Shotgun Choke feedback thread

i’m making this thread cuz not a lot of people use the PR feedback form (you should, though, it’s probably the best way to get feedback to a PR author), and it’s easier to parse through forum messages than trudging through discord.

so does the choke it suck? is it good? is it okay? is it fun? do you think anything could be changed about it?

2 Likes

Its a fun alternative, though there is 0 reason to pick Slug when Flechette exists.

If slug retained its slow factor but not its stun, then sure, but no one with half a mind would pick slug over either flechette (AP) or buck (pure raw damage).

7 Likes

I mean, I used it and its bassically just a useless shotty with a choke in my eyes…

Want to use buck?, use normal shotty, want to use flesh? Use MOU… You hate woyers? Use normal shotty with slugs…

The choke occupies such a niche area that with the -30% and removal of stuns and slows, you might as well run the more usefull stuff.

Use M39 with slug or buck shotty as side and voila you can kill runners and lurkers somewhat…

It’s a good path for attachments to go down with and I like the way you were thinking with it, but its just meh. just get the stat buff stuff.

Therefor I suggest adding back the slow atleast to see what happens!

2 Likes

I feel like it kinda does the make shotgun better when used as a primary.

1 Like

Fantastic idea man. Thank you for taking the time and effort to make it. That looks really cool.

1 Like

I’ll try it ingame later when i have time : D

I think just from the pr concept, it’s a very promising addition to the game. I think the truth is it has not been used enough for people to get a full picture of its utility. It’s most likely easy buckshot and easy in cqc esp. around weeds and buildings. Hellpusher’s semi-auto weapon.

If it’s best in 2 tile range it’s a tossup whether or not its gonna be better to have dmg or stun… however dmg has a lot of utility (as can be proven with the power of mou flech!) I still need to figure out the numbers tho ill be honest.

I think that’d be fine in pb range but also kinda excessive.
However, on slugs it makes sense. Also, a knockback on slugs too would be good.

1 Like

Give it a 20 -25% nerf of damage instead of 30, it’s way too weak right now, then it would be golden. :+1:

1 Like

I’ve played with it. I love the sound, I love the idea of it, and I love watching carriers explode from my 4 tile buckshot. Only gripes are:
Feels a little weak, it’s got mk2 dps but SMG range (also never use flechette, buckshot does more damage to squishies and the same as flechette to 30+ armor targets)
Haven’t tried slugs, haven’t been interested to. No slow no stun means that I could run a xm88 and perform better (or m4ra for that matter).
Otherwise, this is an amazing attachment I can find myself running most ops.

1 Like

most shotgun chokes aren’t designed for use with slugs, and me and thwomper didn’t really want them to be used with the attachment, which is why the attachie desc says not to load them. it’s a bit easier to balance two ammo types than three, though i kept the functionality of loading slugs in because it wouldn’t make much sense to leave it out.

true enough, i don’t think it’s as strong as a shotgun should be in cqc. i’m a bit adverse to adding status effects back to the shells, but i did toy around with the idea of adding a 1 second slow exclusively for buckshot so you can keep slamming shells into xenos that came close to you. it’s definitely something that’s on the table and i’ll discuss it with thwomper to see if it would be worthwhile.

yeah i’m positive a damage increase should be made. the DPS being similar to the mk2 but with extremely nerfed range is a bit off-putting but i think it was better for the first iteration to be meh than overpowered (thank god for testmerges).

in short, i’ll discuss with thwomper if buckshot should get a small slow and how big of a DPS increase the attachment should get. thanks for the feedback, it was nice to look through it.

7 Likes

You could also further increase the firerate of the gun and leave the current damage nerf. That way the total damage will be limited to the internal capacity of 10 buckshot shells.

1 Like

Meh it’s already a little weird how a choke can do so much, basically making it into some sort of auto shotgun from the choke alone is strange, It’s fine the way it is, but lacking the damage you really need.

2 Likes

In fact.

If adding slow to slug with choke is too cancerous, make it so it pushes xenos T1 and T2 back one tile, so you can juggle xenos away from you while doing damage, making it very good utility. It also disorients castes that need good accuracy to hit marines, like warriors / sentinels.

2 Likes

Absolutely love this PR. It has radically changed how I run shotgun and how I run RFN in general, fuckton of fun.

The flechette/slug damage buff PR has yet to be cleared for TM but if it is I imagine most of my issues will be alleviated alongside it, as it is probably the best way to make flechette viable without it breaking the balance of AP/normal ammo alongside it.

1 Like

Really good, like it. Do not like the damage nerf though.
I don’t like that it removes knockback from slugs and buck too, but I can live without that. The damage nerf is too much though. MOU is not breaking the game and it shoots three flechettes more rapidly which is about as much you’re gonna get in a single encounter with the choke.
Why not just dampen the damage exclusively for buck and let flechette soar?