I like the idea of a slower firing SG, although decreasing the rate of fire would seriously increase the learning curve for the shotgun
I also really like the idea of carapace being an early counter to shotguns. Carapace as low lifeforms seems somewhat useless as is right now.
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while i agree 10 res is too low for the current shotgun, i don't think defense chambers should get more powerful.
ever try movement first? ever? silence works wonders.
A higher learning curve for the shotgun? Not in my opinion... more like it forces you to time your shot, as opposed to spam fire and hope you clip something.
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Precisely my point.
n00b: BANG BANG BANG Y U NOT DIE?!1??1
not-a-n00b: steeeady.. steeeeeaaaddyy NOW! BANG! *[span style=\'color:blue\']not-a-n00b killed n00b2 with shotgun*[/span]
unfortunately, the current shotgun is a bit easier to use for the average newbie because of it's rate of fire. Slowing the fire rate would take that edge away from the newbies who spam shots, hence a higher learning curve.
[...]the shotgun's extra weight makes maneuvering more hard than it is with an LMG.
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Weapons don't affect movement... do they?
I thought it was just an HMG that slows you down, which really it doesn't, you just hear your steps which are farther apart and you're taller and such. So it gives the illusion that you're slower. Kinda like the onos, people think that they're slow as an onos. Not true. You're just higher up, so it looks like you're not moving as fast. Onii are actaully quite fast.
a replacement for the sg... hmm, i think i have an idea.
Instead of having the SG, which is used in close quarters, and for hordes of skulks or something, have something that can do similar, but only not the shotty. I guess the only thing i can think of would be a flamer, but that's kinda pointless when it comes to other uses of the shotty, like busting open an onos.
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i think a flamer would be cool!
you should be able to set enemies and structures on fire and the burn do continual damage
If it actually were replaced, what kind of gun would replace it? there'd have to be another, otherwise the gap between lmg and hmg would have to be closed somehow. (As far as actually ability to get and hmg.)
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:D o ya
finally......lol....
i would suggest making the shotgun into a double barrel shotgun....the same power as it is now, but it can only shoot twice before having to reload...
or possibly a futuristic plasma rifle or.....heh.....BFG 9000 :lol:
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i dont think thats a good idea. I mean its cool and all, but it doesnt really solve the issue, which i think is that the shotty is a bit too powerful against skulks and fades, and for hive rushing, and basically worthless against anything else. giving him more bullets just makes the gap wider, IMO.
Low.....which is why i suggested not having the count for a shotgun at 8...and drop it to 2(throw in the dbl barrel)..come to think of it raise the realod time a lil bit, which means you'd need more than one rine with a shotgun to take a fade down..and if a skulk rushes...one shot miss other hit....and another skulk comes runnin...all you can do is try to reload you shotty in time or pull out the pistol / knife....monkeys brain workin..... :blink: .....scares me.....
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ok ok... now i get you!
thats a good idea, having to reload the shotty after every 2 shots. That would be a great way to reduce the RoF (which i thought was an excellent idea) without actually reducing the literal "rate of fire" keeping it so that a fair player can still kill, solving the steep learning curve that a slow shotty would present. But now that you have to reload after each pair of blasts, you still have to make each shot count quite a bit.
Most of the better aliens ive seen travel in pairs anyway, and making the shotty so slow that it was one kill or no kill would only serve to have a rine steady steady steady blam kill skulk 1, then skulk 2 comes and gets him before hes ready to shoot again. Lame.
With two shots per reload, I think most mediocre players (myself at the head of the group) would never be able to kill a fade, even with a couple SGers. That would increase the domination of the single skilled fade.
I'm not sure how skilled players would fare, because I'm not one of them, hehe.
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maybe then the double would be powerful enough that maybe *four* shots (eg. a pair of sgers) would be able to kill a default fade?
booj what was your "mediocre" idea?
*runs off to customization forum to request a Duke's Foot shotgun replacement
:p
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Already done! DR_FUZZY made one a while ago.
What about assigning it a new damage type? Full damage to small lifeforms, 3/4 to large lifeforms, half to structures?
Sure, you can get to the hive, but good luck taking it down.
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best idea Ive heard in a longgg time that actually might be considered ^_^
i have wanted damage types ever since i thought about that, so yea i like the idea. setting damage vs armor types for EVERY SINGLE WEAPON would make it SO MUCH EASIER to balance. but i've always wondered if its possible in HL
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HMGs do piercing damage now. Yes, it's possible.
This discussion on the core balance issues of the Shotgun is great, i really love it, but may I suggest we start another thread? The focus of this one is supposed to be replacements for the SG, not exactly arguments about wether it balanced and why not.
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indeed, i'll make new thread (http://www.lunixmonster.org/forums/index.php?showtopic=2300)
sorry for teh hijack!