Automated Shotgun Pump
- Lostmixup
- Donor
- Posts: 1020
- Joined: 20 May 2015, 16:25
- Location: Cloud 9
Automated Shotgun Pump
Summary (a quick, 2-3 sentence summary):
Simply put, make the shotgun automatically pump after firing. You would still have to pump it when you reload it, or if you want to change out the ammo, but after firing make the thing auto pump.
Benefits (How this will benefit the server and game as a whole):
Less frustration during combat, less issues with lag. A more useful gun in general.
Details (Description of how you think this would work, the benefits, etc):
While pumping the shotgun requires some minor amount of "skill" I think it'd be more beneficial to simply make it automatically pump after firing it (you'll still have to pump when reloading and such, but not after firing).
For one thing, it'd make the gun more easily usable when the server lags up. I find that sometimes when I try to pump when the server lags the game may pump my shotgun once, not at all, or too many times causing instances of frustration. When the server does get laggy the fire rate of the shotgun becomes incredibly hard to manage and actually gets you killed more than it saves you.
Making the shotgun pump automatically after firing would also make more people use the thing. Managing the pump of the shotgun is pretty annoying honestly and turns a lot of people off from it (that and the ridiculous amount of time it takes to load the damn thing); making it automatic will probably lead to seeing more of its use on the battlefield. Plus, it'll become more of a danger on the battlefield because it will have a more consistent fire rate like the other guns.
You can set a macro for the thing, but as I said I find that to be an unnecessary step. I have a macro myself, but still find the thing damn annoying to use.
Implementation (Optional, if you have an idea how to implement it):
Do some freaky coding magic. Possibly summon Satan.
Simply put, make the shotgun automatically pump after firing. You would still have to pump it when you reload it, or if you want to change out the ammo, but after firing make the thing auto pump.
Benefits (How this will benefit the server and game as a whole):
Less frustration during combat, less issues with lag. A more useful gun in general.
Details (Description of how you think this would work, the benefits, etc):
While pumping the shotgun requires some minor amount of "skill" I think it'd be more beneficial to simply make it automatically pump after firing it (you'll still have to pump when reloading and such, but not after firing).
For one thing, it'd make the gun more easily usable when the server lags up. I find that sometimes when I try to pump when the server lags the game may pump my shotgun once, not at all, or too many times causing instances of frustration. When the server does get laggy the fire rate of the shotgun becomes incredibly hard to manage and actually gets you killed more than it saves you.
Making the shotgun pump automatically after firing would also make more people use the thing. Managing the pump of the shotgun is pretty annoying honestly and turns a lot of people off from it (that and the ridiculous amount of time it takes to load the damn thing); making it automatic will probably lead to seeing more of its use on the battlefield. Plus, it'll become more of a danger on the battlefield because it will have a more consistent fire rate like the other guns.
You can set a macro for the thing, but as I said I find that to be an unnecessary step. I have a macro myself, but still find the thing damn annoying to use.
Implementation (Optional, if you have an idea how to implement it):
Do some freaky coding magic. Possibly summon Satan.
Last edited by Lostmixup on 28 Nov 2015, 21:25, edited 1 time in total.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Auto Shotgun Pump
Did I not just deny something like this?
IF did this, you could expect a MASSIVE drop in damage.
IF did this, you could expect a MASSIVE drop in damage.
- Lostmixup
- Donor
- Posts: 1020
- Joined: 20 May 2015, 16:25
- Location: Cloud 9
Re: Auto Shotgun Pump
He was asking for the shotgun pump to be a one key thing (which it sort of is already with a macro). I'm asking for it to be automated after firing. Basically just make it not have to be pumped after firing because it's annoying (to me at least).apophis775 wrote:Did I not just deny something like this?
*(nice edit apop, now I gotta edit >.<) Honestly, I don't see a point in a drop in damage. Just make it fire slightly slower than the absolute maximum it can fire now. It's supposed to be a slow firing power house, not a fast firing meh house. I just would like it to be consistent honestly, would make it much more reliable in battle.
