Why Can't The Shotgun Be Viable?

FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
<div class="IPBDescription">posting for Humaba's sake</div> Has anyone else noticed the lack of use our friend the shotgun gets? When in the hands of an expert, it can be quite lethal on early lifeforms, as well as fades (assuming you have pistol fastswitch bound). Why can't the shotgun be improved for 2.0, to make upgrading it a late-game viability in an attempt to break the monotony of HMG powertech.

<b>Idea</b>
Increase Shotgun rate-of-fire, but decrease damage-per-pellet. Make it hurt just about as much as it does now, but with more ammunition consumed. (<i>Maybe even make it semi-auto, to allow it to see more play with the neublets on pubs</i>)

Increase damage increase per arms lab upgrade. Make Arms Lab/Shotgun a viable stratagey for taking down low life forms and Fade/Oni when in groups. Allow it to do more damage/per/second than an unupgraded HMG, but obviously consume it's clip at a voracious rate, making it a stratagist's weapon.

A skulk's bite had knockback once, the new acid rocket has given the Fade a "Force:push" power, why can't the shotgun knock over kharra attempting to slash, chomp, suffocate it's weilder and friends? (Obviously, the two ton Onos is exempt).



Just a thought I had to support my second-favorite gun as a solution to powertech HMG monotony.
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Comments

  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    heh. just wait for 2.0....
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Heard the shotty got a few changes to make it more newb friendly. Hoping.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--Freemantle+Jul 21 2003, 05:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freemantle @ Jul 21 2003, 05:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has anyone else noticed the lack of use our friend the shotgun gets? When in the hands of an expert, it can be quite lethal on early lifeforms, as well as fades (assuming you have pistol fastswitch bound). Why can't the shotgun be improved for 2.0, to make upgrading it a late-game viability in an attempt to break the monotony of HMG powertech.

    <b>Idea</b>
    Increase Shotgun rate-of-fire, but decrease damage-per-pellet. Make it hurt just about as much as it does now, but with more ammunition consumed. (<i>Maybe even make it semi-auto, to allow it to see more play with the neublets on pubs</i>)

    Increase damage increase per arms lab upgrade. Make Arms Lab/Shotgun a viable stratagey for taking down low life forms and Fade/Oni when in groups. Allow it to do more damage/per/second than an unupgraded HMG, but obviously consume it's clip at a voracious rate, making it a stratagist's weapon.

    A skulk's bite had knockback once, the new acid rocket has given the Fade a "Force:push" power, why can't the shotgun knock over kharra attempting to slash, chomp, suffocate it's weilder and friends? (Obviously, the two ton Onos is exempt).



    Just a thought I had to support my second-favorite gun as a solution to powertech HMG monotony. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i would rather take a Shotty over a HMG anyday, yesterday i kileld a fade with 2 shots point blank range, he was opening door and crawling undrneath little did he know a few lmg shtot were put into him and i was right around the corner <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    shotty's so viable its almost overpowered
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    in 1.04 at the begining a shotgun is rapage, it's just a matter of waiting for the skulks to come to you, and one well places shot will kill 'em

    and from what I've heard 2.0 shotgun is win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    Since i first killed a fade one on one, i've loved shotties. I'll always ask for a shotgun unless offered a Grenade Launcher
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    edited July 2003
    Touche, TAK. If you've been keeping up, no offense, on current events, Freemantle, the shottie has an improved ROF. Somewhere on the bounds of the Auto-Shotty in CS. However, there isn't a decrease in Damage per Pellet, so its all good. w00.

    [EDIT]
    You can in 2.0. Its a really big risk, but a shottie rush could win it in 2.0 games if your quick enough. BLITZKRIEG!!
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    <!--QuoteBegin--HAMBONE+Jul 21 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Jul 21 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> shotty's so viable its almost overpowered <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Then why does Mart and others all say that Powertech HMG is so common/set? Why can't you win an early or mid game with shotguns and arms lab upgrades?
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I remember reading a suggestion in the SI forum about having the shotgun short of "blast" aliens back when they got it by it -- that seemed like a darn good idea.
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    I'm all for shottie knock back effects. The thing is hardly ever used now. No com will drop one at the start cause it could be a waiste of resources. Better off saving it and using that res for something that will help the whole team. THe only time I see the shottie come out is when there are HA's but not enough resources for HMG's. It's too bad. Hoping for some 2.0 changes.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Please don't make balance suggestions when you're not in the beta and 2.0 is a little over a week from release...
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    edited July 2003
    Too bad skulks had their health lowered 10 hp in 2.0, I doubt they can take half the pelts of a shotgun shell without dying, now.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin--Delta|Cpt.Terran+Jul 21 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delta|Cpt.Terran @ Jul 21 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Touche, TAK. If you've been keeping up, no offense, on current events, Freemantle, the shottie has an improved ROF. Somewhere on the bounds of the Auto-Shotty in CS. However, there isn't a decrease in Damage per Pellet, so its all good. w00.

