Shotgun thread

Started by ultimate26, February 09, 2013, 21:53

ultimate26

February 09, 2013, 21:53 Last Edit: February 09, 2013, 22:12 by ultimate26
Someone help me out with which shotgun to have over others?

Assuming we have this build: REL-SOB-REL-SOB

Elephant gun
Double shotgun
Tactical shotgun

Which one would you suggest to keep for the said build?

Appreciations

2nd question is which shotgun is best for shottyman build? with or without army of the dead

ParaSait

I'd discard the elephant gun if you have a tac.
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Deathwind

if this is a shotgun challenge I'd say keep all of them for now.

The elephant gun is very good with shottyman but is crap in all other cases, even a shell box isn't quite enough here. The second mod is better spent on armor, if you must drop one drop this
The double shotgun has a WIDE burst and tends to really knock targets back but it's useable range ends within your vision and armor really hurts this gun, it also needs shottyman or a shell box to have a reasonable rate of fire. Don't drop it unless you find a super shotgun but it's not a primary gun due to ammo use.
The tactical shotgun is your primary gun, great rate of fire/reload and it effective range extends beyond your field of view, the only drawbacks are it's somewhat narrow burst and it's a bit lacking when it comes to heavily armored targets.

Army of the dead makes all shotguns but the plasma shotgun better but the biggest effect is on the double shotgun (besides the rare Jackhammer).
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skarczew

I would keep them all.

QuoteAssuming we have this build: REL-SOB-REL-SOB
Better to go 2 * Rel first. SoB does not affect shottie damage that much.

Elephant is best shell : damage ratio; got nice range and spread;
QuoteThe elephant gun is very good with shottyman but is crap in all other cases (...)
I disagree.

QuoteThe double shotgun has a WIDE burst and tends to really knock targets back but it's useable range ends within your vision (...)
It sucks after half vision already, better to use Elephant at this point.

Tormuse

The Tactical Shotgun is a good workhorse weapon that I'll use most of the time.  Double Shotguns and Elephant Guns are more situational weapons.  If it's a Shotgun challenge, I'll keep them around, but otherwise, the damage drop-off is too great at medium to long range, so they're most useful at point-blank range, and if I'm that close, I'd rather use a Chainsaw.  :)  The focused Shotgun assembly may be a different story, but to be honest, I haven't experimented with it that much.  Usually, I just throw Double Shotguns away.

Quote from: skarczew on February 10, 2013, 15:08Better to go 2 * Rel first. SoB does not affect shottie damage that much.

I've seen people say this before, and I heartily disagree!  The damage increase is very significant to Shotguns.  I find SoB to be a huge help against tougher enemies, since I can kill them a bit faster, (which gives them less chance to hurt me) save shells, and the increased chance of knock-back means they stay out of arms' length which is good for when I'm, say, corner-shooting a Baron and I don't want him to get too close.
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skarczew

Quote from: Tormuse on February 10, 2013, 22:10I find SoB to be a huge help against tougher enemies, since I can kill them a bit faster, (which gives them less chance to hurt me) save shells, and the increased chance of knock-back means they stay out of arms' length which is good for when I'm, say, corner-shooting a Baron and I don't want him to get too close.
:)
Well, Rel * 2 was doing the same work for me (corner shotting & pushing a Baron back).

Buzzard

A combo of Tactical Shotgun/Elephant Shotgun is the best for a AotD build imo. Elephant shotgun for corner-shooting (since you probably won't find a Super Shotgun), tactical for most other things.
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ultimate26

how about assembly shotguns vs unique shotties?

Assault shotgun any better than tac shotty?

tylor

Assault shotgun allows 5 mods (as it is exotic), so it's definitely better. I think only unique is Jackhammer, which has huge DPS, but eats through ammo too fast.

ZicherCZ

February 12, 2013, 12:10 #9 Last Edit: February 12, 2013, 23:29 by ZicherCZ
Well ... First, the availability: Tac shotty >> Assault shotty most of the time. I have yet play a game when I would not find the resources needed for TacSh, while AsSh is not nearly as common. You have a fairly good chance to have the resources ready before Phobos Anomaly, are this chance grows to near certainty just two levels later, after Hell's Armoury.
Secondly, TacSh slightly beats AsSh in terms of damage (8d3 - 7d3).

