#Shotgun rework

11 messages · Page 1 of 1 (latest)

midnight lark
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Shotguns in this game in the current state are very inconsistent. They are annoying to play against and not fun to use. The DB RMB is quite possibly the only truly reliable shotgun, which is bad for the variety of the engagements from both sides. My proposed changes are based off of about 30h of playing TDM's with different shotguns, attempting to understand the playstyle and figure out how to make them all unique, without making any of them stand out.

Before i go into detail, I've been a shotgun main for about 15 years, starting with CS 1.6, through PUBG, Valorant, Overwatch, various Battlefields, Medal of Honor. In most of those games shotguns are good to play against, with known weaknesses and strengths, requiring both teams to understand how to work with and against them. They usually reward a patient playstyle, punishing bad pushes.

I've decided to compile a list of changes that would hopefully improve the quality of the game, with both sides of the barrel kept in mind. I've (hopefully) included two tables - one shows current state of shotguns, and the other showing my proposed changes, with nerfs marked in red and buffs with green - color saturation also shows the severity of the change.

1-Shot Damage - maximum one hit damage possible, crits not included
Best time (s) - fastest time i've achieved from full mag to 0, to full mag again, over roughly 20 tries. Measured with a stopwatch, so it might be slightly off.

Rest of the columns should be self-explanatory.

I've proposed increasing the amount of pellets to 16 (from base 10). This would reduce the RNG factor of the shotties, making them more skill-based and reliable, without changing the current spread pattern. This change can also be replaced with a gaussian distribution, if increasing the pellet count is not possible.

Character limit, will paste the explanation in the comments.

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SPAZ:
I think currently the only issue with this shotgun is the reliability. Shooting dinos charging directly at you is pointless, often dealing sub 100 damage/shot when the target is directly up front. However, with targets 'broadside on' it deals good amount of damage. Therefore i haven't changed anything other than the pellet count, since the shotgun is unique to play and doesn't require changes.

6(5)-Pump:
Currently the worst shotgun by quite a margin. It doesn't offer anything meaningful over the SPAZ or the DB, it is as unreliable as the SPAZ, while shooting significantly slower. It was the only shotgun i had trouble doing well with, which i did not anticipate. I've proposed increasing the maximum 1-shot damage to match the DB LMB while also reducing the reload speed AND the shell count to 5. This shouldn't change the classic shotgun playstyle too much, while improving the reliability. I've also proposed changing to single-fire, to make SPAZ the only full-auto shotgun in the game.

DB RMB:
Obscene amount of burst damage was reduced, increased the reload time slightly. Now it should be a situational weapon, trading significant amount of DPS for single-shot damage.

DB LMB:
Lowered the time between shots, changed to semi-auto. DPS went up, so did the reload time, giving more time for counterplay from the dino team. With changes implemented the LMB would become the actual firing mode of the gun. On top of those changes i also propose REMOVING the armor-pen effect from LMB fire, which would give incentive to use RMB against armored targets and LMB against raptors/spitters/flyers.

TL,DR:
DB RMB - big nerf
DB LMB - buff
Pump action - neutral/slight buff

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What a wall of text lmao

serene quest
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I appreciate the work that went into this

pine light
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same, i still think spaz should get passthrough so its large spread can be used as kinda crowd control against small things but everything here is well researched and a lot of effort was put in

left garnet
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Mostly agree but I think shotgun should keep 6 shells, 320 damage and 400 crit

midnight lark
# left garnet Mostly agree but I think shotgun should keep 6 shells, 320 damage and 400 crit

The change to 5 shells with 400 (even 380) damage is in my opinion crucial to make the shotgun OK. It would allow 1-shotting raptors in close combat with well aimed shots. Keep in mind that the spread of the pump action is much larger than the DB, so the effective 1-shot range would be very short. Crits on shotguns are deceiving, since in most cases it requires a headshot, which is counterproductive due to the spread. Aiming for the head (with the spaz and pump action) deals less damage than center of mass.
Currently it sits in no man's land, where it still needs 2 good hits to kill raptors, just like the spaz, but to do so it requires a 1s reload instead of 0,6. The spaz unfortunately renders this shotgun obsolete

left garnet
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Maybe but I’d rather see default shotgun with the increased pellet number first as if its too easy to one shot it could feel like a 6 shot DB as a smaller class

left garnet
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Would help to make them all a lot more unique especially with these changes