So I've been playing TF2 a lot lately. Spy typically.
(To those who aren't familiar with the game the spy carries a butterfly knife that can instant kill with a back-stab)
Now I was talking with someone about the butterfly knife a little while ago and it came up how it does infinite-damage (not literally, just a long sequence of 9's) to guarantee a kill no matter what combination of healing and/or class is involved.
Now whether true or not, that's pretty consistent, so naturally I made a link to the most inconsistent weapon of them all. The Gnasher.
Here's my meaning,
The Gnasher should be a dead-cert' kill at under a meter. I don't care where it hits them or what lucky pellet spread I get,
I expect limbs to be flying.
I think most people agree with that.
So here's what I propose, we all know that the Gnasher has damage drop off on each pellet as range increases, but I think that each pellet should mimic the spy's 'infinite' damage back-stab (as in a 100hp damage to a 100hp player) so that no matter the spread or target locations it will always be a kill.
(With a substantial damage drop off beyond that 1 meter range to what the Gnasher is doing at present, of course)
I want the Gnasher to be as dependable as my Lancer when I'm giving back-rubs with the barrel, and I think in a world of shot-leading and location damage scaling this is a decent solution.