Shotgun

bunglebungle Join Date: 2012-04-21 Member: 150870Members
<div class="IPBDescription">Is it really OP?</div>Lets have some honest opinions now, as i have been waiting for them to change shotgun for days now as i hated the 209 version.

I've seen a lot of people complaining about "guys on pubs that can do 10-0 with a shotgun" and so on, but is this really a fair argument?

I mean, from my point of view the people that can 10-0+ with a shotgun on a pub most likely have played the game for a long time and most likely have a back ground from NS1.

After playing numerous games with people like grissi, swalk and fana last night i can honestly say i do not feel the shotgun is overpowered and i dont not feel its a fair argument to say "someone who has played ns for 10 years keep killing me with a SG so its op!"


Honest opinions now and some valid arguments now? :)
«13

Comments

  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I'm glad to see this post. Wish more would see it this way and stop dumbing down the game play over all.
  • ubikjamubikjam Join Date: 2011-10-04 Member: 125618Members
    I tend to agree, the shotgun has a place in the game again. It really struggles at range so I'm pretty happy with it as is. It's so important prevent lerks spamming lark bites at close range - forces them back into the bombing run mentality.
  • bunglebungle Join Date: 2012-04-21 Member: 150870Members
    <!--quoteo(post=1944076:date=Jun 17 2012, 12:41 PM:name=ubikjam)--><div class='quotetop'>QUOTE (ubikjam @ Jun 17 2012, 12:41 PM) <a href="index.php?act=findpost&pid=1944076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tend to agree, the shotgun has a place in the game again. It really struggles at range so I'm pretty happy with it as is. It's so important prevent lerks spamming lark bites at close range - forces them back into the bombing run mentality.<!--QuoteEnd--></div><!--QuoteEEnd-->


    i agree with this, but i would prolly increase the spread at longer range then it is now but keep it low spread at close range.

    What i think a lot of people do not realise is that if a marine misses one SG bullet you can kill the marine with good play.

    Practice makes perfect with all games, i wouldnt join a CS server a whine that AWP is over powered or join a QL server a moan that rail gun is over powered.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    The new shotgun is fun for marines. With JP nearly unstoppable. It's sadly not so fun for the skulk. When reaching mid game, the skulk is hard countered by SG and GL and the weapon/armor upgrades don't make it easier for him.

    One could argument, that the skulk is some kind of suicide-class and this is sure right. But personally its not fun for me dying every time from a spammed GL shot or a sg hit while biting through the armor. But this may just be me.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    I think the problem is the massive amount of res income, I think if/when the economy is smoothed out (slowed down), the starting p-res is lowered to 10 or 15 they will be fine. At the moment you get them less than a minute or two into the game (same with leap, kind of ridiculous) and then they are relatively common place from that moment on if you're able to hold ~3-4 RTs.

    Shotguns should have a lot of teeth and be very scary like they are now, I think they are fine. The frequency of which they are purchased and seen through out the game is maybe not so good, but that is an over-all economy problem. There is just way too much res income right now (both p-res and especially t-res), and so it's not considered something that should be played conservatively with, but something you can easily go carelessly rambo with since you can buy another one so quickly.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Shotguns are decent how they are now. A nerf to them will probably result in them not being used. They're already borderline worth it until you get jetpacks.

    Jetpacks are the real problem at the moment. And jetpacks can be balanced by tweaking leap and blink.
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    <!--quoteo(post=1944125:date=Jun 17 2012, 11:21 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 17 2012, 11:21 AM) <a href="index.php?act=findpost&pid=1944125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotguns are decent how they are now. A nerf to them will probably result in them not being used. They're already borderline worth it until you get jetpacks.

