General > Discussion
Shotgun in 2.6 dev
Pharaufein:
--- Quote from: damiac on November 11, 2015, 07:56:31 pm ---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.
--- End quote ---
While I agree that the 8TU RF is good, it still does not justify to use shotgun guys in a team imo.
To have a guaranteed kill, 2+ soldiers have to be dedicated as more than one hit is required to kill even an unarmored target (on hard and very hard).
If they are not standing right next to the door, due to the poor accuracy chances are high that at least one will miss, giving the alien the chance to burst them down.
In all other situations, the assault rifle and the grenade launcher perform sooo much better because they are much more versatile and reliable
It seems a waste to use fewer assault/grenade soldiers that can be used in many situations in favor of close weapon soldiers that can only be used to camp in front of openings in teams of two soldiers or more.
hwoarangmy:
--- Quote from: anonymissimus on November 12, 2015, 01:40:44 am ---I thought about doing that, but the kill given to the unit is wasted
--- End quote ---
Yes but I usually use that in very dangerous situations (like corruptor wings) where I wouldn't expose my good units unless I have to.
--- Quote from: anonymissimus on November 12, 2015, 01:40:44 am ---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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Extra TU are so precious, IMHO, that I prefer to not equip armor at all. Usually, I try to use only strong soldiers (39 if possible). When they reach 42, I can equip them with nanocomposite armor + assault/sniper weapons.
When I select soldiers, the first thing I look at is strength. If it is high enough, I look at assault/sniper/explosive skills. BTW, I think that the extra TU give too much importance to strenght while other caracteristics are irrelevant IMO.
anonymissimus:
Having a sniper with strength near 60 or so is cool though. Can carry everything from medkit over power armor to anti matter em rifle without being burdened. You don't reach that stage without using max (e.g. with strength 39 you carry 19.5) carrying capacity always.
There is also this severe bug in 2.6 affecting the matter: http://ufoai.org/bugs/ufoalieninvasion/issues/5555
(That means, the strength gain by carrying more will be higher compared to carrying less (TU boost), with the bug fixed.)
Pharaufein:
I played around with the weapons_human.ufo file to try if a more accurate shotgun feels useful.
Therefore, I drastically reduced the spread of the saboted slug ammunition from 3.0 to 1.5.
With this change, the shotgun feels quite decent in missions.
My two soldiers carrying shotguns seem to be a valuable addition without outperforming the assault guys.
I have to see if things go back to mediocre when aliens start to wear light armor and my assault guys receive an upgrade to lasers while the shotgun does not see an improvement till plasma ammo.
hwoarangmy:
--- Quote from: anonymissimus on November 13, 2015, 12:19:53 pm ---Having a sniper with strength near 60 or so is cool though. Can carry everything from medkit over power armor to anti matter em rifle without being burdened. You don't reach that stage without using max (e.g. with strength 39 you carry 19.5) carrying capacity always.
--- End quote ---
I never reached such a high strength, even with my best soldiers ^^
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