Human Shotguns Need Vastly Improved Mobility Stats

For a weapon that’s meant to function in very close-ranged fights, the fact that you run out of Stamina within a couple of seconds is totally antithetical to the weapon’s theme and design.

It has the same Sprint Cost as the Bolter (1.75/s), making it effectively one of the worst weapons in the game in terms of Sprint Efficiency.

It has only +2.00 Stamina, whereas all of the CQC/hipfire guns (Infantry Auto, Headhunters (lmao???), Braced Auto, Recon Las, Laspistol, etc. etc.) all have +4.00 Stamina, affording them a much larger pool for mobility.

It has a minimum Dodge Distance of -15.00% (which is impossible to acquire due to 80% stat caps), making it significantly worse than some of the better CQC weapons (most range around -5.00% to a maximum of -15.00%).

Ironically, it has the highest Dodge Limit of all ranged weapons (5.00, most are 4.00), but due to poor Dodge Distance, it really doesn’t feel good anyway.

With a plethora of other issues to address (damage inconsistencies and overall ‘feels bad’ gunplay), the shotgun falls short of being anywhere close to being a good weapon to use and play with.

Which sucks, because I actually really enjoy the shotguns as a whole, but it feels like I have to play my heart out in games where I decide to take a shotgun because I have so little mobility afforded to me.

12 Likes

Yep…

1 Like

I used it with weapon specialist build for a while but now I honestly find the new revolver better as shotgun than all the shotguns.

Really wish it does actual huge damage in cqc and doesn’t have too much spread when hip firing. Gun like Comlumnus V IAG does much more dps in close range while having better ammo economy(but then again it’s a bit overtune imo)

The only thing it got going is stagger/knockback, which the new revolver also pretty good at.

1 Like

A few major issues regarding the damage inconsistencies is that it doesn’t guarantee a mininum and maximum amount of pellets hitting an enemy like the Kickback does. Minimum is used to make sure that the damage remains consistent in the same sort of situation, guaranteeing a repeatable amount of damage. The maximum just makes sure you aren’t hitting maximal pellet saturation with bad aim.

That’s as far as I understand it anyway.

Damage is also just low and needs QOL that the IAGs got with damage falloff changes. The ammo is fine and I think they perform consistently in the same way other CQC weapons do, but it ends with the fact that the weapon is treated in a blanketed group of weapon type.

All rifle-type weapons get the same sort of generalized mobility stat with changes between weapon groups, but for some reason shotguns were given one of the worst mobility spreads despite being in a functionally unique group on its own. Instead of being given a position between pistol weapons and rifles, they’re functionally as bad as Bolters in terms of mobility.

It’s one of the heaviest guns in the game?

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.