I was originally posting this on the weapon mechanics poll, but realised it makes more sense here:
This is where I am too.
I thought I was just out of practice, but after playing last week’s Nirvana (ETQWpro with the default spread reduction, AR and Lac mostly) my aim was fine; everything just felt so much more reliable and solid.
In comparison, DB feels spammy and sluggish, though I can’t put my finger exactly on what it is.
The centre dot makes a huge difference, but the surrounding crosshair is still a bit offputting. I used to set my ETQW crosshair as large as possible so the lines were away from my dot but I could use them to find the dot in poor-contrast. Can I do that here?
The strafe acceleration is still too low; I’ve found that changing direction under fire gets me killed more often than just continuing a strafe. It’s much more effective to just keep cover. I really miss being able to jump over… anything, really. (PLs pls pls add rampjumps pls pls even if you have to turn sprint into a short duration QCJ-like speed boost cause I and your maps will love you forever.)
The spread creep is fine under ideal conditions when you choose when to engage and can burst fire on a single target, but as soon as you’re faced with multiple enemies most guns rapidly turns into a garden hose. That tipping of the balance keeps forcing me towards camping rather than pushing forwards when I win an engagement and urgh it’s annoying, even if I can see some logic behind it.
The ROF on some guns (like the Eng1 secondary) kinda forces them into spammy messes. It might just be me, but on engineer I’ve had some distinctly Brink-like secondary experiences just putting my dot over the centre of mass and squeezing out a whole clip to score a kill.
The shotgun is still weird. There are times I’ve come face to face with another eng, shotgunned them in the chest, then been one-shotted with the shotty after my shotty didn’t one-shot them. They’re right in the middle of my star, and I dunno. Are people quickscoping with it, or something? I actually have no idea if scoping with the shotgun tightens the shot. I should check that.*
I suspect the shotgun is going to be a pain to balance. And it’s not like the eng can avoid the shotgun and take an AR, so you can’t just nerf it until no-one uses it. If you give it no headshot multiplier, and then balance it so the kill time is equal to other guns, it’ll require less skill to do the same damage output. If you balance it against other weapons doing purely bodyshots, it won’t be able to compete with anyone who can aim using other guns.
Maybe set damage so it’s a 1hs kill / 2-3 bodyshots with all pellets hitting, make scoping effect the spread (if it doesn’t already), set the spread so you can’t get all the pellets into the head hitbox unless you’re melee-range / scoping at close range, then adjust ROF to balance. And then vastly reduce the hip-to-scope time across the board and add red dots so the ironsights are less obtrusive and less like ADS and more like Q3A zoom but for close quarters. I guess that’d kinda turn the shotgun into the close quarters quick-scope sniper of DB?
*(Just checked: It does, but not by much. Eyeballing it, it looks like the spread pattern is about 0.9x height when scoped. So about ~20% more damage density? I guess that is quite a bit.)