DRL > Discussion
Shotgun Build discussion.
ih8regin:
PPP super shotgun sounds better IMHO :) just running with this and watching them fly all across the level into LAAAAVAAAAA! :D (well, I'm one P mod short, so it's PP super shotty instead) And yes, a tactical shotgun is one piece of respect, even if not P-modded. (Perhaps I should make me another in this run and P-mod it just for the sake of it?)
ultimate26:
The thing is, tactical/combat shotties dont really have issues with reload, if player properly they will kill most enemies without having to reload.
For me juggler is still better because once i am done with my 5 shots, i swap to double shotty and the enemy is guaranteed to die.
I never find myself reloading in front of the enemy unless i want them to approach for cornershooting.
Instead of having 2 levels of reload and shottyman id rather have 2 SOB or 2 TAN, because they actually make a bigger difference than just saving time.
They keep me alive and kill things faster, reloader simply lets you fight faster but if it died right away then it wouldnt matter.
N o i r:
I recently played a shotty-oriented Tech build on UV, with positive outcome, and the main combat traits I choose were
Rel x 2
Fin x 3
Jug
HR x 2
So basically, rather than "kill them fast and don't get killed", I was more like "run behind a corner fast, then kill them". Worked like a charm for me.
Cotonou:
Meh, both Juggler and Reloader are at the weak end of the scale. Reloader is obsoleted by the tactical shotgun, while Juggler only comes into play when you lose control of a situation. It would be interesting to see a survey of mortems which have taken Reloader 3 to see how much the community likes the skill. I suspect the results will be far, far behind Hellrunner, Finesse, and Nails.
Ashannar:
Get your move speed to about half your double-shotty reload time (a common scenario, even with 2 rel, I assure you) and tell me that shottyman doesn't save time.
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