Additional Shotgun Rounds

Locked
User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Additional Shotgun Rounds

Post by Garbage » 15 Apr 2016, 03:21

Summary (a quick, 2-3 sentence summary): Additional shotgun rounds, because as it is the shotgun is pretty niche and expanded ammo loads for it could make it more useful. As it is the shotgun is basically a cannon, and is pretty bad close up and worse from further away with the middle ground being the only advantageous shots.

Benefits (How this will benefit the server and game as a whole): This makes it more viable to use the shotgun instead of as a last resort. I see very few marines actually use the shotguns because they're slow and the damage output versus the range limitations is not great.

Details (Description of how you think this would work, the benefits, etc): I suggest additional ammo types like such

Slugs : Essentially what we have right now, a straight single shot. It would hit harder and have longer range but not be a valid up close option.

Flechettes : A shot that fires 3 "bullets" (One straight out of the gun, and one on both sides) that disappear after travelling a few tiles. While this attack pattern makes it less than optimal to fire if you're behind your allies (Marines with shotguns shouldn't be shooting from the back like a sniper anyways imo) it has a low damage yield and instead causes bleeding. This allows it to be absorbed by armor (For both marines and for higher tier/combat evolved Xenos), but it makes the lower castes more vulnerable because the bleed counteracts healing pheromones for Drones or Runners (Which right now imo are pretty insane when in a nest and under pheromones. There was a round where one drone kept two marines pinned and I was one of them. I shot it twice with a .44 in the head and stabbed it three times also in the head, the engineer on my squad who was likewise captured fired five pistol rounds in its chest but it knocked us over and pinned us in nests and kept living fine) This also inspires teamwork because a shotgunner with a flechette load weakens the workers and allows other marines to finish them off.

Breaching Rounds : A round that works like C4, but fired from a distance without a timer. This allows for the destruction of known hive buildings with ease and also helps weaken strong Xenos like the Crusher.

Riot Rounds : We might actually already have these? But I have never seen them in the riot kit for MP. These do weak brute + stun damage. They're more extreme than a taser shot and don't work on Xenos, but they're better for putting down armed mutiny.

Implementation (Optional, if you have an idea how to implement it):

User avatar
Minijar
Registered user
Posts: 193
Joined: 02 Aug 2015, 07:05
Location: England
Contact:

Re: Additional Shotgun Rounds

Post by Minijar » 15 Apr 2016, 03:23

Hey bud hold your horses this maaay be coming.

User avatar
Garbage
Donor
Donor
Posts: 29
Joined: 11 Apr 2016, 13:38

Re: Additional Shotgun Rounds

Post by Garbage » 15 Apr 2016, 03:26

Excuse you sir but my horses are un/stable/

User avatar
SASoperative
Donor
Donor
Posts: 1319
Joined: 26 Dec 2014, 20:49
Location: Mobile constantly. Never really in one spot for long.

Re: Additional Shotgun Rounds

Post by SASoperative » 15 Apr 2016, 03:26

HUEPHUEPHUEPHUEP I get it.... Eyyyyy Serious note this might be coming

Locked