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Was there ever much change to the shotgun?

Author
Eternal Beings
#1 Posted: 2016.03.23 04:01
People love using this gun too much. I don't think we ever stopped and realized how OP it was until now, because the assaults got their hands on it.

I really haven't recognized any change at all to the shotgun. If there was it was minimal.

The DUST shotgun is very strange, I'm not sure if there is even a gun in real life that compares to it. The first thing I ever said when I started using it was, "**** this thing a shotgun is supposed to have better range."

I honestly think the shotgun would've done much better with lower damage, higher range and bigger spread. Possibly contesting the HMG as a crowd control weapon.
Kang Lo Directorate
Gallente Federation
#2 Posted: 2016.04.05 16:32  |  Edited by: CELESTA AUNGM
Salutations, Jenny Tales,... and your character name is one of the Dust names that sounded really cool to me---I will miss it after we're all disbanded.

The Shotgun and the Scrambler Pistol were the two weapons that really immortalized the "New Eden" flavor of this game for me. I always loved the Amar engraving all over the Scrambler Pistol----no other fps made a weapon look like a work of art from 18th century France. I thought that was so delicious for CCP to do with a gun.

And the Shotgun was SOOO unlike what a conventional earth-made shotgun is meant to be, that it really classified Dust as a free-minded NON-earth combat game.

The answer to your question is NO, not directly. The stats of the shotgun, its purpose as a "true-breach the door", or "true you-die-or-I-do defender weapon" has not changed from 2013.

But INDIRECTLY, changes did take place. Skills training for the shotgun were changed to give players a little more choice about whether they wanted to develop their shotgun with more shells, or to develop a shotgun that shoots a smaller aiming circle over a farther distance.
And of course, a Breach variation of the shotgun was introduced somewhere along the line.

Universe of good wishes for the 49, especially CCP Eterne... No story can have life without writers and publishers.

Federation Marines 62
#3 Posted: 2016.04.06 20:00
Only change to shotguns was the introduction of the exp shotgun, with more damage and an extra round than proto, introduction of the officer shotgun, featuring fully automatic fire, and lastly, a 2 round expansion to the breach shotgun. Other than that, it's the same shotgun I've used since a long long time ago.

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warravens
Imperium Eden
#4 Posted: 2016.04.08 19:57
Lol at the Shotgun ever being OP, in any situation but CQC. The most major change the Shotgun went through is when the Proficiency was changed from increasing fire rate to extra damage against shields.

And you get a like! And you get a like! And you, and you, and you!

fatal absolution
Bleeding Sun Conglomerate
#5 Posted: 2016.04.10 17:18
Shotguns don't have much more DPS than other weapons. You just tend to notice the alpha damage.

They're fine.

Gentlemen. It has been a pleasure. o7

Nos Nothi
#6 Posted: 2016.04.14 23:27  |  Edited by: Shotty GoBang
Jenny Tales wrote:
Was there ever much change to the shotgun?


Range
Don't recall what actual optimal/effective range values were in Open Beta, but with Sharpshooter skilled, a shotgun could put substantial damage on target at ranges two-to-three times the present optimal range. On release of Uprising, the Sharpshooter skill was removed from the Shotgun's skilltree and its optimal range was reduced to 4.9 meters (where it has since remained).

Relative Damage
Chromosome HP values were substantially lower than present values (for all classes/frames). A single, center-mass breach shotgun blast, for instance, dealt sufficient damage to drop well-fit Chromosome MedFrame. While actual damage values have remained more-or-less constant, more blasts today are required to kill a target than in times past.

DPS
At some point during mid Uprising, shotgun weapon proficiency was changed from +RoF to +Shield Damage.

Mechanics
Shotgun Hit Detection was bugged and patched several different times between release to mid Uprising. At its worst, a merc could stand directly atop an enemy hive, center his aim over the hive, fire the shotgun, and all twelve pellets would completely miss the hive. CCP ultimately found corrected the underlying issue(s) with shotgun hit detection; it has since remained reliable.

Sound
Used to make more of a kickball-bouncing-on-pavement sound.

o7

warravens
Imperium Eden
#7 Posted: 2016.04.14 23:31
Shotty GoBang wrote:
Range
Don't recall what actual optimal/effective range values were in Open Beta, but with Sharpshooter skilled, you could put substantial damage on target at ranges two-to-three times present Optimal. On release of Uprising, the Sharpshooter skill was removed from the Shotgun's skilltree and its optimal range was reduced to 4.9 meters (where it has since remained).

