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Fatal Shot - Chapter 687

“Bang!”

On top of the SUV on the sand dunes, Feng Luo stared at the sniper scope as he adjusted the Wings of Death in front of him slightly then fired again.

At a distance of nine hundred meters away, for Wings of Death which had an

energy accelerator pendant, the bullets it shot would be able to hit that Sand Whale’s enormous body in 0.6 seconds.

Of course, for Feng Luo, it was not just a simple hit that he had wanted.

“Pew!”

Feng Luo’s third shot hit the giant sand whale’s mouth, which, in its pain and anger, still did not close. As it jumped out of the ground, the mouth even became more obvious.

And almost without much difference from the first shot, it exploded into a hole which was as big as a washbasin.

“-2894!”

However, something surprising occurred.

This time, the damage on the head of the sand whale was just over 2800. It did not even reach half of the previous shot.

“Well… I guess I forgot about it again!”

After Feng Luo was stunned for a while, he suddenly seemed to have remembered something.

Immediately after he slightly turned the Wings of Death in his hands, the next shot gave up on the position that the first two exploded armor-piercing bullets struck and created, and instead, he attacked the sand whale’s front abdomen under its head when it was exposed.

“-5070!”

The third shot’s damage, although it was not as good as the first shot in the mouth, was still more than five thousand.

This was enough to prove that this sand whale, although its health points were amazing, its defense was indeed more average, or even quite poor.

As for why the previous second shot caused only thousand-plus damage, it was because of the changes to the damage system after the system was updated.

After this update, the total damage caused at a non-fatal position would not exceed a certain percentage of HP for a period of time.

This sentence was not difficult to understand.

In the example of a human body, if it was attacked at a single location, and this location was not the key locations like the throat, brain, and heart, then the damage that it could cause was limited in that period of time.

For example, if the arm was at 15%, the thigh being at 20%, and the lungs were 50%…

If the theoretical damage value of the attack reached these proportions, then the subsequent attack would not continue to do damage.

This was a very significant change in the way players fight.

Because with the existence of a single-area injury cap, the player would not be able to accumulate damage at the same place to kill other people like the past.

If you want to kill the other person, you could either choose to attack the fatal parts, or you would have to attack multiple parts or find ways to empty the opponent’s HP via continuous “bleeding, poison” relation special measures.

In this way, the battle had obviously become a bit cumbersome.

But if you think about it, this became more realistic.

For instance, if a man was attacked by another aggressive man and a sword was cut into his arm, would the other person just die and fall onto the ground?

Obviously, this seemed a little unreasonable.

And of course, following this, there would be an issue.

And that was, once that position reached its limit of damage taken, then it could use that suffered position to block the fatal attacks.

Many players immediately thought of this seemingly BUG-like combat style as soon as they read the content of the system update.

However, it was clear that the “Wartime” system did not give the players this loophole at all.

Those who tried it out would find themselves devastated immediately as the hospital in the game would be filled with patients in an instant.

This was because although after the damage limit was reached in a certain area, the attack would not damage its health points.

However, it did not mean that the player would not be “injured.”

Now, if that site reached its injury limit and then continues to be attacked with a higher amount or a particular type of attack, there would be a great chance of “crippling” the player’s body.

After this update, it would no longer be “invulnerable” until the last hit like in the past.

Rather, in these circumstances, it would be similar to NPC, where it might be chopped off or cut and pierced through.

If you were not worried about the cost and the wasted time of physical repair of the body after you are crippled, well, then, go on and use the body part which reached its damage limit and block the attacks.

In addition, other than the damage limit, the standard of injury to attacks in different locations had also been adjusted.

For the same attacks, if the unimportant body parts were to be hit like hands and legs, then the damage taken would be lower than the more important positions like the heart.

And if the vital parts like the brain or the heart were to take damage, then it would bear more damage as compared to the past, which would be determined by the attack.

To put it simply, it could almost be understood that the damage to these positions like the hands and feet become “ordinary damage.”

And the damage to the internal organs of these injuries was roughly equivalent to “weakness damage,” as for these parts like the hearts, the health point drop would be worse than before.

For ordinary snipers, its impact was huge.

Because this meant that to hit high damage, you would have to increase your marksmanship and need to hit lethal damage.

Feng Luo might be unable to hit lethal damage a hundred percent of the time, but this was under the conditions of his actual body going through “evolution.”

For the average person, even if he was the best sniper, it would be difficult to hit lethal spots accurately.

This article, no doubt, was a nerf on the sniper profession.

However, if there was a nerf, then naturally, there would be a buff.

In this update, there was a much more influential change in the Gunners’ profession, that the built-in cooling time for the gun fix was canceled.

Yes, whether it was sniper rifles or submachine guns or machine guns, the built-in forced cooling time between the two rounds had been canceled.

This was undoubtedly another change that added “authenticity.”

(Well, say, someone started to mock at the “100 percent simulation” that the chapter mentioned, here’s the explanation, this refers to the realness of the game. General online games should be using this term right. This does not mean that it is not completely different from the real world… sweats!)

This change was definitely very impactful for the gunners.

Especially for snipers.

Like the Wings of Death for Feng Luo and the previous Barrett, the built-in cooling time was up to two seconds.

This meant that after its single shot, you had to wait two seconds before you could carry out a follow-up attack.

And this time could give the person that was attacked reaction time and even time to counterattack.

After all, two seconds was perfect for a quick enough person to escape, hide, and even fight back.

While the sniper’s position was generally far from a few hundred meters away, the other side only needs to move behind a bunker, and the follow-up attack would simply not be able to keep up.

This was actually a serious problem, and now it might be okay, the conventional sniper gun cooled down for only a second, and even lesser after the “fast shooting” skill was turned on.

In this case, there were not very many people who could react.

However, in this game, “Wartime,” you could promote the human body “evolution,” and one of the key points was the “brain domain.”

Take Feng Luo as an example. He was now able to react more than half the speed of his reaction from before. Hence, he was able to react in that instant of the attack and do a counterattack immediately.

It was almost certain that if a sniper attacks him, and under the circumstances that he was unable to insta-kill him on the first shot.

Then before the opponent shot the second shot, he would start to dodge.

Even though it might be like the northern city sniper on the devil’s triangular island mission, where he had already been counter killed by Feng Luo, who raised his sniper rifle on the original spot when he was on his second shot, perhaps, someone would want to say that this counter-sniper kill was due to the Life Force skill “Life Armor.”

But, by the time the game reached a certain stage, who would not have Life Force?

By that time, the snipers would then face this severe problem.

And obviously, due to this reason, the system unlocked the limit to the guns, allowing the snipers to have this one-time “historic” buff.

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