DRL > Requests For Features
Suggestion: Slam-Firing
LockeCarnelia:
Slam Firing is where you take a pump shotgun and hold down the trigger and pump it rapidly, resulting in, basically, a crude semi-automatic shotgun. This often damages the weapon, though. Seeing as though the Combat Shotgun is a pump-action, we should be able to do this, and it would help with Combat Shotty Users.
Basically, what it would do is be a special firing mode for Combat Shotties that halves the firing time, but reduces the range of the shotgun to the 8 units that Double-Barreled Shotguns normally use, along with a 5% chance of breaking the weapon outright.
Game Hunter:
You're suggesting to add a feature to a weapon that is arguably the best stand-alone weapon in the game (when factoring its relative drop-rate, the answer is obvious) that would remove the one weakness it could possibly have: up-close damage. Unless something happens to the combatty in the future that reduces its usefulness, this is an unnecessary buff. I have a feeling the feature will just make more people want to hoard a few and choose MAD over MFa.
Granted, it's a pretty sweet idea, but 5% per SHOT is pretty large if the consequence is losing the weapon. I'd rather there be a chance to jam the shotgun, meaning you'll have to unload and reload it before it'll start working again. This stops from utterly screwing the entire game and just screws your current situation (which is why you'd have at least one spare).
Also, quick note: the Wiki sets double shotgun drop-off at 20% per square, meaning its range is stuck at 5-6 (depending on if adjacent is 100% damage).
Cyber Killer:
Isn't this basically what the jackhammer does? (but without the weapon breaking penalty)
LockeCarnelia:
No. Jackhammer basically acts as the Assault version of the DBS.
This'll reduce firing rate of the shotty, and not much else, along with shortening the range to like 5-6.
I can understand how some people would think this is off-balanced, but.... *shrug* I throw ideas out there, not all of them can be brilliant. XD
Game Hunter:
--- Quote from: LockeCarnelia on September 14, 2010, 06:13 ---I can understand how some people would think this is off-balanced, but.... *shrug* I throw ideas out there, not all of them can be brilliant. XD
--- End quote ---
If the combat shotgun weren't already useful in so many ways, I would be all for this addition (albeit using "jam" instead of "break" as the caveat). As the weapon stands, however, there's no reasonable way to improve it besides fixing the inherent firing problems in the code (which sounds like it's done).
To be fair, there is absolutely no reason anyone would use the shotty over its combat relative. I'm better off addressing this in another thread (gonna go to general balancing), but I'll summarize by stating that the pump-action makes Shottyman a pretty limited trait, and the very minor loss of damage from the original is practically a throw-away exchange: something like 8d2 damage makes much more sense from a gamer's perspective. I mean, if Sergeants used combats instead of shotguns, no one would ever get past the first few floors.
Navigation
[0] Message Index
[#] Next page
Go to full version