In my opinion it always feels like the nailgun is less powerfull than the shotgun.
Now I compared both of the .def files with each other and I saw that everything was the same from rate of fire to spread except the “reloading” and that the shotgun also had 10 knockback damage, which I think with that the shotgun almost ends up with double the amount of damage than the nailgun. So does anybody know why the shotgun does have this knockback damage and the nailgun does not or is this just something they forgot to add to the nailgun?
The shotgun compared to the nailgun.
no idea.
but IMO, NG should have slightly better AP-rating[talking about real-world performance of such guns]and more seriously knock-back/freeze target[than shotty with sharp load. let alone slugs and HE-AT, HE-I rounds for shotty].
and becover overheated slightly faster[than in ETQW].
which can make NG more awesome gun, but for [more]skilled players.
Both are failguns in my opinion. Require about 1-3m range to be more effective than AR/Lac because they lack headshot ability. At melee range they could work, but everyone knows not to jump on those.
NG is mucho fun, but way under performing compared to the other weapon choices. SG fires faster than NG on the PS3, but has to be reloaded. I’m guessing that was an attempt to balance. Its easy to prevent NG from overheating, but no way to aoivd having to reload, and hence this is a slight advantage of NG, but it probably doesn’t fully make up for the hit/damage advantage that SG has over NG. Personally I prefer NG because of the no-reload. It just forces my Strogg to take advantage of cover - or die.
So what would you guys like to do with the nailgun/shotgun to make them better balanced with the others?
I guess if we can figure this out I can put those new weapon stats on our server and available for other servers.
The Nail Gun should:
- Do a lot more damage at close range and less at mid range, increase (double) the damage and increase the drop-off rate.
- Makes no sense for the Nail Gun to overheat as the rate of fire is so slow compared to any other Strogg handheld weapons
- Keep the recoil effect high and eliminate iron sights,as that makes little sense to this type of weapon
The shotgun should: - Reduce spread but increase damage drop-off with distance (as a fully choked shotgun does not have large spread)
- Decide whether the gun is shooting slugs or shot. If firing “slugs” the damage would be tremendous and it would easily knock back the opponent, have no spread, but would have poor accuracy. If shot is being used, then greater spread, more chance to hit, but with less damage, and greater drop off.
[QUOTE=brbrbr;210824]no idea.
but IMO, NG should have slightly better AP-rating[talking about real-world performance of such guns]and more seriously knock-back/freeze target[than shotty with sharp load. let alone slugs and HE-AT, HE-I rounds for shotty].
and becover overheated slightly faster[than in ETQW].
which can make NG more awesome gun, but for [more]skilled players.[/QUOTE]
I now know why I cannot understand this post. Hello Basiley!!!
Shotgun’s moar awesum b/c it’s iron sights are worthless and it suffers fail when you try to shoot while reloading or break reload (to shoot). Nailgun, like oblit, requires more shots because GDF have more health from medic boost.
Shotgun is awesome because no one uses it.
I mean, why do you think I still play RTCW on xbox live with nobody around? Because it is awesome.
Nailgun? Meh, same thing. But I do have to say, since the PS3 version is actually an older version of the PC version, the PS3 players get the more powerful slow firing shotgun/nailgun.
[QUOTE=signofzeta;210967]Shotgun is awesome because no one uses it.
I mean, why do you think I still play RTCW on xbox live with nobody around? Because it is awesome.
Nailgun? Meh, same thing. But I do have to say, since the PS3 version is actually an older version of the PC version, the PS3 players get the more powerful slow firing shotgun/nailgun.[/QUOTE]
We get a two-hit kill over solid blasting distance (Non-charged) on 360. We can’t exactly snipe, but it appears the Nailgun on 360 has no spread, but instead reduces damage. If I watch the nails, they go in a straight line.
The shotty is good at close range…very close or to get rid of those pesky flyer drones.
Depending on if you have aim assist on, it may have to do with something like that. I’m sure the nailgun spreads like the shotgun because when you shoot it at different distances into a wall, even though the nails look like as if it were going straight, you can still see a noticable difference in spread pattern on the wall at different distances.
You can trust me. I have been shooting at walls for the past year while I was playing with myself inside a lan game.
i guess, 360-version-employed SG/NG is using pew-pew[blinking/lasing]device, which direct/guide pellets/nails to target
OMS I loved the pre-patched shotty… I thought I had all the itime in the world to get my 2K kills with it, and then they “fix” the gameplay issue. I would still use it on occasion, but only as a lol weapon, and only for specific maps and situations. As for sights… we don’t need no steenking SG sights
I hated the nailgun, even though I knew the ROF and damage was the same and you could stroydown the ammo… yuck
[QUOTE=ED209;211113]OMS I loved the pre-patched shotty… I thought I had all the itime in the world to get my 2K kills with it, and then they “fix” the gameplay issue. I would still use it on occasion, but only as a lol weapon, and only for specific maps and situations. As for sights… we don’t need no steenking SG sights
I hated the nailgun, even though I knew the ROF and damage was the same and you could stroydown the ammo… yuck[/QUOTE]
hey, that’s why you have to be careful what you wish for right? I’m sure Splash Damage wouldn’t have butchered the shotgun or nailgun if no one said anything. But someone said shotgun and nailgun sucks without explaining why, so Splash Damage assumed that it fired slow, but to not make it overpowered, they decreased the damage.
Yeah the pre-pach shotty had a slow ROF but was great for close quarters combat. You had to be very careful how you placed your shots, and the short range meant you were limited in the open. You would try to close behind your targets and give them a SG enema suprise.
yeah, I think that was how it was meant to be used, but some people just used it long range, or used it as if it were an assault rifle, and said it sucked, because a shotgun isn’t really an assault rifle. Therefore they whined in the forums, and the shotgun became like the assault rifle, but not too distinct from it that people would use a assault rifle wannabe shotgun anyway.
So to sum this up so I can make the “improved” SG/NG they should:
-have a slightly lower rate of fire?
-have that one extra projectile like it had before the patch so the damage goes up?
-have a higher min and max spread?
-have a shorter range?
-have the ng’s iron sight removed?
-have the knockback damage added to the NG?
Also I think the vanila ETQW does not have anything like distance damage falloff as far as I know.
[QUOTE={M0F0}Cyborg;211257]So to sum this up so I can make the “improved” SG/NG they should:
-have a slightly lower rate of fire?
-have that one extra projectile like it had before the patch so the damage goes up?
-have a higher min and max spread?
-have a shorter range?
-have the ng’s iron sight removed?
-have the knockback damage added to the NG?
Also I think the vanila ETQW does not have anything like distance damage falloff as far as I know.[/QUOTE]
Nah, keep the NG iron sight. It is so that I can see my opponents ugly mug before I blast it.