Shotgun Revision(w/graph)

BiteyBitey Join Date: 2012-05-06 Member: 151622Members, Forum Admins, Forum Moderators, NS2 Playtester, NS2 Map Tester
edited September 2012 in Ideas and Suggestions
<div class="IPBDescription">To set the weapon in line with others</div>I've been playing for roughly 300hrs now of gameplay with several small pugs, scrims, and matches under my belt now and in each situation I've noticed among the weapons shotgun seems to be the best bet in every scenario. I've been pondering what makes the shotgun so much better, and for the most point it boils down to a few points of the weapon itself:



<img src="http://i.imgur.com/DOOJO.jpg" border="0" class="linked-image" />

Other important data:
<a href="http://imgur.com/a/bzdf4" target="_blank">http://imgur.com/a/bzdf4</a>
DPS chart shotty v AR
<a href="http://imgur.com/4GFB9" target="_blank">http://imgur.com/4GFB9</a>

1. As a gun of real life situations, a shotgun is a hard counter to an alien/animal who utilize a melee attacks. The weapon has its most effective stopping power at close range, which most alien lifeforms also want to close distance to. It also fires a rather larger hitzone compared to an AR/pistol, making it slightly easier to use when aliens choose to attack.

2. As far as damages go, the lvl0Shotgun can OHK(1shot) skulks even with the carapace upgrade. This allows a skilled-powerful user to solo large cluster of alien-skulk groups with high rates of success, and hive spawncamp very effectively. This stacks when you use more then one marine to make a shotgun hive push

3. In terms of overall damage, the shotgun holds nearly 2.36x more damage per clip then an AR and most of the other weapons. This becomes a major factor in determining large fights-attacks on locations. As a weapon, the total amount of damage exceeds all others while still being able to maintain a strong ability to frag enemies, making flamethrowers/GL less effective in many engagements.

4. An AR requires tracking, which is hard to control on a fast moving skilled skulk player. Shotguns require twitch/reaction shooting which is slightly easier on speedy targets. With an AR to maintain damage at the highest level, you must track an opponents movements directly. A shotgun only needs to wait for the target to lineup once and fire away to maintain max damage. Tracking helps, but the amount of effort to wield the shotty is significantly less then the rest of the weapons**

__________

While I could likely elaborate on the list more, I'd like to just stop here and offer varying different solutions to quell the slight OP nature of the shotgun:

Quick-fixz:

1. A simple fix to leave the skills intact, is the lower the total number of bullets in a full clip from 8 by 2-3 shells. This still leaves the shotty as a powerful OHK machine, but tampers off its ability to solo lock down a hive.

2. Lesson the damage per pellet. This would make the gun less effective in early game, and give it a more gradual improvement like other weapons. Due to it's massive damage, 10% per level is a massive boost in its fragging power.

3. Change the weapon back to light damage, while this lessons it's power against fades it still leaves it as a skulk ripper.


Other note:
Buff Lerk HP, so that base lerk does not get OHK by a lvl0 shotty. I didn't mark that on the charts, but it's pretty lame to see a Lerk can be fragged with one blast. 30 res wasted by 20 res, easier to use tool.

**GL's require timing-prediction due to the long fuse and slower travel time. Along with a long reload timer
Flamers require tracking ability, close distance, and JETPACKS to maintain the fire damage and deny the attacking abilities aliens effectively.
AR/pistol requires tracking to maintain maximum dps any miss means you are one step closer to having to reload.

*edit* Link on img showcases where the data was acquired. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117569</a>
«1

Comments

  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    I can feel a change to 6 shells. I think it will make the gun still effective in countering certain lifeforms without making it a "kill the entire team" 1by1 weapon :P
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited September 2012
    Do any of these charts take into account reload time?

    A shotgun can put out 8 shots (1360dmg@w0) in ~15 seconds counting its reload time. This is ~91dps.
    An LMG can put out 1 mag (500dmg@w0) in ~5 seconds counting its reload time. This is ~100 dps.