Relative Damage
Chromosome HP values were substantially lower than present values (for all classes/frames). A single, well-placed breach shotgun blast back then dealt sufficient damage to drop well-fit MedFrame.

Actual Damage
At some point during mid Uprising, shotgun weapon proficiency was changed from +RoF to +Shield Damage.

Mechanics
Shotgun Hit Detection was bugged and patched several different times between release to mid Uprising. At its worst, a merc could stand directly atop an enemy hive, center his aim over the hive, fire the shotgun, and all twelve pellets would completely miss the hive. CCP eventually found corrected the underlying issue(s) with shotgun hit detection; it's HD has since been reliable.

Sound
Used to make more of a kickball-bouncing-on-pavement sound.

Uprising 1.8 was the proficiency change.

That's right, I actually read the posts I like.

And you get a like! And you get a like! And you, and you, and you!

Nos Nothi
#8 Posted: 2016.04.14 23:37  |  Edited by: Shotty GoBang
XxBlazikenxX wrote:

Uprising 1.8 was the proficiency change.

That's right, I actually read the posts I like.


Thanks, Blaze :-) Did I miss anything?

o7

warravens
Imperium Eden
#9 Posted: 2016.04.14 23:47
Shotty GoBang wrote:
XxBlazikenxX wrote:

Uprising 1.8 was the proficiency change.

That's right, I actually read the posts I like.


Thanks, Blaze :-) Did I miss anything?

Not really, you covered all of it :D

And you get a like! And you get a like! And you, and you, and you!

fatal absolution
Bleeding Sun Conglomerate
#10 Posted: 2016.04.17 19:01
Shotty GoBang wrote:
*talks about shotguns*


What a way for this character to post on the forums for once. P

Gentlemen. It has been a pleasure. o7

Dead Man's Game
Preatoriani
#11 Posted: 2016.04.18 11:37
There is one more important change, though not to the shotgun directly.

In 1.8 (I believe) all rifle dps was reduced but shotgun dps remained constant (except for the proficiency changes). So in a way shotguns were buffed relative to rifles. Prior to this change rifle ttk was much too short post aim assist. Shotguns were relatively UP so it was a good change.

Whilst the proficiency change reduced the dps, it did increase the shotgun's alpha damage slightly.
Eternal Beings
#12 Posted: 2016.05.03 07:34
Shotty GoBang wrote:
Jenny Tales wrote:
Was there ever much change to the shotgun?

Mechanics
Shotgun Hit Detection was bugged and patched several different times between release to mid Uprising. At its worst, a merc could stand directly atop an enemy hive, center his aim over the hive, fire the shotgun, and all twelve pellets would completely miss the hive. CCP ultimately found corrected the underlying issue(s) with shotgun hit detection; it has since remained reliable.


This is probably the most important detail in the entire thread.
OSG Planetary Operations
#13 Posted: 2016.05.07 22:31
Jenny Tales wrote:
Shotty GoBang wrote:
Jenny Tales wrote:
Was there ever much change to the shotgun?

Mechanics
Shotgun Hit Detection was bugged and patched several different times between release to mid Uprising. At its worst, a merc could stand directly atop an enemy hive, center his aim over the hive, fire the shotgun, and all twelve pellets would completely miss the hive. CCP ultimately found corrected the underlying issue(s) with shotgun hit detection; it has since remained reliable.


This is probably the most important detail in the entire thread.


I remember that. The pellets were originating further out that the muzzle of the gun. You could put the barrel to someone's chest, pull the trigger, and the pellets would appear and fire behind him. Ran into this issue quite a bit in early closed beta.
Nos Nothi
#14 Posted: 2016.05.08 17:57
Planetary Response Organisation
FACTION WARFARE ALLIANCE
#15 Posted: 2016.05.19 12:29
Pokey Dravon wrote:
Jenny Tales wrote:
Shotty GoBang wrote:
Jenny Tales wrote:
Was there ever much change to the shotgun?

