Talk:Damage 1.0/@comment-180.45.120.121-20131019230543/@comment-11753608-20131020012354

complicated damage system = more nuance in the game play. It provides each gun with more specific benefits and drawbacks. I agree this could be streamlined but each of the damage types do have their own logic. A lot of it is to have different secondary effects. But, for example, having bullet damage and impact damage really is such a negligible difference that impact could probably be eliminated. Laser damage has virtually no use in the game at the moment and could probably just be rolled into electrical damage.

The other odd part about their damage system is that they make what are secondary effects in virtually every other game its own damage type. So, stun, for example, would typically be a secondary effect that could be added to a weapon independent of any damage type or damage effect. Yet, in this game it has its own damage type. Knockdown and Forcefield is the same way (forcefield is essentially the damage type for ragdolling).

So, it could be simplified but I don't necessarily agree with all your suggestions above. I think there is an important reason that Serrated and AP are different. AP imnplies something like a full metal jacket round or something - AP rounds - whereas a serrated blade is a slashing type of damage - literally a serrated blade edge. It makes sense to me that serrated does more damage to infested while AP deals more damage to grineer. Those things I like about the damage system.