- I don’t feel shotguns are overpowered because I suck at them but I may have found the issue as to why they are a problem and why the nerf hasn’t worked-
The problem with shotguns is that light mercs are able to dodge very effectively whereas others aren’t. Therefore if you give them a shotgun they wont have any problem landing the 2-3 shots they need too before you get to land the shots you need too to kill them. I don’t know why but the movement in this game looks very choppy. My movement from my perspective is very smooth but when tracking an enemy it feels edgy for some reason - and I come from Quake.
SMGs are pretty powerful IMO. SawBonez’s SMG isn’t as powerful as the one you unlock with loadout cards - the Blishok (or whatever fancy name they gave it) (the one with the green dot sight). The problem with this is the damage drop off with them is very significant.
This leads to another problem with shotguns, which I believe has to do with spread. Shotguns have obvious damage drop off. However I believe it is spread that is the problem. If you have a shotgun that deals 8 dmg per pellet for 8 pellets up close, that is 64 dmg. 2 shot Skyhammer and 3 shot Fragger. Now if you drop that down to 5 damage from medium to long range, that is 40 dmg. 3 shot Sky and 4 shot Fragger.
What does this mean? It means that effectively the damage drop off for shotguns means you just need to land one more blast to kill someone. Not a very effective nerf. The problem is the spread of the pellets. This game is built to have low spread to increase the skill gap in terms of gun skill in the game. This is fine for guns that shoot one bullet at a time.
If you have an SMG that drops off in damage at range, that can usually mean 4-6 more shots for them to kill at long range. This is acceptable and expected.
However with shotguns at medium range, if you still manage to hit the majority if not all your pellets, it renders the nerf to the damage/range useless because you will still feel the damage of all the pellets together unless you nerf it to something absurd like 2 damage medium-long range. And you do feel this because the spread of the shotguns is so tight.
So effectively we have Sawbonez, a combat medic who isn’t as effective as Aura at combat. His character is perfectly balanced with strong healing abilities towards his teammates and nerfed healing abilities towards himself and an SMG with drop-off that is reasonable. Then we have Aura who heals herself just as effectively as others while standing directly on her healing station and a shotgun that seems to have very good range/damage from ranges that we would not expect shotguns to have.
I usually find I die to shotguns while engaging them from a distance that I feel would render their weapon next to useless, only to find out I was wrong.
This is ESPECIALLY frequent when I run into gunfights with Aura.
Say I am Sawbonez and I engage from medium range and begin to be successful only for her to turn the nearest corner and plunk down a healing station and come back at me with full health.
Mind you at this range it would take a lot of ammo to drop her because of damage drop off.
This would be fine as well, but then she starts to strafe in and out of the corner, picking off my HP with her shotgun at quite a significant rate for a shotgun while every time she strafes back out she’s at full HP again - negating the damage I did to her before she strafed into cover.
My only options are to rush her to try and destroy her healing station or gtfo.
If I rush her I run into a more effective shotgun blast and an Aura with infinite healing.
However it usually doesn’t come to this because at medium-ish range 4-5 shotgun blasts will drop me and I can’t heal myself as fast as she heals herself.
So my only viable option is to retreat - thus her winning a gunfight vs a medic who is supposed to be better than her at combat.
Mind you this doesn’t happen all the time because Aura’s aren’t always skilled.
This also happens when I am Skyhammer as well although I can get away before I’m dropped due to my tanky nature. With Sky I also have the option of dropping my airstrike on her but do I really want to waste an entire air strike on one Aura? Not to mention that the air strike takes time to call in, and in the mean time the Aura can run away.
Fragger can take out Aura easily with gib nades but this is more than expected as Fragger is the slayerest slayer merc in the business atm.