Last edited by Lostmixup on 28 Nov 2015, 21:23, edited 2 times in total.
- SkyeAuroline
- Donor
- Posts: 110
- Joined: 26 Nov 2015, 03:09
Re: Auto Shotgun Pump
Might signify it's a change that's very wanted.apophis775 wrote:Did I not just deny something like this?
This is a problem with pretty much every codebase's shotgun implementation, but I figured it'd be outside the scope of my suggestion to try anything like autopump.For one thing, it'd make the gun more easily usable when the server lags up.
Yep, currently the reason I don't use it. If it were consistent, I would.Managing the pump of the shotgun is pretty annoying honestly and turns a lot of people off from it (that and the ridiculous amount of time it takes to load the damn thing) ... Plus, it'll become more of a danger on the battlefield because it will have a more consistent fire rate like the other guns.
Very solid +1 from me.
- ChickenShizNit8
- Registered user
- Posts: 395
- Joined: 16 Aug 2015, 18:09
- Location: Somewhere Dark, Building Glorious Forts and Playing with Phoron
- Byond: ChickenShizNit8
- Contact:
Re: Automated Shotgun Pump
Why would we have to make the damage worse Apop? Don't make it a half second auto pump, make it -Fire,tick pause, pump, repeat-
Not like it would be that bad for it.... People with macros and a good finger can put out Shotgun rounds like crazy, and with a grip there is no recoil, no downsides.
Not like it would be that bad for it.... People with macros and a good finger can put out Shotgun rounds like crazy, and with a grip there is no recoil, no downsides.
"I swear to the good god-damn lord above, if you call me "Ginger" one more fucking time!"
-Bigby "Pyro" Farkas
"CUZ WE BOOPITY BOOP" -SASoperative 2k16
-Bigby "Pyro" Farkas
"CUZ WE BOOPITY BOOP" -SASoperative 2k16
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Automated Shotgun Pump
-1 Part of what makes the shotgun unique, is the fact that you have to pump it. Otherwise it might as well be another form of rifle. Pumping can be solved with a few different solutions, such as macros, Alt+Clicking the gun, and clicking the verb in the tabs to the right of the game screen.
- SkyeAuroline
- Donor
- Posts: 110
- Joined: 26 Nov 2015, 03:09
Re: Automated Shotgun Pump
In which case I'd refer to Chicken's post directly above yours, where he notes that macros + grip = extremely high fire rate with no downsides. Auto-pumping would put a hard cap on that, preventing any buckshot/slug spam downrange, while also fixing the fact that alt-clicking, macros, and the tab verb are all terrible solutions for pumping the shotgun.HalfdeadKiller wrote:-1 Part of what makes the shotgun unique, is the fact that you have to pump it. Otherwise it might as well be another form of rifle. Pumping can be solved with a few different solutions, such as macros, Alt+Clicking the gun, and clicking the verb in the tabs to the right of the game screen.
-
- Registered user
- Posts: 603
- Joined: 10 Aug 2015, 22:14
Re: Automated Shotgun Pump
Neutral, leaning towards -1
I haven't played in a while, but last time I did there was a fairly decent amount of time between shots with shotguns and magnums so you couldn't just shootshootshootshoot.
If you're going to remove the 'pump-shotgun' verb, you might as well re-skin the shotgun into some other weapon like a high powered rifle.
I haven't played in a while, but last time I did there was a fairly decent amount of time between shots with shotguns and magnums so you couldn't just shootshootshootshoot.
If you're going to remove the 'pump-shotgun' verb, you might as well re-skin the shotgun into some other weapon like a high powered rifle.
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Automated Shotgun Pump
I have used a macro with a shotgun grip.... You don't get a super high rate of fire.... You get about the normal rate of fire with the shotgun. There is a definite time gap between actually being able to fire, which isn't aided by how fast you pump the shotgun. It is a constant value from what I understand.
- Edgelord
- Donor
- Posts: 830
- Joined: 21 Jul 2015, 12:52
- Byond: Edgelord
Re: Automated Shotgun Pump
-1, I'm a pump chump
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
-
- Registered user
- Posts: 72
- Joined: 25 Nov 2015, 18:34
Re: Automated Shotgun Pump
Should be noted that most IRL combat shotguns do autocock after you fire, they don't need you to manually pump them.
