What 2ndary attack will shotgun have?

Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
iv'e been thinking...
the rifle has the buttslap thing for closerange and flying skulks wich would be useless on the sg.
still its totally the opposite of intuitive to new players that you can do that with one gun but not with the other kinda same weight, same size gun...

so what secondary function will the shotgun have that makes sense, has a function and feels as logic as buttstock slaping on the rifle.. ?

Comments

  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I'd like to see it fire solid slugs as secondary. NANITES!

    They would do either Heavy or Structural damage. It'd be amusing.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Slugs with knockback? Hard to hit anything but when you do... Imagine getting lucky and blasting a skulk against a wall!

    I'd be kind of happy with a similar secondary to the rifle. It would feel natural, and while less useful at close range, would serve the same 'desparation' purpose when you run out of ammo...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Either:
    1. Melee like the assault rifle or
    2. Fires all remaining shotgun shells in clip at once (super shotgun blast)
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1861511:date=Jul 18 2011, 11:29 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 18 2011, 11:29 PM) <a href="index.php?act=findpost&pid=1861511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Either:
    2. Fires all remaining shotgun shells in clip at once (super shotgun blast)<!--QuoteEnd--></div><!--QuoteEEnd-->

    that wouldn't be OP at all
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    Doesn't need one its already a very effective weapon...

    Keep it cheap and simple not every weapon needs multiply abilities...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1861514:date=Jul 18 2011, 08:38 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jul 18 2011, 08:38 PM) <a href="index.php?act=findpost&pid=1861514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that wouldn't be OP at all<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its a high risk-high reward situation. Hit and you could kill a fade in one shot. Miss and you're probably fade meat. If its too high damage, just lower the multi-shot damage by something like 50% a shell (or whatever is needed to balance). Just trying to brainstorm here :)
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    It's AN idea, just not one I'm convinced is a good one :D

    Maybe incendiary shells that do DoT? Maybe some sort of Tazer shell that stuns buildings (temporary Hydra shutdown!) and/or slows down lifeforms? I'd like to see the primary fire mode on the shotgun tweaked a bit so that it isn't rapid fade doom (as a killed marine gives his buddy his shotgun, but a dead fade doesn't upgrade the skulk next to him), but some sort of useful secondary fire mode (building destruction is what strikes me as something a shotgun would be great for!) could make up for that.
  • UzrbitalUzrbital Join Date: 2011-07-04 Member: 107858Members, Reinforced - Shadow
    no. just no. The shotgun is good enough. Don't make it better pls.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    +1 to the lmg knockback.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    In all games I have played shotgun secondary fire is either a more powerful but less accurate shot, or fires all shells at once kind of thing.
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    Make the main attack weaker so it's not all-purposely good and make secondary fire like Half-Life where you shoot 2x at once with slower fire rate.
  • Ender_74Ender_74 Join Date: 2011-01-28 Member: 79329Members
    <!--quoteo(post=1861578:date=Jul 19 2011, 01:58 PM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Jul 19 2011, 01:58 PM) <a href="index.php?act=findpost&pid=1861578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make the main attack weaker so it's not all-purposely good and make secondary fire like Half-Life where you shoot 2x at once with slower fire rate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • Quantum_SingularityQuantum_Singularity Join Date: 2007-04-01 Member: 60539Members
    how about a 50% chance it fires all remaining rounds in to an enemy without taking damage, and 50% chance of killing yourself or just taking damage from the recoil etc?

    suicide shotgunners!
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Rifle swing would be logical.

    Personally I think shotguns and rifles should be your two main guns, both sort of filling in the gaps of the other, so a mix of shotguns and rifles would be your mainstay force with some of the rifles holding GLs as well and some of the guys having jetpacks.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited July 2011
    <!--quoteo(post=1861517:date=Jul 19 2011, 05:46 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 19 2011, 05:46 AM) <a href="index.php?act=findpost&pid=1861517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its a high risk-high reward situation. Hit and you could kill a fade in one shot. Miss and you're probably fade meat. If its too high damage, just lower the multi-shot damage by something like 50% a shell (or whatever is needed to balance). Just trying to brainstorm here :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    "###### that guy killed me in one hit oh well at least he's slightly inconvenienced by having to reload for a few seconds"
    Too much reward for something as cheap as the shotgun vs a fade (or even onos! 8*200=1600 would certainly be enough if you had teammates with you).
    I kinda wanted to suggest something like "trade damage for effective range" but the shotgun is flexible enough as it is, best to keep it in the role of cqcombat.

    Hm... but perhaps an unload clip option that just fires them in quicker succession than you would be able to normally, just not instantly? Probably good to give it a delay before firing so it's not something you can do without hesitating as soon as the fade is in the middle of your group. And an extra delay after firing, so the DPS against structures doesn't go up too much.
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