Updated Shotgun Spread and Mechanics

SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
<div class="IPBDescription">Pellet spread and other thoughts</div>After using the updated shotgun for some time now I have to say that while the narrower spread on the shotgun might increase the effective range, the loss of close quarter combat effectiveness makes it harder to justify the 25 pres. The skulk air movement changed the cqb dynamic with the shotgun imho.

I know some people prefer the tighter pellet spread and are most likely to reply that, "I should learn how to shoot" but the tighter spread has changed the role of the shotgun from a cqb weapon that performs ok in medium range engagements to being slightly more effective in medium range engagements where the rifle excels and sacrifices cqb effectiveness.

Also I haven't seen anything regarding marine weapon mechanics, if someone could enlighten me or if there is a link I would be much obliged. I'm curious if there is an armor bypass bonus for closer ranges in the code or do the buck pellets do the same amount of damage at any range? Would be interesting to add greater armor penetration based on distance for the shotgun to help mitigate mid game fade issues, although balance isn't a priority at this point in development.

.02

Comments

  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I partially agree.

    The skulk air control (which I greatly dislike) and reduction in damage of single shotgun shot have definitely changed the dynamic between the two. That said, I'm not necessarily opposed to how it is currently set up. @weapons 0 vs carapace skulk, a shotgun can still 1 shot a skulk with a good shot. It's also a lot harder to 1 shot skulks, at any weapon upgrade, than it was in 197. I think this is an alright change.

    The LMG is definitely better for anything >10 or 15m, though. It's just a lot harder to aim.

    The worst part about the 199 shotgun change is in its dynamic against fades. Fades are noticeably more robust against lone shotguns. Previously, I would reliably 2-3 shot fades in 1v1 combat. Now I'm mostly sitting ~3-5 shots. The shotgun lost a lot of power against fades, lost a modest amount of power against skulks, and is similar against lerks/gorges.
  • OmegaliskOmegalisk Join Date: 2012-01-06 Member: 139750Members
    <!--quoteo(post=1911984:date=Mar 10 2012, 06:57 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Mar 10 2012, 06:57 PM) <a href="index.php?act=findpost&pid=1911984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The worst part about the 199 shotgun change is in its dynamic against fades. Fades are noticeably more robust against lone shotguns. Previously, I would reliably 2-3 shot fades in 1v1 combat. Now I'm mostly sitting ~3-5 shots. The shotgun lost a lot of power against fades, lost a modest amount of power against skulks, and is similar against lerks/gorges.<!--QuoteEnd--></div><!--QuoteEEnd-->

    To be fair, Fades are supposed to be hard to kill with one shotgun, as they cost 50 res and there are maybe 2/3 Fades per 8 person team (which needs Gorges, Lerks, Skulks, and a Khamm).
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Meh, i kind of find the reduction in spread to be a buff rather than a nerf.

    Sure you need to learn how to aim better but because the bullets are grouped together more greatly than before, it makes a hit do a crazy amount of damage.

