DRL > Discussion

Shotguns

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MaiZure:
I agree that trying to connect reality isn't a goal here.

In fact, shotgun gameplay is interesting because it behaves differently from other weapons. Mimicking real life would probably homogenize gameplay mechanics since "in reality" all weapons involve throwing chunks of mass at high speeds at targets, right? Shotguns may defy logic right now but the gameplay feels like arcade and this is good.

Napsterbater:
Hmm.

I guess my main problem with shotguns is that when I use them I feel like a fire-breathing dragon. The chaingun is supposed to be a better weapon, but it takes a heck of a lot of traits/mods to use one effectively. On MAc runs I find myself using a regular shotgun until I get TH2. Chainguns just don't pack enough of a punch to justify using it over firing blindly with a shotgun. I suppose with EE1 and SOB1 it's powerful enough to oneshot most imps/formers, but even then you're better off hiding in a doorway with a shotgun breathing undodgable fire at everything.

In fact there's no weapon-restricted build that doesn't benefit from early use of the shotgun for a long long time, in many cases right up until you get the Master. I've been trying out other challenges lately rather than Ao100 MMB, and the dominance of the shotgun never wanes. Is it even possible to survive the first five levels in a normal UV game without one?

LuckyDee:

--- Quote from: Napsterbater on April 14, 2012, 23:26 ---The chaingun is supposed to be a better weapon, but it takes a heck of a lot of traits/mods to use one effectively.

--- End quote ---

Although I don't think the shotgun(s) require change, I do agree on this point (which is one of the reasons I requested help in its use). On early levels, compared to the shotgun the chaingun is worth Jack. Average damage (in practice if not theory) is rediculously low and alternate fire only serves to divide it further. Knockback is negligible. When faced with multiple enemies - even ones coming from different directions - I'd pick the shotgun over the chaingun any day.

Doesn't really add up.

Creepy:
Yeah, this issue is less a problem with the shotgun and more a problem with the chaingun.

Though I don't think the chaingun is supposed to be a better weapon overall, though. It's supposed to be on the same level; the first weapon the dedicated master catagory of their type (ShotRocket and ChainPlasma trait catagories). You do get the shotgun before the chaingun, but there's not so much of a gap that one should just toss the shotgun aside unless you're actually building for the rapid-fire traits. Most offense builds should be able to start rolling as planned as soon as they have the chance to get their key weapon and their advanced trait (Berserker/Dualgunner/Shottyman/Triggerhappy), but the chaingun's kinda weak so even with Triggerhappy you'll probably be using that crutch shotgun from the first floor after you get it.

If you're not running rapidfire, then there shouldn't be a strong reason to always toss the shotgun for a chaingun beyond personal preference (or if your build has traits that make one more effective). But rapidfire builds should really always have good cause to do so, and the chaingun needs to be beefed up a little for that to happen.

MaiZure:
Aside from speedruns I am a UV/N! exclusive player. Truth be told, I usually do not have a shotgun in my inventory by the time I pass Anomaly. Since Combat Shotty was pushed back to dlvl 6+ a few version ago, I don't think I've used one.

I think the shotgun is more a point of playstyle. The impression I'm getting is that shotgun may be a complete carry on HNTR/HMP levels, but I dont have the experience to say for sure. Actually on N! games, I'm almost always a chaingun guy starting on dlvl 2 until plasma weapons.

EDIT: Perhaps I can record a standard UV game in the next few days for a reference

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