[Request] Shotgun Damage Falloff


(Nexolate) #1

Greetings Brink Community, and hopefully representatives of Splash Damage.

I’d like to begin this thread by thanking SD for developing and releasing Brink, I’ve been playing the PC version pretty much every day since the UK release and have yet to get tired of it. It’s the kind of deep, involving multiplayer experience that I feel we just don’t see enough of nowadays. So thanks again, and I’m looking forward to the DLC sometime this month. =)

On to my subject. I’m a big fan of shotguns in games and I really like the Mossington in Brink… when it works. It’s a very hit and miss affair at times, especially when any kind of range is involved. I’d like to propose that the damage falloff is decreased slightly to improve its effective range, as currently it’s pretty much limited to point-blank engagements.

I decided to conduct some tests to find what I’d consider to be the maximum effective range. The following tests were done with a Medium Body test subject (thanks to The Evil Dr. F of Brink Wikia) at varying ranges. The screenshots were taken at the points where an aimed blast could kill him in one shot to the chest. We made sure that he had no health buffs (Life Buff, Battle Hardened, Command Posts) before trying.

My reasons for this criteria are that:

  1. Any enemy that is aware of your presence will probably have enough time to unload enough lead to kill you, if you don’t kill them in the first shot.
  2. The stability of the Mossington decreases so much on the consecutive shots that unless your enemy has a sliver of health left, you won’t finish them off.

No Weapon Buff:

Improved Weapon Buff:

Personally I feel that, for aiming down sights, a range closer to the Improved Weapon Buff should be the default. I mean that’s not a particularly long range and if you consider that your enemy will probably have Battle Hardened and some life buffs, it could be even worse. Currently I feel that the Mossington’s only effective when you bait people around corners or if you sneak up on them.

I’m not sure what the community feels about this, as shotguns aren’t normally popular weapons in games. If anyone has any criticism or thoughts, feel free to share them. I’d like to know what other Mossington users feel about the performance.

Thanks for your time,
Nexolate


(Je T´aime) #2

wow your brink looks pretty good I wish i could play with stuff maxed out like you .<


(Kurnuttaja) #3

That looks worse than CoD:MW2 actually, not to sound like a fanboy but graphics wise.


(Miken420) #4

lol you bought that game?

I think what you’ve said about shotguns pretty much hits the nail on the head. They don’t need supreme range or anything, but they definitely need more range than they have now.

It would be nice if they implemented some Shotgun flute attachments to thin the spread out a bit.


(raib) #5

shotguns need consistency

give them a fixed spread pattern like in ql or tf2


(its al bout security) #6

they need a tighter spread to be honest there are times if someone is moving at my 4 o clock and i blast them it totally misses.

the hjammerdiem totally reeks as it takes two shots and your second shot will likely miss as your third shot by then your dead (unless you use a silencer for some reason it reduces spread i do believe)


(Nexolate) #7

I’m glad to see I’m not the only one that would like the shotguns to be a little less… restrictive.

At the moment I find they’re more of a gimmick, like whether you can even get close enough to the enemy to actually use them and then whether the shots will actually deal a fair amount of damage. I often find I run out of ammo for my trusty Seagle long before I would with my shotgun. In fact I don’t think I’ve ever run out of shotgun ammo in the field, I’ve always died or had a chance to restock before that ever happened.

Yes, I’d really like this. Just a simple Choke attachment that could either be a relatively quick model or an internal affair that wouldn’t require any modelling whatsoever.

Regards,
Nexo


(jazevec) #8

Ironically, Shotguns make good Operative weapons because they require you to be sneaky and up close to use them.


(its al bout security) #9

i learned that if you actually add a speed sling reducing stability you get more kills its strange


(thesuzukimethod) #10

this. add silencer to keep you off radar of others seems like a good additional strategy.

also, this got me wondering? what’s knockdown (if any) of shotguns? seems like operative, even if damage was low-ish, if discovered, using a knockdown blast then getting away (rather than worry about direct engagement)…hmmm.


(Nexolate) #11

[QUOTE=thesuzukimethod;341671]…
also, this got me wondering? what’s knockdown (if any) of shotguns? seems like operative, even if damage was low-ish, if discovered, using a knockdown blast then getting away (rather than worry about direct engagement)…hmmm.[/QUOTE]

Knockdown? You mean like put them on the floor in a downed state? Shotguns don’t have any, just deals straight damage.

Also I don’t doubt that shotguns would make excellent Operative weapons, the point is that in general combat they end up falling flat 90% of the time. You really have to use special tactics and abilities to get them to work effectively, at least that’s what I’ve gotten from my experience.

Regards,
Nexo


(thesuzukimethod) #12

[QUOTE=Nexolate;341675]Knockdown? You mean like put them on the floor in a downed state? Shotguns don’t have any, just deals straight damage.

Also I don’t doubt that shotguns would make excellent Operative weapons, the point is that in general combat they end up falling flat 90% of the time. You really have to use special tactics and abilities to get them to work effectively, at least that’s what I’ve gotten from my experience.

Regards,
Nexo[/QUOTE]

yeah that’s what I meant. If they dont have it, it seems like maybe they should, at least within 2-4m or so - it might help balance their use a bit.

I’ve used them so little, i really cant comment on how effective they are…but ignorance never stopped anyone from giving their opinion before (see also: the internet)


(PanzerIV) #13

I so much agree with this thread, I’ve been saying it since quite a while that the shotgun extremly suck hardcore in this game and that’s sad because it’s one kind of weapon that is the most fun to use when it actualy works. Some games are so afraid to make an overpowered shotgun that they keep ending up making a totaly worthless underpowered shotgun that will be worse than a pistol even at close range (-_-)

The range before the bullet starts to do less damage needs to be farther away than the current “2 feet” joke, damage could also be a little higher and the spread definitely smaller. Hell you need to play for objectives, to be at the front line and have the balls to run without cover until close range to start being effective with a shotgun so you deserve to have the power advantage with the weapon once you do get in lethal range. Right now you have to take all these risk only to get raped by a Seagle, Belgo, Revolver or any SMG/AR.


(its al bout security) #14

once again i learned if you lower stability with a shot gun it actually hit more often for some reason