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help from the great ones plz?

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TFoN:
http://doom.chaosforge.org/wiki/index.php?title=Chaingun_vs._Shotgun
Gratz, you're in ;)

If anyone feels like writing a more pro-SG POV, I'll add it in together with BDR's, for two complementing articles.

BDR:
Something else you may want to add (since it was mentioned in the original post): If you do go with the shotgun route, the combat shotgun is great before you get Shottyman (since you don't have to stand still reloading with enemies in view nearly as often as with the normal shotgun), but once you have it you'll be reloading every time you move anyway (and while speed is good when you're really fast, IMO the Reloader trait hasn't seemed to speed my reloads up enough by itself to cover for the increased probability of getting hit, under which you'll prefer to move and then have a slightly lesser chance of being hit), so there's not as much point to the 5 round clip (since now as long you move/shoot/move/shoot/etc. and keep your total supply of shells up you'll never run out of ammo in a firefight).  I could however be wrong on the whole Reloader point, and I think it may be possible to get two slightly different sorts of builds after getting Shottyman: Reloader (3) > Finesse (2) > etc. (for maximizing fire rate), and Hellrunner (3) > etc. (for maximizing dodge rate)  I think one thing that may be required either way, though, is Ironman, due to the amount of punishment you'll inevitably end up taking; how much and when I don't know, but if you still have only 50 HP by the time Hell Barons and Arachs show up you'll be in dire straits if you can't find ways to shorten combat/avoid taking hits, and shotguns don't inherently do either all that well until you close the distance (unless you get lucky and wind up in close quarters with your prey [demons are the purest kind of fodder in these cases, though the quarters can't be too close or else you won't have room to move away]).

TFoN:
I'll likely put this in later.


CmbtSGs are useful also with Shottyman, as a pump action costs 2 ticks, which is much less than a move can ever be (AFAIK). That means that if you need to get one more shot in, almost immediately, and you still have shells left in your rifle, you can 'r'-pump instead of moving.

ultimate26:
woa... looks like it was more serious than it was supposed to be, lol 

so basically if i get shottyman and im in a fight, its better to "r" than to move?  and once i get a double shotty i can get rid of a CG?  what if i find a special CG with upgrades? should i choose the CG rather than keeping normal non boosted shotguns?  and overall CG is more balanced than the shotgun rite?  or in the end double shotty is much more useful than a CG?   i always have a double, PR, RL,BFG...

and might not be important but, should i keep the chainsaw? im always wondering if i should had gotten it...

TFoN:
Ahh, I think you lost us, dude.

It's often cheaper time-wise to 'r' than to move, but if you move, you're increasing your dodge rate for that turn (alot if you have Hellrunner), you can be stepping out of a monster's LOS, moving between two monsters (so they'll shoot each other) and if you're fighting melee monsters, your one-space retreat can mean everything.
Still, together with the 40% decrease in reload time from the Reloader(2), and certainly if you're also holding a fast reload weapon or a CmbtSG with shells left in it, 'r'eloading can be something to consider, as 2 ticks passing for a shell pump, instead of 10 (right?) for moving, can mean taking one less shot from an Arachnotron.
Which is better to do should be chosen on a case to case basis.

Now, I'm a CG person, too. They're solid hitters at any range, once you put a couple of ranks into EE. SGs, of any type, although they cannot literally miss, have a range limited by their long-range damage reduction, meaning they get weaker at longer ranges, and are 100% useless after a certain distance. So, DblSGs are killers at short range, but a CG put to good use is a killer at any range. Problem is that CGs're mostly one-target weapons - you may be lucky and have some after-kill shots hit the next enemy, but that's not much to count on.

PRs are "bonus weapons" IMO - they're tough as hell, but consider that you only get 50/8=6.25 shots per ammo stack (CGs get 100/5=20, DblSGs get 50/2=25, RLs get 10/1=10. BFGs get 50/40=1.25 :) ).

RLs are great. Keep one around, and 20-30 rockets. I always have at least EE(1), to keep them hitting.

Chainsaws are great for some and useless for others. I carry it around until I need that space for something better. If I find another one later (at the Spider's Lair), I'll carry it around until it's again a waste of space.


Now I'll add that a SG of any type can be used as a "scanner" - because they're effectively area-of-effect weapons, you can shoot in a certain direction, and listen for screams. If there are any, then you know there's something there.

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