209 New Shotgun Spread

JayarisJayaris Join Date: 2012-03-24 Member: 149321Members
<div class="IPBDescription">How did it make it through playtesting?</div>Skulk Movement got a thread and Skulk Movement don't mean jack to me. Here's how it is :

You decided to increase Lerk Health and reduce Shotgun damage in the same patch (you are such development baddies).

I shoot stuff with the Shotgun, nothing happens.

I'm by no means a Shotgun sniper, but I normally hit half the time on average across all lifeforms - And that used to be fine, but now when I shoot aliens they just laugh at me.

Unless I press the gun to their temple I can't seem to deal any damage at all, it's a little ridiculous.

Shotgun was the only reason I played this game and though I do like the new Grenade Launcher it's just not enough.

Fighting a Fade/Lerk with a Shotgun used to be a Gentleman's Challenge - Now you got no chance.

You Playtesters are baddies, UWE need to learn how to increment.

All that's left for me to do is to play on the Alien team, win 100% of my games and say 'gg' when an Onos rush takes out the power in three seconds - As if I'm somehow good at the game.
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Comments

  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    <!--quoteo(post=1940410:date=May 31 2012, 02:53 PM:name=Jayaris)--><div class='quotetop'>QUOTE (Jayaris @ May 31 2012, 02:53 PM) <a href="index.php?act=findpost&pid=1940410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shotgun was the only reason I played this game and though I do like the new Grenade Launcher it's just not enough.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You should try half life 1 severians´s mod if you play a game only because of shotgun.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    <- Still hitting and killing fades / lerks.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited May 2012
    The shotgun damage has not been reduced, the spread changed.

    Another thing you need to know is that Playtesters are not a single-minded entity that agrees to all changes you see released. Specially imaginary ones.

    The shotgun will probably change more in the future to address the issues it has.

    You probably should know that the actual problem is that the shotgun is Light Damage (reduced damage vs armor) so it takes all 10 pellets to kill a carapace skulk, which is exactly why you feel it takes 300 shots to kill a skulk.

    But you may be happier thinking it's a conspiracy against you to make you worse with the shotgun.

    PLAYTESTER ENTITY LOGGING OFF.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited May 2012
    Agreed. The spread is too large + it's too weak against cara. I sing this while playing: <a href="http://www.youtube.com/watch?v=2dTnvhGHDGA" target="_blank">http://www.youtube.com/watch?v=2dTnvhGHDGA</a>
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    How it made it through playtesting? Well, 210 haven't been released yet, and you've already noticed it, so I guess it remains to be seen...
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    edited May 2012
    I'm a playtester and I keep asking them to change the shotgun to normal damage so it is useful against lifeforms, especially the onos which currently doesn't have much of a counter. It's also the best weapon that the jetpacker can use so if it's bad against onoses that isn't very good.

    I'd like the shotgun to have the same pellet spread as it did in NS1, but obviously, or maybe not obviously to some, the developers don't always agree with everything we tell them or complain about.#

    Please don't blame all of the playtesters and all of the developers for changes that you don't like, because as Mendasp said, there is a lot of disagreement between the playtesters and the developers. Cory, for example, wanted to add a freezegun to the onos, but fortunately there were a lot of complaints so it got removed.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    <!--quoteo(post=1940422:date=May 31 2012, 08:18 AM:name=Toothy)--><div class='quotetop'>QUOTE (Toothy @ May 31 2012, 08:18 AM) <a href="index.php?act=findpost&pid=1940422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cory, for example, wanted to add a freezegun to the onos, but fortunately there were a lot of complaints so it got removed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    He did. It's called stomp.

    By the way I noticed no change at all in how often I kill things with the shotgun in this build. In theory a wider spread on the shotgun might be BETTER. A wider spread = easier to land hits up close (It was wider spread in old builds and it was WAY better). You're complaining about a non existent nerf. The wider spread is what you want on the shotgun dude makes it more deadly up close which is what you want. You are experiencing the placebo effect.
  • JayarisJayaris Join Date: 2012-03-24 Member: 149321Members
    <!--quoteo(post=1940414:date=May 31 2012, 05:05 AM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ May 31 2012, 05:05 AM) <a href="index.php?act=findpost&pid=1940414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><- Still hitting and killing fades / lerks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So am I, unfortunately effective range has gone from a foot to knife range. So any shot not in melee range looks and feels ineffectual, making the Shotgun terrible.
  • JayarisJayaris Join Date: 2012-03-24 Member: 149321Members
    <!--quoteo(post=1940450:date=May 31 2012, 07:19 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ May 31 2012, 07:19 AM) <a href="index.php?act=findpost&pid=1940450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He did. It's called stomp.