AsSh has the advantage of being moddable, but to what extent? A mod is outright worthless, B mod increases the clip by a single shot. So only P and T mods make any sense to use. To double this up, if you are going for MAD, you are stuck with a single mod no matter what (MAD disallows Whizkid). All in all, I can imagine a P3T2 or similar AsSh in the hands of a WK2 player - but otherwise, the TacSh availability still beats AsSh almost anytime.

Note that you _start_ with an AsSh when playing Angel of Overconfidence. Be certain to make good use of it.
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tylor

Technically, Assault shotgun is guarantied in Mortuary. But it is probably a little too late.

ultimate26

Will they ever fix fire-angel?

And i was browsing through the wiki and noticed that fire-angel is the technicians shotgun mastery which i dont understand because shotguns dont have explosive damage...

Can we have a proper shotgun mastery trait for technicians? Something along the lines of "Technical reload" would be nice, Maybe "Pump and reload can be done in one single instant action"

Evilpotatoe

February 19, 2013, 14:42 #12 Last Edit: February 19, 2013, 14:44 by Evilpotatoe
I suggest MAD as the technicians mastery.

Btw, this might be a completely stupid idea, especially since I think I played MAD only once, on a 23 minutes run. But my main reason is that I don't understand why MAD denies WK. I'm pretty sure this is a collateral damage, and the finess block was just here to block... finess (and maybe juggler, which seems to be an insane skill).
This is also why I never use this mastery.

If it becomes techies's shotty mastery, it will enable focused double shotty and modded assemblies for MAD (plus, nano-crapnel, very useful when you already pierce armors :p)
The only remaning questions would be : what stat to replace Marine's shoty mastery & where to put fireAngel.

I got an idea for fireangel, but it involves adding a Demolition class, which would be quite off topic.
  • For curious ones :
    Spoiler
    Demolition : an asskicking destructive marine
    Class bonuses :
    • +1 damage (like SoB)
    • something like 20% chances to gib anything he kills, (or 10%, or 40%... as long as it remains balanced). Does not depend on the weapon used. I think he could even gib with his bare hands.
    • Direct access to... which skill ? Th doesn't fit, imo, and I see nothing else, so, I would probably add some new demolition-themed skill, boosting rockets (and maybe BFG) use, or reducing explosions damages. Maybe a "surgical strike" skill, allowing rocket shoots which don't destroy items... ? bah, this one could be a mastery, not as a skill.
    Nightmare inspired it to me ;)

So, to stay in topic... what do you think of moving MAD to the techies ?
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Thexare

Quote from: ultimate26 on February 19, 2013, 13:43Will they ever fix fire-angel?
Fixed in the betas.

QuoteAnd i was browsing through the wiki and noticed that fire-angel is the technicians shotgun mastery which i dont understand because shotguns dont have explosive damage...
While true, shotguns are prone to barrel-popping. There's another little trait change that'll make Fireangel more interesting, though - and no, it's not an explosive shotgun. It should be! But it isn't.
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Rajhin

February 20, 2013, 02:08 #14 Last Edit: February 20, 2013, 03:17 by Rajhin
Quote from: Evilpotatoe on February 19, 2013, 14:42I suggest MAD as the technicians mastery.
Btw, this might be a completely stupid idea, especially since I think I played MAD only once, on a 23 minutes run. But my main reason is that I don't understand why MAD denies WK. I'm pretty sure this is a collateral damage, and the finess block was just here to block... finess (and maybe juggler, which seems to be an insane skill).
This is also why I never use this mastery.
So, to stay in topic... what do you think of moving MAD to the techies ?
I think that MAD is about simple, blunt, slow but very powerful doomguy, not about some wimpy finesse or tricks. That is why it sucks on UV/N! where you cannot just tank demons and shoot them to death. But on lower difficuties its pretty good.
Also looking on tech's other mastertraits I suppose that shotgun mastery should be really different from normal shotgun priorities. Maybe even something without Shottyman.
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