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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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