General > Discussion
Shotgun in 2.6 dev
Pharaufein:
Hello everyone
I just started a new campaign using the 2.6 dev version and equipped two soldiers with the shotgun, considering to later use them together with the new EP shotgun ammo.
However, I soon felt that the Shotgun is clearly overshadowed by the Assault Rifle in almost every regard, the main problem being that it is simply too inaccurate.
To be even able to shoot, one has to come within range 20. This is understandable, since we are talking about a close weapon.
But to be able to actually hit something, one has to come even closer, triggering reaction fire, losing cover and wasting TU.
The assault rifle can kill much more safely and reliably using the full auto mode.
The practical use for the shotgun I can think of is using its fast and powerful reaction fire to hide behind corners, where it is impossible to miss even with crappy accuracy.
However, it seems to be unsuitable for any "active" role.
Oddly enough, I found the grenade launcher to be a much better "close" weapon to fulfil that part, providing good reliability and good damage at short range.
It also does not become obsolete.
I think the topic was discussed before, but not with the newer versions.
What are your thoughts about this?
anonymissimus:
You're not playing on very hard, do you ?
Even if there is no bug preventing RF, even if the alien doesn't manage to circumvent the RF condition, even if you're lucky enough to hit, even if it's only an unarmored Taman, it's still not doing enough damage to kill it so you die.
Most of the time, if there is any kind of obstacle in the line of fire or the range is too high (but not too high for the weapon used), RF is just "aborting fire" for unknown and invalid reason. And RF is the shotgun's only usage, so I just safe the research time for the plasma blaster (which would be the shotgun's upgrade) and do not use the "close" skill at all.
damiac:
My experience with the shotgun is based on 2.5, but I found it useful for more than just reaction fire. Yes, at the extreme of its range it's not terribly accurate, but it is quite damaging. Much more so than the assault rifle.
Remember also, the shotgun slugs aren't super accurate at range, but they are still highly damaging.
The grenade launcher is really good, no question about that.
Where the shotgun especially shines is in houses, alien ships, and other confined areas. Out in the open, like you said, the grenade launcher is better. But it's almost impossible to shoot the grenade launcher inside a house or alien ship due to the ceilings blocking the shot's arc.
And, the shotgun is absolutely fantastic for RF in situations where you're covering a door, or any situation where the alien has to get right in your face. Nothing can sneak in under its 8 tu shot, even a plasma pistol needs 2 tu to move into sight, then 6 tu to fire, so you'll typically kill them before they get a chance to fire.
hwoarangmy:
For my part, I just don't use close combat skill at all. The situations where the shotgun would be useful are too rare to justify using it IMHO. Because of it's poor accuracy, soldiers have to come very close triggering a fatal reaction fire. Moreover, close combat soldiers are usually pretty exposed and do not live long enough to reach high levels.
In my typical firebird team, I use 3 cannon fodders, 2 assault, 2 snipers and 1 grenade launcher. I don't use armor to have the extra TU. I try to equip all cannon fodders with 1 plasma blade to one shot hiden aliens.
Because of reaction fire, I usually use smoke to cover before firing.
Note that I play in hard/very hard and never try again missions (even when I loose good soldiers).
anonymissimus:
--- Quote from: hwoarangmy on November 11, 2015, 08:57:13 pm ---I try to equip all cannon fodders with 1 plasma blade to one shot hiden aliens.
--- End quote ---
I thought about doing that, but the kill given to the unit is wasted, the unit is likely killed after it used the plasma blade, and plasma blades can be picked up by aliens as well it seems. I once lost 2 high level units within the same turn thanks to that.
In 2.6 armor is not only for training strength because of suffocation, which you need the nanocomp armor for to prevent it.
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