DRL > Discussion
Inspired by Thomas and his talk of a Shotty build...
rekenne:
So, ok. I've always been a fan of the rapid fire guns and pistol builds, so I've never really done a shotgun game. Back in ye old days, I don't think it was nearly as viable as it is now.Seeing Thomas's talk in another topic, I figured I'd try it.
The build he posted involved rel rel SM then a mix of HR and TaN. Which, makes sense, you want to get to SM as soon as possible. Now, with SM, are Combat Shotties still better than normal shotguns? Seems that SM makes them lose their advantage.
Now, for something that's killed me in my last 3 attempts at shotgunnery: How do you take care of levels/rooms with too damn many barrels? Do you just dread barrelful levels?
Finally: Are there any guaranteed Double Shotties? Again, as someone that's never done a Shottie build, this isn't something I've noticed.
Thomas:
Barrels: They're only really a problem if they're close to you, right? So destroy any barrels that'd be on your end of a gunfight before bothering to fight anything.
SM and Combat Shotties: Combat Shotguns are still better. If for some strange reason you need to stand still while fighting (Note: This is almost never) then you can pump with R. Pumping being faster than reloading. But for general moving around combat, they're exactly the same.
Double Shotties: I believe there's one in the armory, if you're still missing one when you get there. Double shotguns are rare, but almost all of my doomguys see at least one lying around on their trip to the cyberdemon.
Ischaldirh:
Is shottyman of any real use whatsoever if you find an assault shotgun?
Thomas:
Yes, because a double shotgun does twice as much damage as the assault shotgun, which means half as many turns standing still like an idiot.
(i.e Yes, it does matter, because you wouldn't use it anyway and keep the double shotgun)
rekenne:
A Double Shotty is worth keeping around on a non-shottyman build for how insane the damage output of it is.
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