Shotty

ZinZin Join Date: 2003-08-02 Member: 18732Members
<div class="IPBDescription">too good or just fine?</div> looking at the current statues of the shotty, it basically outclass the hmg when its in the hands of a good user. with its insane RoF and heavy damage, owning 1 skulk in a hit is no prob but owning FADES in TWO HITs?! im just wondering if tat is too much.

at lvl 3 weapons, this gun is a cheap doomsday weapon, no fade would dare **** close to risk his 50 res. with it a small group of marines and hold a narrow passage or vents without much trouble. to top it all off it just costs 10 res.

i was wondering if the RoF could be reduced to somewhere in between 1.0x and 2.0 values or im just plain wrong tat shotty is good but not overpowering.

comments plz.
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Comments

  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    lvl 3 shotties vs skulks or lerks is godly. The close they get the more accurate you are, and the more damage you do. I always deal out shotties instead of hmg's as a comm, they drop hives so much faster too. The new shotties are almost too good. I love getting them and giving them as marine, but I HATE fighting them as alien, oh well
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    I think it's a little too inexpensive for its effectiveness. Increasing the cost to 15 would properly reflect how lethal it is, and what little advantage the 20-res HMG holds over it.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Use a lerk if you don't like shotties. I'm sure everyone here is good enough to avoid getting next to a shotgunner, just hide in vents.

    The shotgun alone lacks compliment, you need an HMG to efficiently work in a group, or your shotgunners will be extremely vulnerable at times.
  • ZinZin Join Date: 2003-08-02 Member: 18732Members
    the shotty isnt too friendly to the fade who is getting more and more underused.(i could be wrong though)

    isnt the primary objective of a shotgun to own smaller lifeforms like the lerk skulk and gorge handsdown at close range. as it stands now this also extends to the fade. 2-4 good hits will down 50 res worth of a fade who will have to come up close and personal to try to kill you.

    as for the vents, if u r desperate to down a critical vent position, example the redroom is ns_notthing, onos cannt get in, fade will just get smashed by shottys let alone smaller lifeforms who r even vulerable to turrets.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    I'd say the HMG is actually at a disadvantage to shotgun due to the long reload time and ineffectiveness against buildings not to mention double the cost.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Nah, each has its merit. I agree that the shotgun is more general-purpose now than the hmg, but the hmg has what the shotty lacks: Range. A decent Lerk never gets close to the marines anyway, and at range, the shotgun is literally worthless. Be happy if even one pellet hits.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Lerks cannot take down a Heavy Armor squad. The only thing they can really contribute against them is Umbra, which affects the HMG just as much as the Shotgun. The only other case where the range bonus of the HMG comes into play would be against, hmm... 3-hive Fades that aren't in Umbra? Not worth the price of two shotties, sorry.

    It's cheaper and just as effective to go with Shotties and GLs.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--MagiTek+Aug 11 2003, 10:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ Aug 11 2003, 10:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it's a little too inexpensive for its effectiveness. Increasing the cost to 15 would properly reflect how lethal it is, and what little advantage the 20-res HMG holds over it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmmm... no.

    The shotty should be a reasonably cheap weapon, so I think the weapon itself should be toned down rather than the price increased.

    A simple ROF decrease should do. The problem in 1.04 was the shottie was both too expensive AND not particularly powerful. In 2.0, it is both. There needs to be a middleground of cost and power.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Extend the ROF by 1 second: Right now, you fire, the gun points straight up, and you begin to pump it, and suddenly you squeeze off another shot. Sorry, the pump animation needs to fully complete before the next shot is fired.

    Furthemore, the more armor you have, the less a shotgun should do to you. Thus, shotgun would be good for fighting off gorges, skulks, and close lerks, but would have a counter in fades and onos: Currently, there really IS no counter.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    the shotgun is an extremely deadly weapon, that's a given.

    HMG is far better for taking out carapaced enemies however due to it being less affected by armor.

    then again, when's the last time i've seen either an HMG or an alien with carapace? hehe...
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    True shottys are really powerfull, but think about it compared to the hmg. A shotty only holds a few shots at a time. HMG holds 125 bullets per clip, that's a lot of skulks. This is why a group of shottys alone just wouldn't work. Everyone would be reloading too much and they'd get munched. When i comm, my HA trains always include one GL and one shotty, the rest get a mix of hmg/shottys. I tell one shotty to stick with the gl guy. If anything goes up to them, shoot it. Works quite well as the GL is a long range weapon while the shotgun is a short range weapon, and both are quite deadly to aliens with redemption.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Fade does not have a problem killing people using the shotgun. You blink up and swipe them 2 times and they are down. Not very hard to do since they don't get the time to get off more than 1 close range shot at you. Then you quickly blink away and heal. Combined with silence, they have no clue you are coming. Even motion tracking makes it hard for them since blink goes so fast.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Was in ns_nothing the other day, when I heard a lerk hatch in the vent thru the little glass computer screen at marine spawn. I promptly loaded my shottie, jumped into the vent, and as the possible problem took his first few flaps up, we met eye to eye for just a moment before BLAM! Bet he was feelin pretty sore for being taken out so soon.

