Quote:
Originally Posted by Fiberwyre_P2P
High Caliber Ammo:
+Bullets travel 25% faster
-Reduces spread by 50%
Armor Piercing Rounds:
+If the target has armor: bullets do 75% damage to health AND armor
-If the target doesn't have armor: bullets do 1 less damage
Flechette Ammo:
+Causes targets to critically bleed
-Bullets do 75% damage
Incendiary Ammo:
+Lights targets on fire, causing damage over time.
+/-Anyone (including you) that the target touches can also be lit on fire
Glaciated Ammo:
+Bullets slow down targets by .01 speed for 3 seconds
-Freezes your gun if you shoot too frequently, which makes you unable to fire for 3 seconds
Ghost Ammo:
+Bullets pass through targets, while still doing damage
-Each time a bullet passes through a target, it's damage is reduced by 5
Rubber Bullets:
+Bullets can bounce off a wall ONCE
-You can be hit by your own bullets
High Density Ammo:
+Bullets slightly knock back targets
-Each shot you fire pushes you back and bullets have a significantly shorter range
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I thought guns were balanced for a reason?
Ghost/Rubber would be straight overpowered or 'lame'.
High Density/Flechette/Armor Piercing would be redundant or practically useless.
The ice one would be really useless, .01 is really nothing whilst your gun would randomly freeze. Perhaps if the effect stacked on itself (get combo-ed and hit 4 times, it would reduce speed by .04 for 12 seconds).
Fire one would be hilarious.
But who would use anything besides High Caliber? That's two +'s, and guns are already lame enough to make perfect walls.