as we all know shotguns are dominant and while most people want to nerf the range that would destroy the shotguns as a whole. what need to happen in my opinion is to
1) have the range more dependent on aiming down sights & then lower ads speeds (not sprint recovery) on high impact shotguns that way if someone is right next to you they can still one shot from sprint via hip fire, but now it will take longer to get kills at range from sprinting.
2) lower the rate of fire on high impact shotguns & bring up the range on some lower impact shotguns. the goal here is to make 2 shots more viable than 1 shots and to have your 1 shots more as a back up weapon than a primary while the 2 shots can get more action with the 2 shots can still landing damage at range since they can ads faster
with both of these 1 hit shot guns are still viable just not as much while sprinting & if you love to sprint with shotgun with range you just have to switch to a 2 hit shotguns which will have a slightly slower time to kill. if you agree with please comment so we can get bungie's attention.
-
7 RepliesFirst shot takes down a guardian's shield. Second takes their health and kills them. Same for snipers. Puts an end to solo rushing Juggernauts. Sniping now requires 2 team mates working together. Revive sniping now requires 3 team mates working together. All but eliminating it from Trials and making the game more fun and hectic.
-
4 RepliesEdited by Soul_Eater_42: 1/4/2017 10:26:55 AMClose, but no. You're still wrong. The proper way to balance them is to swap the Range/Impact ratio of the High Impact archetypes with the Low Impact ones. In other words, the range will be proportionate to the impact. The higher the impact, the lower the range. That way, you'll have a choice between a heavy-hitter with a steeper damage dropoff, which will require you to get in really close to be effective, or a low-damage one which will be more forgiving at a distance. If they did it like this from the start, they wouldn't be such a headache to everyone. Of course, in addition to this, having special weapons lose some ammo on death (except for Sidearms since they generate their own ammo on respawn), would help curb the overuse of special weapons.
-
1 ReplyThe problem isn't just Shotguns. It's a combination of Shotguns, high movement speed, abilities like Jugg shield and Amplitude, small map design, and the recent sniper nerf. I think just nerfing Shotguns is a band-aid fix to a bigger problem.
-
Edited by TheArtist: 1/4/2017 6:26:05 PMhttps://www.youtube.com/watch?v=dPXbK0Mvmk4 The problem with shotguns isn't their range or their handling. Its the fact that----like on this video----someone can simply run/fly at you with one from basically SCOUT RIFLE RANGE, and you can't stand your ground and fight it off with a primary weapon (or even a special weapon in this case). This Titan skater with a Juggernaut shield is basically just able to run down True Vanguard from the ENTIRE length of the back courtyard on Bannerfall....and he is struggling to find a way to kill him fast enough . NO amount of nerfs to shotguns will fix this problem....BECAUSE IT IS NOT A SHOTGUN PROBLEM. It is the combination of a overpowered player ability (Jugg shield basically increases the player durability by almost 50%), and ridiculously under-powered primary weapons.
-
Restore Handcannon accuracy, hi RoF autos to year 2 levels, and keep mid to high RoF pulses as is. Restore either zoom scope or handling speeds to snipers to year 2 and that'll keep shotguns in check. The problem is the speed of guardians combined with the limited view of guardians line of sight. Honestly without overhauling map design or slowing guardians down which will take way too much work, buffing primaries is the way to go.
-
Or -Destroy them Bungie: Yes
-
3 RepliesLeave shotgun perks as is but this time make shotgun ammo way harder to get. They tried this once but it was a half measure. Go all the way. Hell i would love to see special ammo drop once a game like heavy does. Thats how you make primaries great again.
-
12 RepliesEdited by RPColten: 1/4/2017 5:46:23 AMDrop ammo on death and/or reduce special ammo available. Done. That's how you balance power weapons. You limit the players capacity to get and retain ammo, not reduce the effectiveness of the weapon itself.
-
1 ReplyStfu no mo nerfs to shotguns... [spoiler]muted[/spoiler]
-
11 RepliesShotguns are balanced.
-
12 RepliesI can't see how you're not breaking shotguns.
-
Maybe if they gave the the higher impact shotguns just more impact and not to much range and the lower impact more range then I think everything will be fine Honestly shotguns aren't even broken. It's the mobility of guardians. I see people say that they died from a far distance, but they do not realize that their health was already low. What do you expect?
-
You say this is how to balance shotguns yet say "the goal here is to make 2 shots more viable than 1 shots" If it's more viable than another, it's not balanced.
-
Stop allowing pvp to dictate the game and everything would be better
-
You use shotguns in pve? No ammo, slow as -blam!-, heavy like machine gun, reload take 30 seconds, no range , fortunately they took of lightswitch
-
Lower than rate of fire? You can't be serious....
-
Isn't it obvious 1. Nerf to range 2. Buff to impact or ROF so the damage spike is steeper and shotguns aren't useless
-
7 RepliesEdited by Golden1_1Dragon: 1/4/2017 3:02:43 PMIncrease the size of the map and less tight corners
-
I say less pellets for high impact and more for low impact. Then give the low impact shotpackage and remove full auto from high impact.
-
Remove full auto from high impact
-
So how long before secondaries are just taken out of the game?
-
3 RepliesShotguns are fine, I play trials every week with a Palindrom and a sniper, they are fine, I know how to adjust unlike most. Snipers could use a buff though. Same with some other Primaries.