Its not that shotty sucks, its that it behaves like a side arm whilst all the other are like sniper rifles. I don't have a problem with the gren having one, but giving it to the rifleman is annoying - everyone else has to choose either short or long range lethality, nf riflemen can carry both. but overall I think the problem is being overplayed a bit. I don't die to a shotty that often and if I do the same player would have killed me with P1 anyway.
Did i just hear someone say " Its orange box 2.2_r2 time again"? The dark age that came after the golden age of wellness and prosperity. People couldnt fucking hit from point blank with acc upgrade. That being said, you cant just claim be is shit on crossrhodes because nf has the shotty. You have the bear2. You cant just claim its op because you cant just mindlessly rush into a group of people spraying like ron jeremy and expect not to get put down like a dog. Also why the f would you ever nerf nfar. Its actually a good weapon now, one is hasnt been in over 3 years. I dont know about it being op really, maybe its just that people ive faced as be were utter shit with it. Its a trade on complex maps, its lethal on cqc ones, but so are mines and smg2.
Starting to rethink the +accuracy to P2 while moving. Played a round earlier and I'm pretty sure that weapon killed me 7/12 times. Give P2 a greater damage fall-off. That *should* balance it with the accuracy increase. P1: "Damage" "30" "CycleTime" "0.15" "Falloff" "1500" P2: "Damage" "55" "CycleTime" "0.25" "Falloff" "600" Oh.. NF/BE Pistol: "Damage Head Modifier" "1.3" Shot/P2: "Damage Head Modifier" "2.0" Is that supposed to be that way?
And people always wonder why I use the BE pistol2 instead of the somewhat more accurate and faster firing pistol1...
Wow, dat headshot damage. Also with BE pistol 2 I seem to have luck with headshots most of the time. I mean most of the time I do aim for the head but I seem to get more headshots by just barely aiming the way of the head.
BS. At the minute at a distance of 1800 units P2 will do approximately 38.5 damage, P1 will so somewhere around 26. Not to mention as distance increases the damage from p2 reaches its minimum of 25 damage faster than p1 reaches its minimum of 17. If you decrease the falloff of pistol 2 further then there will be no point taking it over p1. now if we mention that spread is fairly similar between p1 and p2 in the 2.41 scripts. Lets then look at cycle rate: p1-0.15s per shot. p2-0.25s per shot. To keep the calculations simple this means that in the time it takes p1 to fire 5 times p2 can fire 3 times. This means damage at zero range is: p1: 30*5=150 in .75s. p2: 55*3=165 in .75s. So p2 is only very slightly more powerful, then when you take the already far shorter dropoff into account then even at short distances p1 will be more powerful. The ONLY advantages of p2 is that it will use less ammo to do that damage (I havnt calculated for reload times since I cant see them in the scripts, I would expect that in an extended firefight p1 will still be better above short-med distance) and that it has a headshot multiplier of 2.0 instead of 1.3. And you want to balance it by reducing the falloff? If anything the falloff needs increased
I was comparing the P2 falloff VS Shotpistol falloff. P2: 600 Shot: 350 Meant to add that earlier. I blame the rum. Also, you seem to be forgetting that these are sidearms. They are not primary weapons.
If I had any room in my sig, I would add this to quote to it. By the way, when are we getting more characters in sigs?
Among the weapons you mentioned, melee upgrade is the only thing that require "similar" skill to 1 shot kill someone. We do have other "OP" stuff, but that doesn't justify shotty's situation. They exist, but that doesn't mean they are any good, perhaps they are all bad. Pretty much all pistols can take out 2 people max. And for those pistols, to kill even just one guy, you have to land at least more than 2 shots PRECISELY on them. Also, the reload time of shotty isn't really as long as fuck, compare with other pistols. One of the reasons why shotty is OP is because it has the potential to kill someone in a very short time period, by very short I mean you can hardly resist. Why is killing someone in a very short time period too OP for shotty? IT'S A FUCKING SECONDARY WEAPON, HOW MANY FUCKING TIMES DO WE HAVE TO REPEAT? Again, I understand a lot of you are having fun with shotty, thus you would disagree to nerf it.
I laughed about 20 seconds at this picture. P.S.: Oh god, how did you even get that detailed picture of engineer. D: Gimme gimme gimme!
It's the in-game model, decompiled and rendered in Blender internal. Nothing fancy done to it, the game models are actually quite good as is. We just don't see it in game because it's game engine, optimised for shoveling millions* of polys into your eyeballs. *Edit before someone nails me on this: Well, at least a coupla hundred thousand polys.
Make everything a 1 hit kill no matter what, reduce all bullet spread and give everything infinite capacity magazines and a .00001 RoF.