The Shotgun
Gree
Join Date: 2003-05-18 Member: 16454Members
<div class="IPBDescription">A couple of suggestions</div> I searched and found nothing so here are my suggestions. Since the shotgun is the most powerful weapon in the game why not reduce its effectiveness to certain things. The first suggestion is to half damage to structues. This would reduce the effectiveness of shotgun rushes but increse the life expectancy of offensive chambers. It would also increase the importance of grenade launchers as base breakers. The second suggestion is half damage to onos. This would make endgames last less time and ensure that jetpack heavy machine guns are the better counter.
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Comments
One SG clip cannot even kill an onos, let alone several SG's against one stomping onos.
try shooting anything that is farther than 20 ft away with the shotgun then come back. the spread is good way it is.
This will help reduce its effectiveness a bit against aliens without being a full-blown nerf against anything. It should be gentle enough not to wreck anything.
By the way, TyrNemesis^ (one of the bug exterminators) has a crosshair of where the bullets in your spread will hit, until they fix it to random. You can search the customization forums for it.
*EDIT* Hm, it doesn't seem to be in the bugtracker... but the exterminators do know about it nonetheless.
I think SG is a lot better option when there will be a siege anyway. Fades can pop-in as much as they want, but when there is 3-5 marines with shotguns, they will literally punch them back inside the first second.
That circle is just a crosshair, I'm hoping that it wasn't the intended spread area. If it was the intended spread area, then I hope it was the intended spread area when point-blank with a wall...
Right now, the shotgun spread always hits those points on the screen, no matter how far away. This means that the pellets rapidly spread while they are close in, but they slow down the spreading as they get far away. In reality, however, the spread should get wider and wider as it gets further away, but we don't know at what range are the pellets supposed to fit in the circle. I hope they're planning to fix that. It's not the distance issue, it's just the entire thing of knowing exactly where those pellets will hit, making things nasty against skulks.
It will still be useful, but it won't be an unstoppable behemoth. Do you remember what it said in the Fronteirsmen Manual?
<!--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-->From the TSA Frontiersmen Manual, under the section "Fronteirsmen data:
One marine is at a disadvantage against one alien. But a Frontiersman is rarely alone. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think it should be that way. Even with a shotgun, I think that the skulk should still have a chance.
One marine is at a disadvantage against one alien. But a Frontiersman is rarely alone. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
HAHAHAHAHAHA. i'm sorry but that made me laugh
One marine is at an advantage throughout the entire encounter of any alien. Even so, a Frontiersman is rarely alone.
Dude, this stuff was in 1.04. And guess what? NS has changed so much that we might as well toss that stupid little piece of PR outta here.
A random spread would fix the problem greatly... I have this Xhair everyone is talking about and you can get 2 hit kills on skulks from <b>MEDIUM RANGE</b> with it!
One marine is at a disadvantage against one alien. But a Frontiersman is rarely alone. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
HAHAHAHAHAHA. i'm sorry but that made me laugh <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
LOL
LMAO
ROFL
That's the most funny thing I've heard man. From my games, marines tend to be alone. Marine > Skulk (regardless of any chamber ungrades). <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Why it's so funny, I don't know. I mean, <a href='http://www.natural-selection.org/manual/frontiersmen.html' target='_blank'>I found it right here and it's hosted by this site.</a> I believe that it was up-to-date with 1.0, which is the version that everyone claims was the best game they had ever played.
And it would help to tone down your exaggerations.
All 10 bullets will be spread along a larger area - for all we know thats probably all the way out there with those outmost bullets in the pattern. Right now the 5/10 system means its a ~90ish damage railgun.
Lets think for a minute, which creature has 90ish HP? Oh yeah. The Skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And do please correct me if I am wrong, but isn't the shotgun supposed to be a close combat weapon with a random spread? I mean, that IS what DEFINES a shotgun, right? Right?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
One shotty? thats 10 res VS 75ish ALIEN res (which is worth ALOT more). It had better not kill it in one magazine. Drop 2, or 3 and see what happens.
think about it...
if you made any change to it (other that spread) the early/early mid game for marines would suck hard.
skulks die in one hit. what do you exspect. it is a sg. boom, one large hole in the skulk = dead skulk. also the sg is not a one hit kill wonder unless your are useing custum x-hairs that show the spead or if you know the spead.
even then you should know you do not ever rush marines head on unless you do it together or if you are bateing the trap.
sg should do half damage to buildings. thats not going to work because it takes too much time (too much rez) to siege every mini wol just to get to where you need to go. think about it early/ early mid = no gl. nads are a waste unless you all throw them at the same time (not to mention there are other upgrades you need to get first)
yes i think the sg/pg sg rush is over powered but it is not the games falt. it is all on you and your team to keep an eye on your hive and get there to save it. if you are in good possions they should not get anywhere near your hive with out all your team knowing about it and if they cannt get together to rush the marines, well gg.
one lmg + two sg is the way to go already (early to early mid game). any good com knows mixed guns are better. not only do you have everything you could need for any problems, the reload times are stagered makeing it easyer to cover.
again nerf is not the way to go...
For now I settle with seeing the spread become randomized, cause right now, the shotgun I think is on the border to extreme overpowering...
1. It is very cheap
2. It shreads WOL's in a matter of moments
3. Insane damage at short range obviously, but of course...all aliens are melee dependant...and most alien players thinks at least 3 times before attacking a shotgunner
4. Even at midrange it's extremely powerful, which makes it an affordable substitute for the LMG...
So yes, the only thing that I'd want to see for now is a random spread on the weapon...damage and so on is all fine...reason why I don't want any other changes is that I hope that the khaara will be boosted up in strength again...
It's kinda pathetic when 2 shotgunners are a serious threat to an onos...skulks should be blasted away in one good hit, and perhaps gorges and lerks as well, but not fades and onos...