    Jetpacks are the real problem at the moment. And jetpacks can be balanced by tweaking leap and blink.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    <!--quoteo(post=1944071:date=Jun 17 2012, 06:03 AM:name=bungle)--><div class='quotetop'>QUOTE (bungle @ Jun 17 2012, 06:03 AM) <a href="index.php?act=findpost&pid=1944071"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've seen a lot of people complaining about "guys on pubs that can do 10-0 with a shotgun" and so on, but is this really a fair argument?
    Honest opinions now and some valid arguments now? :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't have any experience with ns1, & i consider my self new to the game. But I can do that :P
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    Purely offensive ability that provides the only counter to multiple life forms and has a higher skill ceiling than the initial weapon and a lower skill floor. Also is lost upon death and multiple investments can be lost in rapid succession, fully depleting a large amount of PRes. So imbalanced.
  • Forever_rustyForever_rusty Join Date: 2012-04-30 Member: 151314Members
    the biggest problem with the SG in every build is that its either useless or good at killing everything, which is really a recurrent theme in this game that every decisions you make are so linear : its either a no brainer or an aweful decision.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1944180:date=Jun 17 2012, 02:31 PM:name=Forever_rusty)--><div class='quotetop'>QUOTE (Forever_rusty @ Jun 17 2012, 02:31 PM) <a href="index.php?act=findpost&pid=1944180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the biggest problem with the SG in every build is that its either useless or good at killing everything, which is really a recurrent theme in this game that every decisions you make are so linear : its either a no brainer or an aweful decision.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The decision you're making is do I want this power NOW or in 2 minutes when we hive push? Do I want this shotgun to give me a better chance at killing an RT or do I want to save it for fades? You're not choosing LMG vs Shotgun, you're choosing shotgun now vs shotgun later. Accompanied by forced decisions on welders, mines, and eventually jetpacks can make that decision about shotguns even more complex.
  • bunglebungle Join Date: 2012-04-21 Member: 150870Members
    <!--quoteo(post=1944125:date=Jun 17 2012, 05:21 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 17 2012, 05:21 PM) <a href="index.php?act=findpost&pid=1944125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotguns are decent how they are now. A nerf to them will probably result in them not being used. They're already borderline worth it until you get jetpacks.

    Jetpacks are the real problem at the moment. And jetpacks can be balanced by tweaking leap and blink.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 to this, i agree the issue is not the shotgun, the isse is the ability for the fade and skulk to kill the shotgun, blink just doesnt seem versitile enough against anything that doesnt walk in a straight line.


    <!--quoteo(post=1944136:date=Jun 17 2012, 05:38 PM:name=bLink`)--><div class='quotetop'>QUOTE (bLink` @ Jun 17 2012, 05:38 PM) <a href="index.php?act=findpost&pid=1944136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't have any experience with ns1, & i consider my self new to the game. But I can do that :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    thats fair enough blink, but i assume you play more then most pubbers do? which is kinda my argument, i dont see people walk into this game, pick up a shotgun and run riot on a server, shotgun has many flaws, and i think the devs "forget" that about 80% of this community is likely to be old ns1 players OR people that have played other games like CS or Quake.


    <!--quoteo(post=1944160:date=Jun 17 2012, 06:27 PM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ Jun 17 2012, 06:27 PM) <a href="index.php?act=findpost&pid=1944160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Purely offensive ability that provides the only counter to multiple life forms and has a higher skill ceiling than the initial weapon and a lower skill floor. Also is lost upon death and multiple investments can be lost in rapid succession, fully depleting a large amount of PRes. So imbalanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i hope this was sarcasm :P


    <!--quoteo(post=1944192:date=Jun 17 2012, 08:03 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 17 2012, 08:03 PM) <a href="index.php?act=findpost&pid=1944192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The decision you're making is do I want this power NOW or in 2 minutes when we hive push? Do I want this shotgun to give me a better chance at killing an RT or do I want to save it for fades? You're not choosing LMG vs Shotgun, you're choosing shotgun now vs shotgun later. Accompanied by forced decisions on welders, mines, and eventually jetpacks can make that decision about shotguns even more complex.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I dont understand this! Why are you making my decisions so complicated!
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    The trick is not getting hit.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited June 2012
    I prefer it over the 209 one, though it probably may still need some minor tweaking. (And it's massive effectiveness boost vs onos may be a tad overkill)
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1944271:date=Jun 17 2012, 07:47 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jun 17 2012, 07:47 PM) <a href="index.php?act=findpost&pid=1944271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I prefer it over the 209 one, though it probably may still need some minor tweaking. <b>(And it's massive effectiveness boost vs onos may be a tad overkill)</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    Didn't you know? 2 minute tech is suppose to easily counter Aliens' "late game tech". Exosuits are just being added to stream roll aliens for ###### and giggles.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--quoteo(post=1944284:date=Jun 18 2012, 03:01 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 03:01 AM) <a href="index.php?act=findpost&pid=1944284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Didn't you know? 2 minute tech is suppose to easily counter Aliens' "late game tech". Exosuits are just being added to stream roll aliens for ###### and giggles.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What if the shotgun is more effective than the exo? <img src="http://i.imgur.com/jXcpg.png" border="0" class="linked-image" />
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Yeah shotties are OP'd, skulks are pretty much toast once they come out and having cara does not help.
    Lerks also get 1 shotted a lot, which for a 30res lifeform is annoying (you die enough fleeing as a lerk...1shotters are just insult without prior injury).

