So as far as damage goes, I think this is in a good place and may even still be on the low side (need more playtesting).
the damage before was 50 in total. the weapon fires 4 pellets in total. right now the damage is 85 if all 4 pellets hit, with the main one dealing 50.
I’ve found reloading to be a bit unwieldy.
it definitely takes a bit of getting used to, no doubt about it. i’ve gotten pretty fast with it but there aren’t a lot of ways to make it better.
All of that could be easier to deal with if I could just pump the shells into the gun like a regular shotgun while its got a mag inserted.
i’ve seen people try to reload it like a regular shotgun and yeah, that would make it a bit easier to work with. but the weapon right now is pretty gimmicky with the whole pump-action, self-chambering 2 shot burst… the source material of this weapon (m51 breaching scattergun from A:FE) is an absolute mess with a lot of contradictory info. i have no idea how you would explain manually reloading shells in while a magazine is attached, but in the end it’s more about lore/immersion.
I’m just not giving up the stock’s burst fire and accuracy to use the belt, especially when the belt only holds 4 mags and I don’t even have 4 mags but 2+1.
it doesn’t just hold mags, but also handfuls of shells. meaning you can put the gun in, 2 mags and 2 handfuls right now to quickly reload a magazine. i’ll look into buffing the holster rig a bit more, though. possibly give it 6-8 slots in total, equivalent to a shell pouch. requsitions does stock a few reserve mags, so you can always ask them to vend you one or two.
With respect to wall destroying performance - the places you really want to use it tend to be the really tough colony walls, and in those cases it chews through your ammo very quickly.
in my testing it took around 4 shells to take down a regular colony wall and 8 to take down reinforced ones. people have told me that it takes a lot more in practice, and i’m not sure why. maybe some maps have different health values for walls, but i don’t think that’s true either since i didn’t notice any difference in my testing. either way, i have buffed its use against colony walls and it should take half the amount of shells it doe snow. it might be too much, but considering it’s a TM right now, values can always be changed.
As far as resin wall clearing goes - I actually wouldn’t ever use it for that. The ammo is simply too sparse. Instead I focused on chokepoint walls to widen them for pushing through, or breaking walls to create flanks.
this!!! this is how i always envisioned the weapon to be used. not for clearing out big chunks of resins that you can safely take out with knives, but to open up new pathways and flank routes for marines. to open up fortified positions so marines can push through. it has double the range of the UBS and much greater damage against structures, so people should take advantage of that to clear out a position that seems too hard to push due to resin walls or doors or whatever.
thank you a ton for the feedback wintermote. it really gives me a lot of perspective on the weapon and how the changes effected the weapon and what else needs to be changed. i’m personally satisfied with the weapon currently and i think it fulfills a decent niche. it could possibly use a couple of more touch-ups, and i’ll see what it precisely needs as it keeps getting tested. hopefully zonespace likes the execution and merges it in the end once everything is done and over with. if not, no biggie. i’m generally just happy to see it in-game, even for a short time