Saxton Hell Forums

Server Discussion => Saxton Hell => Topic started by: Miaumon on January 03, 2013, 10:51:22 pm

Title: Shotgun buffs general
Post by: Miaumon on January 03, 2013, 10:51:22 pm
Post ideas for the shotgun so we may mock them. You: :'(
Title: Re: Shotgun buffs general
Post by: Turkle on January 04, 2013, 03:16:08 am
1 shot = 3000 damage

Or just give it crits/a damage boost in general.
We could always reduce taunt time with it so you can taunt crit faster too.
Title: Re: Shotgun buffs general
Post by: Antie97 on January 04, 2013, 09:01:01 am
crits so i can always hear pomf
thank you turtle
Title: Re: Shotgun buffs general
Post by: Miaumon on January 04, 2013, 01:30:12 pm
the RL taunt is already short so you could switch back and forth like with the sticky launcher.
Title: Re: Shotgun buffs general
Post by: crab on January 04, 2013, 01:32:04 pm
imo shotguns need 12 shots per clip and each shot deals 30 at the very least. also they should reload three times as fast and have a 1 second taunt time.
Title: Re: Shotgun buffs general
Post by: Miaumon on January 06, 2013, 11:03:22 pm
serious ideas would be nice.
Title: Re: Shotgun buffs general
Post by: jay50jay on January 07, 2013, 02:06:14 pm
Perhaps you could add a slight knockback? If you're running low on rockets and Hale is on your ass you could use it to keep him at bay.
Title: Re: Shotgun buffs general
Post by: Exile on January 07, 2013, 05:05:22 pm
This is something I've wanted to talk about for a while so get ready for a big post.

My current idea for a shotgun buff is to make it work better when the medic is healing you so that the shotgun is actually a viable sidegrade for defending you and your medic (and the rest of the team by proxy). The shotgun should be a viable sidegrade (if not straight upgrade) provided you can aim with a hitscan weapon (which most people can't in all honesty).

The gunboats were already powerful in Hale and were made even more powerful by reducing fall damage, a buff that was entirely unnecessary in my opinion. The gunboats and mantreads both promote running away from Hale and your team in favor of getting health as opposed to fighting Hale and supporting your team. Currently, it's pretty much required to use the gunboats or mantreads as the shotgun won't help you survive any better.

In regular tf2, the shotgun is your backup weapon. It's what you use to finish off enemies after hitting them with rockets. It's also valuable for soldier as it's a hitscan weapon. When it isn't possible or viable to attempt an airshot, you will usually either wait for the target to land, retreat, or use your shotgun.

In Hale, you can't finish him off with the shotgun, what you would want to do is fend him off. For the shotgun to be a viable sidegrade, it must help in fending off Hale some way whether it be through reworking the weapon or straight up buffing it.

A buffed weapon shouldn't make a game less fun for other people. My biggest gripe with the mantreads for example is that while it makes the game more fun for the soldier in question, it is essentially a jump across the entire map instantly weapon, which on some maps, is right to a health pack. It slows the game down.

The main attributes I was considering:

Other buffs to consider (not all of them):

Other buffs that would require tinkering with the plugin itself:

If it turns out the shotgun is too hard to buff, I propose nerfing the gunboats at least. Their buff was entirely unnecessary as the soldier is one of the most powerful classes in Hale.
Title: Re: Shotgun buffs general
Post by: Aldric Talvalin on January 07, 2013, 11:16:17 pm
maybe just health on shot and can allow overheal?
Title: Re: Shotgun buffs general
Post by: Antie97 on January 07, 2013, 11:44:54 pm
Well, there you go mia. You DID ask for serious ideas, Exile posted a whole thesis about it.
Title: Re: Shotgun buffs general
Post by: Exile on January 08, 2013, 02:24:59 pm
Well, there you go mia. You DID ask for serious ideas, Exile posted a whole thesis about it.

Yeah I got flak from the other admins for writing an essay as well. I've had strong opinions on the shotgun for a while though so I didn't want to post "maybe minicrits will help" without seriously defending it.

We're going to be running some tests later tonight. This is roughly what we are going to be testing:

When a medic is healing you:
This played out pretty well when Turtle and I did a few runs with some of the regular medics on our server. It is strictly better for pocket soldiers if you are good at aiming with the shotgun and have a good medic, otherwise its usefulness is limited. It may need to be buffed more but I feel this leads to fun gameplay if you like using the shotgun in regular gameplay.

