Shotguns..

BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
<div class="IPBDescription">Good? bad? need nerfing or not?</div> (disclaimer: I did search, but couldn't find any dedidcated threads on the shotgun that apply to this version that had any relevence to what I am talking about o.o)

After a long break from NS I have returned, I left last time due to 2.01 onwards balance problems; the main one being the shotgun.
I've noticed it still hasn't changed much. Each shell still does 170 damage max on level 0. And its very easy to empty 8 shells very fast. - 1360 damage in less than 3 seconds or so.
One shottgunner I feel is not the problem, it's when you get more of them. THose damage numbers go up VERY fast when the numbers increase:
2 shotgunners: 2720 damage in less than three seconds
3 shotgunners: 4080 damage in less than three seconds
and so on.
These are only theoerical numbers, only some of the pellets usually hit, but there are 10 pellets per shell, each doing 17 damage. So total of 80 pellets per "clip", 160 pellets for 2 shotgunners, and so on.

It's not that hard to use the shotgun - especially anyone with some FPS expereince, a notible example, the Unreal tournament series - IE the flak cannon.

There are some drawbacks to the shotgun, namely, only 8 shells, and given the "spammy nature" of it, those 8 can go down quickly, which renders the marine with said shotgun vulnerable to attack... asuming he is alone. If he isn't, there is a good chance he will end up injured, but still alive if attacked.

I'm unsure exactly how balanced they are, as a marine, I feel they make it a "bit too easy", as a alien, well, yeah, I hate them XP. I'm unsure if that's the way it's supposed to be however they are, or if they do need a tweak. The best idea i've seen so far, repeated by coil today was to reduce the rate of fire - My own suggestion is to reduce the damage each pellet deals as range increases, which would still make it good at short range, but not that good in the medium to long range area, giving aliens a better chance, specialy if they need to close the distance in a hurry when they hear the marine needs to reload. Another suggestion is to increase the price, so there are fewer of them.

So, comments on the shotgun? Does it need nerfing or leaving? or should the aliens have a better defence to it?
«1

Comments

  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    wow thats a pretty good idea man. I always see people on brys complaining about the strength of the shotgun and often see people "sniping" aliens.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    I think shotguns are fine.

    I mean, sure, a really good shotgunner can take out 8 skulks, but that requires luck, and skill of the highest caliber. Most really good people can take out about 5 skulks using the same shotgun clip.

    They can take about 3-4 skulks with an LMG as well.

    I don't see any threads that says "omg, lmg is teh strongzorz".

    Look at it this way, the LMG is the most accurate weapon besides the pistol, it reloads substantially faster than the shotgun, though it can't do as much damage per clip.

    You pay 10 res for the "upgrade", and while the shotgun is much better in many situations than the LMG, it's a fair trade, and there's no need to nerf it.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    I definately agree with the range thing. It does seem that shotguns are like sniper rifles at some times.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    I think a slight nerf would be good. Perhaps reducing the damage per pellet to roughly 12-15 would be something to try. I wouldn't mind testing out a slower RoF or less damage at long range though.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I think the shotgun is totally fine. It's bad at long range shots (in spite of people complaining about sniping,) and it's a good weapon to have as mid-tier between the well-rounded LMG and HMG.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    I rarely use the shotgun for a number of reason's. The first one is that damage has a tendency of not registering at pointblank range's. Another of the problem's is that it require's almost usually one to three shot's to actually a take Skulk who only has 70/10 with a weapon that inflict's over 180 dmg a blast. I honestly prefer a HMG over a shotgun anyday, I wonder why you don't hear people complaining about HMG though?
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    back in 1.04 the time was much slower, and the round clip was 10. I think that shotguns in numbers are a problem for the aliens but it's teamwork for the rines!

    prehaps buffing aliens accordingly would be good?
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    I like shotties the way they are now, but I would prefer that the algorithm used for the pellets be altered so that the pellets have a wider range than they do now. That way shotty "sniping" is eliminated, but they are still just as lethal up close.

    If the devs listen to the community on beta 6, I believe that the skulk class will receive a nice buff, certainly enough to take some of the edge away from the shotgun.

