Please lower shotgun power
Asche
Join Date: 2013-03-19 Member: 184077Members
I usually not the one to rage in a game, but, since the build "Gorgeous" or I do not know which one, the shotgun is modified, that makes it more "accurate", why not ? But actualy it just put me off.
Without going further into my reasoning, i just want to say than i play "alien" normal way until marines do have the shotgun. Once they have, i go to another server, or i play Gorge.
I can not find any fun playing Alien from the moment the marines has the shotgun.
I explained very easily: nobody likes to be one shot, carapace or not.
I find the shotgun too powerful against the skulk, Lerk or even Fade ! how many times I'm engage in a fight against 2 marines with my Fade + cara and I survive during only 1 sec ?! just time too see thoses marines, and BAM two-shot, dead.
It really sucks, I wanted to report it.
Why dont lower it, for it's not "oneshot" skulk ? Just leaves him enough life to be able to, at least escape, and do not let him think that "whatever, I had no chance."
Please don't ignore that.
Without going further into my reasoning, i just want to say than i play "alien" normal way until marines do have the shotgun. Once they have, i go to another server, or i play Gorge.
I can not find any fun playing Alien from the moment the marines has the shotgun.
I explained very easily: nobody likes to be one shot, carapace or not.
I find the shotgun too powerful against the skulk, Lerk or even Fade ! how many times I'm engage in a fight against 2 marines with my Fade + cara and I survive during only 1 sec ?! just time too see thoses marines, and BAM two-shot, dead.
It really sucks, I wanted to report it.
Why dont lower it, for it's not "oneshot" skulk ? Just leaves him enough life to be able to, at least escape, and do not let him think that "whatever, I had no chance."
Please don't ignore that.
Comments
I think you just have to keep in mind that a shotgun does cost resources. A marine with a shotgun should have an advantage against a skulk.
That advantage should and does increase when you get multiple shotguns working together.
It takes a near direct hit for the most part to oneshot a skulk and in order for that to happen most of the time, you messed up before in setting up your engagement and are only aware of that when you get killed.
http://www.teamfortress.com/post.php?id=2477
With NS2 being the game it is I don't really see how you can stop shotguns being able to 1shot skulks without making shotguns useless, or at least making them kinda 'meh'.
- Your gorge-spit can move shotguns that lie on the ground...use it to move the shotgun away from the location the previous owner lost it when he died. That way you can prevent the marines from retreiving the precious weapon, if you don't have bilebomb yet.
- Gorge bile bomb can destroy any marine equipment that lies around (welders, jetpacks, shotguns)
Nooo!!! Don't spread this!
I hate gorges like you with an unrelenting passion.. This is why I chase your over fed ass clear across the map at my own peril... ~X(
Grrrr
Pretty sure that if a 3/3 marine stood perfectly still and allowed a skulk to bite him continuously, while he fired his shotgun into the ceiling, he would get off at least 4 shots before dying.
I feel the primary issue with the shotgun to be that, after the 10th minute or so, hit and run is no longer an option. Leaping in and biting a marine 3 or so times won't even leave a scratch, and all he has to do is clip you to take you down. Being forced to stay in close quarters for prolonged periods of time with a one shot kill weapon is frustrating gameplay.
In my opinion, the alien team is currently operating in an exemplary way in terms of lifeform necessity. An alien team without gorges is a doomed team. An alien team without fades is a doomed team. An alien team without onos is a doomed team. And an alien team that neve goes lerk is going to struggle to put pressure on the marines. Every life form is required, and because of that, whenever they spend resources, they are thinking about what they are losing in the long run.
Going gorge early means someone else must go lerk. Going lerk means someone else must go fade. Going fade means someone else must go Onos. Every purchase cuts you off from fulfilling any other of the necessary roles of the team.
The marine team simply does not have this in any form. A marine player has only two concerns; when can I buy a shotgun, and when can I buy a dual exo. That's one choice at the very start of the game, and one choice at the very end. Every other choice is relatively cheap, and most importantly, relatively inconsequential. So what if you don't have a grenade launcher? Who cares if nobody can afford a flame thrower? Those weapons simply are not needed by the team. Jet packs are so cheap that you don't even need to concern yourself with their cost. Combine this with the fact that weapons are easily recyclable between players, and you have a situation where res expenditure is almost completely inconsequential to the marine team.
This allows whole teams to suit up with shotguns. It allows players to lose their weapon and simply buy it back straight away.
I know that people don't like homogenisation, but I feel that the shotgun needs to have its price increased to 25-30 res (preferably 30), and the 50 res exo suits need to become vital in marine survival. This seems to be the simplest solution currently.
Specifically, changing the purchasable weapons to supplemental equipment rather than weapon replacement (e.g. assault rifle AND shotgun/grenade launcher/flamethrower rather than OR). Then you can tailor those weapons to specific roles (e.g. grenade launcher only does structure damage or shotgun only works at extreme close range).
Close he'd get precisely 3 shots at .9 seconds per shot while the skulk gets 5 bites. That's assuming they are already at weapons three. I'd like emphasize I'm not opposed to modifying the shotgun but I'm not sure how you'd go about it without making it a terrible weapon because it's frankly not as good as everyone is trying to make it out to be. (It is good but not nearly as good as is being implied)
I did not expect so many answers !
Just some answers :
@CrazyEddieI - I play NS2 more for the killing its true, but if i play NS instead of CoD or BF, its because i LOVE the strategic side of this game ! so epic ! Perfect merge ! But i probably not playing it as i should, my "FPS" side take over.
But no big deal, i'm working on it
@current1y - Surprise ! I have search for similar topics in this forum before posting, and i find this exact topic, with some other. Basically i agree with this mod, i need to try it. This "balance mod" makes deep change, res system first, i'm not confortable with that. Need to see in game.
@Imbalanxd - Agree, Lower the power OR rise the cost.
Why not include other weapons ? but please do not add cheating weapon like a sniper with thermal vision scope... if aliens can't hide for ambush, it will not have any interest.
I see some people agree with my concern the SG, i feel less alone. I take distance now, try to play more brain, ambush, walk silent, take marines back's. and with the gorge, don't worry IronHorse, I already knew...
What about the skulk's glimmer of hope?
Nevermind against a shotgun. How about at all after 10 minutes?
Why should a 0 res unit be able to kill a 20 res unit?
Why should a 20 res Shotgun Marine be able to kill a Lerk/Fade solo? They spent more than the Shotgun dude did, this is not even talking about normal Marines with a rifle killing Gorges.
Also gorges are strong enough as it is.
EDIT: Also they will only kill the lerk/fade solo if the lerk/fade lets them. Or in rare cases it gets ambushed.