If anyone has any thoughts, I'd like to hear them.
Title: Re: Shotgun buffs general
Post by: Miaumon on January 08, 2013, 03:21:44 pm
the thesis is the first paragraph explaining the rest YEAH TAKE THAT BOOM
Title: Re: Shotgun buffs general
Post by: Exile on January 08, 2013, 08:26:38 pm
We decided going against making it a dedicated med buff for now. Currently shotguns for soldier, heavy, and pyro have full crits. This is still a trial phase so it may change in the future.
Title: Re: Shotgun buffs general
Post by: shezeu on January 08, 2013, 09:55:39 pm
We decided going against making it a dedicated med buff for now. Currently shotguns for soldier, heavy, and pyro have full crits. This is still a trial phase so it may change in the future.

Just those 3 or Engies too?
Title: Re: Shotgun buffs general
Post by: Exile on January 09, 2013, 03:26:55 pm
Just those 3 or Engies too?

We don't think the engie needs to be any stronger than it currently is.
Title: Re: Shotgun buffs general
Post by: jay50jay on January 12, 2013, 10:00:06 am
We don't think the engie needs to be any stronger than it currently is.

http://www.youtube.com/watch?v=VoW9czgQBqE# (http://www.youtube.com/watch?v=VoW9czgQBqE#)
Title: Re: Shotgun buffs general
Post by: Rukrio on January 18, 2013, 07:16:46 pm
another thing to note on engies: you can always pack your pistol. pistol is allcrits all the time, and frontier justice does crits when your sentry has a lock on the hale/boss. and it may not seem like much, but that 45 damage per hit adds up fast for pistol engies, especially since he gets 200 ammo for his reserve to spam however he pleases.

that and level 3 sentries deny areas to bad hales. that's all you can ask for.
Title: Crit Shotgun Nerf
Post by: Inconspicuous on January 19, 2013, 02:49:42 pm
I personally think that full crits for the pyro was a bit OP, and that it did deserve a nerf. Crits were completely fair (in my opinion) for the heavy.


pls brin bak heby crit sotgun (and maybe the soldier)
Title: Re: Shotgun buffs general
Post by: VoiDeD on January 19, 2013, 03:08:27 pm
My primary issue with giving the shotgun full crits was the knockback. When everyone uses the shotgun, it simply leads to the player being hale being knocked around more than usual.
Title: Re: Shotgun buffs general
Post by: Rukrio on January 30, 2013, 03:49:50 pm
you forgot a 'shotgun': rightous bison ring any bells?
Title: Re: Shotgun buffs general
Post by: VoiDeD on January 30, 2013, 05:53:08 pm
Feel free to suggest things to buff that.

All the laser weapons are generally useless so they could definitely benefit from some sort of buff.
Title: Re: Shotgun buffs general
Post by: jay50jay on January 31, 2013, 09:52:58 am
The Cow Mangler is quite frankly a lost cause. You could maybe allow it to hold more rocketlazars in it's clip, or maybe have a faster reload. Since it can't be crit boosted, it just wouldn't be as effective sadly.

Moving onto the Bison, I think full crits could work. There's very little knockback to the Bison so it won't knock around Hale so much. Also, if you're across the map and you manage to hit him with it, you deserve that damage output.

Pomson could drain a single percent of Hale's rage maybe, giving the Engie some sort of support shotgun.

Eureka Effect.. No idea on how to improve that.

Phlog could increase durability during the rage period to survive two hits maybe.

Third Degree? http://www.youtube.com/watch?v=XVv7w9-rnmA#ws (http://www.youtube.com/watch?v=XVv7w9-rnmA#ws)
Title: Re: Shotgun buffs general
Post by: Rukrio on February 01, 2013, 06:09:37 pm
cow mangler, remove the "can't be crit boosted" effect. or maybe make it crit where it would normally minicrit. if all else fails, try to improve it's damage output through stats.

the fullcrits on bison would definetly work out: there's like no knockback from my usage of it when i used taunt crits.

pomson idea also is sound
Title: Re: Shotgun buffs general
Post by: BoBoBo-Bo Bo-BoBoBo on February 02, 2013, 12:24:53 pm
cow mangler, remove the "can't be crit boosted" effect. or maybe make it crit where it would normally minicrit. if all else fails, try to improve it's damage output through stats.

the fullcrits on bison would definetly work out: there's like no knockback from my usage of it when i used taunt crits.

pomson idea also is sound
or maybe make it crit where it would normally minicrit
can not be crit boosted in any way

The Cow Mangler 5000
Level 30 Focused Wave Projector
Does not require ammo
Alt-fire: A charged shot that mini-crits players and disables buildings for 4 sec
-10% damage penalty
No random critical hits
5% slower reload time
Deals only 20% damage to buildings
Cannot be crit boosted
Title: Re: Shotgun buffs general
Post by: BoBoBo-Bo Bo-BoBoBo on February 02, 2013, 01:06:50 pm
found out reflected can deal crits