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Assemblies
raekuul:
And now I'm remembering the old "High Powered High Powered High Powered High Powered High Powered Pistol"
Napsterbater:
--- Quote from: Xtremekiwi on July 06, 2012, 01:30 ---IS a focused double shotty that useful, really? I mean sure, you have superb concentrated firepower, but the reload time between EVERY BLAST and the fact that the damage is shrapnel (read: is stopped easily by armor without MAD), I think I'd take a tactical shotgun over it any day.
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They only have a place in a shotgun run, where you'd take shottyman. They're worth making in Shottyhead and masterless Tech runs. Can't take WK in an MAD run, but even if you could, damage dealing isn't your problem there, so making one would be overkill.
They're awesome because they kill weak formers/imps without fail in one shot, anywhere in your sight range. And they take that damage with them at long range, meaning you can reliably knock back Viles/Arachs/Mancubi at the edge of your vision, giving you time to make it to cover so you can corner shoot them closer up. If you have Shottyhead, you can keep moving towards a Vile while shooting it, you'll probably kill it before it can damage you. Once I have enough ammo to last me the game, I usually drop other shotguns. Bringing more firepower to the table turns out to be worth the need to make a quick step between shots, because my move speed is usually .60secs or less.
Nano-shrapnel, on the other hand, even without the need for reloading, does poor damage, but still knocks your enemy back, meaning you have to stand there and fire over and over and over again, or move, which would reload your weapon anyway if you took Shottyman. Bigger enemies it won't knock out of your sight range. It just isn't as useful as it looks.
Napsterbater:
And on the topic of the Tactical Shotgun, I know I'm probably speaking blasphemy here, but I don't consider it to be that much better than the combat shotgun to be a definite no-brainer. Sure, it deals more damage and you don't need to pump, but I find that in the early game, enemies don't move so fast that pumping makes that big of a difference in your killing power. In the late game, I do most of my killing with a double-shotty in corner shooting position, relegating the combat/tac shotty to auxiliary roles, like taking out lone lost souls/formers.
Making a focused double-shotty therefore becomes a better choice for the mods. A focused DS allows me to change my playstyle, letting me come out of the corners into the open. The Mortuary is doable with nothing more than a P-modded focused DS, and you'll get an assault shotgun there anyway if you really want one. If I have the mods to make a focused double shotty after the armory, I'll hold on to them until WK2 and make do with a combat until I can assemble one. Usually I'll find a second tech mod, that goes on the CS. A tech-modded CS is really an under-appreciated weapon, the increased fire-speed makes up for the pump, producing a weapon that fires almost as fast as a tac shotty without using a precious power mod.
Edit: Looking at the Wiki, a tac shotty fires in 1 second, whereas a combat shotty fires in 1 sec with a .2 second reload time. A tech mod cuts fire time to .85 seconds, meaning a T1 combat shotty can fire and pump in 1.05 seconds. If you have WK1 or 2, you may want to think about just putting the mods on the CS without turning it into the tac version.
Buzzard:
If you're doing a Shottyhead run then the Tactical Shotgun becomes way more valuable.
Napsterbater:
--- Quote from: Buzzard on July 09, 2012, 13:40 ---If you're doing a Shottyhead run then the Tactical Shotgun becomes way more valuable.
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Just wait until the Mortuary and pick up the guaranteed assault shotty, and slap your power mod on it. Makes the SM go down easy.
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