    Perhaps there is more to consider than just the information you've put into your charts. Things like reload time, reload mechanics, shooting mechanics, tres and pres costs all matter. You've covered some of these in your analysis. You've also left quite a few of them out.

    You also blatantly ignore the shotgun's spread. It's a pretty telling omission. In fact, this whole thread seems to highlight the shotgun's advantages (8 shell "mag" and high per-shot damage) while completely ignoring the shotgun's weakness (high reload time, pellet spread, short range, pres and tres cost).

    IE: Let's see a chart of shotgun vs lmg damage with respect to cost. Or a line plot of average shotgun vs lmg damage over a distance x-axis. Notably ignored.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited September 2012
    Those graphs and the way you compare the weapons seem kinda biased... you assume 100% pellet accuracy for everything when in reality it is very rare to get that. Granted you assume this for every weapon, the shotty in particular is affected by range much more than anything else (accept flame thrower... but no one cares about the flame thrower) and almost always misses pellets unless you are point blank melee range.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    So wheres the chart showing how powerful the fade is over the skulk...

    Biggest problem with the shotgun is not the shotgun, but rather the size of the skulk... At point blank range the skulk model is so big that its really not hard to aim at with the shotgun. That combined with wallhop lacking in providing a true skill based mechanic to rival aiming makings playing skulk (and somewhat aliens in general) pretty frustrating.
  • 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 September 2012
    Nice work.
    A graph showing damages doesnt really illustrate the issue of why shotguns are better, though.. It doesn't account for the nature of the shotgun of being full damage up close and less as you increase in range.
    A better graph would be to see successful kills based on each weapon.

    But anyways, limiting the ammo still wont fix the issue. And the issue is the trade off of using a shotgun is not enough, as you seem to have already discovered.

    So do what those other shotgun threads suggest (And what i have pushed for internally) and increase the spread of the shotgun, increase the amount of pellets (so you hit what you aim at finally instead of deadzones) and adjust the damage per pellet accordingly, based on the ratio of difference.

    This would polarize the shotgun so it's role was much more obvious and specialized instead of the cheap, obviously choice that it is.
    It also increases the skill required to kill with it as often. Instead of 8 pellets grouped together, killing something at medium distance, you'd have 15 or 20 (dmg adjusted) spread out widely, so you'd definitely want to wait until you had that perfect shot, timing it just right.

    I think that'd be the only change needed to solve the issue you're seeing, which is simply a lack of proper role implementation.


    EDIT: slightly ninja'd by gorgeous.. but he's right.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited September 2012
    Well, another point not mentioned in this thread is that the Shotgun is so over-utilized atm not because it is zomgOP, but because there really is no other choice for marines. There is no HMG in the game, both GL and FT are very niche-role and you will only ever need 1 of them on your team (flamethrower is frankly useless). Everyone else is left with nothing but the Shotgun really.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited September 2012
    Whilst it does less at range it still hits hard even across a room, I would suggest a much more severe damage fall off (pistol is excellent vs smaller lifeforms, give shotgun marines a reason to use it), reduction in clip size and dropping it to light damage. I very rarely take anything but the shotgun. GL is fine if you just wanna spam into a room for easy kills but you cant just run into the hive and kill anything that moves like you can with a shotgun. Add to that eggs having no anti spawncamping mechanism (atleast when you spawn or fade as a marine you push back any very close aliens a bit, gives you time to get the first bunny hop and shots off atleast) and take into account the effective cost (20 res but it can be passed around groups of marines once one dies extremely easily) and you see why its simply the best weapon in the game currently.
  • 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
    No artificial damage falloff. There's zero way to communicate this or know when its in effect.
    Just use proper large spread and wala you dont need any artificial, hidden mechanics.

    See here for a good thread/<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119845&st=60&p=1959024&#entry1959024" target="_blank">good spreads.</a>
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1978630:date=Sep 16 2012, 09:44 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 16 2012, 09:44 PM) <a href="index.php?act=findpost&pid=1978630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No artificial damage falloff. There's zero way to communicate this or know when its in effect.
    Just use proper large spread and wala you dont need any artificial, hidden mechanics.

