DRL > Requests For Features

Suggestion for some shotgun-related changes

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Sambojin:
That was my thought on the subject. It also give a little more versatility to the other shotguns, without there being a clear winner in effective-ness. I'm having a devil of a time making a DB shotgun build that doesn't play just like any other shotty build, albiet with slightly less range. Or just going for the focused DB and using it just like a normal shotgun (with the combat/tac shotty still feeling "better").

Actually, while we're on shotguns, can anyone suggest a build for DB only use? Something slightly away from the normal MAD or MSh style? I've got vague visions of using a DB as essentially a close combat weapon, just one with a couple of extra squares of range, spread, auto-hit and knockback. Might actually be asking too much really. Too many AoB runs and wanting to do a similar thing with a DB. I guess MVm and Jug (or SM) would probably do fine anyway.

GrimmC:
Honestly I don't have much issue with how the shotguns are now. Moving Combat Shotgun to dlevel 6 or whatever it is was genius. The early game plays totally different (in a positive way!) now. Very happy Malek's suggestion of removing vanilla shotty's altogether wasn't taken up. (No offense!) Now you have a legitimate choice of weaponry. My bigger beef is really with the Doomguy's inaccurate base accuracy. (i.e., shotguns can be used by any build effectively, but you have to specialize to make any use out of the accuracy-based weapons)

The shotguns are straightforward workhorses, as they should be imo. If you want variety in your shotguns, take one of the master traits geared towards them. Ever try using the elephant gun with MAD? It's nuts, archviles dying in two hits and all sorts of crazy stuff. Otherwise, just don't expect them to be too useful by the end game. I don't like the idea of slug fire, it makes shotguns even more powerful than they already are. They already rule at medium/close range, why make them effective at long range too?

The only change I would want to see is the dropoff rate. I actually instituted a dropoff for my own mod in Doom (surprise!) but it wasn't as sharp as this. Mine was extreme (2x damage, equivalent of 1 square away), full (1x, 3-4 squares away), half (0.5x damage, >4). Of course, in Doom the pellets spread out, so someone say 8 squares away would be only getting half the pellets too (especially with the doubleshotgun.) So how about something like:

1 square = 0% damage reduction (since shotties already are kinda extreme at close range)
2-4 squares = 25% reduction
4-8 squares = 50% (75% for dbshotguns)
>8 squares = 75% (90% for dbshotguns)

When you factor in armor which most late-game enemies have, it just becomes ridiculous to be hitting an enemy with 3 or 4 blasts and not even get them past "scratched". (Even the assault shotgun barely dents them towards the end.) The double shotguns are even worse. In my opinion, the dbshotguns aren't even worth it unless you're standing directly behind a door or corner and you know the guy's coming. There's no way to walk around with it equipped, because it just isn't effective unless the enemy is 1 or 2 squares away. There's not even any tactical advantage to fighting Demons with it...sure you might break even shell-wise but as soon as a ranged attacker shows up you have to fumble around to equip a different gun.

The extremely long reload time already discourages anyone but specialists from using it; why make the dropoff punishing to the point of futility? The double shotgun clearly wants to be used more, with the alt-fire and alt-reload; why not make it happen? I would be more than willing to take slight damage reduction for the possibility of unloading both barrels at once. But right now it's not feasible.

raekuul:
I may be slightly out of date (not having played a dedicated Shotgun game since 0.9.9.2), but isn't the Combat Shotgun's cone the same as the Standard Shotgun? I know the Assault Shotgun had the tighter cone...

Game Hunter:

--- Quote from: raekuul on November 03, 2011, 08:15 ---I may be slightly out of date (not having played a dedicated Shotgun game since 0.9.9.2), but isn't the Combat Shotgun's cone the same as the Standard Shotgun? I know the Assault Shotgun had the tighter cone...
--- End quote ---
Use this page for shotgun missile reference. Combat and assault shotguns use the "focused" missile type.

raekuul:
Ah, so I was out of date. Okay then

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