I stand corrected - the Q3 shotgun is great
Although the speed of the game and strafe jumping goes hand in hand with that. The TF2 scout shotgun is pretty good too - much for the same reasons.
Shotguns
Q1 shotties were also great. Boomstick for finishing off heavily injured people even at long range, and a double-barreled shotty for powerful blowout at short range.
[QUOTE=Dormamu;432118]Shotgun = elephant gun?
[/QUOTE]
It only displays the killing bullet so that image really doesnāt say a lot.
[QUOTE=Ashog;432001]ahaha, you must be totally kiddingā¦
Fail, because ETQW shotgun and nailgun were crap and nerfed to non-usability. They were used only for fun and when enemies were too weak, only to humiliate them. What a joke. Fire up ETQW and try again.[/QUOTE]
You never saw a good shotgun player Ashog. There was a particular NA player who had 55% shotgun accuracy and he got over 50 kills per game. It was really hard to use for a lot of people, but it was not bad at all. Remember what some players could do with the sniper rifle at close range? Most people couldnāt hit anything at close range, but with practice people can push some weapons to the limit. Thatās why sniper suddenly was OPOPOP because some great aiming players could headshot you at 10ft!
I donāt like the shotgun either, Iād like 3 shots to kill, 2 at close range. And hopefully the medics will never have access to this shotgun !
yeah yeah, tell me on which etqw version he was so great? probably 1.2 or something.
means nothing as the stats combined all results from all patches, soā¦
I mean, donāt understand me wrong, perhaps he was indeed teh bestest shotgunner in teh world, but it doesnāt prove at all that the shotgun was not underpowered.
[QUOTE=Ashog;432215]means nothing as the stats combined all results from all patches, soā¦
I mean, donāt understand me wrong, perhaps he was indeed teh bestest shotgunner in teh world, but it doesnāt prove at all that the shotgun was not underpowered.[/QUOTE]
lol okay have it your way
. He was playing shotgun to the same maximum potential that a good sniper could play covert, so that was my point.
i think the shotgun is a little much up close⦠maybe dumb it down a bit and try? mines have got to be way worse right now tho
Iāll post what I posted in the 1 shot gun thread here (I also found I made an error in the accumulation series at the start but the example still works) :
Two things:
- No headshot modifier for a shotgun
- Make the damage of each pellet per shot stack so the damage for the amount of pellet hits per shot climbs exponentially.
Iām not going to write the accumulation formula here but for each shot take each subsequent pellet hit, add 10 and multiply with 1.2.
1 pellet hit = 10 damage
2 pellet hit = 24 damage
3 pellet hit = 41 damage
4 pellet hit = 62 damage
5 pellet hit = 86 damage
6 Pellet hit = 115 damage
etc
Accumulation rate and flat damage per pellet are of course fictional for example purposes and down to testing. But what this does is that it really rewards players that land full shots and harshly punishes players that land half shots or only connect a few pellets per shot. I think this is the most elegant way of balancing the shotgun and it also seems the most realistic. The shotgun is meant to kill someone with the total force causing a shock-wave and rupturing organs rather than to penetrate with a single bullet.
Developers of course need to be careful that this is counted per target otherwise the damage would multiply with the amount of targets in each shot which would be⦠bad.
Either we go this way, OR we just reduce the pellets,the shotgun shoots with 1 shot.
This would turn the weapon into a rather āskilledā weapon. The problem with so many pellets per shot is, that damage gets rather random if you increase spread. If you dont increase spread, you can just reduce damage. With reduced damage the Shotgun gets useless. The last option is a higher rate of fire. And I dont think anyone here likes fast fire auto-shotguns( as you posted CoD vids earlier as negative examples).
The only way to balance a shotgun ( I am convinced ), is
- to reduce randomness by giving it little spread
- reduce pellets
-> increase damage per pellet - a fast damage falloff -> this is for close range only
-> one shot kill with headshot and the shotgun put on the enemies head
-> 2 body shots with the shotgun put on the enemy
-> 3 bodyshots or 1 headshot + 1 Bodyshot for kills in ānormalā close combat ( 4 - 10 m)
-> almost no damage on mid and long range
This still sounds like a rather strong Shotgun, but have in mind that you wont hit every pellet with every shot. So the average amount of shots per enemy should be 3.(while now we have 1-2)
Otherwise the Shotgun will be over- or underpowered. And I would rather like no Shotgun than a bad balanced Shotgun.
[QUOTE=scre4m.;432567]Either we go this way, OR we just reduce the pellets,the shotgun shoots with 1 shot.
This would turn the weapon into a rather āskilledā weapon. The problem with so many pellets per shot is, that damage gets rather random if you increase spread. If you dont increase spread, you can just reduce damage. With reduced damage the Shotgun gets useless. The last option is a higher rate of fire. And I dont think anyone here likes fast fire auto-shotguns( as you posted CoD vids earlier as negative examples).[/QUOTE]
Actually the random nature of the shotgun will increase if you decrease the number of pellets. A few high damage pellets is way more erratic than many low-damage pellets (if the total damage output is the same). The more pellets you add the closer the cone will resemble a 3-dimensional bell curve. And thatās a good thing.
Making headshots with a shotgun shouldnāt be the skill. The skill in the shotgun should be in making as many pellets connect than have a few connect with the head. That way players aiming at the centre of the body should be rewarded and the ones aiming at the head should not.
Iāll come back when the Shotguns are fixed, no point playing at the moment, I donāt see how teams full of Engies is testing anything. 
How do we make the shotgun a skilled weapon to the same extent as other weapons without making it useless? I think some really experimental thought will spring up something I will like.