    See here for a good thread/<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119845&st=60&p=1959024&#entry1959024" target="_blank">good spreads.</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Doesnt the lerk spikes have that mechanic? I was testing it in a server and it defiantly seemed to (was testing it vs exos so pretty much no spikes missed at any range). Increasing the spread gives the same effect though.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    thanks for refering to my thread and putting the data to some use. but i have to agree with others here, the shotguns actual damage is quite a special case which is difficult to grasp by theoretical calculations.

    however, i can think of something that might be a bit more convincing for your purpose: ns2stats.org has statistics showing how long you select a weapon and how many kills you get with it (in proportion). it might not be compareable with a gl or flamer (due to their purpose on the field and the fact that they appear much later in the game) but maybe with the rifle and the pistol, in terms of kills-by-weapon divided by selected-weapon.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=1978626:date=Sep 16 2012, 02:34 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 16 2012, 02:34 PM) <a href="index.php?act=findpost&pid=1978626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and dropping it to light damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That would be a massive, massive buff to Fades and especially the new Onos. Not really a viable option.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited September 2012
    <!--quoteo(post=1978639:date=Sep 16 2012, 04:50 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 16 2012, 04:50 PM) <a href="index.php?act=findpost&pid=1978639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesnt the lerk spikes have that mechanic? I was testing it in a server and it defiantly seemed to (was testing it vs exos so pretty much no spikes missed at any range). Increasing the spread gives the same effect though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lerks have huge spread and damage fall offs. The lerk loses far more damage from the spread than it does from the fall off. The fall off damage starts at 9 at 2-distance and goes to 7 at 9-distance. It's rather negligible when the spread is causing you to miss so much more.


    And light damage shotguns are completely nonviable given how the game has been balanced over the past 10 or 20 patches.


    With regards to what Laosh'Ra said about NS2 pub stats, though I feel they're rather irrelevant to discussing balance, you can look at mine here:
    <a href="http://ns2stats.org/player/player/705" target="_blank">http://ns2stats.org/player/player/705</a>
    Click "More Filters" then select all builds and servers and then change the date to August 12th. Then click the "Marine" tab.
    You'll see that I spend 34% of my time as shotgun and have 47.5% of my kills with it. By comparison, I spend 48% of my time as lmg+pistol and have ~51% of my kills with them.

    That's what I expect from paying 20 pres for shotguns. The shotgun has to be powerful, or it has to be much cheaper. If people want the shotgun to be equal to the LMG then the cost needs to be lower (5-10 pres). Also, if you nerf shotguns then you'll have to nerf leap skulks and fades because you won't be killing these without powerful/expensive shotguns.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Shotgun is fine, they just need to remove the speed penalty from cara to make skulks less of an easy target.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1978664:date=Sep 16 2012, 10:35 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 16 2012, 10:35 PM) <a href="index.php?act=findpost&pid=1978664"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun is fine, they just need to remove the speed penalty from cara to make skulks less of an easy target.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Do you think the 8% is that much of an issue? Id say its more with being able to miss quite alot of the pellets and still 1 shot them thats the problem. Effectively* you only need to be 73% accurate with the shotty to 1hit a cara skulk, 50% for a non cara and thats with weapon 0. With weapon 3 its 60% for cara and 36% for a non cara skulk.

    * Based off the shotgun doing 190 base damage, a cara skulk having 140 hp and a non cara skulk having 90. Weapon 0 implies that if more 50 damage misses you wont 1 shot him, so that 5/19 miss => 14/19 hit which is 73%.

    thats my problem, where before it was 100% dead on shot now its less than 75%.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    your values are a bit off:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->shotgun doing 190 base damage<!--QuoteEnd--></div><!--QuoteEEnd-->
    it's 170 base.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->a cara skulk having 140 hp<!--QuoteEnd--></div><!--QuoteEEnd-->
    it has 70 health and 30 armor (=60 hp against normal-type) which is 130 hp.

