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  1. #11
    StephanM's Avatar 🌹

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    Originally Posted by S1lent View Post
    Your math looks weird. Isn't limit breaker 12 dmg now?

    12 pellets x 12 damage = 144 base damage
    144 x .06 = 8.64 bonus damage

    144 + 8.64 = 152.64 damage
    Ehm for some reason I though the dmg wasn't per pellet but in total lol.

  2. #12
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    Originally Posted by StephanM View Post
    Ehm for some reason I though the dmg wasn't per pellet but in total lol.
    The per pellet and in total math is the same in the end.

    12dmg x 0.06 = 12.72 per pellet
    12.72 x 12 = 156.64 damage total
    12x12 = 144 damage total x .06 = 156.64 total

  3. #13
    StephanM's Avatar 🌹

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    Originally Posted by Qwin View Post
    The per pellet and in total math is the same in the end.

    12dmg x 0.06 = 12.72 per pellet
    12.72 x 12 = 156.64 damage total
    12x12 = 144 damage total x .06 = 156.64 total
    No I just made a huge math error so yeah.. glad we have S1lent!

  4. #14
    ILoveQuests's Avatar Junior Member

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    */wiseguy mode on*

    144*1,06=152,64

    */wiseguy mode off*
    Approved Spammer and Troller and now banned from shoutbox (somehow I am proud of it).

    As I was moderator someone told me the word moderator comes from "to be moderate".

  5. #15
    StephanM's Avatar 🌹

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    Originally Posted by ILoveQuests View Post
    */wiseguy mode on*

    144*1,06=152,64

    */wiseguy mode off*
    Why are you trying so hard to look smart when the answer was a few posts above..?

  6. #16
    Freestyler's Veteran

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    The hitboxes were perfectly fine in v7 but they definitely got screwed in v8, sorry to say.

  7. #17
    StephanM's Avatar 🌹

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    Originally Posted by Boubble View Post
    The hitboxes were perfectly fine in v7 but they definitely got screwed in v8, sorry to say.
    Rectangle hitboxes aren't the way to go.


    The character model hitbox is 100x better (aka git gut, get aim), its just the whole drop off part of the game that made everything different.

  8. #18
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    I already said this in the chat. and ive said it on other threads and il say it again.
    A realistic hitbox works for slow games like CS or COD. Twitch games like the new Quake and Unreal Tournament have tried more accurate to sight hitboxes and they always negatively impacted the players experience, so they both went back to the old standards. FG devs arent any smarter than the triple A companies who already tried it, it just makes the game more difficult and twitch shooters already have an extremely high learning curve.

  9. #19
    Notorious's Avatar Khangus Khan

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    Originally Posted by Qwin View Post
    I already said this in the chat. and ive said it on other threads and il say it again.
    A realistic hitbox works for slow games like CS or COD. Twitch games like the new Quake and Unreal Tournament have tried more accurate to sight hitboxes and they always negatively impacted the players experience, so they both went back to the old standards. FG devs arent any smarter than the triple A companies who already tried it, it just makes the game more difficult and twitch shooters already have an extremely high learning curve.
    I never found the new hitboxes to slow down my gameplay, I mean if you combine the range drop out then ofc however I play close up with shotguns so the hitboxes alone for me made no effect

  10. #20
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    Originally Posted by Notorious View Post
    I never found the new hitboxes to slow down my gameplay, I mean if you combine the range drop out then ofc however I play close up with shotguns so the hitboxes alone for me made no effect
    It won't make much of a difference to people who already have 10/10 aim. But it will make a much bigger hit on players who arent as good. Ergo you make the game have an even bigger skill gap to a skill canyon. Accessibility is GunZ's most damning aspect, and this just makes it worse on people who dont have godly aim.

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