    [EDIT]
    You can in 2.0. Its a really big risk, but a shottie rush could win it in 2.0 games if your quick enough. BLITZKRIEG!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    omg, not a auto shotty this will ruin the fun and create more nubbage to the poor aliens. the main reason why i like my shotty is becasue its a pump, and it gives the effect of "i have a shotty i can kill you if i hit u in the right spot, ph33r me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , ats actually almost like a challenge agaisnt a fade 1v1, a TRUE match up of course, lmg u just hold down, bhop and pray, pistol eh same thing, hmg same thing but if he doesnt get close enough u win, and gl.. no comment and the shotty like i said i consider a perfect matchup
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    edited July 2003
    <!--QuoteBegin--Bosnian+Jul 21 2003, 08:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 21 2003, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Too bad skulks had their health lowered 10 hp in 2.0, I doubt they can take half the pelts of a shotgun shell without dying, now. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Too bad they've actually had their HP increased by five points, and their armor increased to boot. They still can't take a full shotgun blast to the face though. Freemantle's idea is a good one, which is why it has already been implemented in 2.0. Just wait until then.
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    I hope that captains will learn that its a decent weapon, right now they almost never drop them, except occasionally at the end of the game. I love the shotgun, it feels beefy, and its the perfect thing to go skulk huntin with. Maybe i should make a marine with an orange ball cap and hunting vest (and a can of tobacco)?
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    <!--QuoteBegin--Berger+Jul 21 2003, 09:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Berger @ Jul 21 2003, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Bosnian+Jul 21 2003, 08:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 21 2003, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Too bad skulks had their health lowered 10 hp in 2.0, I doubt they can take half the pelts of a shotgun shell without dying, now. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Too bad they've actually had their HP increased by five points, and their armor increased to boot. They still can't take a full shotgun blast to the face though. Freemantle's idea is a good one, which is why it has already been implemented in 2.0. Just wait until then. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, I know those changes are in 2.0. That's why the skulk will probably turned into Kharaa salad with its current abilites.

    -The shotgun is cheaper, fires faster, and does more damage.

    -The skulk gets 5 hp.

    Just think about it.
  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    <!--QuoteBegin--Bosnian+Jul 21 2003, 10:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 21 2003, 10:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Berger+Jul 21 2003, 09:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Berger @ Jul 21 2003, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Bosnian+Jul 21 2003, 08:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 21 2003, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Too bad skulks had their health lowered 10 hp in 2.0, I doubt they can take half the pelts of a shotgun shell without dying, now. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Too bad they've actually had their HP increased by five points, and their armor increased to boot. They still can't take a full shotgun blast to the face though. Freemantle's idea is a good one, which is why it has already been implemented in 2.0. Just wait until then. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, I know those changes are in 2.0. That's why the skulk will probably turned into Kharaa salad with its current abilites.

    -The shotgun is cheaper, fires faster, and does more damage.

    -The skulk gets 5 hp.

    Just think about it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They already get totally pwned by a shotgun at close range...
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    Yes, and I believe now they will get owned at more distant ranges by anyone who knows how to open their eyes. Would you guys stop telling me the obvious.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The skulk spawns at 75/25. Almost free carapace from the very beginning. Please don't whine about changes you have not played with.
  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    <!--QuoteBegin--Bosnian+Jul 21 2003, 10:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 21 2003, 10:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, and I believe now they will get owned at more distant ranges by anyone who knows how to open their eyes. Would you guys stop telling me the obvious. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ack, alrighty then.