    so that translates to 52.9% and 76.4% with cara (minor difference, but i couldn't resist... damn what am i actually doing here) 40.7% and 58.8% on level 3.

    at least for w0, i think 23.5% more is quite a difference though, considering you sometimes don't even hit at all.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1978687:date=Sep 16 2012, 04:06 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 16 2012, 04:06 PM) <a href="index.php?act=findpost&pid=1978687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you think the 8% is that much of an issue? Id say its more with being able to miss quite alot of the pellets and still 1 shot them thats the problem. Effectively* you only need to be 73% accurate with the shotty to 1hit a cara skulk, 50% for a non cara and thats with weapon 0. With weapon 3 its 60% for cara and 36% for a non cara skulk.

    * Based off the shotgun doing 190 base damage, a cara skulk having 140 hp and a non cara skulk having 90. Weapon 0 implies that if more 50 damage misses you wont 1 shot him, so that 5/19 miss => 14/19 hit which is 73%.

    thats my problem, where before it was 100% dead on shot now its less than 75%.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hm I think they should balance it so 100% of shot at w0 kills a skulk, with cara need w1 and weapon upgrades after than just allow for inaccuracy.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1978726:date=Sep 16 2012, 07:10 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 16 2012, 07:10 PM) <a href="index.php?act=findpost&pid=1978726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hm I think they should balance it so 100% of shot at w0 kills a skulk, with cara need w1 and weapon upgrades after than just allow for inaccuracy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    100% Accuracy doesn't mean 100% of pellets hitting. Most of the time, even with a perfect 100% shot, you will still miss some pellets. That's why it's balanced around 60% of pellets landing. That is a reasonable amount.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1978728:date=Sep 17 2012, 12:13 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Sep 17 2012, 12:13 AM) <a href="index.php?act=findpost&pid=1978728"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->100% Accuracy doesn't mean 100% of pellets hitting. Most of the time, even with a perfect 100% shot, you will still miss some pellets. That's why it's balanced around 60% of pellets landing. That is a reasonable amount.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats how it was precara nerf and the shotty was fine then tbh...
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1978733:date=Sep 16 2012, 07:19 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 16 2012, 07:19 PM) <a href="index.php?act=findpost&pid=1978733"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thats how it was precara nerf and the shotty was fine then tbh...<!--QuoteEnd--></div><!--QuoteEEnd-->

    What do you mean by this?

    Cara was originally 30 armor. It was bumped to 50 armor and given a speed reduction for a few patches (5-10?) and then reverted back to 30. 50 armor skulks were widely regarded as "OP as ######" in both competitive and pub communities.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1978739:date=Sep 17 2012, 12:32 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Sep 17 2012, 12:32 AM) <a href="index.php?act=findpost&pid=1978739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you mean by this?

    Cara was originally 30 armor. It was bumped to 50 armor and given a speed reduction for a few patches (5-10?) and then reverted back to 30. 50 armor skulks were widely regarded as "OP as ######" in both competitive and pub communities.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They were OP as ######, if you didnt have a shotgun. And the idea being that being forced to take a 20 res shotty to counter them was a bit broken. It was that the cara was too good vs rifle and other weapons than it being too good vs the shotty
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Shotgun is mainly fine, maybe 5-10% damage reduction. The main problem is the quantity we see in game due to the resource system. Maybe a cost increase.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    <!--quoteo(post=1978913:date=Sep 17 2012, 01:53 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Sep 17 2012, 01:53 AM) <a href="index.php?act=findpost&pid=1978913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun is mainly fine, maybe 5-10% damage reduction. The main problem is the quantity we see in game due to the resource system. Maybe a cost increase.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Still only 10Tres anyways, if you bump the Pres.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Tbh, shotgun is OK. Though I think it would be better if it had less spread and dmg falloff instead. I don't like spread because implies randomness and randomness is never good for skill based games.