    I've found that being patient and a little help of Guestimating where the enemy is going to be 3 seconds ahead of time (Thanks Battlefield 3!) you can land shotgun shells like its nothing.
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    Pretty sure the buckshot is still hit scan although there is a delay from trigger. Also I wasn't aware that they reduced the damage on the shotgun?
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    I don't really like the shotgun change, it seems pretty inconsistent now. It feels like the rifle is even better in CQB then the shotty atm. Even if it requires more "aim" now, full hits sometimes don't do anything to skulks, but that also may be something compuled with low tickrate server and fps lag or so.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1912144:date=Mar 11 2012, 01:31 PM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Mar 11 2012, 01:31 PM) <a href="index.php?act=findpost&pid=1912144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really like the shotgun change, it seems pretty inconsistent now. It feels like the rifle is even better in CQB then the shotty atm. Even if it requires more "aim" now, full hits sometimes don't do anything to skulks, but that also may be something compuled with low tickrate server and fps lag or so.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is because the damage was lowered. You have to hit a direct shot + hit nearly all of the pellets. Previously you only had to hit 5/9 or so of the pellets, or half of your shot.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    the damage was not reduced, only the dropoff rate. previously the bullet spread was totally random, you could miss all pellets or all could hit (sniper shotgun?) which resulted in an average dropoff rate over distance defined through the bullet spread. but this was highly inconsistent. you could never rely on the shotgun, from a gameplay perspective, not talking about technical issues like FPS or server tickrate. the version we have now in 199 has a consistent bullet spread and a consistent damage dropoff which reduced the 'luck' factor of build 198, so any perceived problems are most likely not related to wrong balance variables, but to server tickrate and general hit registration.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited March 2012
    <!--quoteo(post=1912230:date=Mar 11 2012, 11:53 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Mar 11 2012, 11:53 PM) <a href="index.php?act=findpost&pid=1912230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the damage was not reduced, only the dropoff rate. previously the bullet spread was totally random, you could miss all pellets or all could hit (sniper shotgun?) which resulted in an average dropoff rate over distance defined through the bullet spread. but this was highly inconsistent. you could never rely on the shotgun, from a gameplay perspective, not talking about technical issues like FPS or server tickrate. the version we have now in 199 has a consistent bullet spread and a consistent damage dropoff which reduced the 'luck' factor of build 198, so any perceived problems are most likely not related to wrong balance variables, but to server tickrate and general hit registration.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In the patch notes it said

    "Fixed bug with Shotgun randomness so it's more consistent. Reduced damage a bit to compensate."

    Are the patch notes poorly worded and the damage was only reduced at range? Is it a linear drop off or does it start at 5 or 10m?


    [edit]
    Went poking around the lua:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kShotgunMaxDamage = 20
    kShotgunMinDamage = 1
    kShotgunDamageType = kDamageType.Light
    kShotgunFireDelay = 0.9
    kShotgunClipSize = 8
    kShotgunBulletsPerShot = 10
    kShotgunMinDamageRange = 30
    kShotgunMaxDamageRange = 2
    kShotgunSpreadDegrees = 20<!--c2--></div><!--ec2-->
    balance.lua
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local function GetBulletDamageForRange(self, distance)

        local damage = kShotgunMaxDamage
        if distance > kShotgunMaxDamageRange then
        
            local distanceFactor = (distance - kShotgunMaxDamageRange) / (kShotgunMinDamageRange - kShotgunMaxDamageRange)
            local dmgScalar = 1 - Clamp(distanceFactor, 0, 1)
            damage = kShotgunMinDamage + dmgScalar * (kShotgunMaxDamage - kShotgunMinDamage)
            
        end
        
        return damage

    end<!--c2--></div><!--ec2-->
    weapons\marine\shotgun.lua


    So this means that 199 shotguns fire 10 pellets with 20 degree spread.
    If <2 distance away, 20x10 damage. (200 max)
    If 2 through 30 distance away, damage = 1 + (1 - ((distance - 2) / 28)) * 19.
    IE
    5 distance = 17.96x10 (180 max)
    10 distance = 14.57x10 (146 max)
    15 distance = 11.18x10 (111 max)
    20 distance = 7.79x10 (78 max)
    25 distance = 4.39x10 (44 max)
    30 distance = 1x10 (10 max)


    Interesting to see the numbers. This is all light damage, and scales down linearly after 2 distance.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    spread is not used from Balance.lua, this is the active code:

    // NS1 was 20 degrees for half the shots and 20 degrees plus 7 degrees for half the shots
    if bulletNum < (kShotgunBulletsPerShot / 2) then
    return Math.Radians(10)
    else
    return Math.Radians(20)
    end
  • SpaPalSpaPal Join Date: 2012-02-28 Member: 147699Members
    Very enlightening, thanks fordigging gorge, and thanks for the response schimmel. Does the .9 fire delay equate to 90 or 900 milliseconds? Definitely explains the trigger reaction.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Ya, why is there a delay, anyhow?
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