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Edited by Samantha: 10/17/2016 6:05:13 AM
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Shotguns...

Sorry for the baity title lel this is not a nerf post. Bungie's last weapon tuning did a bit of focus on the higher-impact pulses and buffed them up a bit since they were getting overrun by Hawksaws and Grasps. Why don't they do this to shotguns? Once again, this isn't a nerf post, I come in peace, just a couple suggestions to increase the diversity of shotguns we see in Crucible, so it's not just PC's and Matadors but also others, like that sweet Taken one that was released after the April Update. I'd love to see that around the Crucible, but unfortunately it's really nothing more than a shitty shotgun. I'm going to try to make suggestions to add some shotgun diversity without actually nerfing anything, so don't rip me to shreds LOL Here's the problem with this in a nutshell. 1) High-impact shotguns seem to generally have higher base range; Matador, Deidri, and Party Crasher. That seems innocent in itself, except that on shotguns, impact is essentially a range stat itself; higher impact means higher effective range. The higher damage each bullet in that spread does, the longer the OHK distance is (before damage drop-off), and the more damage is done even if most of the spread misses its target. It's why aggressive ballistics is so highly sought-after even though it negates range. I can't come up with lower-impact shotguns off the top of my head other than the aforementioned Taken shotty, and also the new IB shotgun which is one of the few low-impact shotguns I actually see nowadays because it does have a good base range stat. But the faster fire rate still is worthless in comparison to the lost damage because of point #2: 2) Shotgun-melee. I don't think this is OP, so don't take it that way, but if more shotguns than Matador want to see Crucible playing time, then this needs to go. Why? What this strategy does is negate fire-rate; fire-rate is a redundant stat on shotguns because of this. If you use a Party Crasher or Matador, you'll notice pretty quickly that the fire-rate is abysmal. However, if you're within melee range of someone and you don't kill someone outright with your first buckshot, then you can ignore that slow as hell fire-rate and just hit the melee button to finish them off. In itself, there's nothing wrong with this, but what this does it keep the faster-firing shotguns from finding their niche in being a little more forgiving for a missed kill. What can be done to change this? 1) Leave the range on the Party-Crasher archetype the same, but raise the range cap and base range on low-impact shotguns until their effective OHK range is fairly close to the PC. Still not at the same range though; since the lower-impact archetype obviously has a faster two-hit-kill time than the higher-impact one, they shouldn't be able to hit quite at the same range as Party Crashers can. 2) Institute a small melee cooldown after a shotgun blast, scaled to the rate of fire of the shotgun used, [i][b]effective only on the damaged person[/b][/i] (meaning that if you shoot one guy you can punch another before the cooldown expires), in return for slightly increased damage on the PC archetype. This will slightly increase effective range on that archetype while allowing faster-firing shotguns some room to breathe. Thoughts?

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  • It's irrelevant if the high impact shotguns became less effective...ppl would just go to fusions ppl these days are doing anything to get away from a possible primary engagement. Whether its tracking nades into primary shotgun rushing body shot sniper then primary or spam charging a fusion around a corner. it's just a sad state we need primary buffs albeit this is an excellent sugguestion but the faster fire rate shotguns will need more special ammo. Since when specials are primaries now lol. and when you have 0 special I know im not the only 1 walking around the map like sht....

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  • Even if you buff lower impact shotguns no one will use them. The special ammo economy won't support them

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    • IMO, double the range of low impact shotguns, and make the fire rate very quick - so two shots to kill at range, but good range on them vs one shot to kill with the lower rof shotguns.

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    • I hit a guy with 4 Invective shots, final round included in this mind you, and he lives, manages to move an even [i]further[/i] distance out and 1 shots me at full with the Matador. I couldn't believe it. A buddy watching me said "is that a -blam!-ing joke?"

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      • Or make each shotgun impact/range the same. (Invective range/impact.. if they have rifled barrel) Because they all 1 hit kill anyways. And only difference in firerate /stability. Why do they have different impact anyway when they all 1 shot kill at their intended range. And what i still dont get is the archetypes. 1.Highest impact/highest range. 2.Low impact /low range. Why would anyone pick option 2.

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        • One time in IN I was shooting at a guy with the silvered dread, the came up to me, and killed me with Quantiplasm from at least 4m away.

