DRL > Requests For Features
Suggestion for some shotgun-related changes
gunofdis:
New unique: a quarter gauge punt gun. Wielding it slows you down, firing it takes multiple seconds but it does Biggest Fucking Gun damage with a spread wider than a double shotty. Consumes 20 shells per shot.
Comedy option: model that bitch as firing 00 buckshot, requiring some 512 bullets.
Comedier option: #6 birdshot for killin all the ducks all the time. Only 11,400 projectiles...
Matt_S:
I've given some more thought to this. Here's some things that make shotgun blast cones different from most of the other stuff:
1. Guaranteed to hit
2. Damage dropoff with distance
3. Shots aren't obstructed by enemies
100% accuracy is interesting, because it is nice to use, but it's also really different from everything else. If shotguns fire a cloud of shrapnel, 100% accuracy would make sense, and hey, that's fine, I don't see why DoomRL shotguns can't be different from real life. If shotguns were subject to accuracy, I don't see why a dodge bonus for the pellets would be unreasonable, at least any more so than dodging bullets. An accuracy bonus might make sense for things directly in the line of fire, but that would probably be pretty awkward. So the 50% accuracy would be pretty terrible, unless there were a ton of pellets. The thing that bugs me the most about guaranteed hits is that it makes Eagle Eye and agility mods worthless, and it removes the penalty for running.
Damage dropoff makes sense, but it's also pretty strange compared to the way all the other normal weapons work. The most awkward thing is how the damage dropoff occurs even at point blank range from what I've read. Why? If a weapon says 8d3 then there should be a chance for it to do 24 damage.
I don't really think damage dropoff should be removed without the other changes going along with it, but if a pellet-based system were to supercede it, I think it would be a good thing.
Shooting through enemies is what really makes shotguns awesome. But then we have to believe that shotgun pellets are not very good at penetrating armor, while also being good at hitting things behind the armored opponent. This one could be changed separately from the rest of the parts; I for one would be willing to give the enemy piercing in exchange for another damage die or two. However, the pellet system would of course take care of this.
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I really like the shotgun, so I'd hate to see it simply be replaced by the combat shotgun, but it can't really be buffed without making the former sergeants more of a pain. One thing I was thinking about regarding the slower reload time, who says the enemies have to reload as fast as our marine? Maybe the bloodlust of the former soldiers makes them clumsy and slow with things like reloading (applied to all former foos, but it would come up more with sergeants since they have to reload more often). Of course, it doesn't solve the problem of the combat shotgun dominating the regular shotgun, but it keeps the shotgun reload buff from being turned against us so painfully.
Since I mentioned agility mods, I think they should have some effect on shotguns (I was thinking they did in a previous version, but my memory's kind of bad). Perhaps decreased damage dropoff, or increased knockback. I don't know why something that increases the accuracy of guns would do something like that, but I don't know why they would make you move faster in your boots either :)
Malek Deneith:
Oh wow. Finally some replies here and I totally missed it. Just to make myself clear - I did not post the "pellets" suggestion to make shotguns more realistic. It's a game about going to hell and kicking demons up the ass, I couldn't care less about "realistic". I made it because my feeling is that the current way the game handles shotguns is a major pain in the ass. Really it causes various problems some of which were already mentioned - shotguns deal disproportional damage to what is listed, shotguns don't work with agility mod or in fact anything that affects accuracy. Playing AoB? From my limited experience with the mode sergeants were the most dangerous enemy on lower floors. Near a barrel and a sergeant appears in sight? Yeah, expect the barrel to blow up in your face unles he's at the edge of vision.
Some might see this as interesting, but myself I feel it's problematic and annoying. And as much as I love shotguns I'd really like to see this state changed... even though I'm aware it might not happen in DRL1 as GH said :/
gunofdis:
Well, the biggest drawback of modelling pellets is that it starts getting hard to differentiate shotguns from chain guns when both spit out some number of projectiles when you hit the button.
As for agility mods not working on shotties, simply make a use for them. Something like reducing the range dropoff, perhaps by 1% per square per mod or 15-25% of the total per mod.
rchandra:
Hmm. units count as one square closer per agility mod?
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