    Shottie is a fun weapon to weild, but I agree that it is overpowered. Make the rate of fire a bit slower, let the pump animation fully complete, as Monkeybonk said. That, and either drop the amount of damage it deals, or raise the price.
  • VigilanteVigilante Join Date: 2002-10-31 Member: 1828Members, Constellation
    Good luck blinking away in time without adrenaline.

    And the only time you'll kill a fresh marine in two hits with a fade is if you absolutely ravaged them as a skulk and went fade before they eject their bad comm and get the armor upgrades flowing.
  • PinheddPinhedd Join Date: 2003-03-14 Member: 14505Members
    I agree, the shotgun is far to powerful, if you aren't going to do anything about it atleast add some dropoff damage as the pellets lose speed.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Here is my suggestion:

    Make the shotgun require an ARMS LAB! That way, you can't just rush and end the game with a shotty rush 1 min after it starts (that's jus lame)

    OR make it an advanced armory weapon: a 10 res shotgun should NOT be able to kill a regen onos in 1 clip! With carapace, it only takes 14 shots from a lvl 2 shotty to die!

    On lvl 3, it takes like 8 shots for an onos to die, then 10 with carapace!

    10 res weapon takin down a 100 res beast??? Give the onos it's 350 carapace armor back!!! WAHH!!
  • freeofreeo Join Date: 2002-11-03 Member: 5518Members
    How about decreasing the number of shells you can load into the shotgun? It would be similar to decreasing ROF but also cause the shotgun to become less like the bullet-spewing HMG. It's effectiveness would still remain, but marines will have to watch how many times they're firing.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    <!--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-->Make the shotgun require an ARMS LAB! That way, you can't just rush and end the game with a shotty rush 1 min after it starts (that's jus lame)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No. Shotgun rush is a valid tactic. If it fails, the marines are in a bad position.

    Increasing the cost of the shotgun would defeat the purpose of a cheap, situational weapon. Increase the cost to 15 res and commanders will be less likely to drop it as they'll just save for the HMG. Lowering the RoF would probably be the best way to go. Lower the damage and it doesn't offer enough benefit over the LMG. Increase the spread and the range gets even shorter (I think the range is fine). Lower the RoF and you still have the per shot power and adequate range, but you'll have to choose your shots better. Right now, the rate of fire just makes it too forgiving if you miss a shot or two.
  • Gold_LeaderGold_Leader Join Date: 2003-06-16 Member: 17403Members
    I disagree. The shotgun is not overpowered.

    First up - the shotgun rush - a perfectly fine tactic that is counterable.

    Ok, so like in most 2.0 games, many skulks go to a res node, evolve, cap the node and go back to skulk. This is a risky full-out expansion strategy that leaves the aliens defenseless in the precious first few seconds of the game. If this expansion works however, then the aliens have a bunch of early nodes and since they evolved back to skulks, they can protect them.

    If you manage to successfully rush the alien hive during this time, it is not -lame- it is an effective counter to over-expanding aliens who neglected defense.

    Furthermore, although skulks die in 1 direct hit from a shotgun, it takes skill to aim that shot. Aliens can kill in 2 bites (without ups). A well placed sensory chamber (or a well hidden skulk with silence) can wipe out or reduce the effectiveness of the rush (ie. only leave 1 or 2 marines left alive going into the hive).

    Currently, since aliens tech so fast, you need the shotgun to slow or stop the fades and onos. Can marines really put up an offensive with lmgs? At least give them a weapon that can fight aliens on fair ground.

    50 res fade dieing to a 10 res shotgun? Well usually that same fade was able to kill at least a few lmg marines before dieing and possibly an electrified rt. I know that when I am a fade, I try not to charge the shotgunners head on, I ambush.

    As an onos, the shotgun pellets will mostly go through the onos unless you hit that magical hull area.

    My conclusion. The shotgun is fair and is the only real weapon threat to early onos + fade before HAs come along.

    How scared are you of light machine gun marines when you are an onos or fade? I know that when I see lmg marines, I always think "free res".
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--freeo+Aug 11 2003, 04:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (freeo @ Aug 11 2003, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about decreasing the number of shells you can load into the shotgun? It would be similar to decreasing ROF but also cause the shotgun to become less like the bullet-spewing HMG. It's effectiveness would still remain, but marines will have to watch how many times they're firing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I really like this idea.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Nice post Gold Leader.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I think we just need to widen the shotgun cone of fire. Right now it is too accurate from a distance and that is exactly what a shotgun should NOT be. In the engine room on bast, I was in the hive area at the end of the vent. (looking into the hive area) A lerk popped his head out inside a vent on the OTHER side of the hive room. I shot and one shot killed the lerk. That's just too accurate for the type of gun it is.

