Shotguns Vs Hmgs For Late Game

stubbystubby Join Date: 2003-08-11 Member: 19416Members
<div class="IPBDescription">Old Bullet Hose vs Boom Stick</div> I have noticed lately that the shotgun packs a bit more punch than I remember it having back in the old days of 2.0 and 1.4. Now, I noticed this most prevalently in combat, where using a lvl 3 shotgun over a lvl 2 HMG proved faaaar more effective against Fades and Oni (or whatever the decided plural of Onos is).

However, I have also noticed that there are almost no shotguns handed out at the end of classic games now, when the base is being over-run by Oni and Fades. First question is, is there a power difference between the guns in Combat and Classic? I didn't think that there was, but I haven't played enough lately to notice if it truly is or isn't.

If it isn't, then why aren't comms handing out a boomstick or two in the heavy tranes to handle the big creatures? A well placed set of shotgun shells to the flank of an Onos is almost a sure kill, unless there is some massive amount of gorge healers and carapace and all kinds of upgrades on it. Two sets from different angles is a sure thing, provided they both train there fire on the same creature.

Am I being completely illogical here? I realize that the hmg dishes out a lot of damage quickly, but when they are right on top of you, I prefer a shotgun any day of the week. So I make my claim that heavy tranes need to diversify there loadout, and pack the boomstick for the big beasties.
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Comments

  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    I agree stubby. Shotguns deal out mor damage per shot considering they all hit. I beleive its like 130 - 150 or so. Its pretty high up there. Comms really should hand out a couple of shotties (boom sticks) with the heavy trains as they do seem to make quick work of the large creatures.
  • styleestylee Join Date: 2003-03-23 Member: 14802Members
    Shotties do 170 dmg per shot (lvl0), and shoot ~ 1 1/2 shots a second. HMG does 180 dmg in the same amount of time (20dmg for lvl0, ~9 shots/sec), but if you miss even one shot (you probably will considering the spread of hmg), you're doing less damage with the shotty ... so it does make sense to hand out a few HMGs and a few shotties..
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    mixes are the best, with shotties to handle the structures, including the final blow to the hive while HMGs provide cover
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    It depends on what you're shooting. If you're group-mauling an onos, the HMG will be more effective, because you're going to hit every time (hopefully). If you're trying to take down fades, shotguns are the way to go, and they cost less.

    While an HMG is inaccurate, so is a shotgun. With a shotgun, you have the possibility that your shot will partially hit, especially at longer ranges, when some pellets nail the target and others don't.

    Also, group HMGs can be nasty at long ranges, while group shotguns don't have quite the nasty reputation at those ranges.

    It all depends on what you're shooting, and how many people you have shooting it.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Combined arms are the win, ladies.

    Shotties can hamburger anything getting close, and if you've a good defense line then your HMGs at the rear can just snipe any incoming scuttler in safety, knowing that their shotty mates are up front pumping out spam.


    Also its location dependent - an HA train down loooong corridors would probably benefit from HMGs more... but in close quarters you'll need GLs and Shotties because you won't have the luxury of a long shooting gallery.
  • napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
    a combination really is the best way forward, as people have said.


    another thing to remember is that you aren't always up against onos/fades - you get a LOT of skulks coming at Ha trains, and the HMG's are nice to rip through the skulks so you can keep those 8 crucial shotty shells for the big cows
  • CarnEvilCarnEvil Join Date: 2004-04-25 Member: 28188Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So I make my claim that heavy tranes need to diversify there loadout, and pack the boomstick for the big beasties. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    On almost Every server I play on there is usually a minimum of 2 sg's in the group. Sg's are good for anything...absolutely anything. Take structures out in mere seconds...skulks become close to obsolete and fades tend to think twice about hitting you head on with more than one SGr in the group. Plus, a group of four SGrs hitting a hive at lvl3 weps can take the hive down in the first round of shots. the Shotgun is the best wepon in the rine arsenal, but of course you are right....you should have at least 2 SGs a couple HMGs and a good nader for those WOLs you encounter.

    So yeah, I agree. I think the only thing that has a good chance is a Lerk or an onos...the Lerk just hangs back and the Onos, A smart Onos <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> , can soak it up to kill and devour. though I always like a good HMG for an onos. Of course it all depends on the skill levels of whom you are playing against, doesnt it always.

