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Shutter Fly
Molon Labe. General Tso's Alliance
513
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Posted - 2015.02.25 06:09:00 -
[1] - Quote
12 pellets
Also, the shotgun shouldn't ever be hitting optimally beyond 10-12 meters, no matter the damage. I do think the shotgun could use a slight increase to range, along with a damage decrease, but only accompanying an increase to TTK in general.
With the current TTK, there just isn't any room to adjust the SG. Any less damage and the shotgunner gets torn up. Any more and you get even more ridiculous OHKs.
...and yes, the Breach Shotgun is complete crap, and it bothers me to no end. |
Shutter Fly
Molon Labe. General Tso's Alliance
513
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Posted - 2015.02.25 06:33:00 -
[2] - Quote
MINA Longstrike wrote:Shutter Fly wrote:12 pellets
Also, the shotgun shouldn't ever be hitting optimally beyond 10-12 meters, no matter the damage. Why? Based on what reasoning? Are you aware of how shotguns work in real life where they shot quite well up to and beyond 30m. Thanks for the correction on the pellets though. I don't really care how real shotguns work, it isn't particularly relevant here.
For my personal view of how shotguns should work, see this. A topic I posted, unfortunately it was just before the beginning of the login issues and was mostly ignored.
Shotguns have always been the primary CQC weapon of Dust. Extending the range out beyond 20m is starting to blend in with the AR's optimal. The AR is meant to be a high DPS CQC rifle that can remain effective at longer ranges. The shotgun is meant to be extremely effective in extremely close quarters (although a bit unwieldy in NK ranges), but mostly ineffective at anything longer.
The problem with shotguns currently isn't their role itself, its that the high-alpha CQC role doesn't balance well with our currently low TTK. It creates far too many OHK situations, but without that, shotgunners die far too quickly trying to close distance. |
Shutter Fly
Molon Labe. General Tso's Alliance
513
|
Posted - 2015.02.25 06:48:00 -
[3] - Quote
MINA Longstrike wrote:Heimdallr69 wrote:This dude did 1400 DMG 2 shots with a std last match.. That's crazy. I'm really interested in try to get shotguns into a place where assaults and commandos would want to use them, without them being instagibby on a scout. Probably headshots, 1400 damage is entirely possible with 2 full hits and 20/24 pellets as a headshot.
Also, shotguns are definitely viable on Assaults, and not just the Minmatar. The Gal assault can use the SG very effectively |
Shutter Fly
Molon Labe. General Tso's Alliance
513
|
Posted - 2015.02.25 07:05:00 -
[4] - Quote
MINA Longstrike wrote:Shutter Fly wrote:MINA Longstrike wrote:Heimdallr69 wrote:This dude did 1400 DMG 2 shots with a std last match.. That's crazy. I'm really interested in try to get shotguns into a place where assaults and commandos would want to use them, without them being instagibby on a scout. Probably headshots, 1400 damage is entirely possible with 2 full hits and 20/24 pellets as a headshot. Also, shotguns are definitely viable on Assaults, and not just the Minmatar. The Gal assault can use the SG very effectively Hahaha no, I've spent several hours on a gal assault 5 alt trying to get it to work, no I didn't have kin cats 5 or profile dampening 5 or speed/damp fit as that would moot my point. If it could shoot more than 5 meters maybe, the gun itself has lot of problems that are only propped up by low profile high speed suits. I want a shotgunner to ruin me at 20m with 3 accurate shots when were both assaults, that's barely the distance across most 'small' rooms in dust. I also want to fix some of the 'scout standing right on a sentinels back and killing him in 1.5-2.2secs' I do think the shotgun currently kills far too fast. I'm not going to type my entire explanation out again, so follow the link in my post earlier in the thread. That is what I think the issue is, and quadrupling the range is not part of the solution.
As for a SG GalAss, this seems very effective. I'm still working on getting up to lv5 Gal Assault, but my ADV variant of the fitting has proven to be extremely useful. |
Shutter Fly
Molon Labe. General Tso's Alliance
514
|
Posted - 2015.02.25 07:48:00 -
[5] - Quote
MINA Longstrike wrote:^your post about shotguns has no discussion of numbers, it just seemingly flatly states that shotguns need to take longer to kill. Part of increasing TTK and getting the weapon into a healthy place involves increased range. It's a theoretical suggestion, so of course there aren't exact numbers. Exact numbers are meaningless when the frame of reference is a single weapon being used on opponents of a wide range of potential HP values. In that context, discussion in terms of the number of shots needed to kill and percentage of headshots and partial hits is much more useful in reaching a useful result.
