In a break from the norm I decided to look at making the shotguns better overall in order to balance them… My concept kinda makes all the shotguns have more overall damage output but handled in such a way that should encourage a change in play style rather then out right nerfing them. The reasoning behind this is that when dealing with a shotguns balance you do not have the ability to do small tweaks as the rate of fire is so low. Basically, removing their ability to kill someone in a single shot or two actually makes the character far weaker as every other Merc in the game has the ability to kill a shotgun class (excluding Rhino) within the time it takes to fire a second shot. Obviously taking into consideration a players reaction time does muddy this and is the reason why “back rage” will always be a trade off in terms of balance. Simply removing proxys ability to one shot someone in a face to face fight actually reduces her effectiveness far to much…
However, you can increase the skill required pull off quick kills…
Before I go into my ideas I thought I would also mention one way of balancing that is much easier than what I am about to suggest and could be considered the ideal way of doing so. In theory you could reduce the effectiveness of a shotgun when shooting someone in the back. Even if its just by 20% you would prevent the “back rage” and still keep the 1v1 fights at the same balance. It would also give a player the ability to turn and run from a shotgun at range without taking quite as much damage.
Anyway…
The core concepts.
1, Damage drop off is removed and replaced by a Range Bonus.
2, Centrer pellet will always hit the crosshair and is the only pellet effected by Head Shot Ratio
3, Bonus damage is added for multiple pellets hit.
4, Additional hit beep is added after a certain number of damage.
5, Designed to work for multiple spread patterns. (Future attachments?)
6, Only centre pellet is effected by damage fall off
So, how does it work?
FIG.1



FIG.2 (Random, Star, Duckbill)
The cone system works pretty much as it does today except I would change the damage values of each cone ring to balance out damage at different ranges. This could be used to make a shotgun more focused for different skill levels and circumstances (ie, increase damage on outer pellets to give a more effective experience to people that are unable to hit accurately, consistently). This could also add decent variations based on attachments.
I also feel that giving bonus damage based on multiple pellets will both reward range and accuracy without using head shots.
The centrer shot trace could maybe do with having a range limit on weapons with high spread as that hit beep would be off putting to the player and having a high spread weapon you can still always do damage with at range is a little silly… However, on weapons like Fletchers I feel it works well.
I believe a new hit sound should be added for when you do more then 40-50 damage with a shotgun as part of the inconsistency feeling from players is due to hearing 3 shots land and only doing 20 damage currently. Letting them know the difference would help greatly the feeling of impact.
I also feel that ironsights should continue to reduce the spread of a shotgun like it does currently… However, I also feel that the shotguns ironsights should take much longer to lift in order to prevent quick shotting. I think slowing it down by around 400 - 500ms should actually make the gun FEEL stronger just though the animation.
The bonus range damage is used to make the shotguns better at certain ranges and allowing them to keep their power at stupidly close range but not making 1 shot at distance. Also you could have certain shotguns starting to work better at medium range without it being OP up close.
Lets get to the nitty gritty… I suck at this so my math is most likely useless but this is what I came up with when testing the damage output potential at ranges.
cs - Center Point Shot
gs - Green Cone Shots
ys - Yellow Cone Shots
rs - Red Cone Shots
Ta/Tb/Tc - Tick 1, Tick 2, Tick 3 - (Performance???)
hsr - Head Shot Ratio
shd - Multiple Shots Hit Damage
bd - Bonus Damage
br - Bonus Range Damage
cshsr+(gsgsd)=Ta
ysysd=Tb
rsrsd=Tc
bd=cs+gs+ys+rs-1shd
Ta+Tb+Tc+bhpbr=
Here are a couple of example images…
These are based off
cs = 10
gs = 5
ys = 4
rs = 3
hsr = 2
However I think they are both 2damage off due to a silly error I made…
All in all I think the way to balance the shotguns is by making them stronger… Not weaker… Just make it require a lot more skill to get that last bit of power out to enable a 1 shot kill. In return for making it harder you make it easier and better at longer ranges and actually allow the shotgun to become a real viable weapon.