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          • [quote]Sorry for the baity title lel this is not a nerf post. Bungie's last weapon tuning did a bit of focus on the higher-impact pulses and buffed them up a bit since they were getting overrun by Hawksaws and Grasps. Why don't they do this to shotguns? Once again, this isn't a nerf post, I come in peace, just a couple suggestions to increase the diversity of shotguns we see in Crucible, so it's not just PC's and Matadors but also others, like that sweet Taken one that was released after the April Update. I'd love to see that around the Crucible, but unfortunately it's really nothing more than a shitty shotgun. I'm going to try to make suggestions to add some shotgun diversity without actually nerfing anything, so don't rip me to shreds LOL Here's the problem with this in a nutshell. 1) High-impact shotguns seem to generally have higher base range; Matador, Deidri, and Party Crasher. That seems innocent in itself, except that on shotguns, impact is essentially a range stat itself; higher impact means higher effective range. The higher damage each bullet in that spread does, the longer the OHK distance is (before damage drop-off), and the more damage is done even if most of the spread misses its target. It's why aggressive ballistics is so highly sought-after even though it negates range. I can't come up with lower-impact shotguns off the top of my head other than the aforementioned Taken shotty, and also the new IB shotgun which is one of the few low-impact shotguns I actually see nowadays because it does have a good base range stat. But the faster fire rate still is worthless in comparison to the lost damage because of point #2: 2) Shotgun-melee. I don't think this is OP, so don't take it that way, but if more shotguns than Matador want to see Crucible playing time, then this needs to go. Why? What this strategy does is negate fire-rate; fire-rate is a redundant stat on shotguns because of this. If you use a Party Crasher or Matador, you'll notice pretty quickly that the fire-rate is abysmal. However, if you're within melee range of someone and you don't kill someone outright with your first buckshot, then you can ignore that slow as hell fire-rate and just hit the melee button to finish them off. In itself, there's nothing wrong with this, but what this does it keep the faster-firing shotguns from finding their niche in being a little more forgiving for a missed kill. What can be done to change this? 1) Leave the range on the Party-Crasher archetype the same, but raise the range cap and base range on low-impact shotguns until their effective OHK range is fairly close to the PC. Still not at the same range though; since the lower-impact archetype obviously has a faster two-hit-kill time than the higher-impact one, they shouldn't be able to hit quite at the same range as Party Crashers can. 2) Institute a small melee cooldown after a shotgun blast, scaled to the rate of fire of the shotgun used, [i][b]effective only on the damaged person[/b][/i] (meaning that if you shoot one guy you can punch another before the cooldown expires), in return for slightly increased damage on the PC archetype. This will slightly increase effective range on that archetype while allowing faster-firing shotguns some room to breathe. Thoughts?[/quote] I completley agree, theres too much shottys and snipers running around trying to mlg the game when its a bit annoying and something bungie can fix easily.

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            • Couldn't agree more.

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            • Just nerf shottys do they aren't the meta...

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            • How did everyone get the Matador with the LongviewSLR10 Scope?

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              • 1
                [quote]Sorry for the baity title lel this is not a nerf post. Bungie's last weapon tuning did a bit of focus on the higher-impact pulses and buffed them up a bit since they were getting overrun by Hawksaws and Grasps. Why don't they do this to shotguns? Once again, this isn't a nerf post, I come in peace, just a couple suggestions to increase the diversity of shotguns we see in Crucible, so it's not just PC's and Matadors but also others, like that sweet Taken one that was released after the April Update. I'd love to see that around the Crucible, but unfortunately it's really nothing more than a shitty shotgun. I'm going to try to make suggestions to add some shotgun diversity without actually nerfing anything, so don't rip me to shreds LOL Here's the problem with this in a nutshell. 1) High-impact shotguns seem to generally have higher base range; Matador, Deidri, and Party Crasher. That seems innocent in itself, except that on shotguns, impact is essentially a range stat itself; higher impact means higher effective range. The higher damage each bullet in that spread does, the longer the OHK distance is (before damage drop-off), and the more damage is done even if most of the spread misses its target. It's why aggressive ballistics is so highly sought-after even though it negates range. I can't come up with lower-impact shotguns off the top of my head other than the aforementioned Taken shotty, and also the new IB shotgun which is one of the few low-impact shotguns I actually see nowadays because it does have a good base range stat. But the faster fire rate still is worthless in comparison to the lost damage because of point #2: 2) Shotgun-melee. I don't think this is OP, so don't take it that way, but if more shotguns than Matador want to see Crucible playing time, then this needs to go. Why? What this strategy does is negate fire-rate; fire-rate is a redundant stat on shotguns because of this. If you use a Party Crasher or Matador, you'll notice pretty quickly that the fire-rate is abysmal. However, if you're within melee range of someone and you don't kill someone outright with your first buckshot, then you can ignore that slow as hell fire-rate and just hit the melee button to finish them off. In itself, there's nothing wrong with this, but what this does it keep the faster-firing shotguns from finding their niche in being a little more forgiving for a missed kill. What can be done to change this? 1) Leave the range on the Party-Crasher archetype the same, but raise the range cap and base range on low-impact shotguns until their effective OHK range is fairly close to the PC. Still not at the same range though; since the lower-impact archetype obviously has a faster two-hit-kill time than the higher-impact one, they shouldn't be able to hit quite at the same range as Party Crashers can. 2) Institute a small melee cooldown after a shotgun blast, scaled to the rate of fire of the shotgun used, [i][b]effective only on the damaged person[/b][/i] (meaning that if you shoot one guy you can punch another before the cooldown expires), in return for slightly increased damage on the PC archetype. This will slightly increase effective range on that archetype while allowing faster-firing shotguns some room to breathe. Thoughts?[/quote] Keep shotguns. The Trespasser is a NASTY counter.

