on the 3 weapon system or 1 weapon system...

Started by MFCISFUNNY, January 05, 2008, 09:41:03 AM

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BurningDeath

Quote
Quote from: BurningDeath on January 06, 2008, 02:08:37 PM
I always brought nades with the shotgun. They do quite well when it comes to long range things, like defusing bombs or getting spies away from hacking panels.
everyone takes nades no matter which weapon he uses...
Think further. Everyone takes nades anyways, so why make the shotgun do anything at long range, when you can do it with nades just aswell.

neth

cause in the late game you may have no nades.

Gawain

shooting away a snare with a frag nade lol
seriously, you need every single nade for more important stuff, like covering stuff not in your fov in emergency situations, or keeping the spy from ss you and hack the last 2s etc

Farley4Fan

Quote from: Gawain on January 06, 2008, 08:02:12 PM
shooting away a snare with a frag nade lol
seriously, you need every single nade for more important stuff, like covering stuff not in your fov in emergency situations, or keeping the spy from ss you and hack the last 2s etc

Yeah, that's the downside of shotgun.  No long range.  Nades are a must when you bring shotgun because those are your only longer range capabilities.  Just make one pellet direct every time, directly on the crosshair.  That way you aren't trying to shoot snares etc with the spread stuff. 

Gawain

if you go for a 3 weapon system, this is the best solution someone came up with yet.

nades and mask are pretty mandatory in ct, and i don't think we should change that. probably spekkio's idea with 4 free slots +mask/camo always selected is the best solution.

Guggle

I do think that there should be more than one option of weapons to choose from, however I don't agree that a *secondary* weapon will make the game any better. I believe that we all see the Mercenary as an unathletic gunner who never has the main gun out of his hands with the exception of placing mines. Having a secondary gun will eliminate of the most original features Splinter Cell online has. Stay kewl.

psyichic

A sidearm would prove useless unless it offered something other than a back-up ammo system. Crates are normally quite easy to access in the levels and it is unusual for mercs to run out of ammo usually.

Cyntrox

The merc is still holding the gun in his hand when placing mines >.>

Farley4Fan

oo, maybe you could change that to a sidearm just for kicks and giggles.  :D

InvisibleMan999

I don't really think a second gun is worth it. If you want to fix the shotgun problem, I prefer the one pellet that always goes straight ahead with perfect accuracy, and probably does like 2% damage or something. Not quite good enough for the spy to really care about, but it takes out cams, snares and can stop a hacking spy at long range.

It certainly wouldn't be realistic for a shotgun, but so what.

psyichic

But with one pellet always going straight ahead with 100%accuracy it still makes it a pain weapon. Don't make it 100% accurate but make the spread more directed towards the center. I mean you shouldn't be able to shoot out cams across the level.

InvisibleMan999

Quote from: psyichic on January 08, 2008, 10:19:05 PM
But with one pellet always going straight ahead with 100%accuracy it still makes it a pain weapon. Don't make it 100% accurate but make the spread more directed towards the center. I mean you shouldn't be able to shoot out cams across the level.

Well it really has to be 100% accurate, because the RoF is so slow. When you fire it at a cam or sometihng,you need to be able to take it out in one shot, maybe two shots. Anything more than that, and it's basically pointless.

It'd be totally unrealistic to have a 100% accurate shotgun, but I think it's something we probably have to do if we want to balance the weapon.

psyichic

I think that for balance sakes though you should be limited to at most medium range accuracy. If the shotgun is made more dependable it should suffer from the inablility to hit gadgets at long range. Otherwise it would become overpowered. The real problem right now is that its hard to hit gadgets at even close range.

Farley4Fan

I'm not so sure if we need the shotgun to be able to take the spy off a hack at long range.  MAYBE at medium range, but that's it.  The thing is that it should only be accurate at close range.  The only prob with it is that its stupid ass can't it something right in front of the barrel from point blank.  Fix that and it's fine.  Shotgunners need to be conservative of their grenades, because thats' the long range they got.