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Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.22 05:15:00 -
[1] - Quote
TL;DR: Suit-based penalties to the user per shot:
- Heavy - no penalty
- Assault & Logi - 25% movement penalty for 1s following shot, increased dispersion of pellets for 2s following shot
- Scout - 50% movement penalty for 1s following shot, increased dispersion of pellets for 2s following shot
Now, the damage is a problem, and I do think that needs to come down somewhat (I had a shotgun build back before the suit hp nerf that could oneshot hp-tanked proto assaults, and I don't think shotgun damage has changed since then, unless it was caught up in the flattening of proto weapons with chromosome [not all weapons were]), but I also think one of the biggest problems with the shotgun is its ability to just throw out oneshot after oneshot while the user remains uninterrupted. If the user is noticed, the target many times has to manage to remove all of the user's health before they can land a single hit.
I'm kind of more accepting of a single surprise attack having more of an effect than this constant oneshot machine that may miss but only has to land once like we have now. What I'm proposing is that upon firing a shot, the user takes a penalty to their movement speed due to the impact the recoil has upon the user, followed by any immediate shots being less accurate due to recovering from that impact. These penalties will be based upon the suit used, the bigger suits having less of a penalty (a heavy having none, because he's a fatty and can take it). This is kind of like the HMG and forge gun slowing you down while firing/charging.
The shotgun user will still maintain that initial surprise death machine, but if they try to douche it up with the spamming shot after shot and bunny hopping and circle strafing all over the place in the process, they'll have less success and no longer have that insta-kill factor due to the increased dispersion if they don't allow the recovery time to finish. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
391
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Posted - 2012.12.22 09:21:00 -
[2] - Quote
I think the shotgunner should be able to one-shot suit after suit. there should be a weapon that can demolish an entire squad in seconds if they don't watch their backs.
That's the entire purpose of a scout suit. a quick. low profile suit should have a weapon that strikes terror into people. having an increased penalty for scout suits using the shotgun would do nothing but worsen the over saturation of assault suits. |
Oswald Rehnquist
Zumari Force Projection Caldari State
8
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Posted - 2012.12.24 12:35:00 -
[3] - Quote
I agree with the other poster, currently the scout suit has only two viable light weapons that it can wield with a comparative advantage, shotguns and sniper rifles (I'd also say heavies make better snipers but comparative advantage dictates that they use other weapons instead), that being the case the only weapon that the scout suit can wield better over any other suit is the shotgun, punish them for their sole advantage and the scout suit would literally be finished due to the fact that the scout has not been giving any of its alternative roles like detection, stealth, etc. |
Ryder Azorria
Amarr Templars Amarr Empire
134
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Posted - 2012.12.24 13:40:00 -
[4] - Quote
Shotguns are like blasters in EVE, really short range but if you make the mistake of letting them get close, you deservedly get your face melted. Nothing unbalanced about that, just learn to control range and never, ever hug the corners. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.12.24 13:47:00 -
[5] - Quote
lol no
Shotguns are the only guns which do what they say they do - That is high damage at a very short range
They actually work very well in this game and anywhere outside 10m they are **** and they should be, every other FPS i have played have never got shotguns right at all and when ever you shoot someone at point blank sods law they sponge at least 1 full shot and sometimes 2/3 because its broke
DUST you get point blank majority of the time its OHK, rarely ive had that player sponge a shot 1st
Bottom line they are working as intended |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
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Posted - 2012.12.24 15:13:00 -
[6] - Quote
It all well and good saying the shotgun is the only gun that works as it should at close range one shot will send you to the other side in reality but when all other guns dont work as they should like the sniper rifle is designed to put a bullet very accurately over distance and send what it hits to the other side or at least on the ground in a great deal of pain wondering what the **** hit me. Ars dont work as intended the AR in this so far is a close range weapon thats where its best in fact its better at close with a accurate player than a guy with a SMG not only that but ARs are still very letal at 100m+ in this the bullets are like rubber at that range a single shot to the head or 2 or 3 to centre mass will ruin your day if not will kill you in reality from a AR at 100m but here people can often take almost a full mag thats 60 bullets.
My point is to say the shotgun does what its ment to in real life does not mean its alight as it is in a world where not everything else fills the same logic.
As for the scout thing scouts are not direct action combat suits they are every bit as much combat orientated as a logi suit, you can still fit it to be a combat scout or a combat logi but it never will be or never should be as good as a dedicated combat assault or heavy its already got a speciality which it traded for combat prowess. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.12.30 20:34:00 -
[7] - Quote
I agree with the OP.
For their overall clip size and ROF, shotguns are waaay too strong. IMO the only shotgun that should be OHK'ing -any- suit is the breach, But not heavy suits. FYI: The breach shotgun can OHK heavy suits right now.)
A shotgun right now can OHK nearly any suit that isn't a heavy or a prototype loaded wit HP modules. (Even then, you're talking 2 shots for the proto dude and 3 at most for the heavy)
An 8 round clip with a moderately fast RoF, with 8 chances to OHK 8 different people in one clip? A little bit broken. Shotguns do more damage than sniper rifles!
I'm not saying a shotgun shouldn't be powerful, but as long as the weapon has an 8 round clip and such a good RoF it should not be able to OHK. It should always take 2-4 without headshots, and that would put them in line with the TTK (time to kill) with most other weapons without diminishing their usefulness.
On the other hand, I'd also be in favor of making shotguns pump action. We already have the crank and animation there for it. Pump action would slow the RoF considerably and make the shotgun much less of a 'OMG SPRAY AND PRAY' weapon. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.12.30 20:44:00 -
[8] - Quote
Shotguns are pretty ok in the current arsenal of weapons - they pay the price of doing NOTHING most of the time.
I remember when I started using shotguns long ago: I was first surprised by both clip size and fire rate.
So if there's a need to tune down, those two things are the ones to touch. But it should be remembered that the breach shotgun is very poor (feels useless compared to other shotguns) because those two things are lower. |
Icy Tiger
Universal Allies Inc.
1026
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Posted - 2012.12.30 20:56:00 -
[9] - Quote
Nova Knife wrote:I agree with the OP.
For their overall clip size and ROF, shotguns are waaay too strong. IMO the only shotgun that should be OHK'ing -any- suit is the breach, But not heavy suits. FYI: The breach shotgun can OHK heavy suits right now.)
A shotgun right now can OHK nearly any suit that isn't a heavy or a prototype loaded wit HP modules. (Even then, you're talking 2 shots for the proto dude and 3 at most for the heavy)
An 8 round clip with a moderately fast RoF, with 8 chances to OHK 8 different people in one clip? A little bit broken. Shotguns do more damage than sniper rifles!
I'm not saying a shotgun shouldn't be powerful, but as long as the weapon has an 8 round clip and such a good RoF it should not be able to OHK. It should always take 2-4 without headshots, and that would put them in line with the TTK (time to kill) with most other weapons without diminishing their usefulness.
On the other hand, I'd also be in favor of making shotguns pump action. We already have the crank and animation there for it. Pump action would slow the RoF considerably and make the shotgun much less of a 'OMG SPRAY AND PRAY' weapon. No bias here lol |
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