Trauglodyte, on 11 March 2013 - 08:57 AM, said:
That is how the TT game described it. But when it comes to actual in game physics and mechanics, you can't really design it that way.
Actually you can design it however way you want in a sense only limited by the programmers doing the work. In this case I would assume the game picks a range based on the target and maybe where your reticule is and decides at what point the Cluster round basically stops being a slug and fragments. The slug part would only matter if something accidentally got in the way. Real weapons (prototypes) use lasers for this so really the weapon could fragment based purely on target range data.
Sheraf, on 11 March 2013 - 03:17 PM, said:
I think we can give LB X10 slug but make it cooldown longer than the AC 10 when firing slug, cause it is multi purpose after all. That way, the AC 10 is still viable.
The AC 10 is actually still viable with the same fire rate I would think. If you took the same tonnage in ammo and split ammo types for the LBX then the LBX would simply run out of slug rounds faster because of weight devoted to cluster rounds and if those are still "shotgun" rounds instead that might not be ideal to be stuck with. I might have a loading timer for changing ammo types, but considering I would have to carry more ammo to cover both types you might not even need to change to reload per round speeds.
Maybe you would, but options aren't automatically better, like being able to carry 4 Gauss Rifles isn't an auto win button.