Shotguns


(INF3RN0) #1

Shotguns are usually my least favorite weapon in most games. The reason why is that their usual design is really generic and overly realistic. Either a shotgun is unusable at a distance or is OHK at close range. So the entire skill curve for the weapon ends up being your ability to position yourself correctly. I just don’t see why shotguns all have to be the same… I want to feel motivated to use one, but the usual shotgun mechanics are just a big turn off.

One thing I really liked is the idea of using player speed to balance the shotgun. At normal speeds the weapon becomes too weak with lower damage, so you end up with that OHK at close range. If player speed with a shotgun out was faster, you could easily decrease the damage/falloff of the weapon. TF2 for example is something more towards what I would like to see out of a shotgun.

Anyone else not a big fan of shotguns? And how would you enjoy them more?


(Kl3ppy) #2

I hate them and woulndt mind if they disappear!


(rand0m) #3

Less buckshot, more slug. Problem solved, kinda. Lol.


(Nail) #4

in this game, slug would only be good for breaching, better with #4 buckshot, essentially 27 .223 rounds at once


(INF3RN0) #5

Just something needs to happen if I ever want to feel inclined to play future shotgun loadouts; I know a lot of others who don’t play the Eng/Med loadouts just because of the shotty. It’s not that people don’t like shotguns, but just how they tend to work in games. The shotgun mechanics themselves could really use some non-realistic reworking considering the overall design scheme. Something along the lines of a 2 hit point blank or 4 hit mid with a character speed of 1.5x maybe. If the shotgun needs to feel like a shotgun, then I’d rather see other variables buffed and decreased rather than base damage and range.

Not to get off topic, but most “noob/spam” weaponry could really use similar approaches. A rocket launcher could easily take some adaptations from Q3 air rockets. A flame thrower perhaps functioning like an LG. There’s always means of adapting a more complex/interesting mechanic to any weapon type. In the end you get some really cool and exciting weapons that people don’t just want removed from the game.


(Nail) #6

modern games that use shotguns seem to be under the impression you need #00 buckshot, 9 pellets per shell, nope, you want #4 buck for combat, at 10 meters that’s like taking a complete AR15 magazine in one shot


(Nail) #7

I really want team doors, but have breaching loads for shotties instead of covops disguise to pass, could be rebuildable


(chippy) #8

That sound awesome to me!


(Nail) #9

it is :cool:


(tokamak) #10

I miss Raven Shield.


(Humate) #11

Change the shotgun to the charged blaster imo


(Mao.) #12

I have a dream Dirty bomb without shotgun…
Just please no one shoot with shotgun !!!


(BomBaKlaK) #13

[QUOTE=Mao.;454588]I have a dream Dirty bomb without shotgun…
Just please no one shoot with shotgun !!![/QUOTE]

I don’t use a lot of loadout cause of the shotgun, so no mines and no ammo station for me …
and To much OP shotgun …


(Mustang) #14

This is my biggest concern regarding the character/loadout system.

My proposal was to make either weapons or utilities independent, that is either:

  • Pick character which forces you to use their weapons, then in addition pick a utility pack to carry arround
  • Pick character which forces you to use their utility pack, then in addition pick the weapons to carry arround

I suppose the other alternative is to have shed loads more characters whereby each character offers up one of the different possible combinations. But this would be way more expensive to implement for not a lot of gain.


(Smooth) #15

[QUOTE=Mustang;454594]This is my biggest concern regarding the character/loadout system.

My proposal was to make either weapons or utilities independent, that is either:

  • Pick character which forces you to use their weapons, then in addition pick a utility pack to carry arround
  • Pick character which forces you to use their utility pack, then in addition pick the weapons to carry arround

I suppose the other alternative is to have shed loads more characters whereby each character offers up one of the different possible combinations. But this would be way more expensive to implement for not a lot of gain.[/QUOTE]
We’re working on something… :wink:


(potty200) #16

Personally, Shotguns ruin most games for me! Strongly dislike them in DB but doubt anything I say on my own or as a community will change the fact they are in the game.


(Rengenius) #17

Shotguns in TF2 are pretty cool, I would love to see something like that in DB.

</irrelevant opinion of competitive tf2 player> :smiley:


(BomBaKlaK) #18

I really think when you see the stats (http://forums.warchest.com/attachment.php?attachmentid=8685&d=1372176400), that shotgun are the main responsible.
Most of the player don’t want to play with the shotgun that’s why there is a loadout (Medic 01 for example) most played than others. and not because something unbalanced. it’s bit different for the engie cause of the mine.

I really think that’s not a balance problem but a loadout issue.
and by the way I actually dislike shotguns in DB.


(MrFunkyFunk) #19

I can’t stand the shotguns in DB, TF2 one has been mentionned and it’s one of the few I enjoyed using in videogames.

Nice, hope you come up with something that makes everyone (you and us) happy.
Same for the skins in my opinion, I’m not sure how they will work, will they be independent of the loadout (a skyhammer with arty? A proxy with a smg?).
The Founders skins look amazing, hope we’ll be able to use them no matter what the loadout we use.


(BomBaKlaK) #20

hope so ! we’ll see