    Also, for being more "in-line" I think the rifle could use a very slight buff, too.
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    i think the rifle is fine as a standard weapon which doesn't cost anything. It shouldn't be as strong as the 20 pres shotgun. But I'd like to see a purchasable upgrade to it, or another purchasable rifle, which is stronger. Maybe with a lowered rate of fire, and smaller magazine. So there is a choice for combating lifeforms, other than the shotgun.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1979017:date=Sep 17 2012, 02:03 PM:name=3del!)--><div class='quotetop'>QUOTE (3del! @ Sep 17 2012, 02:03 PM) <a href="index.php?act=findpost&pid=1979017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think the rifle is fine as a standard weapon which doesn't cost anything. It shouldn't be as strong as the 20 pres shotgun. But I'd like to see a purchasable upgrade to it, or another purchasable rifle, which is stronger. Maybe with a lowered rate of fire, and smaller magazine. So there is a choice for combating lifeforms, other than the shotgun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would be completely fine with shifting the shotties damage down a bit and adding the HMG in for marines, problem is that gives marines yet another option to stand at the entrance to a hive and blast it to pieces without having to get anywhere near whatever defences are set up inside. Though I'd say its more a problem with how vulnerable the chair spots are on most maps than it is to do with the actual weapon mechanics.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    shotguns get too many shots on a secluded area, they should be much more 'scatter' than 'uber-rifle'. i say up their damage (wait for it) BUT, up the spread so you dont get as many shells hitting one life form as you do right now, currently you can ohk a cara fade with a level TWO Shotgun if you get most of your shells a hitteng.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1979306:date=Sep 17 2012, 08:42 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Sep 17 2012, 08:42 PM) <a href="index.php?act=findpost&pid=1979306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->shotguns get too many shots on a secluded area, they should be much more 'scatter' than 'uber-rifle'. i say up their damage (wait for it) BUT, up the spread so you dont get as many shells hitting one life form as you do right now, currently you can ohk a cara fade with a level TWO Shotgun if you get most of your shells a hitteng.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Carapace fade has 100 armor + 250 health = 450 effective health.

    A level 2 shotgun does 170x1.2 = 204 damage if you hit all 10 pellets.

    Thus, your assertion that you can one hit kill a carapace fade with a lvl 2 shotgun is unequivocally wrong. It takes a minimum of 3 shots with any weapon level.
  • hamham Join Date: 2011-08-31 Member: 119370Members, Constellation
    <!--quoteo(post=1978600:date=Sep 16 2012, 11:52 AM:name=Bitey)--><div class='quotetop'>QUOTE (Bitey @ Sep 16 2012, 11:52 AM) <a href="index.php?act=findpost&pid=1978600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been playing for roughly 300hrs now of gameplay with several small pugs, scrims, and matches under my belt now and in each situation I've noticed among the weapons shotgun seems to be the best bet in every scenario. <!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><b>I've been pondering <u>what makes the shotgun so much better</u></b><!--sizec--></span><!--/sizec--> and for the most point it boils down to a few points of the weapon itself:<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1978605:date=Sep 16 2012, 12:03 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Sep 16 2012, 12:03 PM) <a href="index.php?act=findpost&pid=1978605"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You also blatantly ignore the shotgun's spread. It's a pretty telling omission. <!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><b>In fact, this whole thread <u>seems to highlight the shotgun's advantages</u></b><!--sizec--></span><!--/sizec--> (8 shell "mag" and high per-shot damage) while completely ignoring the shotgun's weakness (high reload time, pellet spread, short range, pres and tres cost).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bitey, I think I speak for everyone when I say that your analysis is very in-depth and worth the read. In the future, you may want to cogitate on the benefit of using more visual, as opposed to textual information, as to avoid confusing others.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    For all the contention in this thread, it's worth noting that the top players' stats on ns2stats.org show a high percentage of shotgun use. Essentially, if you can get the timing and accuracy right, it's how marines win games.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited September 2012
    Hampton fails to grasp the simple concept of a fair comparison. You can't evaluate something to be "better" by only considering advantages and ignoring disadvantages.
Sign In or Register to comment.