238 Shotgun changes on the Balance workshop mod
rantology
Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
<div class="IPBDescription">Please test it out in your scrim/PCWs!</div>As the title says, a new symmetrical Shotgun spread/pattern has been released on <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=108447514" target="_blank">Flayra's Balance Mod</a>. It needs extensive testing to spot any issues that may arise from it, so if you are feeling adventurous it would be very helpful if the competitive community could play with these changes while practicing and post feedback.
For reference:
<a href="http://i.imgur.com/fjeQfHl.jpg" target="_blank">old spread</a>
<a href="http://i.imgur.com/NV2OvPk.jpg" target="_blank">new spread</a>
For reference:
<a href="http://i.imgur.com/fjeQfHl.jpg" target="_blank">old spread</a>
<a href="http://i.imgur.com/NV2OvPk.jpg" target="_blank">new spread</a>
Comments
nexzil server for gathers & scrims is now running the mod!
kShotgunDamageType = kDamageType.Normal
kShotgunClipSize = 8
kShotgunBulletsPerShot = 15
kShotgunRange = 30"
Total being 165 damage at Weapons Level 0.
Current shotgun (17x10):
Number of pellets needed to kill vanilla skulk (# for carapace skulk) = percentage of pellets that need to hit to kill the skulk (percentage of pellets for cara skulk)
w0 - 6 (8) = 60% (80%)
w1 - 5 (7) = 50% (70%)
w2 - 5 (7) = 50% (70%)
w3 - 5 (6) = 50% (60%)
b238 shotgun (11x15):
w0 - 9 (12) = 60% (80%)
w1 - 8 (11) = 53% (73%)
w2 - 7 (10) = 47% (67%)
w3 - 7 (10) = 47% (67%)
The nerfs:
Purely damage wise, it is a slight nerf (obviously, 170 -> 165 damage). In regards to spread, it is also a nerf (kspread range 45 -> 8 is not fully compensated for by the closer plot in the LUA). I think kspread range is the distance it takes to reach the distance represented by the coordinates in the LUA. IE if a pellet has (3,3) plot with kspread 45 then at 45 distance, the pellet will be (3,3) from origin. (?) If at 15 distance, it would be (1,1) from origin. Please correct me if this is not how shotgun spread is calculated, but it seems to resemble in game testing of the new shotgun... that it has a slightly larger spread as shown in rantology's pictures.
The buffs:
The primary buff is that the shotgun should be more consistent. 13 out of the 15 pellets are perfectly symmetrical along the x-axis, y-axis, and x=y axis. The last two are parallel with the x=y axis. So the impact of the random rotation of this fixed spread will be significantly less than the old shotgun which saw no symmetry. A pellet count increase of 50% (10 -> 15) will further increase consistency.
I also think it is important to consider the tight grouping of the 5 inner pellets. 1 pellet will always shoot nearly-directly in the middle of your crosshair. So, up to max range (30?), you will always land 1 pellet if your crosshair is on the target. This is not the case for the old shotgun. The other 4 surrounding pellets will provide a more consistent inner circle of fire. If you look at the old spread, the inner circle of pellets formed a ~230 degree arc, of which the other 130 degrees were barren. So you may occasionally get 40% of your pellets on target from across the room, but the same shot rotated differently would yield 10-20% of your pellets -- a huge source if inconsistency if you've ever been shotty sniped across the room. The new shotgun's inner circle of pellets will provide a more consistent damage number. I feel like this is beneficial to both shotgun and anti-shotgun gameplay.
The question that needs to be answered:
Will the benefits from increased consistency maintain the value of the shotgun despite the damage and spread nerf?
I also think you're downplaying how much the old rotated spread could vary. In some situations, the rotation may only impact the bullets missed by 1, but it is clearly a random spread. For example, if you miss slightly and the target is occupies a square (0,0) to (+/-4, +/-4) If it is rotated to the first quadrant ( (0,0) -> (+4,+4) ) then you've landed 3 pellets, 2nd quadrant is 5, 3rd quadrant is 3, 4th quadrant is 2. With this example you're bouncing between 2 and 5 pellets based purely on random rotation. Now this is obviously anecdotal and seemingly the purpose of a random spread, so I'll move on.
Why is this variation a good thing? You're saying it forces better aiming for a 1 shot, thus raising the skill requirement to 1 shot. The problem I have is that this can be done without the randomness by simply balancing the damage around requiring a "perfect" broadside to land the required number of pellets. You don't need random spread to enforce good aim.
I definitely agree that making it a consistent spread with no other changes would simply make it a stronger weapon -- and raise the skill floor. We have other changes, though. Damage is slightly less and spread is slightly higher. So while a more consistent spread will raise the skill floor slightly, a lower damage and higher spread will both lower the skill floor. I think you can keep the skill floor/ceiling relatively the same and still have a consistent weapon.
dmg looks ok since its much easier now to predict where the bullets go.
oye
the effective range needs to be somewhere between the old spread and the balance mod's, to allow players to actually shoot at lifeforms instead of waiting until the last possible second when they're already dead IMO.
the consistency does allow aliens to know exactly how safe they are depending on their range which is a good thing, I think.
the effective range needs to be somewhere between the old spread and the balance mod's, to allow players to actually shoot at lifeforms instead of waiting until the last possible second when they're already dead IMO.
the consistency does allow aliens to know exactly how safe they are depending on their range which is a good thing, I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
sounds like a "cant have the pie and eat it" problem :/
?