    By the way I noticed no change at all in how often I kill things with the shotgun in this build. In theory a wider spread on the shotgun might be BETTER. A wider spread = easier to land hits. You're complaining about a non existent nerf. The wider spread is what you want on the shotgun dude makes it more deadly up close which is what you want. You are experiencing the placebo effect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice psychology degree bro, care to explain how I noticed it before I even knew the change had happened -

    Use Shotgun
    After 15 Minutes
    "Did Shotgun get nerfed?"
    "Yes."

    It's a bit like saying I'm having a plucebo effect when I have a seizure and after it take a tablet.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    shotgun has been a hit or miss for me in 209. soloed a few fades easily, yet some skulk fights required more than 3 close-moderate ranged direct(?) hits to kill the thing. hit reg is still a culprit behind this no doubt.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    It is a touch weird not being able to one shot skulks with shotguns very often unless they are super super close and even then sometimes cara will save them. +1 to changing damage to normal.

    UWE has stated they want differentiation between weapon roles and i dont believe light shotgun damage is necessary to achieve this. If relative damages to onos are a concern, you could work off the hide armour mechanic by increasing number of pellets and reducing pellet damage while keeping overall damage.
  • Banzai¥Banzai¥ Join Date: 2012-02-06 Member: 143902Members, NS2 Map Tester
    <!--quoteo(post=1940454:date=May 31 2012, 09:25 AM:name=Jayaris)--><div class='quotetop'>QUOTE (Jayaris @ May 31 2012, 09:25 AM) <a href="index.php?act=findpost&pid=1940454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So am I, unfortunately effective range has gone from a foot to knife range. So any shot not in melee range looks and feels ineffectual, making the Shotgun terrible.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sadly the Fade can deal three swipes at the same rate you can dish out a round with the shotgun. Considering Fades can still kill you within two-three successful hits with armour 2-3 it sucks :< It forces you to work with at least two other marines to be actually 'deadly' to a Fade (although you can still kill a Fade-player like me if the marine is agile enough or you have weapons 1 and the Fade still doesn't have carapace.)
    Really I've only killed Fades as of late because there were more than one attacking a group and one would be too careless or greedy with their 'killstreak' and be destroyed by the shotgun/rifle combo.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1940457:date=May 31 2012, 10:30 AM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ May 31 2012, 10:30 AM) <a href="index.php?act=findpost&pid=1940457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->shotgun has been a hit or miss for me in 209. soloed a few fades easily, yet some skulk fights required more than 3 close-moderate ranged direct(?) hits to kill the thing. hit reg is still a culprit behind this no doubt.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That was probably me last night....I had a hell of a time trying to kill you as a fade. You and your dam JP just kept jumping around. :)
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited May 2012
    <!--quoteo(post=1940450:date=May 31 2012, 11:19 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ May 31 2012, 11:19 AM) <a href="index.php?act=findpost&pid=1940450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In theory a wider spread on the shotgun might be BETTER. A wider spread = easier to land hits up close (It was wider spread in old builds and it was WAY better). You're complaining about a non existent nerf. The wider spread is what you want on the shotgun dude makes it more deadly up close which is what you want. You are experiencing the placebo effect.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Come on man, that's just completely wrong.

    Wider spread means more pellets will miss (or greater chance of pellets missing) when you properly aim at your target.

    Older versions of the shotgun had a smaller range penalty which is why they were better than recent shotguns. IE current shotgun may do 10 damage per pellet at 10 meters and 5 at 15 meters, but previously did 10 at 15 meters and 5 at 20 meters, increasing the effective range of the shotgun. The numbers there are made up, but the trend of the concept is the same. Old shotguns were better because of a higher effective range.

    The recent shotguns (last 10-15 patches) were flat out nerfed by the increase in bullet spread. It's noticable as you will rarely 1 shot skulks in b209.

    You never want more bullet spread. Bullet spread is a negative attribute unless for some reason you want to AOE damage many entities. There is no situation in NS2 in which bullet spread is an advantage over pinpoint accurate fire. In fact, that's why bullet spread exists on the shotgun -- to weaken the incredibly high damage of it.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    edited May 2012
    The problem is that the shotgun was just the generic best-weapon-for-all-roles when it did normal damage - best at killing skulks, fades, lerks, structures etc. Better and faster than any other weapon at all roles.

    If we look at how the shotgun has evolved over the patches and see how many pellets you need to kill a skulk with and without carap:

    1. Old style: 18 normal damage per pellet. 5/7 pellets to kill
    2. Medium: 24 light damage. 5/8
    3. Current: 20 light damage. 6/10

    The fourth stage was when aliens got free upgrades. Prior to this, lots of skulks didn't buy upgrades because it was insanely expensive to upgrade a skulk - average skulk lifetime is about 1 minute, so skulks paid an insane amount of pres for upgrades compared to any other alien lifeform.

    Stage five is now - increased, semi-random spread (its the same spread all the time, just rotated). This means that there is now zero chance of getting a lucky shot that takes out an undamaged carapace skulk at medium range - you will miss with a few pellets.

    But of all the stages, the current one is the smallest nerf. If you look at the numbers, the biggest shotgun nerf was free alien upgrades.

    How to avoid making carapace the no-brainer upgrade and thus forcing aliens into the Crag hive path is the subject of much discussion. Expect future changes.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Killing stuff like whips was painful last patch but now it's just a comedic exercise. Have fun using like 2+ full reloads at weaps 2 or 3 to kill a whip. It's the same with lifeforms, the damage at any range farther than a few feet from you and the damage drop off is massive.

    Not only do the pellets themselves do less damage the farther away the target is, now they spread even more than before. Shouldn't it be one or the other and not both? Shotty feels overly nerfed, this is shotty nerf, what, #9 or 10? :/
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    edited May 2012
    <!--quoteo(post=1940481:date=May 31 2012, 12:22 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ May 31 2012, 12:22 PM) <a href="index.php?act=findpost&pid=1940481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But of all the stages, the current one is the smallest nerf. If you look at the numbers, the biggest shotgun nerf was free alien upgrades.

    How to avoid making carapace the no-brainer upgrade and thus forcing aliens into the Crag hive path is the subject of much discussion. Expect future changes.<!--QuoteEnd--></div><!--QuoteEEnd-->


    While it may be true that the current nerf is the smallest when looking at raw damage output, that isn't true when considering TTK.

    Previously, in every build, the shotgun was 1 shotting carapace skulks from close range (2-3 meters) rather reliably, save for hit reg issues. That is rarely happening now. So in effect the shotgun vs skulk battles have gone from 1 shot kill (previous builds) to 2 shots kills (current build), assuming very high accuracy.

    The shots-per-kill of a shotgun vs skulk has been effectively doubled (1 -> 2).

    Other lifeforms are harder to analyze, but it is a big nerf for the shotgun against everything except for the onos, which is a trivial nerf.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    For those interested in seeing the new shotgun spread, do the following:

    Start a listen server
    open the console. type

    cheats
    j1
    give shotgun
    trace b

    Close console. Fire shotgun.

    The spread is _much_, much larger than in previous patches. However, it should be modelled after the NS1 shotgun spread, if I understand things correctly.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Good. I've been tired of Shotguns being the counter to every lifeform except Onos for a while now. It's not fun to constantly get shut down in one shot as a Skulk, and the Shotgun was always supposed to be something with a weakness to back up its close range firepower and ease of aiming vs the LMG.

    Seems like the LMG is better for long range fights and the Shotgun is better for close ones. Combine that with the recent GL detachment and the Marine weapons are really starting to seem balanced with respect to each other in accordance with the design doc's philosophies. Might need to nerf Kharaa damage across the board if these new vulnerabilities cause Marines to get rolled though; only time will tell.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1940491:date=May 31 2012, 12:39 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ May 31 2012, 12:39 PM) <a href="index.php?act=findpost&pid=1940491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good. I've been tired of Shotguns being the counter to every lifeform except Onos for a while now. It's not fun to constantly get shut down in one shot as a Skulk, and the Shotgun was always supposed to be something with a weakness to back up its close range firepower and ease of aiming vs the LMG.

    Seems like the LMG is better for long range fights and the Shotgun is better for close ones. Combine that with the recent GL detachment and the Marine weapons are really starting to seem balanced with respect to each other in accordance with the design doc's philosophies. Might need to nerf Kharaa damage across the board if these new vulnerabilities cause Marines to get rolled though; only time will tell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    LMG is better for both close and long range now.

    The only advantage left for the shotgun is it's ammo size.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited May 2012
    <!--quoteo(post=1940422:date=May 31 2012, 02:18 PM:name=Toothy)--><div class='quotetop'>QUOTE (Toothy @ May 31 2012, 02:18 PM) <a href="index.php?act=findpost&pid=1940422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->change the shotgun to normal damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That would be an improvement, but preferably they would just remove all the behind-the-scenes damage types and armor types that are invisible to the players. I don't understand how this is supposed to be an improvement over the NS1 system of armor absorption being based on amount of hives. If anything, they've made NS2 even more confusing than NS1.


    <!--quoteo(post=1940482:date=May 31 2012, 05:23 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ May 31 2012, 05:23 PM) <a href="index.php?act=findpost&pid=1940482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not only do the pellets themselves do less damage the farther away the target is, now they spread even more than before. Shouldn't it be one or the other and not both?<!--QuoteEnd--></div><!--QuoteEEnd-->
    This. They're both methods for limiting its efficiency at range, but there's no need to use both. Preferably the damage dropoff should be removed, as at least the spread is visible to the players.


    <!--quoteo(post=1940481:date=May 31 2012, 05:22 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ May 31 2012, 05:22 PM) <a href="index.php?act=findpost&pid=1940481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How to avoid making carapace the no-brainer upgrade and thus forcing aliens into the Crag hive path is the subject of much discussion. Expect future changes.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well, that's pretty easy to figure out. Just have a look at NS1 -- movement chamber (shift) was the most popular chamber throughout versions 3.0 to 3.2 (mid 2005 to now).
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    The NS1 shotgun had some spread and falloff, but it did have some issues as a result of this. However, it was a generally useful weapon against all lifeforms because all the damage types in NS1 involved structures, not players.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    I haven't tried the new shotgun yet but shotguns in video games have notoriously large and unrealistic damage falloffs/spreads. It seems unlikely that increasing the spread would make it better - purely on a theoretical "this is how most things are" level.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited May 2012
    <!--quoteo(post=1940508:date=May 31 2012, 06:21 PM:name=Toothy)--><div class='quotetop'>QUOTE (Toothy @ May 31 2012, 06:21 PM) <a href="index.php?act=findpost&pid=1940508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The NS1 shotgun had some spread and falloff, but it did have some issues as a result of this. However, it was a generally useful weapon against all lifeforms because all the damage types in NS1 involved structures, not players.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The shotgun had an absolute falloff distance from what I remember. You did the same damage at any range, until you got to a certain range where it did zero damage. I thought that was pretty silly as well, but it's better than gradual falloff. Agree with the rest.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited May 2012
    This was the shotgun spread BEFORE it was widened, compared to the NS1. (btw the shots are biased in favor of ns2 as the wall is closer in the ns1 shot. still a huge difference though)
    <img src="http://i.imgur.com/jEETP.jpg" border="0" class="linked-image" />

    It definitely needed to be widened.
    It wasn't acting like how you would expect a shotgun to act, effective and strong when up close with a tight grouping, and weaker with large spread at a distance.
    Changes to account for this change / future adjustments will need to occur, more than likely with more pellets at less damage. So that there aren't large "gaps"in the spread that weren't noticeable when it was a smaller grouping
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    <!--quoteo(post=1940544:date=May 31 2012, 02:56 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ May 31 2012, 02:56 PM) <a href="index.php?act=findpost&pid=1940544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This was the shotgun spread BEFORE it was widened, compared to the NS1. (btw the shots are biased in favor of ns2 as the wall is closer in the ns1 shot. still a huge difference though)
    <img src="http://i.imgur.com/jEETP.jpg" border="0" class="linked-image" />

    It definitely needed to be widened.
    It wasn't acting like how you would expect a shotgun to act, effective and strong when up close with a tight grouping, and weaker with large spread at a distance.
    Changes to account for this change / future adjustments will need to occur, more than likely with more pellets at less damage. So that there aren't large "gaps"in the spread that weren't noticeable when it was a smaller grouping<!--QuoteEnd--></div><!--QuoteEEnd-->
    That NS2 picture is actually exactly what I would expect from a shotgun.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    In that picture, you took the shot, backed up, then took a screenshot. Obviously the spread is going to seem smaller in that case. The screenshots don't show anything (like comparing miles to kilometers without a conversion rate). A shotgun's spread in NS1 isn't justification to jack up the shotgun's spread in NS2 as NS1 is a very different game in speed, size, and general gameplay.

    For reference, here's what the spread currently looks like (it's insanely large):

    <img src="http://img825.imageshack.us/img825/8069/2012053100006.jpg" border="0" class="linked-image" />
    <img src="http://img651.imageshack.us/img651/7715/2012053100005a.jpg" border="0" class="linked-image" />
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    I find myself killing more, skulks are easier to hit and fades/lerks are still big enough to land majority of the pellets from close range.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I think the spread definitely needed increasing to improve it's close range effectiveness while toning down it's medium-long range one to be honest. Whether or not it's too large now I have not yet formed an opinion on. I'm sure it's something that is easily tweaked anyhow, so I don't see why people are getting so worked up over it.
  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    First off let me say thank you to everyone that is posting in this thread, especially the ones that are keeping it polite and offering suggestions and backing their opinions up with facts. I for one dont like using the shotgun but I do think the spread needed to be increase as it just wasnt realistic to how a shotgun actually fires.
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