Updated Shotgun Spread and Mechanics
SpaPal
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.
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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.
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Comments
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.
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).
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.
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.
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.
// 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