I'm not so sure I like the new shotgun.
sharnrock
Join Date: 2012-11-02 Member: 166084Members
Join Date: 2012-11-02 Member: 166084Members
Comments
Higher risk, higher reward, at a higher skill requirement.
Finally fits it's role of "great upclose / poor from far away"
Relevant: http://forums.unknownworlds.com/discussion/comment/2070825/#Comment_2070825
With the increased spread, and increased chance of landing at least some pellets, I would say not necessarily. A smaller cone would make for a more precise shot. I understand what you're saying about making it more dangerous and having to make the shots count, but this thing costs a lot p-res. Marines have a range advantage. It seems like all the alternative weapons they have to choose from let the aliens get closer. If I buy a fade or lerk, that's an upgrade. If I buy a flamethrower or shotgun, it's a side grade.
flamethrower - useless after 10ft
shotgun - not very useful after 15ft
GL - just plain useless
In the end its lack of knowledge about the game that leads to changes like this that ultimately do nothing to improve the weapons utility or place. Maybe someday people will realize this game is a RTS/FPS and not a class based shooter.
EDIT: That said, I do like the new one, it does more what a shotgun should do imo, and like someone else said, higher risk higher reward.
I'd say it's a good thing that you can't have everyone take it. It's like GLs, flamers and exos all of them suck if too many choose it. Now shotgun falls into that group as well, a hindrance if most of the team take it, but a help if a few take it.
That said while I feel the new shotgun is an improvement it's slightly OP. The new scatter and pellet count is good but it feels that the overall damage it puts out is just a tad too high.
You might want to practice your Skulkwork a bit, then. Fades and Lerks are bigger targets that Skulks, they're much worse at killing buildings, and they have to factor getting out alive into all of their combat strategies. They're good units, and they do what they do well, but they gain a weakness for every strength.
I've yet to see a skulk go 40/1 in any reasonable game.
The only things that changed are this:
There is now also more synergy with the pistol for long range sniping, I used to mainly use the shotty for close to mid range. But now tend to switch to pistol earlier to make sure the shots hit and do max damage (pistol bullet vs random shotgun cluster crit+less spread)
I officially like the new shotgun now, I'm actually getting more kills with it than the old one.
Yep, it's an all around buff. More consistant range damage, more forgiving at all ranges, higher max damage. The only thing that's any worse is the maximum range for full damage, if you want to get the full amount on an onos or fade you have to get a bit closer than before.
I can still laugh while I'm dead!
I mean, if it's totally fair for a Marine to gib an aliens player up close (You know, the only envelope a skulk can attack in?) then it should also be totally fair for an Onos to launch a horn through a Marines chest from 80 meters away and nail him to a wall. Right?
Oh wait, asymmetry! I guess just saying that word makes it ok. I wish I had some more asymmetry in my life, it would solve every argument I have with people.
EDIT:
On a serious note, the changes to shotgun really make the need for a 'last weapon used' quick key all the more necessary.