    I think the issue is that the shottie scales up with the weapon upgrades but the aliens dont increase armour in the same way (they did in ns1 chamber model but not ns2's).
    This means that once shotties come out skulks are going to die ~90% of the time, not so much a problem as its a free lifeform but the NO res when dead really cripples an alien side.

    The issue is that the shottie scales up its damage but aliens dont scale up their health/armor accordingly.
    Late game skulks must have celerity to try to get close enough to get a bite in as they wont survive a direct hit.

    Lerks getting 1 shot killed is also a balance issue, aliens outlay 30 res (non recyclable) to get killed with 1 shot from a 20 res weapon that is a recyclable item.
    If the lerks being forced up close then fix the shottie so it doesn't 1 shot a carapaced lerk..its got nothing to do with symmetry just simple balance....heck I will take being 1 shotted as a skulk with carapace (if we must) but please fix so the lerks not 1 shot with a shottie.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    edited June 2012
    10-0 with a shotgun?

    Man, people 54-1 fade in games, agreed OP, whats the big issue?

    I'd be more impressed with 10-0 lmg, and probably thus medpack the f'er more.

    Mendsap: right now I'd rather dual wield 2 lmgs than a single shotgun, I think 2 miniguns might be even better :)
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited June 2012
    <!--quoteo(post=1944076:date=Jun 17 2012, 04:41 AM:name=ubikjam)--><div class='quotetop'>QUOTE (ubikjam @ Jun 17 2012, 04:41 AM) <a href="index.php?act=findpost&pid=1944076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It really struggles at range so I'm pretty happy with it as is.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yet Its not exactly a wide spread... at roughly 9 degrees from the center of the screen.
    I mean, ok, in a literal sense what you say is true - it doesnt do well long distance. But to imply this is a <i>"close range" weapon is not accurate</i>, currently, other than the fact that you have better odds at killing a skulk in one shot - which has little to do with it's <i>terminating </i>spread when speaking about a skulk at bite range. (thats originating spread mostly influencing that.) What dictates whether a weapon is a "close range" weapon is how well it does comparatively to any range other than "close range".. <i>and as seen below it still does just fine at medium. </i>
    IMO, this creates a no brainer to always pick the shotgun, a cheap weapon without much of a tradeoff for picking. Which is just another way of saying not performing it's role correctly. The default, forced weapon, the lmg, should be the only "all around" weapon. Similar to the "all around" usefulness of the skulk... for example: what if there were no tradeoff/downside to picking a lerk other than the pres investment? You'd hear ppl screaming.. but when it happens to the shotgun, everyone is just happy that they can shoot and hit successfully - while those on the other end of the barrel just chalk it up to the status quo and shrug. (despite the lerk never being able to one shot a marine?)

    To me, its very <b>odd </b>what some accept as appropriate / acceptable, as I think the rewarding sensation of hitting what you aim at overrides one's ability to look at the big picture, and thus influences them heavily.

    I expect this to change once the polish phase comes into play and performance is high - where the novelty of hitting what you aim at diminishes as a new experience.


    <img src="http://i.imgur.com/SZlvL.jpg" border="0" class="linked-image" />
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    After playing a couple rounds on vanilla NS2, and a lot of rounds on a custom mod to fix/change a few things, I have to say the shotgun is working the best it ever has, and IMO should not be changed much (maybe an absolute range where the damage is 0). That change coupled with increasing the pres cost to 25 and I think the shotgun will be perfect.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1944321:date=Jun 17 2012, 10:49 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jun 17 2012, 10:49 PM) <a href="index.php?act=findpost&pid=1944321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yet Its not exactly a wide spread... at roughly 9 degrees from the center of the screen.
    I mean, ok, in a literal sense what you say is true - it doesnt do well long distance. But to imply this is a <i>"close range" weapon is not accurate</i>, currently, other than the fact that you have better odds at killing a skulk in one shot - which has little to do with it's <i>terminating </i>spread when speaking about a skulk at bite range. (thats originating spread mostly influencing that.) What dictates whether a weapon is a "close range" weapon is how well it does comparatively to any range other than "close range".. <i>and as seen below it still does just fine at medium. </i>
    IMO, this creates a no brainer to always pick the shotgun, a cheap weapon without much of a tradeoff for picking. Which is just another way of saying not performing it's role correctly. The default, forced weapon, the lmg, should be the only "all around" weapon. Similar to the "all around" usefulness of the skulk... for example: what if there were no tradeoff/downside to picking a lerk other than the pres investment? You'd hear ppl screaming.. but when it happens to the shotgun, everyone is just happy that they can shoot and hit successfully - while those on the other end of the barrel just chalk it up to the status quo and shrug. (despite the lerk never being able to one shot a marine?)

