Okay, so I think I found a not so bad solution in order to make shotguns less lackluster in a competitive environment.
I think everyone knows this : shotguns fires 11 pellets in a star shaped pattern. This star shaped pattern is very regular and does not seem to vary from a shot to another. The shotgun’s damage per shot value is divided between every pellets, so the Ahnuld-12 with his 77 damage per shot would deal 7 damage per pellet. Due to this, shotguns suffer from two unforgiving flaws :
- Your DPS output falls over distance extremely quickly, almost in an exponential way.
- At some point (an not such a far one), headshots simply stops from being effective, because too few pellets will connect on the enemy’s head. This happen at a point where any other weapon is still capable to put all of its clip in your face.
The goal of my solution would be to adress those two issues, giving shotguns a more effective DPS at mid range, and skill index them at longer ranges by making headshots much more valuable. Without turning those into a sniper rifle of course.
Here’s my idea : decrease the damage value of all pellets but the center one, and add damage to the pellet at the center of the pattern.
This way, shotguns would still keep a higher efficiency if you manage to get someone’s head than if you shoot the body, giving shotguns a higher skill celling. You would lose less DPS over distance as long as you hit that center pellet, giving you better abilities at mid range fighting, and allowing you some more consistant poke damage at further ranges. So instead of loosing 90% of your DPS past 20 meters, you would just expect to loose 30% (don’t try to calculate this, those numbers are coming from my butt : it’s just an exemple). You would still get an horrendous DPS at range though, but at least you would be able to deal some dissuasive blows.
Of course this could come with more changes in the balance. I’ll let you suggest more things about that.
What do you guys think ?
