After the Phantom nerf, fix jumping with shotguns... thanks


(Conqelson) #1

Mostly only a problem with Aura and Proxy but it’s pretty silly, both visually and mechanically. The shotgun spread can’t be altered but do what every other FPS does and just scramble the accuracy both during and just after a jump to bring it in line with automatic weapons penalties.


(Ardez1) #2

[quote=“Conqelson;14659”]Mostly only a problem with Aura and Proxy but it’s pretty silly, both visually and mechanically. The shotgun spread can’t be altered but do what every other FPS does and just scramble the accuracy both during and just after a jump to bring it in line with automatic weapons penalties.
[/quote]

All guns suffer the same penalty on jump afaik. I’m not a shotgun user(besides the ahnuld) personally, so I can’t confirm that.


(capriciousParsely) #3

Problem is that if you ADS in a jump you have perfect accuracy. Sure for automatic weapons its not easy to jump and ADS and hit at the same time, but with shotguns its really easy because of the huge spread.


(PowerReef) #4

Actually your accuracy is unchanged when you ads with a shotgun, even when you jump.


(irishrOy) #5

Shotguns have the same accuracy, ADSing or hipfiring. That’s what Shotguns do.
Fire multiple pellets/flechette-stuff with a spread that yes, makes the individual hits inaccurate, but always stays the same inaccuracy-level.

and all weapons have the same penalties when jumping, AFAIK @ least.

Auras and Proxies jumping around with shotguns are no big problem :wink:
Their healthpool is small enough, even a flyswatter (or a Ahnuld-12-shotgun-shot) deal with them.

Moreover, making shotguns weaker in the only field they are actually supposed to work and be good, is, kind of, weird…


(CCP115) #6

I also have huge problem with jump spamming Auras and Proxies, it’s just incredibly irritating. Yea I can take care of them, but then I am left with incredibly low health, and I also just wasted a few seconds on a player who uses very skilled tactics. The worst part is these guys tend to topscore. Maybe if jumping took skill I wouldn’t mind.


(KangaJoo) #7

[quote=“irishroy;49332”]Shotguns have the same accuracy, ADSing or hipfiring. That’s what Shotguns do.
Fire multiple pellets/flechette-stuff with a spread that yes, makes the individual hits inaccurate, but always stays the same inaccuracy-level.[/quote]
Actually both of you are wrong; here’s a video: https://www.youtube.com/watch?v=dJPV5sgPnog&feature=youtu.be
Clearly, there is a difference in the spread of the pellets between standing while hipfiring and jumping while hipfiring but there is no difference between standing ADS and jumping ADS (this is the case for all weapons not just shotties). What probably confused you is that there’s no difference between standing while hipfiring, running while hipfiring, and any state while ADS (basically you only get punished for hipfiring while jumping when using a shotgun).

Getting back on topic, I personally feel like the penalty for jumping with all guns, including shotguns, isn’t high enough. Jumping is something that, at least initially, makes your enemy get a few body shots instead of headshots, until they react to you jumping and correct for it. Unlike other forms of movement like strafing, jumping happens pretty much instantly so it’s practically impossible to stay perfectly at head level on a jumping opponent without making a lucky guess. Of course for the player jumping it’s easy to stay on your enemy’s head because you know when you’re going to jump so you immediately know when to correct for it. Since it’s so much easier for the player that’s jumping to track their enemy than it is for the player shooting at someone who’s jumping, I feel like it should come with a more serious spread penalty. I don’t think it needs to be way higher than it is now, but maybe an additional 10% spread penalty would ensure it’s only viable at close range and not medium-close range like it is right now.


(irishrOy) #8

[quote=“irishroy;49332”]Shotguns have the same accuracy, ADSing or hipfiring. That’s what Shotguns do.
Fire multiple pellets/flechette-stuff with a spread that yes, makes the individual hits inaccurate, but always stays the same inaccuracy-level.[/quote]
Actually both of you are wrong; here’s a video: https://www.youtube.com/watch?v=dJPV5sgPnog&feature=youtu.be
Clearly, there is a difference in the spread of the pellets between standing while hipfiring and jumping while hipfiring but there is no difference between standing ADS and jumping ADS (this is the case for all weapons not just shotties). What probably confused you is that there’s no difference between standing while hipfiring, running while hipfiring, and any state while ADS (basically you only get punished for hipfiring while jumping when using a shotgun).
[/quote]

& actually you and I are both wrong and right, too.
I tested it with the Ahnuld-12, not the pump-action you had. :wink:
So I guess it really comes down to the Shotgun one is using.
The Ahnuld overall has less damage (nearly no one-hit-kills, but you got a small SMG + Stickbombs, so I just learn to run around with a combo of all 3)

Both shots are from the same range, left one is hipfired, right one is ADSed.
ADSing makes it a little more tighter, but overall there’s no big difference on the Ahnuld.


Left one is jumping, middle is hipfiring and right one is ADSing


(PowerReef) #9

I tested it with the ahnuhld as well, I just assumed they’d be the same. But I suppose a super accurate shotgun + crazy good range would be op


(Gi.Am) #10

Overall interesting, a little nitpick if you test stuff like that try to stay away as far back as possible. That way any difference in spread is stronger pronounced and easier to judge (the video gets it right).


(irishrOy) #11

I know, i just tried to reply as fast as possible, so I just started up D:B, joined a match, found the first shootable wall, and tested it ^^ So in all the hassle the quality of the test-material had to suffer a bit :stuck_out_tongue: