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What will shotguns be like in ME3?


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#76
jamesp81

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HTTP 404 wrote...

Bozorgmehr wrote...

LPPrince wrote...

This too. My favorite part of the GPS(besides its range) is that its completely different from other shotguns, but is still a shotgun.

There needs to be differences between them. Longer range shotguns(than the usual) like the Eviscerator and the GPS are welcome, in my mind.


A weapon like the GPS completely 'ruins' shotguns. It's an excellent allround weapon - great up to SR range and still devastingly effective at close range. Switching weapons becomes counter-productive and therefore reduces the fun in my book. I definitely hope there will be no 'super' weapons in ME3 like the GPS, Mattock, and to a lesser extent the Locust.



I agree about the DLC weapons being a little overpowered but the context of my argument and LPPrince's is having a variety of weapon types to choose from.  Also they should all be balanced and have weaknesses.  The Mattock is probably going to be in ME3, my hope that it is balanced.  I like the uniqueness of the DLC weapons, what I dislike is the overpowerness of the three.

The Geth shotgun could be more balanced if it did negligent damage to armor and biotic barriers

The Locust is the least over powered of the three but perhaps it should have less total ammo and keep clip size.

The Mattock is probably needs less overrall damage.

The problem you bring up is the overpowered ness of the DLC weapons.  The problem I was discussing in my post is having more variety.  We are talking about different things here.


Contrary to popular belief, the Mattock is not overpowered by itself.  Use it as a bonus weapon on a class that doesn't have AR and you'll see.  It's still quite destructive as compared to the other ARs, as a full sized battle rifle like the Mattock should be, but my Mattock Sentinel routinely runs out of ammo at inopportune moments.  This is especially true in the early stages of an NG+ Insanity difficulty game, where the enemies take a lot of killing and you have very few upgrades.

Now, in the hands of a Soldier, it's overpowered using Adrenaline Rush.  But this speaks to Adrenaline Rush being OP moreso than the Mattock.  The Mattock and the Widow are both god-tier killing machines when used with Adrenaline Rush, but again, that speaks to Adrenaline Rush being overpowered, not the weapons themselves.

#77
Parah_Salin

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jamesp81 wrote...

HTTP 404 wrote...

Bozorgmehr wrote...

LPPrince wrote...

This too. My favorite part of the GPS(besides its range) is that its completely different from other shotguns, but is still a shotgun.

There needs to be differences between them. Longer range shotguns(than the usual) like the Eviscerator and the GPS are welcome, in my mind.


A weapon like the GPS completely 'ruins' shotguns. It's an excellent allround weapon - great up to SR range and still devastingly effective at close range. Switching weapons becomes counter-productive and therefore reduces the fun in my book. I definitely hope there will be no 'super' weapons in ME3 like the GPS, Mattock, and to a lesser extent the Locust.



I agree about the DLC weapons being a little overpowered but the context of my argument and LPPrince's is having a variety of weapon types to choose from.  Also they should all be balanced and have weaknesses.  The Mattock is probably going to be in ME3, my hope that it is balanced.  I like the uniqueness of the DLC weapons, what I dislike is the overpowerness of the three.

The Geth shotgun could be more balanced if it did negligent damage to armor and biotic barriers

The Locust is the least over powered of the three but perhaps it should have less total ammo and keep clip size.

The Mattock is probably needs less overrall damage.

The problem you bring up is the overpowered ness of the DLC weapons.  The problem I was discussing in my post is having more variety.  We are talking about different things here.


Contrary to popular belief, the Mattock is not overpowered by itself.  Use it as a bonus weapon on a class that doesn't have AR and you'll see.  It's still quite destructive as compared to the other ARs, as a full sized battle rifle like the Mattock should be, but my Mattock Sentinel routinely runs out of ammo at inopportune moments.  This is especially true in the early stages of an NG+ Insanity difficulty game, where the enemies take a lot of killing and you have very few upgrades.

