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Shotty GoBang
Pro Hic Immortalis
2310
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Posted - 2013.11.19 17:24:00 -
[1] - Quote
Cat Merc wrote:Should advanced and prototype shotguns get more damage?
Low eHP / High Mobility Targets The Shotgun generally works well when engaging low-eHP MedFrames and Scouts. If the Shotgunner catches his opponent off-guard, he will prevail more often than not. 1-2 blasts-to-kill. This is appropriate.
High eHP / Low Mobility Targets The Shotgun generally works well when engaging Sentinels, so long as the Shotgunner approaches from behind. The Heavy's general lack of maneuverability works to the flanking Shotgunner's advantage, but the Shotgunner who foolishly attempts to engage an HMG Heavy head-on will be at severe disadvantage. 3-4 blasts to kill. This is appropriate.
High eHP / High Mobility Targets The Shotgun generally works poorly when engaging high-eHP MedFrames. A tanked MedFrame has little issue backpedaling or bunny-hopping out of SG Optimal range, often thwarting the Shotgunner's surprise attack. Once outside of Optimal Range, the Shotgun's damage drop-off is severe. These targets have unique and disproportionately strong odds versus a Shotgunner in nearly every setting. 3-4 blasts to kill. This is a problem.
As explained above, the shotgun is functioning at disadvantage versus High eHP / High Mobility targets. This could be addressed as follows:
- Increase SG damage.
- Increase SG optimal/effective range.
- Decrease damage drop-off.
- Decrease MedFrame mobility.
- A combination of above.
There's nothing easy about sneaking up behind a target or luring one's opponent into Optimal Range. My two cents as a dedicated Shotgunner.
- Shotty GoBang ~ 25M SP, Shotgun Proficiency V |
Shotty GoBang
Pro Hic Immortalis
2311
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Posted - 2013.11.19 17:48:00 -
[2] - Quote
Takahiro Kashuken wrote:So you want TTK even lower than it is now? In this case, the TTK argument falls flat.
TTK1: AR/ScR user detects target, raises aim (sometimes), neutralizes target. TTK2: Shotgunner detects target, sneaks/stalks/flanks/lures/baits, neutralizes target.
If time-to-kill were measuring from Detection to Neutralization, the Shotgun's would be among the worst in the game.
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Shotty GoBang
Pro Hic Immortalis
2318
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Posted - 2013.11.19 21:16:00 -
[3] - Quote
Thumb Green wrote: No, the proto already does up to around 522 damage each time you pull the trigger and that's not taking into account any of the pellets that hit the head.
Dengru wrote: Thats not how it works
Thumb Green wrote: Pray tell, how does it work?
Creodron Shotgun = 44 dmg / pellet ;12 pellets / blast = 528 Max Dmg
Max Dmg applies only to point-blank blasts. Adding distance from 0 meters reduces pellets on target. Outside of 5 meters, each pellet on target deals reduced damage.
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Shotty GoBang
Pro Hic Immortalis
2318
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Posted - 2013.11.19 22:21:00 -
[4] - Quote
Thumb Green wrote: That doesn't contradict what I said at all. The proto still does up to 522 damage with each pull of the trigger. It needs an optimal range increase, not a damage increase.
I don't disagree; a range increase would help.
I would disagree, however, with the assumption that 500+ dmg / blast is routine. It isn't common at all a common occurrence. |
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