In the end, my counterargument to you is simply that a large increase to range isn't the correct course of action. We don't need to completely overhaul the weapon's purpose. It's been balanced and effective in the past, and it never had a realistically effective range over 10-12m. Your solution is a complete overhaul of a single weapon that is ultimately a localized bandage fix for the much larger issue of TTK. |
Shutter Fly
Molon Labe. General Tso's Alliance
516
|
Posted - 2015.02.25 09:16:00 -
[6] - Quote
MINA Longstrike wrote:Billi Gene wrote:MINA Longstrike wrote:Its not about seeing shotguns everywhere, I want them to be a seriously considered and viable option on assaults or commandos for those slugfests in maps like research lab, I'd be entirely fine with a well positioned shotgun user racking shots into people at 20m.
Right now the only 'viable' gameplay with shotguns is to run straight at people with a high speed, low profile suit, touch someone's back or side and then put shots into them. ignore the name of the gun, and think about what it is that you want from the Weapon. Is there another Weapon that does what you are asking for? if there is, then there is no need to modify the Shotgun. If there isnt another weapon that does what you are looking for, is there one that is close to it? Modify That weapon. IE: the Ion Pistol. You're missing the point, its about fostering a discussion a weapon that is currently in an unhealthy place - they are useful on exactly one type of suit where they are arguably 'overpowered' on anything else you are considerably better served to carry almost anything else. Lets not drag discussion of pistols or cloaks into this, this threads purpose is not complain beyond the statement that "the shotgun is broken in its current form". Even the plasma cannon has more applicable use as a 'specialist' weapon than the shotgun. So...how exactly does this lead to the solution of modifying the shotgun to be a completely different weapon?
Why is it such a huge problem that the SG isn't as useful on Assaults as it is on Scouts, anyway? I've yet to see any reasoning from you explaining this. You seem to be fabricating this "issue" as a means of artificially inflating the viability of your otherwise unnecessary "fix".
The shotgun is a very specifically tailored weapon, made to be very effective in its designated area. why is that such a huge issue in your point of view? |
Shutter Fly
Molon Labe. General Tso's Alliance
516
|
Posted - 2015.02.25 11:15:00 -
[7] - Quote
MINA Longstrike wrote:Attempting to discredit my point by claiming that I've fabricated the issue is pretty low when as I understand you shutter, I may have misconstrued my intent with that post, and I apologize. I didn't mean to suggest that you intentionally created an issue that wasn't there, my wording was poorly chosen to that point. However, I was pointing out that you may be seeing a problem that isn't, at its core, the real problem.
Quote: you also want the shotgun to be 'fixed', but apparently that's supposed to happen with no changes made to anything other than damage?
In comparison to your suggestion, yes, that is what I'm saying. I'm not completely against any change to the SGs range, just one that changes the base mechanics of the weapon. I'm also not saying changing the SG's damage will fix the issue, I'm suggesting the overall TTK is the problem. So, yes, I just think the damage is the problem, but not just the shotgun.
Quote: Shotguns as a weapon have been in an uncomfortable spot for a long time, for the what 6 months when scouts ruled the game the shotgun was their weapon of choice because of how insanely it benefits from having the 'first mover' advantage. In pc there is still a large contingent of shotgun use going on, as in pubs, but this weapon is limited to a single suit - the scout, a shotgun on anything else is incredibly sub par. In short the shotgun is incredibly over specialized.
In order to perform any fix that isn't a straight nerf (ie make a weapon that's only useable on one suit unusable on *any* suit) some things need to seriously change... Like the shotgun being made into a gun that not only would scouts want, but commandos and assaults too. How is that done? By decreasing the weapons reliance on the 'first mover' advantage of stealth / speed aka, the weapon needs more range.
It's a relatively simple sequence of steps to get to the conclusion I did. Now the real question is, ignoring everything else if there was a weapon like this in dust, that did that level of dps over that range, would you want to use it? If yes then those are probably the steps that should be made - get the weapon into a good place where multiple suits will want it rather than having people go 'dear god why would you fit that'.
What I see the issue as is the overall TTK, which plagues every aspect of Dust currently. The reason Scouts are most effective with the shotgun is that they are good at not getting hit, which I think we both agree on. To fix this, we don't have to make it easier to use the shotgun without getting hit, we have to address the overall issue of why getting hit is such a huge problem.