    However I don't think they are too powerful in terms of damage if that damage is only CQB damage.

    Regards,

    Savant
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I like the shottie pretty much as is except of one thing, it works too well against buildings. I'd say it outclasses the GL in that respect. I'd like the damage decreased so it takes more than four shots to take dowm a OC. Not half the damage against buildings like the HMG just decrease the damage some, by maybe 2-4 per pellet against buildings.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Cheez!+Aug 11 2003, 11:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Aug 11 2003, 11:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> True shottys are really powerfull, but think about it compared to the hmg. A shotty only holds a few shots at a time. HMG holds 125 bullets per clip, that's a lot of skulks. This is why a group of shottys alone just wouldn't work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I have found a flaw in this logic.
    It takes just 6.25 shots from a SG to destroy an OC
    It takes 100 rnds from a HMG to do the same
    That means it takes only 62.5 percent of 1 clip for a SG to destroy a lone OC and it takes 80 percent of HMGs clip to do the same.
    The SG costs 10 res less and the DMG from 1 SG pellet is 16
    The HMG costs 20, requires research and 1 bullet does 10 DMG
    The HMG weights you down more than a SG
    You can't use a JP with a HMG and you can with a SG (not great but you can)
    4 rines with HMGS will have to reload a total of 12 times to destroy a Hive or 3 times each.
    4 rines will SGs be able to destroy a hive without reloading once.
    It takes almost 3 clips to destroy and ONOS with level 3 Carapace with an HMG
    It takes 4 Shots to do the same amount of Damage.

    I could go on with more examples, but I think I made it very clear its not worth having a Team of HMGs when you can have a team of SGs for half the cost!

    What would you pick?
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    There arnt a terrible ammount of wide open spaces in NS maps. still i think its abit cheap the way 10 res can kill a lerk in 1 hit and the lerk cost 30, plus it takes longer to get one alien to get 30 res than to get 10 res to use on 1 man for marines. although yeah its not as effective at long ranges. thing about marine weapons as well is u can just pick em up again, so say u kill this marine who had 10 res spent on him but he dies. some other marine can pick up the shotty and continue with it. when a lerk dies u can exactly pick him up and use him again.
    comparing res for aliens to marines is abit dif as well seems though aliens is individual.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    <!--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--> Extend the ROF by 1 second: Right now, you fire, the gun points straight up, and you begin to pump it, and suddenly you squeeze off another shot. Sorry, the pump animation needs to fully complete before the next shot is fired.

    Furthemore, the more armor you have, the less a shotgun should do to you. Thus, shotgun would be good for fighting off gorges, skulks, and close lerks, but would have a counter in fades and onos: Currently, there really IS no counter.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Totally agree! 1 to 1.5 seconds is a very logical rate of fire for a pump-shotgun. Also like the idea about being less effective against lots of armor. So the shottie is still better than an LMG against a fade, but an LMG is better than a shottie against a Onos.
  • Gold_LeaderGold_Leader Join Date: 2003-06-16 Member: 17403Members
    <!--QuoteBegin--lazygamer+Aug 11 2003, 05:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lazygamer @ Aug 11 2003, 05:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but an LMG is better than a shottie against a Onos. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The shotgun is supposed to deal massive damage really fast, but this has to be done at close range. This is designed to prevent redemption.

    The shotgun is needed to counter those redeeming oni and not the other way around.
  • Jim_has_SkillzJim_has_Skillz Join Date: 2003-01-19 Member: 12475Members, Constellation
    Shotty is fine the way it is, it can easily be countered by a lerk, if you get killed by a shottie and you are a lerk, you deserve to die. Lerk is long range now not short, we can't just keep on nerfing guns, ESPIECIALLY marine weapons or fights will be drawn way out of proportion. The shotgun atm makes it fast and efficient, therefore fun.
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    Agreed, the shotgun is a good counter to careless aliens. Instead of whining for a nerf maybe try using your head a bit before charging headfirst into a group of marines with shotguns. Aliens are meant to be sneaky, use it to your advantage.

    I agree that the HMG is somewhat underpowered, a simple fix would be increasing the damage per bullet while maintaining the small bullet spread so that it doesn't overcome the shotgun in terms of CQB. As for the GL, i believe it might need some more work, perhaps an increase in damage in general so that it remains more useful or maybe even increasing the clip capacity by two or so.
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    <!--QuoteBegin--Jim has Skillz+Aug 11 2003, 11:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jim has Skillz @ Aug 11 2003, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shotty is fine the way it is, it can easily be countered by a lerk, if you get killed by a shottie and you are a lerk, you deserve to die. Lerk is long range now not short, we can't just keep on nerfing guns, ESPIECIALLY marine weapons or fights will be drawn way out of proportion. The shotgun atm makes it fast and efficient, therefore fun. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    what about fades, fair enough lerks cos there long range. fades are for close up yet they die in a few hits.
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