- Tristan63
- Donor
- Posts: 485
- Joined: 16 Feb 2015, 20:33
- Location: Somewhere
Re: Automated Shotgun Pump
-1 Why not just make them tactical shotguns? Besides a better solution to autoloading is grabbing a full shotgun slug box and clicking your shotgun a prompt will come up saying "You begin filling your shotgun with fresh rounds" and after awhile it autoloads like that.
Don't turn around
► Show Spoiler
- PoZe
- Registered user
- Posts: 11
- Joined: 14 Oct 2015, 15:46
Re: Automated Shotgun Pump
+1. Apop just make it an Attachment called(pressure pump or so). SO you can modify your shotgun to be Autopumped, but it will be only 5 of them, so RO will give only to specs ore SL's. Plus in Colonian Marines game and lore they all had Autoshotguns, even in our era we have such.
- monkeysfist101
- Registered user
- Posts: 742
- Joined: 07 Nov 2015, 22:43
- Location: Texas, USA
- Contact:
Re: Automated Shotgun Pump
The Colonial Marines use the M37A2 Pump Shotgun based on the Ithaca Model 37 while Wey-Yu PMCs use the MK221 Tactical Shotgun based on the Benelli Super 90.PoZe wrote:Plus in Colonian Marines game and lore they all had Autoshotguns, even in our era we have such.
CM: Pump Action
PMC: Semi-Automatic
Resident canon stickler.
CM in a nutshell:
"perscription_google" - CM code
CM in a nutshell:
"perscription_google" - CM code
- SkyeAuroline
- Donor
- Posts: 110
- Joined: 26 Nov 2015, 03:09
Re: Automated Shotgun Pump
That doesn't solve the actual pump action, you know. Like... that does nothing to the pump action at all.Tristan63 wrote:-1 Why not just make them tactical shotguns? Besides a better solution to autoloading is grabbing a full shotgun slug box and clicking your shotgun a prompt will come up saying "You begin filling your shotgun with fresh rounds" and after awhile it autoloads like that.
If nothing else, please, at least do this. SOME way to compensate for how bad they are.PoZe wrote:+1. Apop just make it an Attachment called(pressure pump or so). SO you can modify your shotgun to be Autopumped, but it will be only 5 of them, so RO will give only to specs ore SL's. Plus in Colonian Marines game and lore they all had Autoshotguns, even in our era we have such.
- Lostmixup
- Donor
- Posts: 1020
- Joined: 20 May 2015, 16:25
- Location: Cloud 9
Re: Automated Shotgun Pump
I'd actually appreciate this.PoZe wrote:+1. Apop just make it an Attachment called(pressure pump or so). SO you can modify your shotgun to be Autopumped, but it will be only 5 of them, so RO will give only to specs ore SL's. Plus in Colonian Marines game and lore they all had Autoshotguns, even in our era we have such.
- Arachnidnexus
- Donor
- Posts: 449
- Joined: 04 Sep 2015, 20:50
Re: Automated Shotgun Pump
Just pointing out that making a low number of autopump attachments is going to lead to even more entitled specialists and SLs. As it is a fair number of them can't seem to get to briefing without a barrel charger.
- NoShamNoWow
- Registered user
- Posts: 229
- Joined: 14 Aug 2015, 07:49
- Location: space
Re: Automated Shotgun Pump
+1. Lore friendly, but I wouldn't see much of it being good automatic as it would be like sprinkles to an alien due to the damage being so low
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Automated Shotgun Pump
I still hang strong with the -1 on anything making the marine m37 automatic instead of pump.
- Edgelord
- Donor
- Posts: 830
- Joined: 21 Jul 2015, 12:52
- Byond: Edgelord
Re: Automated Shotgun Pump
Is this really that much of an issue for people? There's so much time between shots that pumping doesn't really affect firing rate. I'd rather have one powerful shot than several meh shots.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
- M00nman
- Registered user
- Posts: 3
- Joined: 22 Nov 2015, 14:02
Re: Automated Shotgun Pump
Why not, instead of nerfing the damage, there's a toggle and a penalty for using the shotgun on "auto"(actually, semi-auto)-mode?