    Man I ramble on too much....oh well...I just posted this much to agree with you lol. A good com will always give out a good mix of weapons for his team.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    The greatest effect is probably the panic caused to the onos by suddenly getting half blown away, id guess this is far more valuable.
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    i've always preferred the shotgun over the HMG, even though my shotgun model makes it look like a damn bamboo cane(metaphorically not literally) it still seems to rip through anything at very high speeds

    mainly also because i seem to get lucky. all the time. i turn, fire, and hit.
    a fade it blinking out, i block him, close range boom stick babeh!
    level 3 shotgun does 221 damage if all pellets hit, 12 shots to take down a 3 hive onos(non cara)
    4 shots to take down a hive 3 fade(non cara)

    Add a JP/SG to any HA/HMG rush, and let the rape begin
  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    edited May 2004
    HMG is superior vs fades, oni, skulks, lerks, and gorgs. shotty is superior vs leaping skulks, focus cloaking skulks, structures, and hives.

    I'll take a level 2 HMG over a level 3 shotty vs. higher lifeforms any day. The number of shots it takes to down an onos with a shotty is insane, although the shotty is much more effective at KILLING fades, the HMG is much more effective at forcing them to retreat. And HMGs eat onos and lerks for breakfast.
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    I prefer the HMG, and think that it's worth the extra res. The big turnoff of the shotty is the time it takes to load up the shells after every 8 shots. I seem to always die when I run out of shots in the gun. The HMG just seems to work faster.

    That being said, when I'm commanding and I have alot of resources, I'll drop mostly HMGs, but I will drop several shotties and a GL or 2. (GL is for killing OCs) Basically, I also say that a mix is the best way to do it.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    HMGs are at least two times better at killing fades than shotguns are....

    HMG is by far superior to the shotty.
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    your probalbly right. But I still think the shotty is far more fun.
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    shotguns on the outside, hmg's inside them and grenadiers in the middle.

    shotgunners should make alien paste of anything that rushes up to them, hmg's engage long range targets. another shotgunner covering flanks and rear and a gl to take care of structures and provide supressing fire
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    One reason you send the shotgun guys out in front is because they're cheaper. I'd rather have an onos be forced to devour a shotgunner than an HMGer, because the guy with the HMG stands a fair chance of rescuing the shotgunner. The shotgunner on the other hand has no way to catch up with the onos if it chooses to run. Shotguns are great for killing large things, slow things, and buildings, and they're cheap enough to hand out like candy late game. HMGs are superior for killing ANY alien lifeform, whether it's an onos or a bunch of skulks, but they're more costly. With the shotgun, you have to aim, with the HMG, you just track. The shotgun takes forever to load up enough ammunition to do the job, let alone max out your carry capacity. The HMG on the other hand is zero to max carry in four armory clicks, and the soldier carrying the HMG gets 125 bullets from just ONE ammo pack, making them cheaper to support as the commander. An ammo pack here, an ammo pack there, and your troops' ammunition needs are taken care of.

    HMGs are usually better if you can afford them, but the combined arms approach of two shotguns for every HMG works just as well too. The HMG holds enemies at arms length while the shotguns dispatch anything that makes it through the HMG spam, be it onos, fades, or cele skulks.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Shotguns and HMGs have different tactical purposes.

    In Combat and early game Classic (which are similar), shotguns are useful because you are mostly facing low-level/low-hp creatures, which means skulks. If a skulk can get a bite or two you are pretty much dead unless you have armor upgrades...so it's best to take him out ASAP. A skulk a long way away is not much of a threat. In Combat this is even more important because all other upgrades hinge on your ability to survive early game (you can't even get an HMG until you HAVE a shotgon).

    In Classic mid and endgame, HMGs actually have a tactical purpose that is not even present in Combat (or at least only to a very minor extent): covering fire. With HMGs your group can be partitioned into people who can defend at long range, and those that can stand and build. Since there is no building in Classic, HMG loses its appeal here.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Shotties are by far better Fade killers than HMGs, which combined with structure killing is probably the reason they're so much more often used in Classic. Not only does the all-at-once damage of the shotty make it more difficult for Fades to judge the damage they're taking before it's too late, but since the damage is packed into one shot you can unload it inbetween Blinks. HMGs are better at scaring off Fades than killing them, though they're definitely better against Onoses(provided the marines don't just stupidly shoot the Onos as soon as it enters the door rather than letting it come in and ambushing it).
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    edited May 2004
    There is a difference in effectiveness in Combat vs. NS. A Fade in combat can have regeneration, carapace, adrenaline and celerity. That changes the necessary number of bullets to kill it and also makes it harder to hit. At this point in my logic, it really depends on the player type.