    I agree that they didn't need the cut in health... they get pretty well killed by anything if they don't get the jump on the target... and their veiw point doesn't help that any...
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    <!--QuoteBegin--Zek+Jul 21 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 21 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulk spawns at 75/25. Almost free carapace from the very beginning. Please don't whine about changes you have not played with. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't need to be told I haven't played 2.0. You don't need to go telling everyone that. I'm using my reasoning and current NS experience to say that I BELIEVE skulks will be underpowered, I don't need to play 2.0 to have some understanding of what it is like. So leave me alone I have the right to share my perspective.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Freemantle+Jul 21 2003, 05:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freemantle @ Jul 21 2003, 05:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A skulk's bite had knockback once, the new acid rocket has given the Fade a "Force:push" power, why can't the shotgun knock over kharra attempting to slash, chomp, suffocate it's weilder and friends? (Obviously, the two ton Onos is exempt).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=37647' target='_blank'>I suggested that</a> in the Suggestions and Ideas Forum, so, needless to say, I like it.
  • criminalcriminal Join Date: 2003-05-20 Member: 16520Members
    <!--QuoteBegin--Bosnian+Jul 22 2003, 12:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jul 22 2003, 12:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Zek+Jul 21 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 21 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulk spawns at 75/25. Almost free carapace from the very beginning. Please don't whine about changes you have not played with. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't need to be told I haven't played 2.0. You don't need to go telling everyone that. I'm using my reasoning and current NS experience to say that I BELIEVE skulks will be underpowered, I don't need to play 2.0 to have some understanding of what it is like. So leave me alone I have the right to share my perspective. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, you do need experience in 2.0.

    The game is almost entirely different, you are comming close to comparing oranges and apples in terms of changes. I can tell you for a fact that everything you're saying about skulk balance is the exact opposite of the truth. I find it funny that most of Savant's supporters have yet to play 2.0.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Zek wrote:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The skulk spawns at 75/25. Almost free carapace from the very beginning. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Zek, you do realise that armor does not equal carapace right? Carapace = damage absorbsion. The extra armor means nothing without the carapace to go with it in terms of comparison.

    In other words, a L0 carapace skulk with 75/25 will die in 11 bullets from a L0 LMG, while a L3 carapace skulk (in 1.04) with 70/30 will die in 16 shots to that same L0 LMG. (in 2.0 a L3 carapace skulk takes 17 L0 LMG shots to kill)

    So no, it is NOTHING like free carapace at the beginning. Not even close.

    As for the original topic, we weren't seeing shotguns in 2.0 because for a long time weapons didn't drop on death. Since shotties are usually an early game weapon, most COMMs couldn't afford it.

    Now with everyone rushing HMG, shotties are useless. An HMG can splatter anything far better than a shottie can, and that is a reason why you don't see shotties very often in 1.04 either.

    Why buy silver when you can own gold?

    Regards,

    Savant

    PS: Criminal, these kinds of comments are rude:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I find it funny that most of Savant's supporters have yet to play 2.0. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Seeing as my name wasn't brought up here, (until you mentioned it) please don't drag me into something I wasn't involved in. It's not polite.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    <!--QuoteBegin--Savant+Jul 22 2003, 07:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Jul 22 2003, 07:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...we [are not] seeing shotguns in 2.0 because for a long time weapons didn't drop on death. Since shotties are usually an early game weapon, most COMMs couldn't afford it.

    Now with everyone rushing HMG, shotties are useless. An HMG can splatter anything far better than a shottie can, and that is a reason why you don't see shotties very often in 1.04 either.

    Why buy silver when you can own gold? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Because gold can get mundane when it is in excess. I view Shotguns as more chrome than silver...

    My idea, just from a feeling standpoint, is that the Shotgun should slay with righteous vengance. It should be the fun weapon that the neublets whine for. It should be a decent weapon in the hands of a new player, and an exceptional weapon in the hands of a specialist. I don't understand the problem with giving the shotgun knockback/aim-throw effects. There are ons of other things I can think of that might make the shotgun more enjoyable (<i>read: Dual-cone-spread (anti-sensory), web/stomp immunity (I know you never see web in 2.0</i>)


    - The fun issue might have been addressed as far as rate of fire increase (i.e. Semi-Auto)

    -Shotgun has always owned on lower lifeforms in the hands of an expert. Period.

    <b>the point</b>

    -The viability issue seems to not have been resolved. As long as over %50 of weapon drops are HMGs. shotguns will never be viable. This needs either a HMG nerf or a shotgun boost. I think making damage upgrade increments at the arms lab bigger for shotgun would help this.

