Super shotgun

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Super shotgun

Postby Alien » Thu Oct 30, 2008 9:13 am

Here is or current shotgun:
Download and/or preview (should NOT crash): http://rghost.ru/40502
I want to emphasize that the problem is 2 fire 3 shot mode.
The target is pushed away after 1st shot and there is no time to reaim again. Basically, it means it is useful mostly stationary targets, when they are cornered. Consequently, it is almost useless against moving targets even being a hit-scan weapon, because 2nd and 3rd shots usually MISS. That's why

That's why I always wanted smth similar to super-shotgun ( http://www.youtube.com/watch?v=C1cIgpDoYJk ) - one shot, one kill.
Download and/or preview: http://rghost.ru/40503
This super shotgun is basically the same as our old shotgun. The only difference is that it shots 1 time in 2nd fire. All other things (max damage, spread, refire is the same as our old shotgun). As you can see, difference is obvious. The model is very old Nexuiz shotgun model (for those who don't know/ remember).
Now the question is whether this super shotgun should be made as another alternative weapon (or coded as an upgrade) or maybe you all would agree to changing sec refire to 1 shot to our current shotgun. The main reason is that currently Nexuiz can use 20 wpn slots, using same wpn flag it could have 32 weapons at maximum. So the question is whether should I try and persuade div0 waste one bit (one slot) for super shotgun or no?

Another thing, is if somebody can suggest more exceptional primary fire mode for super shotgun to emphasize the difference between two weapons or maybe create new model for it? Where is Doc-Python and his shotgun model? Why hasn't he released it?

And yet another thing, if somebody wants some sort of new weapon for nexuiz and has a GOOD model and shot graphics and can clearly describe how it should work, I can try to make a patch to current codebase. If this weapon fits nexuiz style and will be balanced, div0 might accept it.
Last edited by Alien on Thu Oct 30, 2008 9:17 am, edited 1 time in total.
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Postby divVerent » Thu Oct 30, 2008 9:16 am

No, this weapon is no longer needed. The HLAC's secondary fire is basically the same.

Oh, and the shotgun is meant to be relatively weak for general use. It should just be used until you have a better gun, or if you are close to a target.
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Postby Alien » Thu Oct 30, 2008 9:27 am

The current shotgun's weakness is his stupid 2nd fire mode (actually, push after first shot). If not this, shotgun would be deadly. Somebody wouldn't be required to use nex in close quarters combat (like it is now). Glad that HLAC (FLAC :) ) is inside. Played with it but haven't checked it's usability in real combat.
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More DM/CTF maps added in 2.5 as standard maps

Postby Chubby » Fri Oct 31, 2008 10:33 pm

I have tried it. I don't really like it. But it's still funny to laser someone for about 7 times in less then 2 seconds. The weapon would be more interesting if you can wallclimb with it. You can't make laserjumps with the HLAC. It's basicly a laser which needs ammo and it has a quicker reload. So why aren't we able to laserjump with it?

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Re: More DM/CTF maps added in 2.5 as standard maps

Postby tZork » Sat Nov 01, 2008 12:53 am

Chubby wrote:I have tried it. I don't really like it. But it's still funny to laser someone for about 7 times in less then 2 seconds. The weapon would be more interesting if you can wallclimb with it. You can't make laserjumps with the HLAC. It's basicly a laser which needs ammo and it has a quicker reload. So why aren't we able to laserjump with it?

DAMN, Div's signature told me my ovalrace record is broken


Because threes already a laser. giving it teh same force would throw your target away as soon as one bolt hits making it totally useless as a offensive weapon. it takes some time to get a hang of, but if you do get it right it can dish out some major punishment, 300 dmg/sec for primary. a single blast from the secondary does up to 180 damage. ducking while firing lower the spread of both modes.

oh you can fly with secondary. up to 900 force. but it hurts allot.
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Postby PinkRobot » Sat Nov 01, 2008 8:36 am

Alien wrote:it means it is useful mostly stationary targets, when they are cornered.
You seem to be using clones in this video which will slide very easily, much easier than a normal player or bot :)

I think you would have more chance getting this into the game by not dragging the normal sg into it. I think they are not really comparable. Besides which Supershotgun looks more like a Minstanex in use and instant gibbage output to me ;]
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Postby Alien » Mon Nov 03, 2008 6:50 pm

PunkRabbit wrote:
Alien wrote:it means it is useful mostly stationary targets, when they are cornered.
You seem to be using clones in this video which will slide very easily, much easier than a normal player or bot :)

I think you would have more chance getting this into the game by not dragging the normal sg into it. I think they are not really comparable. Besides which Supershotgun looks more like a Minstanex in use and instant gibbage output to me ;]


This is my test bot with movement removed. It acts as a separate player and it uses normal physics. You got wrong impression. I only recorded successful shots with super shotgun. :D (in order to show some people the GREATNESS of ssg). As I said it uses the same amount of bullets, spread and force as the old one, only one shot.

Anyway, I made a patch, which allows you to configure shotgun to act as a super shotgun. Probably should a signature as 3 shots in ssg are lame. :roll:
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Postby eightvirtues » Thu Nov 06, 2008 6:24 am

Are these shotguns a part of the deb packages included with the last three releases of Nexuiz on Ubuntu? I don't remember seeing them, so I'm guessing they're mods/addons. Without seeing them in action, I'm left wondering; are they anything like the super shotgun in Doom II? That was a nice shotgun.
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Postby PinkRobot » Thu Nov 06, 2008 8:24 am

This is my test bot with movement removed.
Ah ok, well, in that case... that's one heck of a punch :D
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