HMGs instantly destroy everything within 15m, the ACR shreds anything within 30m, and the ARR does the same between 10 and 50m. Assaults are underrepresented as it is, and that's because its just all-around better to avoid getting hit, rather than tanking the damage you do take. That issue is just compounded by CQC weapons. If the overly centralizing TTK is taken care of, you'll see those problems disappear. Heavies will have more counters, Scouts will run weapons other than SGs and ACRs, and Assaults will be useable in a variety of situations (including shotgun roles). Why?
- The Assault suits can combine the abilities to take a hit and rep it off better than a Scout, Logi, Heavy, or Commando. Who cares if you take hits getting within 10m if you can still get the kills, then regen the lost HP? Assaults don't get to utilize that advantage right now, because taking damage without concurrently dealing it is more than likely to lead directly to death.
- If Scouts aren't forced to completely avoid damage, they will be open to more varied roles. They won't be able to overtake assaults as easily with pure preemption, so they will have to employ misdirection and guerrilla tactics. In return, they will be able to take some damage, in order to draw fire, rather than being insta-kill ninjas.
- Heavies won't be able to instantly shred everything in their sights, but they will have more ability to stand against incoming fire and continue dealing damage. They might get overrun by a shotgunner, but they will get to retaliate, and the shotgunner will still have a chance to retain the upper hand.
- Commandos can dish out some heavy DPS, but they don't have much HP. Being able to survive a bit longer would give them a much better chance of making their damage output relevant. Faster reload isn't very useful if your opponents can kill you in less than 1/2 a mag.
All of these things were once in Dust (except the commando thing, Commandos weren't around yet), and it was probably the most balanced point in its history, unfortunately they slowly morphed into what we have today due to small, reactive bandages. Your solution will work, but it isn't one that gets to the real root of the problem. It is just another bandage. |
Shutter Fly
Molon Labe. General Tso's Alliance
516
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Posted - 2015.02.25 11:23:00 -
[8] - Quote
4lbert Wesker wrote:Does normal and breach variant of shotguns have same range? For the most part, yes. The Breach has slightly more range, but it has so many other issues that it isn't really noticeable. |
Shutter Fly
Molon Labe. General Tso's Alliance
519
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Posted - 2015.02.26 01:11:00 -
[9] - Quote
MINA Longstrike wrote:Joel II X wrote:Shutter Fly wrote:12 pellets
Also, the shotgun shouldn't ever be hitting optimally beyond 10-12 meters, no matter the damage. I do think the shotgun could use a slight increase to range, along with a damage decrease, but only accompanying an increase to TTK in general.
With the current TTK, there just isn't any room to adjust the SG. Any less damage and the shotgunner gets torn up. Any more and you get even more ridiculous OHKs.
...and yes, the Breach Shotgun is complete crap, and it bothers me to no end. +1 Couldn't have typed it better myself. I think maybe you could have, as his arguments aren't explained or substantiated they're just predicated on 'how I feel'. Balance is predicated upon the sublimation of 'feelings' in order to achieve actual numerically demonstrable 'equality'. So, if numbers are so incredibly important, where are yours? All I've seen from you are two DPS calculations for a STD SG, which is meaningless due to its huge damage variance, especially when you're talking about a shotgun that shoots over 20m. Considering the shotgun can get hits, misses, and headshots all at the same time in a single shot, your "numerical demonstration" is less applicable than a purely conceptual argument. Heimdallr69 posted that he took 1400 DMG in two shots from a weapon that does ~480 DMG per shot. That is because the weapon can do almost anything between 40 and 700 DMG with a single hit. Instead of looking at how much DPS it should deal, you need to look at the average number of shots needed to kill a particular class and the percentage of the "ideal" damage needs to be inflicted for a kill. DPS calculations don't go very far with a weapon that can potentially do 700 DMG in 0 seconds.
It also seems you completely ignored my post explaining my full argument. In terms of numbers, it doesn't really have much less than you've provided. What it does have is a concept that has already been implemented and proven effective in actual practice, which I can't see how you could argue is less legitimate than some untested numbers, generated in a vacuum akin to a physics problem (aka a closed system that isn't even realistically possible). I haven't used any "feelings" as you put it, I explained concepts that have been used and shown to be functional and argued how those concepts create balance and variety in gameplay. Demonstrating it numerically isn't necessary when it is a known fact.
