DoomRL > Discussion
Master trait discussion 1: Gunrunner
Eyro:
Agreed as well. Man think of a Dodgemaster Survivalist scout. Be clearing everything with no damage but it'd take 5x as long to do so. Bwhahaha.
EDIT: Oh, btw, Shamblers do plasma damage, I believe. I think blue armor might've helped you out. They're also resistant to explosions if you tried that.
Thomas:
^^^^
What is survivalist doing on a non-marine that doesn't even make sense
--- Quote from: Aki on September 14, 2013, 08:13 ---As for the elephant gun - I've never tried to make one, always opting for the Tactical Shotgun if the option's available. I would have thought it was stuck between the double shotgun for damage and the combat shotgun for lack of spread.
--- End quote ---
Being stuck in the middle is precisely what it's good for!
The elephant gun's biggest strength is its efficiency. It puts down damage comparable to the double shotgun in one firing action with only one shell. Its damage dropoff is pretty good, so it deals more damage than the combat shotgun at any range and the double shotgun at most ranges. Remember, the double shotgun is two seperate attacks with two seperate damage dropoffs (first knocks them back so the second deals less damage) and two seperate penalties for enemy armour.
The two power mod cost (and the fact that the tactical shotgun is still excellent in most situations) means that most people go for tactical shotgun anyway, but gunrunner/shottyhead scouts are particularly interested in the elephant gun because:
a) Elephant gun pierces armour about as well as Army of the Dead does, which they obviously aren't getting.
b) They aren't necessarily doing all of their fighting behind corners, where the tactical shotgun reigns supreme
c) They're relying on shell boxes, so they don't like swapping weapons. A shotgun that is good at all ranges like the elepahnt gun is handy.
Aki:
--- Quote from: Eyro on September 14, 2013, 08:24 ---EDIT: Oh, btw, Shamblers do plasma damage, I believe. I think blue armor might've helped you out. They're also resistant to explosions if you tried that.
--- End quote ---
So they're like bruisers but with plasma damage? Okay, thanks.
--- Quote from: Thomas on September 14, 2013, 08:27 ---^^^^
What is survivalist doing on a non-marine that doesn't even make sense
--- End quote ---
I put my reasoning in the first post. A scout, traditionally, would be more of a survivalist (in the traditional sense of the word) then a marine who goes in all guns blazing. I personally don't see anything wrong with it, considering Fireangel is more of a "badass" trait (Taking no damage from explosions? Woahhhhh).
--- Quote ---Being stuck in the middle is precisely what it's good for!
The elephant gun's biggest strength is its efficiency. It puts down damage comparable to the double shotgun in one firing action with only one shell. Its damage dropoff is pretty good, so it deals more damage than the combat shotgun at any range and the double shotgun at most ranges. Remember, the double shotgun is two seperate attacks with two seperate damage dropoffs (first knocks them back so the second deals less damage) and two seperate penalties for enemy armour.
The two power mod cost (and the fact that the tactical shotgun is still excellent in most situations) means that most people go for tactical shotgun anyway, but gunrunner/shottyhead scouts are particularly interested in the elephant gun because:
a) Elephant gun pierces armour about as well as Army of the Dead does, which they obviously aren't getting.
b) They aren't necessarily doing all of their fighting behind corners, where the tactical shotgun reigns supreme
c) They're relying on shell boxes, so they don't like swapping weapons. A shotgun that is good at all ranges like the elepahnt gun is handy.
--- End quote ---
I see, I see! Thanks for explaining that to me. I think I might have underestimated the regular shotgun then. I forgot about the Double Shotgun being two seperate shots.
But, the elephant gun pierces armor? I didn't see any such description on the wiki, and last I heard shrapnel is affected by armor twice as much. Unless you meant piercing as in the additional damage?
Thomas:
Yeah, I did just mean that because it deals more damage per shot it can be a replacement for army of the dead's armour piercing ability.
Aki:
--- Quote from: Thomas on September 14, 2013, 08:41 ---Yeah, I did just mean that because it deals more damage per shot it can be a replacement for army of the dead's armour piercing ability.
--- End quote ---
All righty, thanks.
Thomas, after pondering on it a little bit I do see where you're coming from (and I will do another run through later, I swear!), but do you see how it could still be a little underpowered?
What would be your opinion on making it require shottyman and a shotgun trait?
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