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A shotgun rework / buff

Maine

Radio Bob Approved
Joined
Jul 15, 2021
Messages
262
Alright so lets get started right off the bat with that shotguns aren't as viable as they should be at their effective range. Shotguns are supposed to be deadly at close range whilst struggling to keep up at mid-range with other weapons. But as of now shotguns aren't as powerful as they should be at the closer ranges. They do 6-9 DMG a pellet which would do at most 72 DMG a shot if you hit all pellets and hit the head / crit ( As I've noticed hitting headshots deal the stated amount of damage in the info section of the weapon ).

So I would want to propose this for shotguns. Give the shotguns more damage per pellet meanwhile modifying their damage drop-off / effective range. Give it for example 1-3 DMG more per pellet and with its reduced range it would further its purpose of being a CQC-Reliant weaponry whilst not having the range / damage to do anything to opponents which would have range superiority. With this then SMGs / ARs would still win over the average shotgun user if they got some range but if one were to engage a shotgunner in an enclosed space / a small room then the shotgunner should have an advantage seeing as its THEIR playing field.

SMGs would still be reliable even with this change though they would have to play at a different pace and style seeing as a SMG user wouldn't want to get too close to one who has for example a SPAS-12 or a TOZ.

This is just my take on the shotguns. If you have any feedback or ideas please feel free to post it down below. Over all I'd like to see more or less a damage buff or at very least a shotgun ignore armor, realistically getting blasted by a shotgun at close or even mid range, regardless of modern day armor advancements. Would render you crippled for life if not with internal bleeding as the sheer force of the wadding and pellets hitting you at mid to close range would shatter your ribs. You would /not/ be getting back up during combat with that. So i'd ask for a buff at the very least of 1-3 damage per.
 
I'm not 100% if the "weakness" of shotguns is caused by any specific numbers in the code, but more some randomness build into it.
For example during yesterday's raid, a unit was shot twice in the head and lost all armor and 75 health. Meanwhile I was shot in the head once and lost 5 armor...
I think there is some random damage calculation going on with the shotgun that isn't working as intended.

For reference, when shot the two uf us were about the same distance away, maybe difference of half a meter.
But yeah, 5 armor damage for being blasted by a shotgun at about 3 meters away is laughable.
 
I can check it out again, but from my testing and use of the shotguns so far, they are some of the strongest weapons thus far.

This chart better represents the damage they can dish out:
unknown.png
 
I can check it out again, but from my testing and use of the shotguns so far, they are some of the strongest weapons thus far.

This chart better represents the damage they can dish out:
unknown.png
I see. Well if that is the chart then I believe shotguns hitreg is just inconsistent at times. As I've only ever seen the TOZ do at most 9 DMG per pellet. Lowering the 80 DMG to 72.
 
The shotgun wiped out all of my armor in one shot (RL armor full 75).

But I think the second shot didn't actually do that much.

IDK shotguns are weird.
 
From my point of view, unless you have one of the three strongest shotguns then it's useless against armored people unless you have somebody to back you up. The shotgun is more of a way to execute injured targets than going close range to kill somebody since it just makes you vulnerable
 
There's a problem with Gmod (that has never been fixed in 5+ years) where after 6 hours of uptime a server's hitreg starts to suffer on top of any built-in stuff to a weaponbase. It probably explains at least some of these issues.
 
From my point of view, unless you have one of the three strongest shotguns then it's useless against armored people unless you have somebody to back you up. The shotgun is more of a way to execute injured targets than going close range to kill somebody since it just makes you vulnerable
That can be on way to think of it but with the thinking of More damage for Less range it'd be a better weapon for a defensive playstyle. Sitting and waiting for the enemy rather than running up to them and making yourself vulnerable. Rather the shotgun would be more of a way to punish people if they'd try to get too close to you in TBC.
 
I unironically shot that Unit 4-5 times in the face with a shotgun at point blank and it literally only brought him down to 25 HP after breaking armor. The fact the Unit next to them also only took 5 Armor damage is kinda fucked, why? Cause I aimed specifically at their heads each shot. Realistically if it falls under a range deficiency, realistically these Units should've been dead. Especially the one who wasn't an RL, two of these Units were literally standing in plain view as I blasted them in the face. No body shots.

Damage for weapons needs to nullify the CoD feeling of being able to eat up a whole clip of ammo and walk away calmly.
 
Sounds like a randomness issue. If Robert's spreadsheet is true, most shotguns are pretty strong. I've been in TBC combat against opponents with shotguns and they get you down pretty quickly.
 
Damage for weapons needs to nullify the CoD feeling of being able to eat up a whole clip of ammo and walk away calmly.

The risk with doing this is TBC becomes everything people hate about S2K except a thousand times worse. At least in S2K your targets are in constant motion - you don't have the time to line up headshots consistently.

I don't want to imagine the chaos if you give people "normal" damage or a headshot multiplier and 4-5 seconds to shoot stationary targets in the face.
 
Shotguns are a weird one, for now we wont make any changes given the recent weapon overhaul but we'll see how it develops on!

DENIED
 
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