    To me, its very <b>odd </b>what some accept as appropriate / acceptable, as I think the rewarding sensation of hitting what you aim at overrides one's ability to look at the big picture, and thus influences them heavily.

    I expect this to change once the polish phase comes into play and performance is high - where the novelty of hitting what you aim at diminishes as a new experience.


    <a href="http://i.imgur.com/SZlvL.jpg" target="_blank">http://i.imgur.com/SZlvL.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    "What if there were no downside other than the pres investment."
    is basically saying
    "What if there were no downside to owning a Ferrari other than the cost."



    20 pres is only cheap when you're winning. I guarantee you that you cannot pick up a shotgun every death or even every other death in a competitive game. And this is completely neglecting welders, jetpacks, mines, and grenade launchers.

    Also, where do you see 9 degree spread? The best I can tell is that half the pellets have 10 degree spread and half have 20 degree spread? This is the code for the shotgun:


    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kShotgunDamage = 17
    kShotgunDamageType = kDamageType.Normal
    kShotgunClipSize = 8
    kShotgunBulletsPerShot = 10
    kShotgunRange = 30
    kShotgunSpreadDegrees = 20<!--c2--></div><!--ec2-->

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local kSpreadDistance = 45
    local kStartOffset = 0
    local kSpreadVectors =
    {
        GetNormalizedVector(Vector(-2.8, 4, kSpreadDistance)), GetNormalizedVector(Vector(-1, 3.5, kSpreadDistance)), GetNormalizedVector(Vector(3, 3.5, kSpreadDistance)),
        GetNormalizedVector(Vector(-3.5, 0, kSpreadDistance)), GetNormalizedVector(Vector(-0, 1.5, kSpreadDistance)), GetNormalizedVector(Vector(0.4, 0.5, kSpreadDistance)),
        GetNormalizedVector(Vector(-2, -2, kSpreadDistance)), GetNormalizedVector(Vector(1, -0.5, kSpreadDistance)), GetNormalizedVector(Vector(2, -2.5, kSpreadDistance)),
        GetNormalizedVector(Vector(-1, 0, kSpreadDistance)),
    }<!--c2--></div><!--ec2-->

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Shotgun:GetSpread(bulletNum)

        // NS1 was 20 degrees for half the shots and 20 degrees plus 7 degrees for half the shots
        if bulletNum < (kShotgunBulletsPerShot / 2) then
            return Math.Radians(10)
        else
            return Math.Radians(20)
        end
        
    end<!--c2--></div><!--ec2-->
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    edited June 2012
    I don't really want the shotgun to change, but I'd sure like it if fade got a teensy armor boost and lerk got his old speed back. I've been enjoying this build for the most part, but if I see two marines carrying shotguns, I've been feeling like it's too dangerous to attack them with anything but an onos or a skulk (no big loss). I've largely been skipping lerk and fade and saving for Onos in this build, which is a real downer.

    Then again, my aging processor and iffy performance might be partly to blame for frustrating experience. I blinked up to two SG marines the other day and was practically dead before I could get a swipe off.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited June 2012
    Should never take one shot to kill a carapace skulk with a shotgun, but it does. Completely takes anything that resembles player skill and throws it right out the car door window into an oncoming 18-wheeler.