    I would prefer they leave everything but the shotgun's range of fire alone.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    and fix the shotgun bug: make pellet trajectories random again.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    <!--QuoteBegin-BattleTech+Sep 17 2004, 07:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Sep 17 2004, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I rarely use the shotgun for a number of reason's. The first one is that damage has a tendency of not registering at pointblank range's. Another of the problem's is that it require's almost usually one to three shot's to actually a take Skulk who only has 70/10 with a weapon that inflict's over 180 dmg a blast. I honestly prefer a HMG over a shotgun anyday, I wonder why you don't hear people complaining about HMG though?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I complain about the HMG since I play Onos a lot, and I find it a bit silly how ONE marine with an HMG can actively challenge the almighty Onos.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Tighten the cone a little, add a random pellet code, and basicly make it only good close range. And make the pellets lose damage over distance. Trust me, it would work better than it sounds :o
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    In my opinion, the only thing that stops the shotgun being the best marine weapon is lag. Play in a lag free environment and with some reasonable skill all skulks and lerks die one hit, and fades die in 3-4 (very bad for fades if the shotgunners travel in groups of 3or more).
    I think the shotgun needs a damage reduction by about 25% so you need 7 pellets to kill a skulk at lev0 (2-3 shots at a medium range, 1-2 at close).

    Or make the spread random but thats gonna need <u><b>alot </b></u>of balance testing.
  • T_AliT_Ali Join Date: 2002-11-06 Member: 7315Members
    edited September 2004
    The shotgun is weird because it's not really a shotgun. It's more like a bunch of pistols tied together. I'm not sure what a standard cartridge load is for an anti-personel shotgun, but I'm guessing it's dozens of pellets at least.

    Although it can be aggrevating for aliens that the shogun has a discrete number of projectiles, and that at least some of them are not random at all (making it surprisingly useful as a distance weapon), to anyone who doesn't know where the projectiles actually go (and if they actually make them random at some point), there is the very real possibility of actually MISSING almost completely or completely at fairly short range with what is meant to be a weapon that compensates for aiming problems. In other words, a shotgun is meant to take a lot of the guesswork out of aiming and deal damage to almost anything in front of it... a lot at very short range when the entirety of its kinetic energy is dissapated in one target.

    My point is, it would be interesting if the shotgun behaved more like a real scattergun: lethal damage up close, light to moderate damage across a large area at moderate to near-moderate range, and almost none at any range beyond moderate. The ns shotgun as it is allows for significant damage at range or almost none in close quarters depending on how it is used.

    The implementation of what I (purely in the spirit of conjecture, of course) propose would be to skip the projectiles and guage shogun damage as a function of distance and amount of target area exposed to the weapon's cone of effect.

    Maybe I'm wrong about shotguns and their pellets actually stay close together even across range. I'm sure some gun enthusiast could correct me.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Well, i know hunting buckshot has hundreds of pellets, but im sure they use larger ones for anti-personel use, so a few dozen would be about right.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    edited September 2004
    If you've played hostile intent, their shotguns are pretty realistic in terms of spread. At anything less than about 8 metres it's hardly noticable. Not that I'm saying that the shotgun in NS should be like that.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    Lower the ROF... tighten the spread. The thing we have right now is a STREET sweeper... not a pump action shotgun. make shotgunners actually care when they miss a shot.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Tightening the cone would only be viable if the randomization comes back in. Right now its really a 5 pellet railgun + a 5 pellet randomcannon.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-SaltzBad+Sep 18 2004, 04:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 18 2004, 04:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tightening the cone would only be viable if the randomization comes back in. Right now its really a 5 pellet railgun + a 5 pellet randomcannon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Obviously... Not changing the spread to random would be kinda stupid considering the number of "pellet Xhairs" are out in the community.
  • juhojuho Join Date: 2003-02-01 Member: 12965Members
    The shotgun is overpovered in large groups. I've seen sadly many times, that a single marine sneaks near hive, builds pg and eight marines, all with shotguns, come from it and kills the hive in about 5 seconds.

    There should be some way to prevent this from happenning. It's wery sad that the hive can go down before anybody notices that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    - Garo
  • Az0rAz0r Join Date: 2004-09-10 Member: 31570Members
    Juho if that happens then your team isnt doing its job. Clan play is extremely simple. Aleins just have to protect res untill they get the 2nd hive up then fades have better odds at taking out sgers. As marines the idea is to sneak past the defence of the aliens establish an PG and take out the hive. The shotgun is the only weapon a marine can use to take out a fade in one clip without upgrading the armory and thus makes a lower cost yet less certain means of getting past the defence and taking that hive.
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    Otto's idea on how to fix shotguns

    1) Decrease amount of pellets

    2) Increase damage of each pellet to compensate

    3) Increase the spread of the pellets.


    Increasing the spread and making less pellets gives a lower chance to hit at a longer range, while damage at close range will remain high, the way it should be (although I gotta argue its frickin obscene how fast hives go down with 3-4 shotgunners)
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited September 2004
    If you want to go into realistic shotgun spread, I could take a remmington 12-gauge and aim 5 feet to your left or right at half a football field away, and still blow your head into pieces. Even more so if I aimed right at you.


    Just some food for thought, for all you "realism" enthusiasts.


