The Shotty

MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
<div class="IPBDescription">Now more useful than ever.</div> With the release of 2.0, a whole host of new gameplay elements has come into play, one of which is the shotty. It now shoots much faster, as if it were in the hands of one trained to use a shotty. It also does more damage, and costs less. This makes it much more viable to be handed out as a standard marine armament.

A 3-man team of marines, one armed with a shotty can plow through most anything, even fades with little trouble if they're skilled. The age of the 'HMG is end-all-be-all weapon for marines' is long gone. Squads of marines with mixed weaponry is the newer and most effective way to use your resources.

A 6-man team.....if you've got the res......all with HA. 2 have shotties, 2 HMG and 2 GL, and they all have welders.....mmmm......as long as they stay a little spread out to avoid the evil onos stompage thing.....

Comments

  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    I rarely give people HMGs anymore. Shotties are murder. Not only are they faster now, they don't hinder the marine from moving, making it much harder to devour. Finally, you don't have to worry about shooting distant targets as most aliens need to get upclose to do damage. For me its 4 SG, HA, Welder, no HMGs.
  • pEnGuiN_gabpEnGuiN_gab Join Date: 2003-06-18 Member: 17471Members
    all for 10 res compared to hmg 25 res... hmg should get a boost to prevent sg ownage, both in marines and aliens
  • pEnGuiN_gabpEnGuiN_gab Join Date: 2003-06-18 Member: 17471Members
    all for 10 res compared to hmg 25 res... hmg should get a boost to prevent sg ownage, both in marines and aliens
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    HMG's cost 20 res, have a larger clip, and are effective at range, which makes them more effective at defending and support. The shotty requires more skill to use, and people still seem to think that the HMG is more effective overall, which it isn't.

    In terms of pure damage output, the HMG and shotty are almost equal, and the shotgun's amazing building-slaying powers makes it extremely effective for scouts. As a comm, I would much rather have 2 shotguns in the field together than an HMG and a LMG.
  • Creepin_JeezusCreepin_Jeezus Join Date: 2002-11-15 Member: 8801Members, Constellation
    i'd rather have a shotgun anyway, it does immense power and it alot easier to take out moving things with then any HMG. especially with HA, then the shottie owns all when its got a GL or two to back it up.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I agree, I hate hmg's and always get more kills with shotty than hmg.
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    The firing speed and the running speed with the shotty makes it better for fast teams, less res, the shotty seems much better now IMO
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    More kills are good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    More money for your team.
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    A HMG in your hotgroup isn't a bad idea you know... It will disencourage onos to attack that hotgroup because they first need to get close to do some damage and their non-celerity speed is kinda slow...

    It is also quite efficient against a fade because the fade may come with blink and attack, but when pulled of with shotguns, it will blink away in a straight line making it perfect to kill with the hmg.

    HMG may not be what they once were, but don't underestimate it. It can still kick a$$.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Never forget the lessons of military history: combined arms.

    Weapons are rather balanced now, so I've found a combination of shotties, hmgs, and gls are best for a serious offensive. For, say, patrolling jetpackers or scouts, shotguns seem much better, but in a mass of troops, a mixture (hmg for ranged firepower, gls for indirect fire, and shotties for close range combat and undefended structures) seems the most effective.

    That said, I lurve my shotty.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Personally I find shotguns a bit too powerful. It has turned, and now when I'm onos and I see 2 people with shotgun and HA I run, however if I see 2 people with HMG and HA I normally kill them (unless devour freaks). As in now, fades die rediculessly easy to shotguns. 3 marines with shotties have no problem tearing down fade after fade.....
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    3 marines with shotguns shouldn't have a problem with fades. That said, it is problematic that an all shotty group is better than an all hmg group for most purposes, however, a combined arms force is always better... So I guess the idea is to prevent marines from having long range heavy damage firepower early on, or cheaply, but let them have short range such that skulks still have a prayer of maybe getting in and getting the bites off.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    But the problem is that the aliens don't get any effective ranged attack until 3rd hive which means they will need to get in close to fight. Close + SG = Instadeath. 1 SG blast and a fade goes down.
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    I usually build a sc grid so you are constantly cloaked. That way sgs can be taken down from behind
    by a couple skulks, or a fade. Things get slightly more complicated with HA, or comm scanning. However,
    there is a limit to scans per obs, and obs arent free after all. All in all I think everything is nice and balanced.
    Anyone who disagrees should play another week and then re-evaluate.

    That said, there is nothing as fun as seeing a couple of HASGs get devoured by a few cloaked oni
    as they pass through a doorway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    the new shotgun is pure sex, period.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But the problem is that the aliens don't get any effective ranged attack until 3rd hive which means they will need to get in close to fight. Close + SG = Instadeath.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is assuming a lot. First, that you're engaging head to head. You shouldn't be. Also, you're assuming non numerical superiority... 5 skulks, 3 shotties, skulks drop down, bye bye shotties... Aliens have a huge advantage in terms of mobility, cover (cloak and silence)... They need to use it.

    Plus, there are always alternatives. Hammer and anvil tactics work well against shotties, but require skill, planning, and timing.
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    Wanna counter shotguns?
    Get a lerk, these will destroy them with spikes or gas. When a marine gets close, it can just fly away.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    True. In an epic game last night a lerk and gorge kept us at atmos, where we had relocated, for a good 10 minutes through liberal gas spam, backed up by lame. Eventually we sent a heavy squad in with GL's who broke through to feed, but were taken down by skulks. However, the hive had taken massive damage and was finished off by (L3) LMG rushing - which probably could have been stopped by lerks.

    As a marine I love shooting lerks, and without support from healing sources, they are quite weak; however, their fast retreat speed and powerful area attack makes them extremely difficult to remove in a secured position. GL's are the best solution.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wanna counter shotguns?
    Get a lerk, these will destroy them with spikes or gas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not always, but often. You're assuming, however, that they don't have pistols... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • The_Spirit_ReaperThe_Spirit_Reaper Join Date: 2003-08-03 Member: 18791Members
    whenever i lay down a SG my men take them gladly, run out of base as a team, then die.......
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    I've always advocated the shotgun, in the hands of a skilled shotgunner, a 1.04 shoty could easily own anything but fade of ono, and if the fade tried clawing instead of runing away like they normaly do, the fade would go down fairly easily as well. In 2.0 even with the minor damage nerf, the increase atack rate more than covers for it, alowing you to get that masive point blank power more often, or if you miss the first one.

    in 2.0 i dont think there is anything thats overpowering, though i woulnt mind if scanner sweep had its own button so you didnt have to go to the obs every time you want to scan.
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    Frosty, bind the observatory to a hotgroup.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE 
    Wanna counter shotguns?
    Get a lerk, these will destroy them with spikes or gas.


    Not always, but often. You're assuming, however, that they don't have pistols...  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That is the only problem, so Lerks should try to fly and shoot.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Shoty only really owns fades at hive 1 and 2 at 3 the acid will take down any shotys if they don't have a Jp to close the gap.
Sign In or Register to comment.