Shotgun change

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RoswellRay
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Shotgun change

Post by RoswellRay » 29 Dec 2015, 17:17

Summary (a quick, 2-3 sentence summary):A change to the shotgun to make it more like an inverse of our sniper rifle

Benefits (How this will benefit the server and game as a whole): The way it is right now the shotgun is hot garbage, it does about the same damage as the .44 but has a huge array of negatives to it. Between pumping, longer cooldown, manual reload and the two hand requirment there is absolutely no reason to sue the shotgun over the .44 except for love of the weapon type.

Details (Description of how you think this would work, the benefits, etc): Right now we have the scoped rifle which is stronger at a distance, I have no idea how this works but I think applying the reverse of it to the shotgun would make it an actual useful and valued weapon. Instead of being a weak version of the .44 it would become extremely useful on tight areas of maps as a corner sweeper. Got an alien hiding a round a corner,maybe it'll think twice when it sees a shotgun coming with it's devastating point blank power.

Implementation (Optional, if you have an idea how to implement it):Do whatever you did to the scoped rifle in reverse, I don't know the exact damage stats of weapons so balance will be up to the staff

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Azmodan412
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Re: Shotgun change

Post by Azmodan412 » 29 Dec 2015, 17:18

+1 I remember when I tried to shotgun 1v1 a Ravager as an SL with my squad right around the corner... Yea... didn't end well.
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Re: Shotgun change

Post by Gandalf » 29 Dec 2015, 17:28

I think we could do one better if the coder's like a challenge.

Most /tg/ servers now have line-based projectile mechanics, where they travel straight and not only in cardinal directions. In this code, shotguns fire multiple projectiles in a tight spread. If a choder feels like digging up a github and doing some frankenstein work it could be a big improvement, especially considering how gun-based this server is.

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Infernus
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Re: Shotgun change

Post by Infernus » 29 Dec 2015, 18:08

+1 for shotgun damage boost

As for pellets the /tg/ uses, it would be much easier to just make a lag free code for the guns (Abby had something in mind), as each time you fire, the casing gets deleted and when the projectile hits something, it gets deleted too. And when 20 people are firing at the same time, it severely cripples the cpu usage.

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forwardslashN
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Re: Shotgun change

Post by forwardslashN » 29 Dec 2015, 18:42

Gandalf wrote:I think we could do one better if the coder's like a challenge.

Most /tg/ servers now have line-based projectile mechanics, where they travel straight and not only in cardinal directions. In this code, shotguns fire multiple projectiles in a tight spread. If a choder feels like digging up a github and doing some frankenstein work it could be a big improvement, especially considering how gun-based this server is.
+1
This is absolutely right. Even later bay code has line projectiles. But even without this, shotguns are substandard weapons that really need an improvement.
Infernus wrote:+1 for shotgun damage boost

As for pellets the /tg/ uses, it would be much easier to just make a lag free code for the guns (Abby had something in mind), as each time you fire, the casing gets deleted and when the projectile hits something, it gets deleted too. And when 20 people are firing at the same time, it severely cripples the cpu usage.
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Edgelord
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Re: Shotgun change

Post by Edgelord » 30 Dec 2015, 13:00

+1, muh shotgun needs love
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Raptor1628
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Re: Shotgun change

Post by Raptor1628 » 31 Dec 2015, 12:02

Bay ended up recoding a lot of guns, including shotguns, which now have pellets that do more damage up close and spread further out. Might be easier than trying to grab something from /tg/.

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Re: Shotgun change

Post by MauroVega » 08 Jan 2016, 19:28

if this will in the future affect the drum-barrel shotgun that will be a little unbalanced

BUT

+1 yeah the shotgun is hand to hand with the .44
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Infernus
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Re: Shotgun change

Post by Infernus » 10 Mar 2016, 13:06

Duplicate.

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