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Gun balance round 2: Shotguns
Hey all,
So I'm a little behind on stat changes, but that's because this update is so huge, and they required some scripting to get the reloads back to what they were. These updates will go into effect Friday, July 11th. See here http://pastebin.com/26EdfE8F I'm completely revamping shotguns with two goals in mind. 1) Nerf the overall power of shotguns. With the new hotkey system, shotguns (especially the AA12) were absurdly dominant. If you went into any PK event, including gang events, you'd see about half the people sitting in the corner holding D with an AA12. Then they could switch to their navy as soon as someone came close. Shotguns should viable door-breakers and situational guns. They shouldn't be able to rack up 50 killstreaks by sitting in a corner (something I was guilty of a few times :p) 2) Give the shotguns each a niche and level the playing field a bit, in accordance with their prices. This is just to give more variety of choice to the players. Notice that the AA12 and USAS are clip or barrel shotguns. When you hit A, they reload all at once. The PL9, Spas, and PBP will all reload one bullet when you hit A. See the pastebin for my specific reasoning. As always, I'm open to feedback. -Ish |
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I love you.
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Would be nice to eventually see shotgun projectiles get a range limit and lowered but compounding damage (eg. each projectile only does 5 damage but if you get hit 5 of them you take 25 dmg). That way they really are close quarters/ambush weapons. Also mitigates the issue with people sitting back in a corner and firing; if the projectiles are spreading so much that people can walk through a few of them and only take 10 or so damage -- if they even reach at all with the range limit. |
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I don't remember how it used to be, I've played from back in 2001-2002, then again (I think Jenn?, Cassy? as manager) when Andy was manager, quit after reset. Then started again with Tim as manager until currently.
Stuff changes so much. |
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