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Shotguns And Snipers Need A Look At?


Heidrek
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Energy transfer to pellet/bullet, no rifling vs rifling, etc, seriously, you are either trolling or have never ever shot a shotgun IRL and just pretend to have done so or lack the mental capacity to understand the mechanics involved, the amount of ignorance is  inconceivable. 

 

Like playing chess with a pigeon.   

 

what a dumbass.... falloff really does make no sense at all, if shotguns have it, every gun should have it, every projectile fired slows down due to air resistance and rifling has absolutely nothing to do with it.

 

Yea, shotguns in warframe are punished hard, only decent shotgun is Hek, but its got very smal mag and long reload. I wish there was a similar shotgun, but pump action, no reload, ammo drawn from total ammo pool like a bow

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Snipers are fine.

 

The problem with Snipers is that Warframe isn't really a game that values the ability to take out strong individual targets; it is mostly about slaughtering masses of weaker enemies. That is why weapons like assault rifles are much better suited for 99% of the gameplay than Snipers.

 

Shotguns on the other hand... between their mods being terribly designed (why not version of Serration for Shotguns?) and they have Falloff which not only holds them back but also makes no sense - a Shotgun simply fires multiple "bullets" at once. It does not fire at any lower velocity or "weaker" than a pistol or rifle...

 

well if they model off current real world shotguns, that is not true.   First, you have multiple bullets, each with air resistance and a lighter mass but a fixed amount of impulse when fired.  Second, mass and velocity are inversely related in ballistics -- a light round goes faster, a heavy round slower.  Rifle rounds are generally 1/4 the weight (roughly) of the payload of a 12ga shotgun.   Speed affects range ... you know from physics if you drop a bullet and fire one, they hit the ground at the same time (assuming fired parallel to ground).  The faster it moves the farther it can go in the time allocated.   Simple physics tells you then that a slower moving round facing more air resistance is going to have reduced range.   Damage falloff  represents the reduction in velocity from air resistance but honestly that is not done well-- the range should be reduced (maybe with arrow like trajectory) but the damage not much, if at all.  Gravity will pull it down before it loses forward momentum and damage, really.   They need to rethink the physics a little. 

 

Also for the pistol comment... guns work by gas pushing a bullet.  The longer the gas is compresed and pushing, the better it does.  The same cartridge in a pistol vs a rifle can more than double its exit velocity from the barrel !!    See ballisticsbytheinch web site to understand this.   The rifle has the highest velocity, one lightweight round moving fast (modern rifles.  In the early days there was an attempt to lob the heaviest thing they could with as much powder as they could,  like the 45-70 or sharps designs for that school of thought -- this was useful when powder was of low quality in early times, its way too much to get into).  If pistols were as good as rifles, military ppl would haul ONLY pistols.  If shotguns were as good or better than rifles, military ppl would haul ONLY shotguns.  

 

All that aside, shotguns in this game are in need of work.   We need a sobek prime,  and some love for the other high ends as well.   They need an aura, and they need the mods to be on par with rifles.  If they hit harder at a shorter range, that works.   Low cap works.  But  short range, long reload, low cap, and low damage does NOT work.   

Edited by jonnin
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this guy ^ is telling the truth

and here is something on the falloff and air resistance, the vid shows that at any reasonable combat range, its not a factor whatsoever

 

Actually, by game's logic of Falloff, shotgun rounds lose mass after certain distance, they dont lose speed, still hitscan, so only explanation why they lose energy is loss of mass lol

Edited by Nerevar22g
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