Semi-Auto Shotgun Balance

Discussion in 'Test Server: Discussion' started by Beskucnik, Nov 8, 2022.

  1. Beskucnik

    Since we are getting a shotgun rework for the 10 year anniversary update i thought it would be worth mentioning the faction specific high capacity shotguns and their current status in the game. Haymaker, Sweeper and Nova are semi-auto alternatives that TR, NC and VS have access to. All 3 have almost identical stats but in comparison to the default shotgun they give up damage at minimum range, reload speed and muzzle velocity for an increased ammunition pool, magazine size and 8m max range. These tradeoffs aren't usually worth it and they just end up being directive fodder. A good change for these weapons would be to adjust their stats so they can match the NSO default SG-100 shotgun. Who performs the same role as a high capacity shotgun but with no downsides, identical or better stats and an increased pellet count.
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  2. Amador

    I find it odd that you ask for adjustments precisely while the Dev's are running around with a Nerf Bat during this supposed "Anniversary Shotgun Rework". Ironically, Semi-Autos were the only Shotguns that are currently spared the nonsense. It is impossible to have positive and fair change while they're running around with pitchforks and torches as they currently are.

    You're calling for changes during the worst possible time. But I'll humor the discussion in earnest.

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    In reality 12ga 00 Buck Shells (presuming that PS2 shotguns are similar in function) are supposed to have between about 9 to 12 pellets based upon the shell size. For example, they can give Semi-Auto Shotguns 9 pellet shells and Pump-Actions Shotguns 12 pellet shells.

    If they were actually clever, they would've made Shotguns in PS2 follow this template years ago during the Arsenal Update and adjusted the intended damage proportional to the amount of pellets present.

    What is the purpose of this? Simple...

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    Shotguns are weapons which rely upon "pellet volume" to enhance "shot pattern". Generally speaking, the term "shot pattern" is used to describe the uniform distribution of pellets over an area at a specified range.

    For example, an ideal "shot pattern" in PS2 would be 9 or 12 pellets evenly distributed over a torso-sized target at 5 to 10 meters. Perhaps 10 meters for Semi-Autos... Perhaps 5 meters for Automatic, Pump and Heavy Pump Shotguns for starters...

    But what is the problem with shotguns in PS2? This...

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    The problem with PS2 is that for many years Shotguns had an absurdly oversized cone of fire while paired with very few pellets. This resulted in shotguns being absurdly and wildly inaccurate, even beyond a reasonable scope. To describe this situation, picture this:

    Take a large traditional wooden barrel and place an average dinner plate at the very bottom center. Now throw 6 grains of rice and hope they all land on the dinner plate. The results will assuredly be inconsistent and lackluster, and that describes the typical feel of a Semi-Auto shotgun.

    What does this mean? Simple...

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    It means that the Sony Dev's incorrectly designed shotguns since launch and DBG did nothing to correct it for a very long time thereafter. Shotguns have had an absurdly oversized "cone of fire" while paired with below average "pellet volume" for -years-.

    However... Whether the Dev's realize it or not, the Smart Choke attachment is what actually put a "band aid" on the issue. Because players can now reliably hit their targets with most or all of their pellets while aiming at close range. Because despite the poor "shot volume" of most shotguns, the "cone of fire" was tightened significantly while aiming down sights with the Smart Choke - a very positive improvement.

    Want a glimpse of what Shotguns should've really been like? Here it is...

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    Shotgun Damage Template:

    NSO Semi-Auto Shotgun - SG-100
    214 RPM
    9 Pellets @ 78 Damage ea.
    Shot Damage = 702 (700 Semi-Auto Original)
    2 Shots to Kill @ 1404 damage.

    Semi-Auto Shotgun - Barrage
    225 RPM
    9 Pellets @ 67 Damage ea.
    Shot Damage = 603 (600 Semi-Auto Original)
    2 Shots to Kill @ 1206 damage.

    Automatic Shotgun - Nighthawk
    260 RPM
    9 Pellets @ 84 Damage ea.
    Shot Damage = 756 (750 Auto Original)
    2 Shots to Kill @ 1512 damage.

    Pump-Action Shotgun - Uppercut
    80 RPM
    12 Pellets @ 105 Damage ea.
    Shot Damage = 1260 (1250 Pump Original)
    1 Shot to Kill @ 1260 damage.

    Heavy Pump-Action Shotgun - Blackjack
    71 RPM
    12 Pellets @ 115 Damage ea.
    Shot Damage = 1380 (1375 Pump Original)
    1 Shot to Kill @ 1380 damage.

    ... Etc. Surely you get the idea by now how these adjustments would work.

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    This is the way Shotguns should've been changed since the Arsenal Update. The true purpose of a Shotgun is to have adequate shot volume and to cause "overkill damage" so that standard classes have an opportunity to defeat MAX units and Heavy Assault with shields at point-blank in CQB fights.

    Shotguns -are- a counterplay against units that can soak damage. But the cost is that you must be point-blank to be effective and risk dying in the process due to low magazine size and long reloads.

    How did DBG Dev's screw this all up? They should have never added Flechette Ammo to Shotguns which TRIPLED THE EFFECTIVE RANGE of Shotguns beyond a reasonable scope. This is why they're playing whack-a-mole with the Nerf Bat right now.

    This kind of nonsense infuriates me.