There is a big thread in general right now where people are discussing it. It should probably be here.
http://forums.tripwireinteractive.co...39#post1421239
This actually seems like a good idea to me.
Combat shotgun's damage boost is too low to feel it when facing off against scrakes. It's ammo pool is also too low. The best thing that can be said about it is that it can clear out trash as quick as the pump shotgun if you reload after every shot, and can be used to desperately fire off six shots when you are in trouble--but that doesn't justify the high weight and high cost of ammo/the gun, and that isn't really something people want in a T3. Buying it on the harder modes means it'd get pretty tough to budget for an AA at the later levels. Right now, everyone skips it. Desperately needs rebalance.
Apologies if this has been posted here before
http://forums.tripwireinteractive.co...39#post1421239
Quote:
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Originally Posted by G-fan 27 (Post 1421239)
My thoughts
-Tier 1: SG 500 (200 dosh)- Fire Type: Pump Damage: 20 Ammo: 8 Ammo Type: 12 Gauge Great little starter weapon to deal with those beginning waves. -Tier 2: M4 Military (600 dosh)- Fire Type: Semi Auto Damage: 20 Ammo: 8 Ammo Type: 12 Gauge Great intermediate level gun that deals with zeds quickly and not so cleanly. -Tier 3: AA12 (1200 Dosh)- Fire Type: Semi/Full Auto Damage: 20 Ammo: 20 Ammo Type: 12 Gauge Great overall versatile gun that will hit those small zeds hard and deal with the larger zeds. Great late game shotgun. -Tier 4: Double Barrel Boomstick (1500 Dosh)- Fire Type: Single/Double Damage: 60 Ammo: 2 Ammo Type: 8 Gauge By Boomstick, i mean BOOMSTICK. This gun packs a wallop all around. Great for end of the game stages. This gun fires an 8 gauge shell that is not only devastating to the zed on the receiving end, but devastating on your shoulder and wallet too. See what i did here, i balanced these guns by fire type. Now instead of having guns that all fired the same round have different damages they have same damage throughout the 12 gauge area. Boomstick would now be a big zed weapon shooting an 8 gauge shell that is pricey and cumbersome (not a lot of ammo), but packs a hell of a punch. |
Combat shotgun's damage boost is too low to feel it when facing off against scrakes. It's ammo pool is also too low. The best thing that can be said about it is that it can clear out trash as quick as the pump shotgun if you reload after every shot, and can be used to desperately fire off six shots when you are in trouble--but that doesn't justify the high weight and high cost of ammo/the gun, and that isn't really something people want in a T3. Buying it on the harder modes means it'd get pretty tough to budget for an AA at the later levels. Right now, everyone skips it. Desperately needs rebalance.
Apologies if this has been posted here before
Balancing the combat shotgun so that people actually use it
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