So, let's talk shotguns.
Shotgun
Damage: 8d3 (drop-off of 7%/tile)
Fire time: 1.0sec
Reload time: 1.4sec
Clip size: 1
Combat Shotgun
Damage: 7d3 (drop-off of 5%/tile)
Fire time: 1.0sec
Reload time: 0.7sec per shell(0.2sec for pumping)
Clip size: 5
Alternate reload: Reloads entire clip at once (total time for all shells needed is used)
Double Shotgun
Damage: 8d3x3 (drop-off of 10%/tile, my bad Locke)
Fire time: 1.0sec
Reload time: 2.0sec
Clip size: 2 (shoots two at once)
Alternate fire: Single shot for 8d3 damage, 1.0sec fire
Alternate reload: Single reload at 2.0sec (it's bugged, heh)
These are pulled from the wiki and I don't see any glaring flaws. In terms of reloading time and clip size, combat shotgun wins hands down. The double shotgun wins on, at the very least, point-blank damage, but let's look at the comparison for any expected range (assumes that 100% damage is dealt from one tile away):
Damage after X tiles |
Weapon | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Shotgun | 16 | 14.88 | 13.76 | 12.64 | 11.52 | 10.4 | 9.28 | 8.16 | 7.04 | 5.92 |
Combat Shotgun | 14 | 13.3 | 12.6 | 11.9 | 11.2 | 10.5 | 9.8 | 9.1 | 8.4 | 7.7 |
Double Shotgun | 48 | 43.2 | 38.4 | 33.6 | 28.8 | 24 | 19.2 | 14.4 | 9.6 | 4.8 |
For the double's damage, divide by two in order to have a full damage-per-shell analysis. After six tiles (near the edge of typical vision) the damage is about the same for all, and by the time you're radar-shooting the combat shotgun is the obvious winner. Remarkably, there is no point that the shotgun is a better gun.
In terms of damage, the combat wins from afar and the double wins up-close. Even if you wanted to conserve ammo up-close, the double has a single shot that acts JUST like the normal shotgun (besides drop-off rate, which is an insignificant 3/6% at such a distance). The combat shotgun reloads twice as fast as the shotgun, and (per shell) the double reloads ~1.5 times as fast. It's embarrassing, really.
Now, I don't mind the double shotgun the way it is: it should obviously outclass its single-shot predecessor when you're really close to the enemy. The combat shotgun, on the other hand, manages to take up every other possible place for the shotgun (radar-shooting, corner-shooting, generally far shots) and does so at roughly half the reloading time. Something must be done.
Suggestions:
- As it is right now, I wouldn't mind seeing the combat's damage nerfed a little. Even before you get a double shotgun (assuming you even do), it's not losing out all that much anyway: reducing the total output but decreasing the drop-off rate would turn the weapon into one made primarily for long-range tactical maneuvers.
- The normal shotgun's reloading time could be decreased, or the combat shotgun's time increased. It doesn't make sense to me, as a gamer, that the combat shotgun, which already has an advantage over the one-shelled version due to a greater clip size, also manages to reload much faster.
- Let agi/bulk mods increase the shotgun's clip size by one regardless. This would let the shotgun fire twice in succession (no pumping) as a sort of lesser assault shotgun. Not a perfect solution, although agi mods are guaranteed for HA/Court rushers. Alternatively, allow WK to tinker with parts of another shotgun and add it to your current one for the same upgrade (allow 1/2 guns grafted on for 2/3 clip size).
Tell me what you think, suggest your own ideas, etc. It just bothers me that this weapon has practically no use except as a stepping stone: even the chaingun is important enough when you have problems collecting cells for your plasma rifle (or can't manage to find a commando).