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                • So basically [spoiler]Nerf Fusion Rifles[/spoiler]

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                • Matador with full auto is the most broken gun in the game...the fire rate is obnoxious and there's nothing you can do against it unless you get lucky lol

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                  • Or buff primary's

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                    • Shot guns will always be a viable gun. Bungie loves them. And i love my fusuons and side arms.

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                    • The high rof shottys should just get more ammo. So the 2 or 3 shots to kill wouldnt cost you all of your ammo after 3 kills.

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                      • Ya whatever

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                      • I have the perfect solution to this shotgun problem... If being shot one should have his movement speed reduced in half. Meaning if Im being rushed with a shotty head on and im shooting you, you will die waaay b4 you get in 1 hit kill range

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                        • ~[i]make immobius great for once[/i]

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                        • Edited by Xyolixis: 10/18/2016 1:15:34 AM
                          I'd like shotguns to be reworked altogether for both pve and to make crucibabies cry less than the average hunter when he tries to Arcblade a Fist 'o Screw You. I want the MAX damage dealing range BEFORE falloff occours to be maybe TRIPLED to what UniMote was at it's peak. Now, why the hell do i want this? It's like asking someone to follow you with infinite golden gun and shoot you before you ever kill anyone. Here's the trade off (for pvp first, since it's the "important" part.) The one shot range would only occour, in normal gunfight engagements with no buffs or debuffs invoked, would be that of current low impact/ranged shotties. But outside of that range? Would definitely need between 2-4 shots, depending on the gun involved. With this (and a better explanation) we could live happier lives knowing shotguns would actually useful outside of kissing distance. We could even bring back things like shot package, which would mainly help out pve more, seeing as the damage ranges in pvp would be relatively locked like a fusion rifle. Imagine, also, how much ammo the average pvp'er would use too. "Wow, golly gee, I have so much range, I'll surely only use my shotty and nothing else, right?" No, silly. Assuming we spawn in with a (6 shots) mag and a halfs worth, that's roughly 3-5 cqc kills if they don't have a weapon out. See, the higher impact shotguns are slow, real slow, and would suffer slightly from flinch. Making it sound rather fun to see who wins, that corner camper you KNOW is there, or you. I'm not smart enough to know how it could really be implemented, nor can i say the best tradeoffs are between shotty archetypes are, but i missed when shotties were at 200% buff in pve, purely because they felt like they had actual RANGE. [spoiler]Also chaperone would BASICALLY be a short ranged sniper, but that gun takes skills that I currently do not have, and am jelly when i get absolutely sniped by it. Props to you space cowboy/girl.[/spoiler] Big post woo. *also by mag and a half, and mag being 6, the sizes would be buffed, so that scenario was with 9 shots, also give snipers more ammo guys, with all current nerfs i feel they deserve their capacity back.

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                        • I vote getting rid of shotguns altogether. Fck em.

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                          • The iron banner shotgun is solid along with invective.

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                          • Use Winter's End

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                          • So basically remove all weapons from Destiny except the mapador? That's cool

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                          • So um buff snipers is what you're saying?

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                          • The crucible is a game of special weapons. Special weapons out perform the primaries at the moment so thats all everyone uses. Could you imagine if we had a weekend of trials with zero special weapons? How great would it be if we had actually gun fights! Primaries should be renamed special because in that rare instance you get killed by a primary, it feels special!

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