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Old 2013-03-19, 02:13 PM   [Ignore Me] #31
Rbstr
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Re: Shotgunside 2


Originally Posted by Snydenthur View Post
But what would be the point of shotgun then? It would be the worst choice for every situation.
You'd still have high single-shot damage and being choked down some would cover more ground more effectively. Have you used a BF3 shotgun...or even CS:S's pump? Get a little lucky and get some pellets to land on someone's face and it can be really mean from low-mid range.
Up close you need to aim a bit more but it still provides great run-and-gun burst damage with some wiggle room on aiming that makes use of fasts reflexes more than the rifle which requires more steady aim.

People used the shotguns in PS2 before the pump existed, without having insta-kill ability.
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Old 2013-03-19, 02:19 PM   [Ignore Me] #32
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Re: Shotgunside 2


making shotguns longer range but lower damage is great.

BF3 did it in one of their big patches, and it made the shotgun a lot more versatile.


the most powerful shotgun in BF3 one hit kills only if almost all the pellets hit. even then it would take 2 or 3 hits. even in BF3 one hit shotguns were considered too powerful.

Last edited by moosepoop; 2013-03-19 at 02:21 PM.
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Old 2013-03-19, 02:36 PM   [Ignore Me] #33
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Re: Shotgunside 2


That damn Claw. It's taken over the Nova for that special place in my heart that makes me want to kick puppies into cement mixers. (Soon to be replaced by Phoenix Fairies)

Really what frustrates me is that shotguns have essentially reduced the TTK to 0 in CQB and it's fucking up my biolab fights. The last time I've actually enjoyed OHKs was Quake 2's Rocket Arena.
Maybe I'll go smoke some meth and see how my gameplay improves.
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Old 2013-03-19, 02:46 PM   [Ignore Me] #34
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Re: Shotgunside 2


in BF3 shotguns worked because the wonky netcode actually required multiple shots. planetside 2 netcode is actually very good, so a OHK weapon will actually OHK.
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Old 2013-03-19, 03:11 PM   [Ignore Me] #35
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Re: Shotgunside 2


I think the game worked great with the original shotguns. They were powerful up close but it was extremely rare that you could one shot some one. And their range was really shot.

The new ones were just a bad idea.
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Old 2013-03-19, 03:16 PM   [Ignore Me] #36
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Re: Shotgunside 2


Originally Posted by moosepoop View Post
it would be great.

in BF3 i would get all the possible attachments that would tighten the pellet spread. it increases skill ceiling while still allowing for some off aim.
Well, the shotgun is a one shot kill in bf3. I don't mind if they tighten the spread, but that would make it have too much range and shotgun would be overpowered. If they tighten the spread but lessen the damage, there is no place for pump action shotgun.

edit. rbstr, am I really the only one that thinks semi-automatic shotguns are much better than pump actions?

Last edited by Snydenthur; 2013-03-19 at 03:20 PM.
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Old 2013-03-19, 03:31 PM   [Ignore Me] #37
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Re: Shotgunside 2


Originally Posted by Snydenthur View Post
If they tighten the spread but lessen the damage, there is no place for pump action shotgun.
nope. that would make pump action better and more versatile.
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Old 2013-03-19, 04:01 PM   [Ignore Me] #38
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Re: Shotgunside 2


Originally Posted by Emperor Newt View Post
*edit*
I wonder how a carbine user would have a chance against a one shot one kill shotgun at shotgun range.
And good vs bad player comparisons are pretty much useless in the first place. Either it's same skill versus same skill or nothing.
Since I've run into this several times, I can say that you (as the carbine user) have to fire first and nail the headshots, or you're staring at a kill screen shortly. You might have some simul-kills, but the headshot TTK on the Serpent in particular is very quick and still causes enough flinch, IMO.

The problem, of course, is that good LA's are conniving bastards, and you often won't see them first.

As far as any small arms (specifically excluding launchers) with any load being able to one-shot kill with a body-shot, I'm a little reluctant to say that's a good thing. One-shot kill headshots from a semi-auto, I have no problem with. I'm not nearly as good about getting headshots as I'd like to become, so I say that more from the victim's perspective, lol.
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Old 2013-03-19, 04:32 PM   [Ignore Me] #39
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Re: Shotgunside 2


they have to be pretty much point blank to OHK. 10 feet away its back to 2 (not that that is going to make you feel any better).
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Old 2013-03-19, 04:55 PM   [Ignore Me] #40
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Re: Shotgunside 2


I just do not understand one thing.
If all pump actions shotgun got the same status (ok, the vanu got less drop, but slow projectiles).
Why they didn´t just made it NS shotgun to everyone and save money to us when global unlocks are coming?
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Old 2013-03-19, 04:57 PM   [Ignore Me] #41
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I get one-shotted in the face by NC shotguns all the time on Matherson.

That's probably why I spend so much time in a tank.


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Old 2013-03-19, 04:59 PM   [Ignore Me] #42
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Re: Shotgunside 2


Originally Posted by Snydenthur View Post
edit. rbstr, am I really the only one that thinks semi-automatic shotguns are much better than pump actions?
I would think so.
They kill in two hits, rather than 1 so the magazine count really doesn't help much in terms of people you can take on. (plus you can't reload after one shot without taking the whole time)
Then, IMO:
There's no real difference in range.
There's a negligible difference in fire rate.
Being the kind of guy better at hitting the first shot than most the semi-autos never gave me the advantage the pump does. It's really a night and day thing for me.
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Old 2013-03-19, 05:04 PM   [Ignore Me] #43
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Re: Shotgunside 2


Originally Posted by qbert2 View Post
They really should turn on collision for enemies.
This would be huge.
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Old 2013-03-19, 05:18 PM   [Ignore Me] #44
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Re: Shotgunside 2


Originally Posted by Ghoest9 View Post
I think the game worked great with the original shotguns. They were powerful up close but it was extremely rare that you could one shot some one. And their range was really shot.

The new ones were just a bad idea.
The problem is TTK is so low in this game that nerfing the TTK of shotguns to more reasonable levels will probably make them worthless or at least way too situational compared to conventional weapons.

Though between that and the current situation of bring a pump shotgun or lose, I think I can live without pumps in all honesty.
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Old 2013-03-19, 05:34 PM   [Ignore Me] #45
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Re: Shotgunside 2


Shotguns are currently overpowered because short range is a much smaller disadvantage than the devs compensate for with insane damage.

The reality is, you can get away from most long range attacks, because the TTK on them is pretty long, several seconds usually, but you can't get away from short range attacks, since shotguns one or two shot you, and even designated longer range weapons have a fraction of the TTK they have at range when used up close.

On top of that every single battlefield where infantry is essential is in close quarters, so you just end up with a situation where shotguns are the best weapon to use. They may lack versatility, but that's simply not that big of an issue in a game where long range combat can be avoided pretty easily, while close range combat is inevitable.

Last edited by Rothnang; 2013-03-19 at 05:38 PM.
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