Numbers in a vacuum are meaningless. A concept is needed to dictate where the numbers should be. The reason Dust is where it is now is because it doesn't seem to be moving in any particular direction. Something gets added, something else ends up overperforming. Instead of finding where we need to be and moving towards it, it just seems like someone says "X wouldn't be as OP/UP if it had more/less Y" and it gets tweaked until that one thing is working alright, when the real problem is much bigger. Right now, we don't need numbers, we need a concept and a direction to take it. The numbers come in when that concept is pursued. |
Shutter Fly
Molon Labe. General Tso's Alliance
524
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Posted - 2015.02.26 10:15:00 -
[10] - Quote
MINA Longstrike wrote:I read your argument and provided a rebuttal as you wanted to straight nerf the shotgun, I want to alter it to be a more desireable weapon.
Yes, I did two theoretical dps calculations, did you want me to do the +5% for adv or +10% for proto? For 1/2/3 damage mods? Are you incapable of comparing dps to suit hp? Or incapable of commenting constructively when things don't line up? Or do you just want to rant about how you don't like my idea and shotguns just need to be nerfed so that no one uses them? I never said anything about nerfing shotguns, where did you get that from? The shotgun is my most used weapon, why would I want it to be useless? That being said, it's also in my interest to retain its playstyle; I don't want to use your "slug" shotgun (it would definitely make a good Assault Shotgun). I hate not being able to HP tank my shotgun fits as much as you do, but that end would be better reached by fixing the REAL problem of TTK.
The end result of my entire plan would be MORE interest in shotguns on a variety of dropsuits, but my plan doesn't involve turning the shotgun into an entirely different weapon, which is completely unnecessary. I said I wanted a decrease in the SG's damage, as a part of an increase to overall TTK. I want shotguns to have fewer OHKs, but that also includes the necessity of returning TTK to a similar state to Chromosome, where everything took more time to die. At that time: (non-Breach) shotguns were rarely an OHK, a shotgunner didn't instantly die if their opponent retaliated (and the victim usually had a chance to regain control), Assaults could close distance through HP tanking (ferroscale plates and native armor reps would make this even more viable than it already had been), and the Breach SG actually had a legitimate use (doing damage comparable to ~700 per shot at proto in today's terms).
As for your calculations, you didn't provide any indication of how the shotgun was supposed to act over the 20m optimal range. If you want some constructive feedback, here you go: Does it spread? Do you expect all 12 pellets to hit at 20m? Why does it even have pellets if it doesn't seem to have any spread? Why is this any better than the shotgun before? Sure it might solve the problem of why Assaults/Commandos would want to use the SG, but why would a Scout want to use your shotgun? If you can't answer that, then you have the exact same problem, just for a different class.
You stated that you didn't like how SGs were only fully viable on speed tanked scouts (I don't entirely agree with this, but I do agree that it is definitely biased in that direction). You provided what you perceive as a solution to that problem, and I stated that I didn't think it was the correct solution. At your request, I provided my reasoning: that you were seeing a legitimate issue, but you weren't addressing the real problem. I said I didn't agree with your solution, then provided the reasoning you asked for. You have yet to address your issues with my actual reasoning, you have only complained about my method of presentation.
Quote:Are you incapable of comparing dps to suit hp? Ignoring a huge part of my argument, once again. I clearly stated that DPS is often completely useless in relation to the shotgun, and that you ignore that fact by basing your calculations solely on DPS. DPS is a relevant value when calculating for most rifles, HMGs, SMGs, etc. For those weapons, you aim, fire, and it delivers a semi-constant stream that approaches the theoretical DPS. That isn't a particularly useful metric for the shotgun.
If a STD SG gets a 50% headshot (~125% damage) on a suit with <600eHP, it will die in 0 seconds, meaning the calculated DPS is either undefined or infinite depending on how you approach the problem. Obviously, that result is mostly inoperable in a completely numerical analysis. If the suit has ~601eHP, it will take 0.7s to kill them; if a suit has ~1199eHP, it will take 0.7 seconds to kill them; if a suit has ~1201eHP, it will take 1.4s to kill them. This is why comparing DPS to HP isn't particularly useful for shotguns, if the RNG gods aren't in a particularly good mood, all of those calculations I just did become completely invalid and the results could change dramatically. For fully automatic weapons, a few stray bullets is rarely more than a difference of milliseconds, so calculated DPS remains relevant. |
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