    I know for a lot of my friends they tend to aim suddenly and rather unsmoothly, accurate, but no good for an HMG. Their playstyle is more conducive to a shotgun, where you are given a bit to re-aim. I try to be more smooth however and 'lock on' to a target, attempting to emulate an aimbot. For my playstyle a heavy machine gun is more effective.

    When you start dealing with clanplay however, it is really situation-dependant. A heavy machine gun will take out that Fade blinking away in an open room, while a few well placed shotties will eliminate a Fade if he blinks into a confined space. For Oni I find a HMG more effective because they fire for a longer time and are capable of more damage providing they live for those extra moments. Oni are slow so if you begin shooting while one is far away then you should finish your clip by the time it gets to you. Shotguns just cant do that long range situation, but make up for it with a massive amount of damage in a short time close-range.

    Verdict is: DEPENDS!
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Good comments all round. I think we all see the wisdom of combined arms, certainly in trains and big groups.


    Combat is where it all goes a bit funny though..... thats where the real HMG/SG debate is.
  • stubbystubby Join Date: 2003-08-11 Member: 19416Members
    While the mix seems to be the best, it also seems to depend on the player for the effectiveness of the weapons. Hmgs are nice, but for my money I am just mroe effective with a shottie. If you can make all those shots count (by letting them get just close enough. . .especially effective with jp/shottie against a slow-moving onos) it just rips em to shreds. While the hmg does the same, the recoil seems to severely hurt it when in the air, an as a pattern of attack, you end up hosing the area down. With the shotgun, since I have that short gap between shots, it kinda forces me to aim a bit more, and make the shots count more, where as I use the HMG as a hose.

    Oh well, I'm not gonna complain if things are dying, but I do think it comes down to the playstyle of the wielder in terms of the effectiveness of it. Still think that a group should have a shottie or two as well as a gl to balance out the attack instead of just all hmgs.
  • SalvationSalvation Join Date: 2003-11-21 Member: 23300Members
    <!--QuoteBegin-Cereal_KillR+May 20 2004, 11:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ May 20 2004, 11:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mixes are the best, with shotties to handle the structures, including the final blow to the hive while HMGs provide cover <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yup
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    hmg, ALWAYS. hmgs> everything but structures. always.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-BOBDOLOL+May 21 2004, 07:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ May 21 2004, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmg, ALWAYS. hmgs> everything but structures. always. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that's the point of diversification. you need those shotties for structures, unless you got a good gler or two. and anyway shotties dispatch ankle-biting skulks quicker than hmgs.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    Shotgun's inflict damage fast, but have limited range and <b>suck</b> against Skulk's and Lerk's and owns almost every other alien. Also, are you trying to compare one shotgun vs one hmg? One HMG could take down an Onos in one drum in the ammount of time it would take a shotgun to reload his whole clip. Also, HMG is better in huge group's because 3-4 marine's can drop a Fade or Onos in a ridiculous ammount of time. HMG doe's terrible damage against structures, but it's required to keep the game balanced.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-BattleTech+May 21 2004, 09:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ May 21 2004, 09:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shotgun's <b>suck</b> against Skulk's and Lerk's <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You're kidding, right?
    Skulks and lerks are one-shot kills each with shotties.
    Good luck hitting a retreating, dodging lerk with an hmg, and up close the shotty simply is more accurate at hitting such a small, quick lifeform.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    hmgs own skulks and lerks AND fades AND onos even more
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Shotgun for me, thanks. HMGs are a bit too unwieldy, and don't save your butt too often against the skulk in your face. Same with fades, if you have two or three SGers. A fade'll just Blink away from the damage-over-time HMG, but they won't have the opportunity against a shotgun or four. Boom, dead before they know what's going on.

    And on the other side, I'd much rather go up against an LA/HMG than an LA/Shotty. The HA, they have to hold on you for a bit. The shotgun they only need to get lucky once.
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    Shotguns work better than HMGs when alone. This is why they're used more in combat: everybody in the game is a rambo at some point.

    HMGs work better than shotguns when in large numbers. This is why they're used more in classic endgames: by this time, you're not just handing things out here and there to your star players, you're suiting up the whole team.
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    HMGs reload time is too slow, at least you can interrupt the reload of the shotgun
    the shotgun is also lighter, so when you have a JP you can go further/faster

    And i think the HMG is overpowered, and i just don't like it
    The 'all at once' damage of the shotty really is the main factor for me
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    "The Shotty is lighter so you can go fastter"

    Since when was a weapon weigth system employed in NS?
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