probability of one hit on kill, and what is probability of 4 hits per kill?
Before level 2 test enemies have 125 HP, and all 3 of them take same 5-50 DMG per hit, while in match shooters have 0.1 armor and 25 HP, so there is no way to compare that either, without explanation how armor works, because 0.1 seems to do nothing.
I really do not know if I can get much further without seeing actual numbers, what the modifiers do. If there would at least be actual numbers available somewhere I could calculate it myself.