Hello there.
So I’ve been discussing with @Jaeger about the shotguns following an encounter in game. We both agree on something, and I think most of you thinks the same : shotguns are not fine in their current state. Newbies are getting upset against them and think they are overpowered, while more advanced players just can’t think about packing one due to how crippling they are. I always though that there’s a solution to that issue, and I do think that I finally found it.
First, here’s a list of the multiple shotgun flaws :
- The lack of range makes them useless in competition where most fights are mid ranged. A shotgun can’t hit reliably past a few meters and their DPS decrease exponentially due to the spread that is, well, too spreaded.
- Lack of “skill indexing” (it’s probably a bad idea to call it like that, but whatever), because at some point there’s no need to aim for the head as you may miss too much pellets, making headshots worthless.
- Shotguns can be frustrating to new players, as those complain a lot about their high damage. Shotguns should probably not be able to one shot a light merc that easly.
Two of those issues make shotguns a poor weapon choice in competition. The third issue is more here for convenience. I do not think my solution will solve the fact that some people think the shotguns are OP, but at least it’ll adress a bit of it. The main goal is still to make shotguns a viable choice in competition.
Now let’s talk about the serious business ! Here’s what I am suggesting :
1 : Spread changes.
The spread issue is very probably linked to the current star shaped spread and the high number of pellets, that scatter damage too much around the place. I think it could be wise to switch for a more generic, less “pellety” pattern. let’s reduce the number of pellets to 7 for Ahnuhld and Hollunds, and 10 pellets for the Remburg. Now for the pattern shape : NO MORE PELLETS TO FAR FROM THE CENTER ! All of the pellets are placed around the center pellet, in a circle. This, in my opinion, will lead to a thighter, friendlier spread.
Have a poorly drawn exemple :
http://i.imgur.com/9qshn9N.png
I’ve just noticed that there’s an error in the Remburg’s pattern : 11 pellets are shown instead of 10. Blame my lack of sleep, duh.
2 : Center pellet rule.
I want to make well centered shots as rewarding as possible. This give some skill indexing, and also makes you a bit more potent at long range, this is why I suggest to also make the center pellet hitting twice the damage of other pellets. Exemple : Ahnuhld now fires 7 pellets that deals 7 damage, so the center pellet will now deal 14 damage ! It’s simple, allow you to deal a bit of poke damage at long range, and still make headshots more rewarding no matter what… At least I hope so. If it doesn’t work, let’s just give one less peripheral pellet, and make the center pellet deal three times the damage maybe. Gotta work at some point… Duh.
3 : tweaks to damage values and clip.
This won’t go with some changes to the damage value of course ! Because the pattern is now much less spread around, I don’t think it’s wise to keep the damage values as they are. Also, I always questioned the fact that you can one shot light mercs without getting the head with the Hollunds and the Remburg.
Here’s the value suggestions :
Ahnuhld-12 : 7 pellets spread. 8 damage per pellet, 16 damage center pellet. 64 total damage.
Hollunds 880: 7 pellets spread. 9 damage per pellet, 18 damage center pellet. 72 total damage.
Remburg 7 : 10 pellets spread, 7 damage per pellet, 14 damage center pellet. 77 total damage.
To compensate the loss of firepower, all shotguns will get a clip size buff (+1 clip size to all shotguns should be enough IMO). Also, if needed, raise the RPM a bit.
All shotguns would keep their properties. With the Remburg, you can expect to one shot Fragger with a well placed headshot, while other shotguns won’t be powerful enough. However, they’ll be able to shoot faster. Ahnuhld has also the least spread among shotguns, and the best clip. Nothing changes about that. I tried to be as conservative as possible with the stat changes : Remburg is still the best damage dealer, Ahnuhld would still be the most precise one, suited for mid range. Hollunds is in between.
So, how is it ?
I’ll probably apply your square pattern idea, but make the center pellet deal three times its damage instead if two. It won’t especially make sense since the Remburg is supposed to be the least ranged, but I guess we can balance this with falloff values. What do you think ?