Mechanics
Shotgun Hit Detection was bugged and patched several different times between release to mid Uprising. At its worst, a merc could stand directly atop an enemy hive, center his aim over the hive, fire the shotgun, and all twelve pellets would completely miss the hive. CCP ultimately found corrected the underlying issue(s) with shotgun hit detection; it has since remained reliable.


This is probably the most important detail in the entire thread.


I remember that. The pellets were originating further out that the muzzle of the gun. You could put the barrel to someone's chest, pull the trigger, and the pellets would appear and fire behind him. Ran into this issue quite a bit in early closed beta.

I want an AV shotgun and a shotgun large turret for my maddy

"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"

Mikramurka Shock Troop
Minmatar Republic
#16 Posted: 2016.05.20 09:54
To be honest, I was happy with the shotgun being OP (sort of) in CQC until commandos got introduced. Then we would not 1-shot everyone anymore. I found that so frustrating (it was already a bit against normal heavies), that I actually replace my primary from a shotgun to a nova knife.

Then I got happy again.

So here we are, the BEST shotgun of the game, is a knife. Thug life x)

Proud player of the most strategic and addictive massively-multiplayer FPS in the world.

Eternal Beings
#17 Posted: 2016.05.20 15:28
Lex DOCIEL wrote:
To be honest, I was happy with the shotgun being OP (sort of) in CQC until commandos got introduced. Then we would not 1-shot everyone anymore. I found that so frustrating (it was already a bit against normal heavies), that I actually replace my primary from a shotgun to a nova knife.

Then I got happy again.

So here we are, the BEST shotgun of the game, is a knife. Thug life x)


yeah ive been feeling that pain lately

also the bad hit detection
Kang Lo Directorate
Gallente Federation
#18 Posted: 2016.05.20 18:38
Jenny Tales wrote:
Lex DOCIEL wrote:
To be honest, I was happy with the shotgun being OP (sort of) in CQC until commandos got introduced. Then we would not 1-shot everyone anymore. I found that so frustrating (it was already a bit against normal heavies), that I actually replace my primary from a shotgun to a nova knife.

Then I got happy again.

So here we are, the BEST shotgun of the game, is a knife. Thug life x)


yeah ive been feeling that pain lately

also the bad hit detection



LOL, that's funny, Jenny. Kinda true in the case of one-player-approaching-one player.

But that goes back to the ole trap we fps players kept falling into with Dust 514. We keep thinking "this gun is meant for me-versus-that-player,... unless it says grenade-launcher or something plural".
CryThat was always wrong thinking. Dust 514 technology dealt with single-encounter VERY rarely. The Scrambler Pistol and the Nova Knife were about the only "personal" arms in the game during the first 3 years.

Dust gun manufacturers deal with Assault weapons (five players in a wave looking for targets), Breaching weapons (one player hoses a doorway until all the pesky enemy is cleared away), and the odd Stand-off weapons (sniper, railgun, Forge gun, that the user best stays a distance away to safely prime and fire).
A shotgun in Dust is a "breaching" weapon. You clear the doorway with it, so your friends can push in and take the room. (OR, you use it as I did... to hold off a group of reds trying to come THROUGH the doorway to slay you).

Even though scouts quickly adopted the shotgun or sneaky point-blank kills, it only succeeds in that 'role' because victims liked to roam around on their own without a buddy to cover them.
As a breaching weapon, the shotgun is still the better "CQC" arm than some personal Knives.

Admit it, nearly (NEARLY) every time you were killed by a shotgun, or killed a player with a shotgun, it's because the victim was stubbornly trying to operate on her own and lonesome. I've seen the good Caldari players double-team to always protect themselves from cloak-shotties.

...Ugh, oh the good ole days. Farewell to them for the time being. Straight

Universe of good wishes for the 49, especially CCP Eterne... No story can have life without writers and publishers.

LulKlz
#19 Posted: 2016.06.09 17:05
Me ran shotty on Min Ass MKO. Cry
Miss it too. If I had a mil ISK for every frames I one shot I'd be buying capital ships like it was toilet paper I was spending

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RUST415
#20 Posted: 2016.06.09 19:54
Shotty GoBang wrote:
Jenny Tales wrote:
Was there ever much change to the shotgun?



Sound
Used to make more of a kickball-bouncing-on-pavement sound.

Wow, never heard that description but it is exactly right. Ahhh... memories...

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