A more dynamic shotgun


(acutepuppy) #1

This isn’t an XT problem, but a general FPS problem…

Shotguns are really limited in their effective range, and tend to be either ridiculous or nearly useless. Also things like crouching and ironsights instantly tightening spread make the game very unpredictable and full of motion sickness.

Here’s a quick idea to increase the viability of the shotgun at range, with a natural ROF balance.

Normal fire: Just like before, click and fire, high spread.

Now here’s the idea of “bracing” the shotgun. Clicking and holding would “brace” the shotgun (could slow you down, but I’d say let it keep your speed) and increase accuracy either linearly:

or exponentially:

All time/spread for reference, not practical :stuck_out_tongue:


(Mustang) #2

The negative side effect of this is that the actual weapon fire will now be on key release rather than key press.

Overall though it’s a decent idea.


(acutepuppy) #3

[QUOTE=Mustang;473738]The negative side effect of this is that the actual weapon fire will now be on key release rather than key press.

Overall though it’s a decent idea.[/QUOTE]

That’s right.

An alternative would have right click brace instead of ironsights, and have it be a constant meter that dropped something like 50% each shot. Lots of variables that could be tweaked.


(BioSnark) #4

This and a similar system for an airburst smartgun are interesting non-generic semi-contemporary tech.


(Protekt1) #5

I dunno, seems weird that you have a different mechanic for shotguns over other guns. Isn’t IS doing what you want already? Or does IS not reduce spread of the shotgun.


(BomBaKlaK) #6

we ask to remove it from the snipers and you want it to put a similar mechanic to the shotguns now ?
Feel weird …


(acutepuppy) #7

Kind of, but they still lackluster in all but their one overly-effective range. It would be nice if they were more versatile and involved weapons, many players just simply have no fun using them.


(Humate) #8

Charged Blaster mechanics. Sounds good to me. :slight_smile:


(BioSnark) #9

In a game with a lot of samey weapons, the fact that it behaves differently is almost reason enough to use it in itself! If it’s put on alt fire, well, the sights button is called “Secondary Fire / Iron Sight” and it’s used as secondary fire for melee while being unused on the grenade launcher.

[QUOTE=BomBaKlaK;473776]we ask to remove it from the snipers and you want it to put a similar mechanic to the shotguns now ?
Feel weird …[/QUOTE]

A game that has both a guy with cloaking and more than the standard two sniper rifles should have a miniaturized railgun and a railgun should have damage chargeup. When smooth says this, I’m hoping he doesn’t mean 5 more generic automatic rifle/smgs:


(fzl) #10

lol … better sd remove this ****gun from the game

and when not…reduce damage… its not funny to play at pub against 3 shotguns in opponent team…


(INF3RN0) #11

I think this would be cool for a different type of weapon than the shotgun. I do however think the shotgun needs to be much more original than this streamlined one-trick pony weapon.


(Protekt1) #12

Honestly I am not much of a fan of shotguns usually in FPS games. Either they are too strong or too weak or I just don’t like how they function for my tastes. But recently I have begun digging into the shotguns in the game and frankly I think I was wrong about them in this game. I think the 3rd engie with the sticky bombs and the machine pistol sidearm more than make up for their inadequacy at range with the shotgun. I am definitely now 100% preferring that engineer over the turret engineer. I think I’ll have to give proxy a shot again although I am not a big fan of mines in general (same goes for turrets, at least the sticky mines require precision when used over longer ranges so I enjoy them).


(Hundopercent) #13

Proxy is > Soda Can engineer.

Her shotgun is faster, just as lethal, and her mine is near invisible on the ground.


(INF3RN0) #14

[QUOTE=strychzilla;473860]Proxy is > Soda Can engineer.

Her shotgun is faster, just as lethal, and her mine is near invisible on the ground.[/QUOTE]

Actually the other engy is underrated atm. Those soda cans are actually 3 grenades now if you throw them at an opponent versus a wall.


(attack) #15

simply add the aa 12.(full automatic shotgun)


(Angrim) #16

Mines are pretty good if there are practically no grenades around, though.


(montheponies) #17

yeah i’ve came round to the shotgun - mebbe my aging and poor responses are leading me to lean on this weapon, but i find it refreshing to play a completely different style using proxy. T-rat was useful until the last before this patch nerfed his gun to medic level…

quite like the idea of the time/accuracy - bit like the hold breath mechanic on a sniper.


(fzl) #18

Plz sd remove this shotguns from the game!!!


(.N.E.R.D.) #19

In my opinion shotguns are already very strong in the right hands. Ofc it has to be played in close range and many spots in Extraction are exactly that. Due to this fact there is already a fair amount of shotgunflaming going around, so I don’t see why the shotgun has to be good at medium or long range.


(RasteRayzeR) #20

I love the shotgun how it is right now. You get your kills and it’s perfect for close defense. Best gun for Proxi, one of the funniest of the game IMO