Like, in the weapons tab, you could add an option to either use manual pump/semi-auto.
With the manual pump mode always working correctly like it does right now, but the semi-auto mode having a (rare, or common?) chance to not cycle a new shell or simply failing to eject one, so you'd have to pump it one (or several times, for realism) to clear out the flaw so you can fire again.
Semi-auto shotguns do suffer from this malfunction today in this day and age, although it's mostly because of loading wrong sized shells, and it's why most of them still have a pump-action or a lever-action option.
Like, in the weapons tab, you could add an option to either use manual pump/semi-auto.
With the manual pump mode always working correctly like it does right now, but the semi-auto mode having a (rare, or common?) chance to not cycle a new shell or simply failing to eject one, so you'd have to pump it one (or several times, for realism) to clear out the flaw so you can fire again.
Semi-auto shotguns do suffer from this malfunction today in this day and age, although it's mostly because of loading wrong sized shells, and it's why most of them still have a pump-action or a lever-action option.
- TR-BlackDragon
- Registered user
- Posts: 722
- Joined: 30 Jul 2015, 17:24
- Location: Usa eastern
Re: Automated Shotgun Pump
If this was a thing, the fire rate should be nerfed
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Automated Shotgun Pump
Personally, this doesn't sound like a necessary thing. Honestly the M41A does more DPS than the shotgun, the shotgun is just more ammo friendly, and is a unique weapon as it has to manually be pumped.
- Lostmixup
- Donor
- Posts: 1020
- Joined: 20 May 2015, 16:25
- Location: Cloud 9
Re: Automated Shotgun Pump
Yea, it's useless in comparison to the other weapons.HalfdeadKiller wrote:Personally, this doesn't sound like a necessary thing. Honestly the M41A does more DPS than the shotgun, the shotgun is just more ammo friendly, and is a unique weapon as it has to manually be pumped.
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Automated Shotgun Pump
Come to think of it... If we take the fire rate of the M41A, and it's damage, and compare it to the fire rate of the shotgun, and it's damage... Do they equal eachother?
Say the M41A does 30 damage per bullet, and fires at a rate of once per second. That means for the shotgun to be equal, you'd need it to fire once every second, at thirty damage.
Take into account the shotgun holds 8 rounds, and the M41A 30. 30 damage times 30 bullets is like, 900 damage. Divide that by eight bullets and each bullet is supposed to do ~112 damage per shot. And to adjust the fire-rate for the shotgun to balance the fact it doesn't have enough bullets to fire for thirty seconds, you divide 30 by 8. equaling 3.75 (We'll round up to 4)
So, that means for the shotgun to be mathematically equal to the M41A in damage and fire-rate, it has to deal 112-ish units of damage, every 4-ish seconds.
Obviously this means the shotgun would be OP, as it deals more damage in a single shot, than a rifle, but hey! At least they are equal! The math really doesn't prove or support anything, as other things have to be taken into consideration for damage values.
Say the M41A does 30 damage per bullet, and fires at a rate of once per second. That means for the shotgun to be equal, you'd need it to fire once every second, at thirty damage.
Take into account the shotgun holds 8 rounds, and the M41A 30. 30 damage times 30 bullets is like, 900 damage. Divide that by eight bullets and each bullet is supposed to do ~112 damage per shot. And to adjust the fire-rate for the shotgun to balance the fact it doesn't have enough bullets to fire for thirty seconds, you divide 30 by 8. equaling 3.75 (We'll round up to 4)
So, that means for the shotgun to be mathematically equal to the M41A in damage and fire-rate, it has to deal 112-ish units of damage, every 4-ish seconds.
Obviously this means the shotgun would be OP, as it deals more damage in a single shot, than a rifle, but hey! At least they are equal! The math really doesn't prove or support anything, as other things have to be taken into consideration for damage values.