Now, in the hands of a Soldier, it's overpowered using Adrenaline Rush.  But this speaks to Adrenaline Rush being OP moreso than the Mattock.  The Mattock and the Widow are both god-tier killing machines when used with Adrenaline Rush, but again, that speaks to Adrenaline Rush being overpowered, not the weapons themselves.


Eh....The Locust and the Phalanx are pretty good backup though. Like the Locust is better than the avenger, and the phalanx is pretty good. I've played manny games with the Locust+Mattock+Phalanx combo on casters before. This gets even more vicious with my infiltraitor since you get sniper rifles too.

#78
GroverA 125

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The only reason people who say anything about shotguns only working up-close are ones who don't understand that a shotgun CAN actually fire far, it's just "balancing" that makes them so weak in games. Most games just make them weaker because otherwise it's "unbalanced", and in doing so, they make them incredibly bad choices as a weapon. Truth is, a shotgun is as effective as a SMG is (if you look at it from optimum range) shown in games. The most accurate game for shotgun range would probably be Bad Company 2, in which you can easily hit and heavily injure a guy from one side of a massive room while standing at the other.

The GPS is perhaps the only shotgun that truly functions at the range it should, although it does fire a tad further than it.

#79
jamesp81

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Bozorgmehr wrote...

HTTP 404 wrote...

I agree about the DLC weapons being a little overpowered but the context of my argument and LPPrince's is having a variety of weapon types to choose from.  Also they should all be balanced and have weaknesses.  The Mattock is probably going to be in ME3, my hope that it is balanced.  I like the uniqueness of the DLC weapons, what I dislike is the overpowerness of the three.

The Geth shotgun could be more balanced if it did negligent damage to armor and biotic barriers

The Locust is the least over powered of the three but perhaps it should have less total ammo and keep clip size.

The Mattock is probably needs less overrall damage.

The problem you bring up is the overpowered ness of the DLC weapons.  The problem I was discussing in my post is having more variety.  We are talking about different things here.


ME2 considers shields and barriers the same thing when it comes to weapons; the GPS has no bonus versus armor.

The Locust is effective at any range; it's more accurate and inflicts more DPS and DoT than most assault rifles. The other SMGs (Shiriken and Tempest) are very effective against shields/barriers up to short-medium range - they have strengths and weakness, the Locust doesn't have weaknesses. It's not game-breakingly OP, but it does have a big impact on gameplay-choice(s).

I don't see why shotguns have to be effective at increased range; it only makes other weapons that excell at those ranges less appealing which would be bad for overall gameplay imo. Your weapon selection should have an impact on how you play - weapons like the ME2 shotguns require risks to be taken in order to get close, but doing so made shotguns highly effective killing machines; staying safely behind cover results in crappy combat performance when you're using shotguns - those who favor that kind of playstyle should bring other weapons to the fight which suit their needs better.

I'd prefer more and highly specialized weapons so using the appropriate weapon when the time is right makes a huge difference.


If my number crunching is right, the Shuriken actually has higher DPS on paper than the other two SMGs.  You have to get to close range where most of your shots will hit and use tap fire method to get it to shoot full auto to realize that superior DPS.  The Locust is second in on paper DPS, but suffers from needing freqent reloads.  To compensate, you have to leverage it's relatively high accuracy and put as many shots into the target as possible.

The Tempest has the least DPS of the three, excessive recoil, and the worst bullet spread under full auto fire.  This necessitates firing in bursts, which degrades DPS, to maintain reasonably accuracy.  The only advantage the Tempest has is it's ability to lay out withering suppressive fire, due to it's large thermal clip capacity.

Don't really see what anybody sees in the Tempest.  I think it's the least effective of the three.

#80
jamesp81

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Parah_Salin wrote...

jamesp81 wrote...

HTTP 404 wrote...

Bozorgmehr wrote...

LPPrince wrote...

This too. My favorite part of the GPS(besides its range) is that its completely different from other shotguns, but is still a shotgun.

There needs to be differences between them. Longer range shotguns(than the usual) like the Eviscerator and the GPS are welcome, in my mind.


A weapon like the GPS completely 'ruins' shotguns. It's an excellent allround weapon - great up to SR range and still devastingly effective at close range. Switching weapons becomes counter-productive and therefore reduces the fun in my book. I definitely hope there will be no 'super' weapons in ME3 like the GPS, Mattock, and to a lesser extent the Locust.



I agree about the DLC weapons being a little overpowered but the context of my argument and LPPrince's is having a variety of weapon types to choose from.  Also they should all be balanced and have weaknesses.  The Mattock is probably going to be in ME3, my hope that it is balanced.  I like the uniqueness of the DLC weapons, what I dislike is the overpowerness of the three.

The Geth shotgun could be more balanced if it did negligent damage to armor and biotic barriers

The Locust is the least over powered of the three but perhaps it should have less total ammo and keep clip size.

The Mattock is probably needs less overrall damage.

The problem you bring up is the overpowered ness of the DLC weapons.  The problem I was discussing in my post is having more variety.  We are talking about different things here.


Contrary to popular belief, the Mattock is not overpowered by itself.  Use it as a bonus weapon on a class that doesn't have AR and you'll see.  It's still quite destructive as compared to the other ARs, as a full sized battle rifle like the Mattock should be, but my Mattock Sentinel routinely runs out of ammo at inopportune moments.  This is especially true in the early stages of an NG+ Insanity difficulty game, where the enemies take a lot of killing and you have very few upgrades.

Now, in the hands of a Soldier, it's overpowered using Adrenaline Rush.  But this speaks to Adrenaline Rush being OP moreso than the Mattock.  The Mattock and the Widow are both god-tier killing machines when used with Adrenaline Rush, but again, that speaks to Adrenaline Rush being overpowered, not the weapons themselves.


Eh....The Locust and the Phalanx are pretty good backup though. Like the Locust is better than the avenger, and the phalanx is pretty good. I've played manny games with the Locust+Mattock+Phalanx combo on casters before. This gets even more vicious with my infiltraitor since you get sniper rifles too.


Locust and Phalanx are a great weapon combo for caster classes.  At first I didn't care for the Phalanx, but it's a prime weapon for fighting Blood Pack mercs, especially with incendiary ammo.

#81
LPPrince

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I use the Tempest because for me, full auto is more fun. I like seeing a group of enemies and just mowing them down.

The Locust sounds weak. Its OP as hell though. Its small clip makes me sad.

So its all Tempest for me.

#82
thompsonaf

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ME2 shotguns are horribly inferior to ME1 shotguns. I routinely used my ME1 shotgun (Spectre X w/ 2xrail ext IV + HE ammo) to great effect. The shotguns had decent range, good kick, tight spread, and a lot of stopping power.

ME2 shotguns have the range of a midget throwing a boulder, HUGE spread, low damage, and almost zero knockdown. They suck.

#83
jamesp81

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LPPrince wrote...

I use the Tempest because for me, full auto is more fun.
I like seeing a group of enemies and just mowing them down.

The Locust sounds weak. Its OP as hell though. Its small clip makes me sad.

So its all Tempest for me.


Which is a perfectly legit reason to use it, IMO.

#84
goofyomnivore

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[small rant incoming scroll to bottom to skip and see topic relevant part]

Let me say this first. DLC guns should be overpowerd, and that I think balancing non core weapons/armor is silly on a single player game. The people who pay extra money for that stuff should be rewarded.

The Mattock. GPS, and Locust are all overpowered when compared to their sister guns. But they're DLC that is expected.

The Mattock's one weakness is ammo. Consider that heat sinks are easier to find than ugly on a Vorcha, and then combine it with the Mattock's absurd ammo pick up ratio, you will never run out of ammo unless you're very wasteful. I've played NG+ with the Mattock with the Adept and Sentinel. The only time I ever remember running out of Ammo was 2/3rds of the way through Mordin's recruitment mission, and the Collector fight  after the dead husk on Horizon. The Mattock then becomes even more absurd on Vanguards and Soldiers, thanks to time dilation and close range modifiers. I wouldn't be surprised if a Reaper analyzed a Mattock and began to reverse engineer it in awe.

Geth Plasma Shotgun is the best weapon for casters bar none. It strips in one shot from 20m away. It is even more grossly overpowered on an Infiltrator. It never runs out of ammo. It is nearly as versatile as an Assault Rifle with more stopping power.

The Locust. This gun's overpowerd nature comes from the fact it basically outclasses every Assault Rifle in the game other than the Mattock. You should never take Assault Rifle training unless you want to use the The Locust's big brother aka the Mattock. It is sorta balanced in the fact you basically use your SMG slot for an Assault Rifle instead of a SMG(barrier/shield stripper), but The Locust still rips through defenses quite easily, so the loss isn't noticable.

[end rant]

I'm not expecting much change. I'm anticipating the new customization to be very similar in terms of impact on the guns as the Normandy upgrade system, but instead of it being linear you can go your own way about it. It is more customizable which is very good, but I don't think they're straying to far from the original concept of boosting your guns performance by x% or it's ammo reserves by x%.

I really thought they did shotguns well in ME2 balance wise.

You had the extreme stopping power type in the Claymore.
The more tactical defense stripper in the Scimitar
And then the middle of the two Evisercator, but it was given a tiny boost in range to compesate it's lack of expertise. (however it does own versus armor as well).
Katana felt like a crappy Scimitar to me.
GPS I discussed it in my rant.

edit; bsn formatting ftl

Modifié par strive, 15 juin 2011 - 06:14 .


#85
Stardusk78

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thompsonaf wrote...

ME2 shotguns are horribly inferior to ME1 shotguns. I routinely used my ME1 shotgun (Spectre X w/ 2xrail ext IV + HE ammo) to great effect. The shotguns had decent range, good kick, tight spread, and a lot of stopping power.

ME2 shotguns have the range of a midget throwing a boulder, HUGE spread, low damage, and almost zero knockdown. They suck.


Nonsense.

#86
CC-Tron

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Bozorgmehr wrote...

LPPrince wrote...

This too. My favorite part of the GPS(besides its range) is that its completely different from other shotguns, but is still a shotgun.

There needs to be differences between them. Longer range shotguns(than the usual) like the Eviscerator and the GPS are welcome, in my mind.


The GPS isn't like the other ME2 shotguns in almost every way. And although rather different compared to the others, the GPS also ruined weapon balance (like the other dlc weapons did).

I believe it's irrelevant whether one likes weapons or not, the main aim ought to be about giving all weapons specific strengths and weaknesses, those dlc weapons didn't have any weakness whatsoever thus rendered the need to use or switch to other weapons redundant.

I prefer having to make choices; playing the original (non-dlc) version of ME2 presented a hard choice on the Collector ship. Casters had to chose which bonus weapon to take, which had a major impact on actual gameplay. Taking the shotgun requires close-range combat; the sniper rifle long-range; and the assault rifle in between but lacking at close- and long-range. This also meant you're likely going to need the other weapons to help out in situations in which the bonus weapon wasn't the most effective option.

A weapon like the GPS completely 'ruins' shotguns. It's an excellent allround weapon - great up to SR range and still devastingly effective at close range. Switching weapons becomes counter-productive and therefore reduces the fun in my book. I definitely hope there will be no 'super' weapons in ME3 like the GPS, Mattock, and to a lesser extent the Locust.


How does it ruin balance when ME2 is not multiplayer? If you don't like the GPS don't use it. I don't see how someone else using it effects your game

Modifié par CC-Tron, 15 juin 2011 - 06:31 .


#87
LPPrince

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Stardusk78 wrote...

thompsonaf wrote...

ME2 shotguns are horribly inferior to ME1 shotguns. I routinely used my ME1 shotgun (Spectre X w/ 2xrail ext IV + HE ammo) to great effect. The shotguns had decent range, good kick, tight spread, and a lot of stopping power.

ME2 shotguns have the range of a midget throwing a boulder, HUGE spread, low damage, and almost zero knockdown. They suck.


Nonsense.


I disagree. He has a point(somewhat). While I don't think ME2 shotguns are completely useless, they definitely can't be used as well as they were in ME1. Barring the GPS, if I tried using shotguns as a main weapon in ME2, I'd have a MUCH harder time than if I chose another weapon to be my main choice.

In ME1, my shotgun was my baby. Carried it everywhere, and it carried me to victory.

My first few playthroughs of ME2 I rarely ever used my shotgun and I always play a Vanguard.

Shotguns were just underwhelming for me in ME2. They felt better, but I feel they needed more range and needed to be more unique.

In ME1, they all shot the same, but I got over that since they were so GOOD.

I remember my first playthrough of ME2, when I got to the Collector Ship, I chose the Claymore over AR or SR training.

I regretted it instantly.

After that, I chose AR training every time. Thank GOD.

#88
Parah_Salin

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jamesp81 wrote...

Parah_Salin wrote...

jamesp81 wrote...

HTTP 404 wrote...

Bozorgmehr wrote...

LPPrince wrote...

This too. My favorite part of the GPS(besides its range) is that its completely different from other shotguns, but is still a shotgun.

There needs to be differences between them. Longer range shotguns(than the usual) like the Eviscerator and the GPS are welcome, in my mind.


A weapon like the GPS completely 'ruins' shotguns. It's an excellent allround weapon - great up to SR range and still devastingly effective at close range. Switching weapons becomes counter-productive and therefore reduces the fun in my book. I definitely hope there will be no 'super' weapons in ME3 like the GPS, Mattock, and to a lesser extent the Locust.



I agree about the DLC weapons being a little overpowered but the context of my argument and LPPrince's is having a variety of weapon types to choose from.  Also they should all be balanced and have weaknesses.  The Mattock is probably going to be in ME3, my hope that it is balanced.  I like the uniqueness of the DLC weapons, what I dislike is the overpowerness of the three.

The Geth shotgun could be more balanced if it did negligent damage to armor and biotic barriers

The Locust is the least over powered of the three but perhaps it should have less total ammo and keep clip size.

The Mattock is probably needs less overrall damage.

The problem you bring up is the overpowered ness of the DLC weapons.  The problem I was discussing in my post is having more variety.  We are talking about different things here.


Contrary to popular belief, the Mattock is not overpowered by itself.  Use it as a bonus weapon on a class that doesn't have AR and you'll see.  It's still quite destructive as compared to the other ARs, as a full sized battle rifle like the Mattock should be, but my Mattock Sentinel routinely runs out of ammo at inopportune moments.  This is especially true in the early stages of an NG+ Insanity difficulty game, where the enemies take a lot of killing and you have very few upgrades.

Now, in the hands of a Soldier, it's overpowered using Adrenaline Rush.  But this speaks to Adrenaline Rush being OP moreso than the Mattock.  The Mattock and the Widow are both god-tier killing machines when used with Adrenaline Rush, but again, that speaks to Adrenaline Rush being overpowered, not the weapons themselves.


Eh....The Locust and the Phalanx are pretty good backup though. Like the Locust is better than the avenger, and the phalanx is pretty good. I've played manny games with the Locust+Mattock+Phalanx combo on casters before. This gets even more vicious with my infiltraitor since you get sniper rifles too.


Locust and Phalanx are a great weapon combo for caster classes.  At first I didn't care for the Phalanx, but it's a prime weapon for fighting Blood Pack mercs, especially with incendiary ammo.


They're both perfect for dishing out lots of damage in a short period of time at short-mid range in a non-sustained fasion (AKA low ammo capacity dosn't matter as much when you have acess to lots of damage-dealing powers, especially once you get your cooldown time down.) Also one is good for armor and the other for shields/barriers. So perfect combo IMHO since both of these just make clip size thier weekness. Casters don't have to put out the same constant stream of fire soldiers have to.

Now personally I like this method of balancing since it still gives those weapons a purpose even when all weapons are availible. I'm also hoping we can pu phalanx style laser-sights on long-arms (I want it on the mattock). That would be badass.

As for shotguns I like the idea of giving them a little bit longer range. Make them decent in a close-mid range firefight. Basically It would give you more choice in how you might close-mid range firefights. That is the slow firing, hard hitting shotguns, more accurate heavy pistols without the close up punch, and assault rifles. There still should be afew ultra-close range "boom-stick" type shotties availible, but the average shotgun should have a little bit longer range.

This way more survivable clases (Soldiers, Sentinals, Vangaurds) can contrinue thier current method of shotgun play being storm troopers, but they will also be an interesting choice for casters for the same reason they are popular with real combat engineers: you don't have to be super precise but you can stop somone dead in thier tracks with one hit. It's perfect for finishing off people wounded by damage powers, and you can still deliver a good hit without exposing yourself to fire for too long.

#89
TheKillerAngel

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Make a shotgun choke a mod and bam, we're satisfied.

#90
Stardusk78

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LPPrince wrote...

Stardusk78 wrote...

thompsonaf wrote...

ME2 shotguns are horribly inferior to ME1 shotguns. I routinely used my ME1 shotgun (Spectre X w/ 2xrail ext IV + HE ammo) to great effect. The shotguns had decent range, good kick, tight spread, and a lot of stopping power.

ME2 shotguns have the range of a midget throwing a boulder, HUGE spread, low damage, and almost zero knockdown. They suck.


Nonsense.


I disagree. He has a point(somewhat). While I don't think ME2 shotguns are completely useless, they definitely can't be used as well as they were in ME1. Barring the GPS, if I tried using shotguns as a main weapon in ME2, I'd have a MUCH harder time than if I chose another weapon to be my main choice.

In ME1, my shotgun was my baby. Carried it everywhere, and it carried me to victory.

My first few playthroughs of ME2 I rarely ever used my shotgun and I always play a Vanguard.

Shotguns were just underwhelming for me in ME2. They felt better, but I feel they needed more range and needed to be more unique.

In ME1, they all shot the same, but I got over that since they were so GOOD.

I remember my first playthrough of ME2, when I got to the Collector Ship, I chose the Claymore over AR or SR training.

I regretted it instantly.

After that, I chose AR training every time. Thank GOD.


As a Vanguard? The Claymore is the perfect Vanguard weapon. You only regretted it because you did not learn to use it.

#91
LPPrince

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No, I regretted it because its lack of ammo and ridiculously short range made it lame for me.

I prefer longer range shotguns, if you haven't noticed already.

#92
LPPrince

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People need to realize that its all up to PREFERENCE.

One person's gonna like one thing, another will like another.

That's why we need weapon variety. Short range shotguns, long range shotguns, shotguns that act like a normal shotgun would, and shotguns that are WAY different than any other shotgun in existence.

I don't get why people want them all to fit the same mold.

#93
Someone With Mass

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LPPrince wrote...

No, I regretted it because its lack of ammo and ridiculously short range made it lame for me.

I prefer longer range shotguns, if you haven't noticed already.


That's pretty much the reason I disliked it too, even as a Vaguard. It had a very slow rate of fire because of the reload, and it was pretty much just usable to a acceptable effect with the Charge ability, but I don't always want to Charge, because sometimes there just aren't any good spots. Sometimes, I think it's just better to use the shotgun the normal way, and that's where I think the Claymore falls on its ass.

Modifié par Someone With Mass, 15 juin 2011 - 08:12 .


#94
HTTP 404

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LPPrince wrote...

People need to realize that its all up to PREFERENCE.

One person's gonna like one thing, another will like another.

That's why we need weapon variety. Short range shotguns, long range shotguns, shotguns that act like a normal shotgun would, and shotguns that are WAY different than any other shotgun in existence.

I don't get why people want them all to fit the same mold.



The funny thing is, I feel that I am on the same page with you even though our shotgun playstyles differ.  I love my claymore and getting in someone's face before blasting them away.  With that said, there should be more variety of shotguns, long range, short range, utility, etc.  With all variety having drawbacks that are equally important as their strengths.  I just don't see why people are advocating for shotguns choices to be the same?  if that was the case, bioware should just make one shotgun.

#95
Waltzingbear

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Would making the shotgun's spread cone just a tiny bit tighter really break anything?

#96
CroGamer002

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LPPrince wrote...

Stardusk78 wrote...

thompsonaf wrote...

ME2 shotguns are horribly inferior to ME1 shotguns. I routinely used my ME1 shotgun (Spectre X w/ 2xrail ext IV + HE ammo) to great effect. The shotguns had decent range, good kick, tight spread, and a lot of stopping power.

ME2 shotguns have the range of a midget throwing a boulder, HUGE spread, low damage, and almost zero knockdown. They suck.


Nonsense.


I disagree. He has a point(somewhat). While I don't think ME2 shotguns are completely useless, they definitely can't be used as well as they were in ME1. Barring the GPS, if I tried using shotguns as a main weapon in ME2, I'd have a MUCH harder time than if I chose another weapon to be my main choice.

In ME1, my shotgun was my baby. Carried it everywhere, and it carried me to victory.

My first few playthroughs of ME2 I rarely ever used my shotgun and I always play a Vanguard.

Shotguns were just underwhelming for me in ME2. They felt better, but I feel they needed more range and needed to be more unique.

In ME1, they all shot the same, but I got over that since they were so GOOD.

I remember my first playthrough of ME2, when I got to the Collector Ship, I chose the Claymore over AR or SR training.

I regretted it instantly.

After that, I chose AR training every time. Thank GOD.




In other words, you don't know how to use a shotgun.

#97
CroGamer002

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LPPrince wrote...

No, I regretted it because its lack of ammo and ridiculously short range made it lame for me.

I prefer longer range shotguns, if you haven't noticed already.


You prefer CQC weapon to be long range weapon?



I'm stunned. No, I'm really am.
Why don't be just make sniper shotgun too as well?
And automatic shotgun too!

#98
LPPrince

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Someone With Mass wrote...

LPPrince wrote...

No, I regretted it because its lack of ammo and ridiculously short range made it lame for me.

I prefer longer range shotguns, if you haven't noticed already.


That's pretty much the reason I disliked it too, even as a Vaguard. It ha dvery slow rate of fire because of the reload, and it was pretty much just usable to a acceptable effect with the Charge ability, but I don't always want to Charge, because sometimes there just aren't any good spots. Sometimes, I think it's just better to use the shotgun the normal way, and that's where I think the Claymore falls on its ass.


Most of the time I use a shotgun, its NOT after Charging. I'd say its a good 60/40 no-charge to charge shotgunning.

And The Claymore as you said falls on its ass outside of charge shotgunning while the rest blow it away.

#99
LPPrince

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HTTP 404 wrote...

LPPrince wrote...

People need to realize that its all up to PREFERENCE.

One person's gonna like one thing, another will like another.

That's why we need weapon variety. Short range shotguns, long range shotguns, shotguns that act like a normal shotgun would, and shotguns that are WAY different than any other shotgun in existence.

I don't get why people want them all to fit the same mold.



The funny thing is, I feel that I am on the same page with you even though our shotgun playstyles differ.  I love my claymore and getting in someone's face before blasting them away.  With that said, there should be more variety of shotguns, long range, short range, utility, etc.  With all variety having drawbacks that are equally important as their strengths.  I just don't see why people are advocating for shotguns choices to be the same?  if that was the case, bioware should just make one shotgun.


Ha, variety for the win, then. *brofist*

#100
LPPrince

LPPrince
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Mesina2 wrote...

In other words, you don't know how to use a shotgun.


In other words, I use a shotgun differently than you do. I don't see the problem in that.