The Shotgun

GreeGree 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

  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    That's like saying Fade and Onos attacks should do half damage to buildings, and that some lifeforms should do half damage to HA. Completely bad idea. The HMG already does half damage to buildings.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Shotguns are not the most powerful guns in the game

    One SG clip cannot even kill an onos, let alone several SG's against one stomping onos.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    The shotgun is SUPPOSED to be the low cost anti-structure weapon. That said, it is also the best all around weapon for the nicest cost. It has the advantage over the GL of actually being able to kill things itself, as opposed to being almost truly anti structure. (yeah, I know GL spam can be useful, but try it with FF on... it becomes purely for vent clearing and structure breaking, unless you want to kill a lot of teammates) A change would be nice, but then if you did nerf it vs. aliens, you have no early game option for killing higher lifeforms. HMGs are much better vs. fades and onos, but a shotgun still works wonders if that's all you've got.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    A truely random firing pattern should be plenty shotgun nerfing for starters.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Yup...I agree...that's about the only thing the shotgun needs, some decent spread, instad being the sniper rifle it is at the moment...
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    shotgun.. sniper rifle....? WTH

    try shooting anything that is farther than 20 ft away with the shotgun then come back. the spread is good way it is.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    I agree. I think the shotgun is fine, and you can take down an onos with 4 SG's in about 2-4 shots each. 8 full shots should take down any Alien down in no time.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited July 2004
    The shotgun will be changed regardless. One of the bugs logged in the bugtracker is that the shotgun spread hits the same place on your screen... every time! If you fire against the wall, those bullet decals are actually faked by your client. Try shooting a hive with your shotgun, and pay attention to the spread pattern.

    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Good to hear, as SG with all hauls pinpointing to one location is instant death to anything.

    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.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    thats right. But the siege has the advantage, that it can shoot through walls and make a lot more damage.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--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-->eh ? currently only 5 of 10 pellets land within the shotgun circle, if you randomize the spread all 10 will, is that really a nerf? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    NS has one of the most useful shotguns in any HL mod. Lets not take that away by making it totally random.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--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-->NS has one of the most useful shotguns in any HL mod. Lets not take that away by making it totally random. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Actually, even a hive 1 Onos vs a level 3 shotgun won't die to a full shotgun clip. Add in regeneration and and the clips needed are even more.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    <!--QuoteBegin-semi-psychotic+Jul 19 2004, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jul 19 2004, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    HAHAHAHAHAHA. i'm sorry but that made me laugh
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    It should be revised to say:

    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.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    I believe that the only problem that you cant solve by throwing enough shotguns at it is a hive 2 onos with a lerk umbraing... but then just slap down one GL to take out the lerk and your golden.

    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!
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    <!--QuoteBegin-Insomnia+Jul 19 2004, 05:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insomnia @ Jul 19 2004, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-semi-psychotic+Jul 19 2004, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jul 19 2004, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> <!--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-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited July 2004
    In my opinion, that's the way it should be: aliens overpowering marines one-on-one. But it isn't.

    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.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    I think what truly is funny here is the fact that you're unable as a Skulk (the base evolution which you will most likely spend a good portion of the game as) to defeat a ramboing Marine regardless of what upgrades you have.

    And it would help to tone down your exaggerations.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Hobojoe+Jul 19 2004, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 19 2004, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eh ? currently only 5 of 10 pellets land within the shotgun circle, if you randomize the spread all 10 will, is that really a nerf? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Then the shotgun really won't be worth 10 res. If a shotgun can't even take down a skulk, then it will be worthless.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Lol...that's a stupid thing to assume...when the sniper shotgun finally gets a random spread, it will be useless (hopefully) at long range, but still as viable as it is today at short range...

    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-->
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Randomize where the pellets go within two differnt cones, maybe. Kinda like it is now, except it wont be those exact points. Heck, even simpler, give each shot a random rotation so each shot is consistant, but not as predictable as it is now.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    I'm sorry marine stackers... but there just isn't a reason this shouldn't change. My god... there will actually be a reason to carry a LMG with the group of shotgunners other then to pick up the shotty after it has dropped.!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    Squads with 1 LMGer and 2 Shotgunner will be a nice combination then. More tactical thinking required! That just improves NS!
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-|ds|meatshield+Jul 19 2004, 02:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 19 2004, 02:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, even a hive 1 Onos vs a level 3 shotgun won't die to a full shotgun clip. Add in regeneration and and the clips needed are even more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I agree. I am merely correcting someone else who had stated that an ONOS will die to one shotty clip.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    the sg is fine as is, realy. i can see a randon spead but other than that it dose not need nerfing.

    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...
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Well, considering that rines are total wallbreakers as it is anyway...they have the shotgun, the GL and the siege, all which wreck any WOL in a matter of moments...

    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...
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