Shotty GoBang
Pro Hic Immortalis League of Infamy
283
|
Posted - 2013.07.10 14:55:00 -
[1] - Quote
Dearest Devs,
I'm submitting this request in hopes that you may reconsider, be it long-term or short-term, how this wonderfully entertaining weapon and playstyle fit into your wonderfully entertaining game.
Short Version
How to Fix the Shotgun (in one easy step): Increase spread and pellet count. Doing so will remedy persistent hit detection issues. The corresponding damage boost will return the Shotgun to its rightful role as dominant in CQC.
Reasoning: A Shotgun dominating in close quarters should be expected. This is neither a new FPS concept nor is it an unreasonable one. The in-game description includes the phrases "tremendous stopping power" and "lethal over short distances". These qualities fit one's expectation of a Shotgun, but they have not been realized in Uprising 1.0, 1.1, or 1.2.
Long Version
History: Since the dawn of the FPS, the Shotgun has consistently dominated combat in close quarters and confined spaces. This consistency in design is not design flaw, in my humble opinion, it is design depth. A dedicated Shotgunner learns to run routes by which to flank or corner his opposition, and his opposition learns to be on the lookout when entering areas where a Shotgunner may have advantage. Some maps favor the Shotgun, while others emphasize its limitations. A good Shotgunner adapts; over time he learns how to flank, when to advance, when to retreat, and when to wait.
Personal Experience: As a brief introduction, I've been running about with a boomstick for a long, long time. Prior to Dust, I was ranked among the Top 50 Shotgunners in Modern Warfare. Then came Black Ops II. The developers maintained that a Shotgun should dominate in close quarters, but after six months they failed to remedy issues with hit detection. I quit the CoD franchise and have been playing Dust ever since, beginning with a rough but rewarding start in Chromosome.
Adapting to Dust: As a newbie and aspiring Shotgunner, I was immediately drawn in by the depth of character development options in Dust. I was addicted from the start, in spite of being pubstomped over and over again. Climbing the learning curve was both challenging and rewarding, and my goal of getting good enough to kill ChicagoCubs always seemed to be right around the corner. Early on I met Calamity Jane and Annie Oakley. The experienced guys in my squad basically said "Oh crap! Its Calamity Jane and Annie Oakley!" Needless to say, I saw first hand how devastating a Shotgunner could become with time and experience. This encounter furthered my addiction to Dust.
Introduction to the Forums: I spent a good 'bit of time in the Forums looking for tips on how to improve my merc. I saw much crying about Shotguns being EZ mode and OP, but often these cries were often countered with "if you let a shotgunner within five meters, you deserve to be killed". As a Scout Shotgunner, at no point did I feel as though I was playing EZ mode. When I died -- which was often -- it was because I had made a mistake in planning or execution. Getting better meant learning the mechanics and playing smart. I will concede that the range potential of Chromosome Shotguns was over-the-top. I will not concede, however, that lethality a Shotgun blast to the back or face at five meters is either EZ or OP.
A Shotgun dominating in close quarters should be expected. This is neither a new FPS concept nor is it an unreasonable one.
A Financial Aside: Had I come to Dust during the Uprising build, I would've returned to CoD within one week. My purchase of two Merc Packs and later an Elite Pack (totaling $140.00 USD) are credited to my gameplay experience as a Shotgunner in Chromosome.
Adapting to Uprising: Mighty Shotgun, you leave me utterly defenseless at range, but you reward me when I play smart and flank my opponent. Until Uprising.
Whether intentionally or not, the Shotgun has suffered a substantial blow to efficacy in its intended role. The in-game description includes the phrases "tremendous stopping power" and "lethal over short distances". These qualities fit one's expectation of a Shotgun, but they are no longer realized in combat. In Uprising 1.0, I suspected that the Shotgun's degraded performance was an unintentional consequence of mechanical changes. Now that we're well in to 1.2, I'm becoming increasingly concerned.
How to Fix the Shotgun (in one easy step): Increase spread and pellet count. Doing so will remedy persistent hit detection issues and the corresponding damage boost will return the Shotgun to its rightful role as dominant in CQC.
Thank you for your consideration,
Shotty GoBang |
Shotty GoBang
Pro Hic Immortalis League of Infamy
295
|
Posted - 2013.07.10 20:31:00 -
[3] - Quote
CLONE117 wrote:well i have a cheap mlt heavy suit and its right now i can only withand about 2 shots the 3rd would kill.
Thank your for your response, Clone117.
So we're clear, it is your opinion that three (3) Shotgun blasts, in the back at point-blank range, should be required to drop a militia Heavy, correct? May I interpolate this to mean five (5) for a Proto Heavy?
Thanks Again,
Shotty GoBang |
Shotty GoBang
Pro Hic Immortalis League of Infamy
297
|
Posted - 2013.07.10 21:12:00 -
[4] - Quote
CLONE117 wrote:3 or 4 on a proto would be good enough for me.
Thanks again for your input, Clone117.
I suppose that this is a reasonable range for a frontal assault against a Proto Heavy; I would agree with you without reservation, if that Heavy's Shields and Armor were forward-facing.
In my humble opinion, one (1) point-blank shotgun blast to the back should be sufficient to neutralize any infantry, regardless of class or meta level. Fortunately for non-shotgunners, Dust is a squad-based FPS so no one should ever be able to sneak up directly behind you.
Shotty GoBang |