It should be like the QoS shotgun hat have about 9238764589716324 miles effective range and ALWAYS a OHK 
Nice work there, Treyarch!
Shotguns can be one shot kills
Yes, that’s what ETQW has (9 pellets and 10 per hit if I’m not mistaken). The thing is, getting hit by four pellets should cause significantly less damage than getting hit by five or six. It’s the force of the hit that causes the damage, not the pellets themselves.
You could hit someone multiple times with one pellet and he would feel a bit of pain. Hit him one time with the same amount of pellets and you cause a rupturing wound.
Naturally damage fall off over distance should play a part in Brink as well, this wasn’t the case with Shattered horizon as it’s set in a (near) vacuum and thus has a negligible damage fall off. Combine this with the accumulating pellets and you got a weapon with one very specific goal. Up-close combat. Players wouldn’t be able to deviate far from that role (like they do now in COD or ETQW) and would make playing with that weapon all the more intense.
Um, aren’t the pellets the objects transmitting the force? You want the shockwave and powder burns from the muzzle blast to cause harm? That’d have an effective range of about 10 cm.
He’s saying there’s a synergistic effect of a bunch of pellets hitting all at the same time.
In this shaky cam footage from EGE 2010, you can see the stats (at the time) for the Mossington shotgun at around 0:04. - the damage is almost maxed out, with no mods on.
Yup, and the range is abysmal. So as expected, it will be lethal at close range.
Maxed out damage doesn’t necessarily mean a full player’s life meter either. Just means the most damage possible of all the damage.
I’m just saying - it has the highest damage of any gun I have seen. The semi-auto “sniper” rifle (which are probably among the strongest rifles in the game) only had about half the damage bar filled.
[QUOTE=tokamak;262214]Yes, that’s what ETQW has (9 pellets and 10 per hit if I’m not mistaken). The thing is, getting hit by four pellets should cause significantly less damage than getting hit by five or six. It’s the force of the hit that causes the damage, not the pellets themselves.
You could hit someone multiple times with one pellet and he would feel a bit of pain. Hit him one time with the same amount of pellets and you cause a rupturing wound.
Naturally damage fall off over distance should play a part in Brink as well, this wasn’t the case with Shattered horizon as it’s set in a (near) vacuum and thus has a negligible damage fall off. Combine this with the accumulating pellets and you got a weapon with one very specific goal. Up-close combat. Players wouldn’t be able to deviate far from that role (like they do now in COD or ETQW) and would make playing with that weapon all the more intense.[/QUOTE]
It might be more realistic but I don’t see what real difference it makes for gameplay as longs as the Shotguns have damage drop off like the other weapons.
Imho it’s more important that the pellets are more concentrated at the center to make good aiming more crucial to be effective.
The way it should be. 
The damage is for all the pellets combined whereas it’s per bullet with a “sniper”.
Not taking damage drop off into account you make either zero or full damage with the sniper, with a shoty it can be everything in between too.
Just to put those 2 damage values into relation.
I’m not a big fan of shotguns in MP games in general because they have a smaller aiming skill gap than other guns.
PS: As I would guess the Hjammerdeim Shotgun works like its real life counterpart .
http://www.youtube.com/watch?v=8tnuWf0xP20
I wonder how the difference in reloading (next tube or new mag) works.
…hmm…wait, didn’t they scrap the Hjammerdeim shotgun? Or are there two medium shotguns? I hope there are, since I love shotguns. And because the Hammertime looks cooler than the Mossington, at least to me.
[QUOTE=Bullveyr;262359]It might be more realistic but I don’t see what real difference it makes for gameplay as longs as the Shotguns have damage drop off like the other weapons.
[/QUOTE]
The big gameplay trade off is that aiming in up close encounters is extremely rewarding. You can’t just spray shots around.
Imho it’s more important that the pellets are more concentrated at the center to make good aiming more crucial to be effective.
I don’t see how that’s a dilemma.
Imho centrally concentrated pellets would need better aiming than exponential damage.
Imho exponential damgage alone just hasn"t muchh affect on how well you have to place your shots.
I don’t see how that’s a dilemma.
I didn’t say it’s a dilemma or that those 2 exclude each other just that it’s more important from an aiming skill POV. 
Those two statements are kind of contradictory since the more concentrated the pellets are, the less the damage drop off.
Even if you have a huge spread, from point blank range they are all going to hit, from 5’ away, maybe half of them, from 10 feet, just a couple. medium range and you’d be lucky to have even one pellet hit.
With concentrated pellets, from 10’ away most of them will still hit.
So with a shotgun you can have every pellet doing the same amount of damage, which is lethal if they all hit, and you vary the drop off by varying the spread.
Of course, you could ahve damage drop off as well and just have them all hit, but the other way makes more sense. After all, you’re not supposed to need very good aim when you’re shooting a shotgun at a guy from close range right?
Pellets are automatically concentrated around the centre, that’s ordinary math. If every pellet has a slightely varying angle then their proximity to the centre follows a ‘normal distribution’.
And it’s not just aiming, also the range at which the shotgun ought to be used plays a huge part. With accumulating damage, it really pays to get slightly closer and closer to ensure more pellets hit the target. It definitely works that way in SH, you got someone in target but refrain from shooting until you’re confident about your range.
[QUOTE=Cankor;262552]Those two statements are kind of contradictory since the more concentrated the pellets are, the less the damage drop off.
Even if you have a huge spread, from point blank range they are all going to hit, from 5’ away, maybe half of them, from 10 feet, just a couple. medium range and you’d be lucky to have even one pellet hit.
With concentrated pellets, from 10’ away most of them will still hit.
So with a shotgun you can have every pellet doing the same amount of damage, which is lethal if they all hit, and you vary the drop off by varying the spread.
Of course, you could ahve damage drop off as well and just have them all hit, but the other way makes more sense. After all, you’re not supposed to need very good aim when you’re shooting a shotgun at a guy from close range right?[/QUOTE]
Concentrated at the center still means more distance = more spread
As I see it Brink will have both, so effectiveness at a certain range is determined by spread and damage drop off.
Ofc you don’t need very good aim with shotguns at point blank range and shotguns will allways be less aim dependant than semi-auto or automatic weapons but I want them to be “more” aim dependant.
For example at a certain range I can kill with 2 shots when I aim right at the chest but I will most likely need 3 shots if I only aim at the shoulder.
What I’m talking abou is a non linear deviation, for example a higher chance of 1° deviation than 2° deviation.
You could also give not all pellets the same max. deviation.
That would also decrease the randomness of the spread, ofc that also depends on the number of pellets
On a second thought I guess your system would work as good but might be harder to balance.
Why not just be über-1337 and reduce the splash damage on grenades to 10 cm and make them more aim dependent? Mines only blow up if the enemy steps exactly on them. Oh, and you can only trigger objectives/command posts if you are aiming at the correct pixel.