DRL > Discussion
Shottyman Challenge
TFoN:
I usually make it out of the game with a few hundred 10mm ammo left, but sooner or later I'll have a low point, usually somewhere between mid- and late-game, where I'll have to rely on my RL and pick up a SG so I can put shells to use. That's also why I'll sometimes carry a DblSG around, even if I'd already dropped all my shells.
RepoRipper:
interesting...
OH hey. i just remembered! i came up with (yet ANOTHER of my many many ideas and imaginings) a new weapon! i actually came up with it for real life use, but.... its a shotgun! actually i named it the Thundercracker! anyway, its basically a triple-barrel, belt-fed, pump-action shotgun firing HE Shotgun shells!
OUCH!!! thats the one i came up with, but for this Shotgun challenge, this could be the special weapon, works like a combat shotgun, with load on move, holds 30 shells at once, fired 3 at a time, but firing takes as long as a shotgun to fire, (no double shotgun effect, as in taking 2 or 3 times as long to fire as normal) but warning, the shottyman trait only loads 3 shells at a time!
TFoN:
I think a core assumption in the word "challenge" is that it will be *hard*. There is no doubt in my mind that this will be *way* to powerful, cutting most things down in one shot, on a regular basis. A Shottyman challenge should be a way to make at least one SG-only game compulsory, not to make at least one type of SG game alien to the rest of DoomRL and grossly unbalanced.
As for this weapon in real life, it doesn't seem useful, IMUneducatedO. HE rounds seem to me too high a risk to make this worth while, as there are weapons that will cause enough damage, and almost certainly won't blow-up in your hands. Without those, I doubt it'll breach anything a shotgun can't, and then, what's the point? Just take an elephant hunting rifle, instead. You want a repeater? Pancor Jackhammer is an example of one, and they aren't used. Other CmbtSGs are used, and therefore don't need to be reinvented :)
RepoRipper:
ok in the game, its not as powerful at a distance, though still more powerful than a normal shotgun, or even a Double shotgun (minumum damage, of course!). at point-blank range, though, its basically a BFG on steroids! but remember, once the triple 10-shell belts are fired, reloading the belts takes 3x as long as a double shotgun, or 6x as long as a normal shotgun. and there are no "versions" of this to reload faster! the worst nightmare of a player using this is 3 or 4 Pain Ele's spawning lost souls every other turn! no way to run, and any chance of dispersal is nullified by the fact that most of it will hit whoevers closest, and that which doesnt isnt gonna hurt those sheer numbers! a normal player, facing that, pulls out his trusty BFG, and they ALL die. our shotgun guy is dead. period. even 1 PE can screw him over. and so can AVs if they have anyone between you and them. the cyberdemon isnt a pushover, either, cuz his armor takes the brunt of the HE part off, and even if you can get right in front of him... well... he may be huge, but hes not a fatso. at least a quarter of the pieces will end up missing, or going between his legs!
as for real life, its designed to be used by explosives specialists (they already have explosive stuff on them, and HE shotgun shells arent very explosive compared to anything else except gunpowder!) as a field weapon. why? at point blank, the Thundercracker can probably deliver almost as much force as an AT rocket! in other words, it will quite likely blow a hole in tank armor! and its easyier and faster to use than plastic explosives or C4, and shotgun shells dont get unstable and blow up because some clumsy oaf drops them!
TFoN:
First of all, what I wrote about HEIAP in shotguns goes here too - there's no longer a spread, as far as I understood it, making it a very different kind of weapon. In this case, it's mostly a 1-target hand-cannon. Nice, but not a shotgun.
Second, the idea of a Shottyman challenge is still to enforce mandatory use of a *standard* SG path. At most, circumstances are balanced by giving you a good SG - but it will still be the *standard* good SG. Otherwise, it's not a Shottyman challenge, it's a New, Otherwise Unattainable Weapon challenge.
The disadvantages you propose only serve to unbalance it further (though I'm not sure why you can't simply only reload one barrel), as you'll "sometimes kill everything, sometimes just die".
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