MechaTails Posted October 14, 2014 Share Posted October 14, 2014 I started using Hek recently, that thing is crazy strong and easy to use, a perfect standard shotgun. Punchthrough makes it even better. Also picked up Drakgoon again, insanely strong with a fire/slash build. Add punchthrough so you dont have to charge and it mows down enemies quickly. Tigris was cool, but i cant get used to shooting only twice and reloading. Even with punchthrough, mobs are hard to handle, there simply isnt enough lead flying to keep them away. I have to play a lot slower, moving methodically from room to room so i dont get swarmed. Phage... Meh. Never got used to it, not interested. Anyway, point is, why do shotguns need a buff? Theyre crazy strong! The only drawback i see with the ones Ive used is that i play a little slower and pay more attention to my magazine, dont want to get caught while needing to reload. Link to comment Share on other sites More sharing options...
StickyBaseline Posted October 14, 2014 Share Posted October 14, 2014 Also picked up Drakgoon again, insanely strong with a fire/slash build. Add punchthrough so you dont have to charge and it mows down enemies quickly. But Drakgoon is meant to be charged ;-; A ton more damage, 3 meter punch through and deadly accurate for long range headshots with all pellets. Just add Shotgun spazz and it's magical. Link to comment Share on other sites More sharing options...
Vaskadar Posted October 14, 2014 Share Posted October 14, 2014 Buff Hell's Chamber, buff Tactical Reload, buff Point Blank. Hell's chamber should max out at 180% (30% per rank). Point Blank should max out at 120% (20% per rank). Tactical Reload should be at 60%. Reduce the falloff exponent (meaning greater damage at longer ranges) and add a critical chance and damage bonus to enemies within 5 meters. Link to comment Share on other sites More sharing options...
MechaTails Posted October 14, 2014 Share Posted October 14, 2014 (edited) But Drakgoon is meant to be charged ;-; A ton more damage, 3 meter punch through and deadly accurate for long range headshots with all pellets. Just add Shotgun spazz and it's magical. Drakgoon is meant to be charged as the situation requires it, like any mechanic. I use charged shots to wipe out a bunch of lined up enemies, or to focus on one enemy. Punchthrough on uncharged shots lets me wipe out mobs up close without need to charge it. It still does insane damage and OHKOs everything. After reading a few topics, I can understand why the damage fall off on shotguns doesn't make a whole lot of sense anymore, however, I don't understand why players want to turn shotguns into rifles by removing the falloff. If you want a rifle go use a rifle, shotguns are for killing things up close, not sniping things 100 meters away. That said, Hek is very accurate with a tight spread, you can definitely snipe with Drakgoon's charged shot, and Phage essentially turns into a super accurate beam rifle when focused, and they still so tons of damage. So what the F***, guys? Why do they need a buff again? lol Edited October 14, 2014 by DarkTails Link to comment Share on other sites More sharing options...
Noble_Cactus Posted October 14, 2014 Share Posted October 14, 2014 Because rifles do what shotguns do already but better. I don't understand the weird double standard where shotguns are restricted to working in limited ranges but rifles are good at everything, but whatever. Almost more importantly, shotguns are just unstatistying to use. For the amount of close-range firepower they supposedly put out, they don't have very good visual feedback. I'd like to see enemies killed by shotguns within 10m or so fly back a bit. No ragdolled damage, just something to show me that my shotgun really is packing a lot of heat. Link to comment Share on other sites More sharing options...
Azamagon Posted October 14, 2014 Share Posted October 14, 2014 https://forums.warframe.com/index.php?/topic/309356-shotgun-showing-them-some-love/ ^ Some thoughts on how to buff the shotguns (the mods and the weapons alike) Link to comment Share on other sites More sharing options...
Xana_Skullsunder Posted October 14, 2014 Share Posted October 14, 2014 Almost more importantly, shotguns are just unstatistying to use. For the amount of close-range firepower they supposedly put out, they don't have very good visual feedback. I'd like to see enemies killed by shotguns within 10m or so fly back a bit. No ragdolled damage, just something to show me that my shotgun really is packing a lot of heat. This. In, for example, Payday 2, scoring a shotgun kill can land a guy on the roof. Laws of physics be damned, it's really satisfying to launch a target. Link to comment Share on other sites More sharing options...
MechaTails Posted October 15, 2014 Share Posted October 15, 2014 (edited) Because rifles do what shotguns do already but better. I don't understand the weird double standard where shotguns are restricted to working in limited ranges but rifles are good at everything, but whatever. I agree, but I still don't see how that's a valid reason to buff shotguns. Get rid of falloff? Eh, fine. It would let players use shotguns as rifles, that's what they really want anyway. But add even more damage? Cripes, are we hunting Space Godzilla or something? xD I don't know, whatever, have DE double shotgun damage, there will still be complaints. There definitely needs to be some kind of trauma feedback implemented to the game, I don't like how little effect the guns seem to have, especially shotguns. Edited October 15, 2014 by DarkTails Link to comment Share on other sites More sharing options...
Phoenix86 Posted October 15, 2014 Author Share Posted October 15, 2014 Simply putting mods like Point Blank and the corrupted one (forgot the name) on par with Serration and Heavy Caliber would be 1st good step. Imho a rifle shouldnt be able to out DPS a shotgun within the first 20m Link to comment Share on other sites More sharing options...
Sixty5 Posted October 15, 2014 Share Posted October 15, 2014 Simply putting mods like Point Blank and the corrupted one (forgot the name) on par with Serration and Heavy Caliber would be 1st good step. Imho a rifle shouldnt be able to out DPS a shotgun within the first 20m 20% per level for the two base damage mods could work. One thing that I'd like to see instead is that the first pellet of the blast will deal 50% of the base damage, ignoring falloff, with the remaining damage being split between pellets and having falloff as normal. It would give shotguns a decent niche in terms of dealing damage to crowds, and to killing fast/light targets. It would do nothing to improve the higher up damage of the weapons, but it would increase your minimum damage output, which is the area where shotguns really lack at the moment. Link to comment Share on other sites More sharing options...
Xana_Skullsunder Posted October 15, 2014 Share Posted October 15, 2014 20% per level for the two base damage mods could work. One thing that I'd like to see instead is that the first pellet of the blast will deal 50% of the base damage, ignoring falloff, with the remaining damage being split between pellets and having falloff as normal. It would give shotguns a decent niche in terms of dealing damage to crowds, and to killing fast/light targets. It would do nothing to improve the higher up damage of the weapons, but it would increase your minimum damage output, which is the area where shotguns really lack at the moment. But then, what if that pellet goes completely wide? The damage being spread across multiple pellets is supposed to be a strength of the weapon class. Link to comment Share on other sites More sharing options...
Vaskadar Posted October 15, 2014 Share Posted October 15, 2014 But then, what if that pellet goes completely wide? The damage being spread across multiple pellets is supposed to be a strength of the weapon class. I'd rather see a buff to shotgun multishot, to improve reliability. Link to comment Share on other sites More sharing options...
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