Fixing Current Shotguns

While fun to use, the shotguns currently in Darktide are underwhelming at best - which is too bad, as they’re really quite nice looking.

The Double Barrel simply needs more power. If it stays in its current form, it isn’t that much different from the other shotguns except in style. I’m not advising to change its spread, but one option would be to give it a much wider spread but more damage that drops off quickly, so that it can clear out all the chaff in a wide cone in front of you but is much less useful at longer ranges.

The other shotguns are poorly-defined (especially since the icons in-game don’t even make clear what special round they have; I can only remember each variety by their magazine sizes), and I think the simplest implementation would be to change their special ammo to being their default firing mode. A slug-firing shotgun, a shotgun that shoots dragon’s breath rounds, and a “normal” shotgun would seem quite fine, with some number tweaking. In general, they feel very weak, and there is a wider problem of inconsistency that plagues all the shotguns. I’ll come back to that. If their special fire modes became default, they could get a melee bash, or they could just get flashlights. Or bayonets.

For the original three, a new blessing that lets you load two shells at a time would be a nice quality of life improvement. It’s a real technique, and would help cut down on the very long reloads at the cost of a blessing slot. It might be far from optimal (though you could always throw some other buff like narrowing hipfire spread on there) but I’d still consider running it, personally.

Coming back to the inconsistency; while that’s something that is inherent to a spread weapon, in a game it feels bad when you unload multiple rounds into a mid-tier enemy twenty feet away and they get back up. The minimum pellet count idea helps mitigate this, but you could also just do a line trace from the barrel and load a portion of the damage into that, so things directly under your sites take a predictably large chunk of damage. Just a thought.

Finally, it may be just me, but it has never made sense that shotguns are so bad against monsters. They’re typically used for hunting, and all those pellets would tear up a lot of surface on something big it hits. It just feels thematic to take a shotgun to go hunting big beasties.

5 Likes

Considering the new class… I expect some changes on shotguns. And the S is not an error.


I like the shotguns, or at least the idea of them. I do agree that having a shotgun feels quite lackluster at the moment tho’.

Things like cleave, stun, bleed, higher damage, range, (much) faster reload and a toggle for the selected shells would all be things experiment with imo.

I’ve tried running the shotgun on Zealot and Veteran quite a lot and while I can see the difference between the models, they do lack things to clearly identify them. Mostly it’s the aim reticule or what ever you call it on the special ammo.

Another issue is that when playing as the Zealot, there are times that you really don’t want that additional aiming in after a dodge. Yes, you can just avoid the node, but it also leads to one I like having.

*in the picture it looks like the weapon has a magazine that you could swap out. I am however not 100% that it is a shotgun or that it isn’t kitbashed.

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As I’ve said multiple times earlier: shotguns are pretty much unusable without manstopper + crit build because how bad their cleave is. Manstopper should be a built-in feature (at least the cleave buff should only apply against unarmoured enemies) and be replaced with something else.

They also need more ammo, ability to load multiple special ammo in the tube and slightly faster animations/increased mobility, because it has some “dragging” feeling to it other weapons don’t have.

2 Likes

Will happily beat on this dead horse.

Things Bolter does better than Combat Shotguns (not a schizo comparison, I promise)

  • better damage
  • better dps
  • better fire rate
  • better reload speed
  • higher ammo capacity
  • better ammo economy
  • looks iconic :nail_polish:

Things bolter and combat shotgun share

  • sprint speed
  • stamina drain
  • dodge count
  • stagger power and suppression

Thing that shotguns do better than bolter

  • swap speed

It’s not good. Bolters in darktide are a super weapon, why is the grunt weapon overloaded with drawbacks?

Sure, you can reload a single shell faster than a bolter reload, but you can’t reload the number of shells needed to kill a single enemy before bolter can. You can’t make that make sense.

Human shotguns need

  • better reload
  • better mobility profile
  • better ammo economy (whether that’s greater damage, better damage fall-off, more ammo reserves, or all of those)

The Double-barrel I don’t have the same issues with. I think a good build makes it hit like a kickback and opens up the melee slot for off meta weapons. If it needs buffs, it’s probably the minimum-pellet count tech or damage fall-off that could be improved.

I don’t think buffs are impossible. The Ripper guns got a buff during the rework and the Mk II is my most used ranged weapon option for Ogryn. So I’m looking forward to possible shotgun buffs with the new class drop.

6 Likes

I’ve played with the Double Barrel, and while it’s fun, especially in quick-swap Vet, it just feels very lackluster. Personally, I’d rather it have less ammo but each shot was a lot stronger.

Thanks… exactly what I always say.

And you could add in the comparison the revolver.

Ammo sure.
Manstopper not sure.
However, they need to increase damages.

I expect automatic shotguns with arbites. Maybe a new combat shotgun. (sidenote, trailer show at least one… but not sure the class can live with only one shotgun specific)

Globally agree.

Let’s say it… Shotguns just need something done. Ammo is what I ask. But problem is that if they don’t nerf boltgun, then they have to buff shotguns.

2 Likes

If the current reload speed and ammo economy is to stay the same, shotguns should be doing more damage and be consistent up to medium range.

5 Likes

Hopefully Arbites brings buffs and reworks to the shotguns. I want to like them, shotguns are pretty cool and feels like they should reign supreme in close range fights.

3 Likes

They are secondary weapons to complement a build that isnt primarily shooting. Or half shooting. You need to be close range to get the most damage.

So DD Psyker
So Weapons Specialist
Prettymuch any Preacher build

then you have flavours of Shotgun

Aoe
ST
CC

Theyre really not bad and like much of DT they depend on your builds overall synergy and the difficulty youre n, and youre teams comp, skill and weapons.

Agripinaa can easily take on Ogryns
Lawbringer can bleed half the screen it feels like.
Dragons Breath is kinda meh. It is the same OP as fcuk weapon it used to be just weaker. It stil Burns everything it fires at and it still stacks up with a few shots to kill most things.

Im not saying they dont need tweaks. 10% Ammo would go a long way. Theyre not meta weapons, youre comparing them to meta weapons. And IRL. Bot hof which is ridiculous. Not everything can be the meta or there is no meta, theres just balanced gameplay. And thatgo go u or down (buffs or nerfs).

The Double Barrel is a beast I have no idea what you guys are donig but I can imagine…
You need to get max range. Range is the dmage stat on the DBL. Once you have that you can pretty much one tap anything with the alt fire. The biggest sell of the DBL is that it oneshots Maulers. Its left clicks eat snipers at any range and are not much worse at Specs. It doesnt need the cleave, but it becomes more of a primary with this setup.
Its not a Boltgun, which is where I think you guys are getting confused. It takes skill to get the most out of all shotguns as theyre precision weapons or close range weapons. If youre just body shottign random things at the wrong ranges your probably gonig to think they suck.

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