    As Serpico said, I've started skipping going lerk and fade, but even then Onos are complete garbage once Marines have jetpacks.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited June 2012
    <!--quoteo(post=1944358:date=Jun 18 2012, 02:42 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 02:42 PM) <a href="index.php?act=findpost&pid=1944358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should never take one shot to kill a carapace skulk with a shotgun, but it does. Completely takes anything that resembles player skill and throws it right out the car door window into an oncoming 18-wheeler.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because it takes so much skill to click a button and evolve carapace as opposed to aiming perfectly with a shotgun? I dont even.... *boggle*

    I agree with most everyone in here that the shotgun is in a good place but could use with a damage falloff or range limitation of some sort. This might help the problem with lerks being sniped?
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1944361:date=Jun 18 2012, 12:59 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jun 18 2012, 12:59 AM) <a href="index.php?act=findpost&pid=1944361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because it takes so much skill to click a button and evolve carapace as opposed to aiming perfectly with a shotgun? I dont even.... *boggle*

    I agree with most everyone in here that the shotgun is in a good place but could use with a damage falloff or range limitation of some sort. This might help the problem with lerks being sniped?<!--QuoteEnd--></div><!--QuoteEEnd-->

    "aiming perfectly"

    That's funny.

    What is even funnier is Marines don't even need to click a button to upgrade their armor or weapon damage, they get it automatically.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Shotgun is fine, smart plays are enough to deal with them.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited June 2012
    <!--quoteo(post=1944368:date=Jun 18 2012, 01:11 AM:name=Grissi)--><div class='quotetop'>QUOTE (Grissi @ Jun 18 2012, 01:11 AM) <a href="index.php?act=findpost&pid=1944368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun is fine, smart plays are enough to deal with them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Please enlighten us. I know of a few ways, but I want to hear it from you. Please, do go ahead.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1944366:date=Jun 18 2012, 03:09 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 03:09 PM) <a href="index.php?act=findpost&pid=1944366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"aiming perfectly"

    That's funny.

    What is even funnier is Marines don't even need to click a button to upgrade their armor or weapon damage, they get it automatically.<!--QuoteEnd--></div><!--QuoteEEnd-->
    =/? Have you played the build? You realise with the current shotgun spread partial hits do not one shot carapace skulks even with w3. Did you stop to think that maybe, just maybe you are just a bad skulk? We have leap, we have wall jump, we have celerity, we are still able to do crazy direction changes but only every jump. We even have vortex and the ability to deny marine upgrades.

    You did know you're not supposed to kill shotgun marines by walking up to them and tanking the damage right?
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    dunno if intentional but the effective range has dramatically increased, sniping shotguns almost.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited June 2012
    <!--quoteo(post=1944374:date=Jun 18 2012, 01:19 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jun 18 2012, 01:19 AM) <a href="index.php?act=findpost&pid=1944374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->=/? Have you played the build? You realise with the current shotgun spread partial hits do not one shot carapace skulks even with w3. Did you stop to think that maybe, just maybe you are just a bad skulk? We have leap, we have wall jump, we have celerity, we are still able to do crazy direction changes but only every jump. We even have vortex and the ability to deny marine upgrades.

    You did know you're not supposed to kill shotgun marines by walking up to them and tanking the damage right?<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://i53.photobucket.com/albums/g51/Verfluchtz/Shotgun2weakbuffplz.png" target="_blank">http://i53.photobucket.com/albums/g51/Verf...weakbuffplz.png</a>

    Have YOU even played this build? 4 to 5 of those kills were from one shotting skulks that is apparently "impossible" with the spread partial hits even with a w3. I also went ahead and two shot lerks as well. This ###### is laughable. Oh man, aiming is so damn hard, lemme tell you.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1944374:date=Jun 18 2012, 04:19 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jun 18 2012, 04:19 PM) <a href="index.php?act=findpost&pid=1944374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->=/? Have you played the build? You realise with the current shotgun spread partial hits do not one shot carapace skulks even with w3. Did you stop to think that maybe, just maybe you are just a bad skulk? We have leap, we have wall jump, we have celerity, we are still able to do crazy direction changes but only every jump. We even have vortex and the ability to deny marine upgrades.

    You did know you're not supposed to kill shotgun marines by walking up to them and tanking the damage right?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah I have played and been 1 shotted a lot as both skulk and lerk, no I didn't just walk up to them...generally got close enough to be able to get a bite or two in.

    Sure you can say I am sh1t (I wont disagree) but it should take more than 1 shot to kill a cara skulk or lerk, sure the marines may have had w2 or even w3 but I had carapace..the one and only health/armor buff the aliens get all game (aside from higher lifeforms).
    Looks like as others have said I will simply save up for an onos (2 lerks is almost 1 onos anyway..)

    What amazes me is the hooha that came about with onos devour because it was a 1 ###### killer yet when the marines have a shot gun that does that all of a sudden there are no issues with 1 team having such a powerful weapon.
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