mk221 isnt even that good you just dont need to press spacebar
For quite a while (couple or three years) shotguns were actually the only marine weapon that was able to kill anything. Think a lurker back in those days could take something like 25-30 rounds from an M41 without dying (Now itâs⌠12-16ish?).
Marine weapon balance got a LOT better since then, but shotguns (mostly buckshot, the slugs have always been bad*) have been progressively nerfed or powercrept over the past 1-2. Buckshotâs not bad yet, but I donât consider it good anymore either. Itâs degenerating into a sidearm rather than a primary. (and it seems some are being gaslit into believing thats how it should be/always was - no itâs been a primary most of the life of this game)
*I canât consider a weapon good if you have to rely on someone else to kill your target for you. Usable, mid; maybe. Never good.
This wonât fix them, but why not make buckshot travel further, with drop off of course? At least this way you can harass xenos from a distance and weaken them a tad before they try to move in for the kill. As is, I feel naked if I donât have a pulse rifle to reach out with.
Iâve been thinking on proposing some new items for shotguns before trying to change them. The first issue I would like to address is the difficulty of feeding them shells fast enough they can be used in a heated fight.
For an example of ideas I had to mitigate this problem, I thought of adding a pouch/belt/attachment that worked like a âshell mixerâ, in which you would be able to place each shell in an order you determine and then activate it to feed the shotgun the shells in the order you placed them (activating it would be a mechanic to avoid leaving on the floor mixed shells and thus causing 'nam flashbacks), instead of manually selecting the shells you want in a hand, putting them in the barrel, them swapping the shells and so forth.
I also thought about adding a new attachment to the M-OU53, âleather loopsâ, that would make you able to store a total of three shells and very quickly feeding it again so it can more reliably input damage.
Overall, to me the problems are:
1 - How long you take to insert shells (for automatic guns itâs just âPick the magazine and put it inâ, for shotguns you need to place each shell oftentimes in the middle of a fight)
2 - How unreliable the damage output is (for example, the damage variance of the flechette is weird to me, at least of what I have observed in the code)
3 - How difficult it is to carry both a shotgun and another firearm (thus having to manage two guns to win a fight, limiting your inventory space. This could be fixed by making shotguns more proeminent? I wonder). For an example, you need to strip the M37A2 of its wooden stock, which decreases scatter and ups accuracy for a very bad backslot option to work (the scabbard).
However, the thing that bothers me most is making attachments to make guns better balanced or more relevant, when my philosophy is that no weapon should require modifications to perform its job well.
Shotguns are great.
Buckshot does good damage close which is the only range that counts. Xenos are majority melee attackers. M41 has range, but for what? The xeno just moves away and takes a power nap and is fine. You blast em with buck when they come to slash you, then they actually have something to worry about.
Theyâre great, but still shit - just like all guns in CM
What can ya do?
if being bug be gon sprays is a little too powerful, we could flex their niche into being a weapon that can hit 2-3 bugs in close range? maybe each pellet does decent damage, but only the first one stuns, so you can pepper a narrow tunnel and fuck up woyerâs day, and his drone girlfriend with the same shotgun blast?