7 Replies Latest reply: Nov 28, 2011 2:10 PM by Deathcrush RSS

Suggestion to fix the shotguns

mickilla

Just like the title says, there are a couple distinct changes that the shotguns need to be competitive alternatives to the SMGs. Before I say anything else, the fact that their instakill range is very short is NOT the problem. If the instakill range was simply made longer then we'd suffer a problem felt before- that a shotgun user could make instakills without having to even aim at the target. I view the real problem being the relative ineffectiveness of wounding blows from shotguns. Shotgun use should (in a more ideal situation) most often fall into their 2-hit-kill range. Blam, ch'k ch'k, blam. But in close quarters a wounding blow still allows the target to retaliate to a point where any time when your first shot fails to kill, you're screwed.

 

Therefore, my suggestion rests on the principle of making shotguns more practical when you're gunning for 2-hit kills.

 

Necessary change #1: All shotguns need a proficiency to improve the speed at which they cycle the pump-action (lever action in the case of the M1887, fire cap for the semiautomatic Striker, and general fire rate for the other two). The more simple answer would have been just giving them all the rapid fire attachment, but having this in conjunction with proficiencies like range and damage pushes things over the line. Therefore having a newly made proficiency to improve pump speed is the best fit for this situation. 'Double Tap' sounds like an appropriate name for this. As one final note, don't have it unlocked rediculously late. Its enough trouble unlocking any useful proficiency for the shotguns as is.

 

Necessary change #2: By default, all shotguns' survivable wounds need to in some way temporarily cripple the enemy in a way that ordinary damage doesn't. It would be too much if shotgun wounds had all the same effects as a stun grenade, but that's is on the right track. It would probably just restrict your ability to perform some of the more aggressive actions like jumping, mantling, sprinting, and performing melee attacks. Naturally, juggernauts would be exempt from this (perhaps blast shield users too), but anyone else who survives a shotgun blast won't be able to run or dodge the follow-up shot (or weasel their way out of the situation with a panic knife). They'll have to stand their ground and fight back the conventional way. This is what's necessary to let shotguns have a purpose in life.

 

One final note, heavier weapon types like the LMGs and sniper rifles could stand a new proficiency to let them have the 'crippling' ability too.

  • Re: Suggestion to fix the shotguns
    mickilla

    I'm dissapointed to find it necessary to make a shameless bump so soon. A little feedback would go a long way.

    • Re: Suggestion to fix the shotguns

      It's not realistic to expect the devs to implement a whole new game mechanic via a patch.

      However, you are probably right that the pump/lever times on the slower-firing guns probably should be decreased across the board (w/o the need for a separate proficiency) -- say by 30-40%.

      • Re: Suggestion to fix the shotguns

        Or level it to 28 and problem solved, put the time in before complaing.

        • Re: Suggestion to fix the shotguns
          cwatz

          That brings up an even bigger problem.

           

          Why did those morons make the REQUIRED proficiencies for shotguns at the very end?  How f***ing stupid can they be?

           

          When you look at smgs and ar's, just about every one of them is just fine with kick and a red dot or a silencer.  May not be 100% perfect, but very effective.

           

          No shotgun is even remotely useful without damage or range, and even then they are still a niche weapon.

      • Re: Suggestion to fix the shotguns
        mickilla

        Actually there is a simpler way to do it. Notice that when you suffer fall damage it impairs your sprint and lunge? Just treat shotgun damage the same way, as if it were fall damage.

  • Re: Suggestion to fix the shotguns
    mickilla

    As one final note to this conversation, I've been trying some more configurations on my own and come to the realization that the biggest stumbling block to a shotgun's performance often comes down to good ol' fashioned hit detection. Doesn't really matter how much they overpower a given shotgun blast in a best-case scenario, getting that best-case scenario to actually happen (even within ideal range) is made incredibly complicated by the lag compensation. Even counting on just a few pellets to connect with your first shot is a risky gamble.

     

    A new thought occurs- maybe the situation would be improved if shotguns all got focus proficiency built in by default, and selecting it will guarantee complete resistance to all hit flinch whatsoever.

  • Re: Suggestion to fix the shotguns

    NEEDZ MOAR GIB.