    <!--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-->As marines the idea is to sneak past the defence of the aliens establish an PG and take out the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Very rarely do you see marines "sneaking" by aliens- most of the time their most viable option is attempting to plow a path.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    The eas way to ensure that shotguns still have the power it needs to take care of buildings and stuff while making it hurt if the marine misses, if to increase the damage of each pellet, while decreasing the ROF.

    In effect, we're going to give the shotgun a "Focus" trait. Let's say we make the shotgun do about 75% more damage than it does now per pellet (so an increase to 30 damage per pellet) and we also halve its ROF. Now, the shotgun, over time, will only do 87.5% of the damage it did before (so it'll kill buildings even a bit slower than now).

    Marines on average will take out only half as many skulks coming at him because "effective" damage to skulks stay the same (one shot, one kill if the marine is skilled) but the rate at which he can fire at a new target once the old one is dead is now 50% of what it was.

    Perhaps also reduce the range of the shotgun by just a bit, so those people who always say that the shotgun can be used for "sniping" will be satisfied. Really though, the pistol can snipe a heck of a lot better than the shotgun can.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    Wouldn't that new shotgun absolutely destroy fades, though?
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Doubling shotgun damage is a stupid idea, regardless of ROF change. It already only talks 3-4 solid shotgun blasts to take down a pretty souped up Fade. Mix in 2-3 marines with shotguns in a group, and a Fade that is forced to use melee attacks, and you have one dead Fade before any of the marines even have to repump their shotgun.
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    Personally, I think Shotguns should be moved on the tech tree. Aliens are pretty much all melee until late game, and Shotguns counter melee, so Shotguns in groups counter virtually everything aliens have (With the rest pretty well covered by adding 1 GL and/or 1 HMG). I think Shotguns should be improved somewhat, and put at the very top of the tech tree, as a research in the proto lab, and made more expensive than GL and HMG, since they're already more generally useful than either. You'd have to add a new gun at the spot in the tech tree where the Shotgun currently is, but it shouldn't be too hard to think of something that's better than an LMG but not as good and an HMG, that doesn't also counter everything aliens have early game.

    I know this has just about zero probability of ever happening, but it would make me happy. If the Shotguns gonna stay where it is, I think it should be slightly weaker and/or more random, as suggested in this post.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Requiring an Advanced Armory for shotgun deployment is a plenty good shotgun nerf.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-Rapier7+Sep 17 2004, 12:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Sep 17 2004, 12:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think shotguns are fine.

    I mean, sure, a really good shotgunner can take out 8 skulks, but that requires luck, and skill of the highest caliber. Most really good people can take out about 5 skulks using the same shotgun clip.

    They can take about 3-4 skulks with an LMG as well.

    I don't see any threads that says "omg, lmg is teh strongzorz".

    Look at it this way, the LMG is the most accurate weapon besides the pistol, it reloads substantially faster than the shotgun, though it can't do as much damage per clip.

    You pay 10 res for the "upgrade", and while the shotgun is much better in many situations than the LMG, it's a fair trade, and there's no need to nerf it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what he said.

    also with the shotgun its not a guarenteed kill with lvl 1-2 weapons, you still need a direct shot to kill the skulk, so imo its fine.

    One bug i have noticed is that if a skulk is right pointblank next to the player the shells seem to go through and do nothing, might be a bug but i dunno.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--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-->I rarely use the shotgun for a number of reason's. The first one is that damage has a tendency of not registering at pointblank range's. Another of the problem's is that it require's almost usually one to three shot's to actually a take Skulk who only has 70/10 with a weapon that inflict's over 180 dmg a blast. I honestly prefer a HMG over a shotgun anyday, I wonder why you don't hear people complaining about HMG though? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Y'know after word that the shotgun blast was fixed and slightly offset to the right, I got myself one of the many shotgun fixes out there. Never had a problem with "damage not registering" anymore. So I hardly believe this whole bugged shotgun thing anymore. But I do acknowledge the HMG >> shotgun. HMGs are scary. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->

    <!--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-->Tightening the cone would only be viable if the randomization comes back in. Right now its really a 5 pellet railgun + a 5 pellet randomcannon.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Actually, all the pellets are accurate. Only that the outside pellets only mean something when aiming at something large like a fade up close, an onos at midrange or a hive.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited September 2004
    Its used as a random cannon <i>because it makes no sense to aim with 5 dots covering a gigantic area</i>. Duurrrrrrr!

    (Edit : For the slow ones here - this means you aim with the center 5, because you have tremendously good odds of landing those. If something comes close enough to catch the extra pellets too, thats just a bonus. Which is exactly the way you'd use a crosshair with truely random behavior. )
Sign In or Register to comment.