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Author Topic: Shotgun crits  (Read 3927 times)

Re: Shotgun crits
« Reply #30 on: January 24, 2013, 12:29:40 am »

Are you kidding me? making it have a higher burst count because of its close range IS making it the same as other guns you are just making a new sng, but no other gun does knockback, and critical hits with knockback, its not like grenades as only 1 type of grenade KNOCKDOWNS not knockback. New ammo type are what the shotguns need.
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Re: Shotgun crits
« Reply #31 on: January 24, 2013, 01:40:40 am »

What's the big deal CC? You can make the weapon viable by not forcing it to a certain role, look how well grenades come into fights, like not at all? And they are like almost only CC based.

Balance the shotguns CC capabilities, damage, fire rate etc. etc and profit. There is place for them to do CC(knock-backs, knockdowns), do decent damage and have better than average fire rate, that all is compensated for its range.

That's it, you don't need anything else to make the weapon viable, you don't need new ammunition, you don't need to make shotgun a pure CC tool, because there is space for something more and you certainly don't need to re-invent an existing weapon to some type of new grenades.


Yes clearly a game full of useless weapons that serve no purpose will be fun and well thought out.
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Re: Shotgun crits
« Reply #32 on: January 24, 2013, 08:49:06 am »

(deleted) :)
thought about it, actually like the setup hehe
« Last Edit: January 24, 2013, 06:38:36 pm by Disease »
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Re: Shotgun crits
« Reply #33 on: January 24, 2013, 08:58:27 am »

When you have a ton of stuff losing items is not a problem, also PvP is how long you can survive and how many you kill while you 're alive as you die in the end.
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