    (<i>Fake numbrs follow</i>)

    L0LMG 11 damage Upgrade:0 Weapon:0 Rating: N/A
    L1LMG 13 damage Upgrade:25 Weapon:0 Rating: 26
    L2LMG 15 damage Upgrade:40 Weapon:0 Rating: 18.75
    L3LMG 16 damage Upgrade:55 Weapon:0 Rating: 14.54

    L0HMG 18 damage Upgrade:0 Weapon:20 Rating: 135
    L1HMG 20 damage Upgrade:25 Weapon:20 Rating: 66
    L2HMG 22 damage Upgrade:40 Weapon:20 Rating: 55
    L3HMG 25 damage Upgrade:55 Weapon:20 Rating: 50

    L0Shotgun 10 damage (per pellet) Upgrade:0 Weapon:10 Rating: 100
    L1Shotgun 14 damage (per pellet) Upgrade:25 Weapon:10 Rating: 40
    L2 Shotgun 17 damage (per pellet) Upgrade:45 Weapon:10 Rating: 30
    L3 Shotgun 20 damage (per pellet) Upgrade:55 Weapon:10 Rating: 30.3

    The ratings reflect clip damage/total invested resources. As you can see, the shotgun falls squarely between the HMG and LMG, meaning it has not lost it's place in the middle-tech tree, but the longer incremented damage increse per upgrade gives it that sorely lacking punch. A level three shotgun would do 200 damage instantaneously, and 2000 damage per clip, in comparason to a level zero HMG doing 18 damage instantaneiously and 2700 per clip. The strategic reloading would give the shotgun a future with skilled players.

    Just more ranting from an old fogey. Well, not really old, but fogey none-the-less.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    edited July 2003
    <!--QuoteBegin--Freemantle+Jul 21 2003, 07:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Freemantle @ Jul 21 2003, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--HAMBONE+Jul 21 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Jul 21 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> shotty's so viable its almost overpowered <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Then why does Mart and others all say that Powertech HMG is so common/set? Why can't you win an early or mid game with shotguns and arms lab upgrades? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Probably because they dont play, or they dont play with those of us who abuse shotguns? I'd say the former because I play alot and I drop shotguns every game, usually even more shotguns than HMGs. Assuming that a group of upgraded light armor marines could win the game with ANY weapon, the shotgun would be one of them, but its hard enough winning with HA/JP, the chances of you winning the game with LA marines are slim to none.

    Btw, the real numbers for shotgun are:

    LVL 0 - 17dmg per bullet, 10 bullets (170 per shot if every bullet hits)
    LVL 1 - 18dmg per bullet, 10 bullets (180 per shot if every bullet hits)
    LVL 2 - 20dmg per bullet, 10 bullets (200 per shot if every bullet hits)
    LVL 3 - 22dmg per bullet, 10 bullets (220 per shot if every bullet hits)

    Arms lab does +1 +2 +2 and that affects each shotgun bullet =]

    So as you can see 3-4 good shotgun blasts right into an onos will kill him, the tricky part is getting close, and thats where the jetpack comes in my friend.
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    think the only problem with the shotgun at the moment is its deadly at close range, but thats when skulks are at their best to, in 1.04 why take a shotgun over a lmg which is perfectly good vs early skulks, and why take a shotgun later vs a fade when u can have a hmg which is superior in every area.
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    <!--QuoteBegin--criminal+Jul 22 2003, 01:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (criminal @ Jul 22 2003, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, you do need experience in 2.0.

    The game is almost entirely different, you are comming close to comparing oranges and apples in terms of changes. I can tell you for a fact that everything you're saying about skulk balance is the exact opposite of the truth. I find it funny that most of Savant's supporters have yet to play 2.0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Despite your playtester status, I will ignore your comments since you didn't elaborate like your good peers.
  • FreemantleFreemantle Join Date: 2002-06-16 Member: 783Members
    <!--QuoteBegin--Mythr1l+Jul 22 2003, 09:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ Jul 22 2003, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... why take a shotgun over a[n] LMG (<i>which is perfectly good [against] early Skulks</i>)? ... why take a shotgun later [versus] a Fade when [you] can have a[n] HMG which is <b>superior in every area</b>... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My point exactly. I see what Hambone is saying, and I will tend to take his word for it seeing as he has played 2.0. I was just wondering if somthing <i>could</i> be done to the Shotgun to give it a specialty area. Does it not seem a little odd that the HMG is greater than all other weapons in all catagories? The new piercing damage change may improve shotgun popularity, but the shotgun isn't really suited for sustained fighting (i.e. clearing structures).

    Would it be terrible if the cone was tightened to allow some viability versus Fade and Oni? Or to just give it a damage bump in upgrades (like +2+3+3 instead of +1+2+2?). Knockback would be nice, but it loses usefulness where it is needed (against Fade and Oni, where the shotgun has trouble hanging).

    If anything, just make the shotgun neublet friendly. Let the new commanders <i>think</i> it is viable, even if you don't want to make it a serious option.
  • halcoberry_houndhalcoberry_hound Join Date: 2003-07-20 Member: 18309Members, Constellation, Reinforced - Shadow
    dunno, but it seems that ppl have used shotguns, if anything to much in 1.04
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