27 Feb 12, 02:32PM
(This post was last modified: 27 Feb 12, 02:40PM by Roflcopter.)
Okay, I've been testing the shotgun for an hour and I think I have slightly better values than the ones currently proposed. Of course it's largely an opinion so let me say what I was aiming for:
Point-blank: instant kill
Very close (think engagement at corners): 80-90
Mid range (think normal engagement distance on desert): 45-60
Long range (almost the width of desert): 20-30
These are all assuming perfect aim, and indeed the current balance and my proposed balance requires precision that weren't necessary with the 1104 shotgun.
Close range a shotgunner now has less of a chance at gibbing, but can almost always follow the shot with 2 pistols to finish their opponent. This removes a lot of the overpoweredness from public games while presenting a suitable alternative for clan matches.
Mid range a shotgunner will usually be killed before they fire two shots so the damage needs to be at least 50 to make shotgun viable. Again, a shotgunner should use cover and bait opponents rather than direct fire. If they don't an SMG or AR player should win the fight will fairly high health.
At long range shotgun should be weak but still do meaningful damage. A single perfectly aimed shot can still be healed by a single medkit but several shots present modest damage. A shotgunner can't reasonably expect to get 4 shots in a row without an opponent moving into cover, getting health or returning fire. i.e. the shotgun isn't much more than a mild deterrent at long range.
I'll add, I think the bonuses could be done better. Close range behavior seems a bit random. Can anyone advise be how the bonus system works?
Point-blank: instant kill
Very close (think engagement at corners): 80-90
Mid range (think normal engagement distance on desert): 45-60
Long range (almost the width of desert): 20-30
These are all assuming perfect aim, and indeed the current balance and my proposed balance requires precision that weren't necessary with the 1104 shotgun.
Close range a shotgunner now has less of a chance at gibbing, but can almost always follow the shot with 2 pistols to finish their opponent. This removes a lot of the overpoweredness from public games while presenting a suitable alternative for clan matches.
Mid range a shotgunner will usually be killed before they fire two shots so the damage needs to be at least 50 to make shotgun viable. Again, a shotgunner should use cover and bait opponents rather than direct fire. If they don't an SMG or AR player should win the fight will fairly high health.
At long range shotgun should be weak but still do meaningful damage. A single perfectly aimed shot can still be healed by a single medkit but several shots present modest damage. A shotgunner can't reasonably expect to get 4 shots in a row without an opponent moving into cover, getting health or returning fire. i.e. the shotgun isn't much more than a mild deterrent at long range.
Current Suggested | My Suggestion | |
SGDMGTOTAL | 88 | 85 |
SGCCdmg | 500 | 550 |
SGCMdmg | 325 | 350 |
SGCOdmg | 175 | 100 |
SGDMGDISTB | 50 | 50 |
SGDMGBONUS | 62 | 65 |
SGCCbase | 0 | 0 |
SGCCrange | 45 | 40 |
SGCMbase | 25 | 25 |
SGCMrange | 60 | 60 |
SGCObase | 50 | 45 |
SGCOrange | 75 | 75 |
I'll add, I think the bonuses could be done better. Close range behavior seems a bit random. Can anyone advise be how the bonus system works?