It's too bad individual weapons didn't have headshot multiplier bonuses. I feel like that would've been much more interesting. Especially in the wake of removing headhsot bonuses from bosses (who all but one of have heads).
As for what I think the multiplier should be?
For Sniper Rifles, 200% (this is in bonus damage) sounds a little bit overpowered, so I'll say that it should be 50-100% (1.5 to 2 shots worth... etc.), and that could even scale with every two levels of the gun. I mean, this IS the weapon you're supposed to be encouraging headshots with, right BW? Seems like it should get the highest bonus. Also, what would be REALLY great, is that headshots on Gold and Platinum, instead of getting that full 200% bonus, would only get a 75% bonus against shielded targets, but would ignore shield gate. Would actually make Sniper Rifles like the Javelin and Widow useful for MANY players. I was originally going to say 100% rather than 200% for that scenario, but I think the Javelin might benefit too much from that. I haven't done the math, but the Javelin really should be able to kill a Centurion in a single shot. It is an ultra rare single-shot sniper after all, unlike the Indra, which is almost an assault rifle with no recoil and a built-in scope. Maybe bosses would only take 2/3's of each multiplier? 1/2? But if you can't change headshot atributes for mobs, hopefully you could change it per weapon. Or at least weapon type, which I'm suggesting here.
AR's should get a 25% bonus (so 1.25 total damage compared to a regular shot). Considering how many bullets they can put into a head, that damage adds up. Could be a 50% bonus. As before, this could scale. Guns like the Harrier could really benefit from this, especially with such a low ammo supply. Encourages more tactical thinking and play than just "spray and pray" as I know many who use AR's tend to with tanky characters.
Pistols should definitely have a 100% bonus. Nice and easy. Double damage for the basic weapons getting headshots. Intuitive, no? Not much else to say for this.
SMG's tend to be weak overall, which is unfortunate, especially considering how cool the Hornet is. Luckily, the Hurricane is powerful enough to work for many characters. Because of the high-recoil nature of these weapons, and the burst-fire feature of at least 2 of them, I'd say a 150% bonus is good. Could still be 100%, though, which might be a little fairer to the enemy.
And finally, shotguns. No headshot bonus for any other than the Graal and Crusader. And they get a... let's say 80% headshot bonus. I mean, they already ignore shield gate, don't they? I don't remember for the Crusader, I haven't used it in so long.
...a plan SIMILAR to that is how I would've really liked to see it. I don't know if those damage bonuses are too high or too low, as I didn't do any hard math. Just thinking about weapon types and strategies, I tried to come up with a system interesting and fair.
Furthermore, why not have certain bosses, instead of being /immune/ to headshot damage, be resistant to headshot damage? The Prime for example has its combat drone. So even if it's getting its eyelight shot out, it's not like its really blind, because the drone relays information from the battlefield back to the unit. So maybe the Prime would only take half of the headshot bonus.
Things like the Atlas simply wouldn't take headshot damage, because they don't have a head. Same applies to turrets. No head, no headshot. Atlas should still have a weak spot, but I'm not sure how to design it. Atlases actually seem very well balanced at the moment, so that's good.
Banshees and Brutes and Phantoms should all take headshot damage like regular. Ravagers though, since they have weird half-head things should be like Primes, and probably only take half of the bonus damage.
Sorry for the long post, but these are just some interesting thoughts I had to make headshots more tactical and beneficial depending on what weapon you're using versus what enemy you're facing. I don't know if any of this could be implemented in a patch, but I would love to see a similar system, with better math and hard numbers. Thanks for reading, if you got this far!
Modifié par Jonathan Shepard, 25 juillet 2012 - 05:13 .