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Medic Shotgun?

Keeping with the close range of the shotgun, why not have the MS8 (Medic Shotgun arbitrary number) use a short range concentrated spray of gas instead of a dart? That way shotgun skills can transfer to Medic skills with this weapon, like how Sharpshooter skills transferred with the MP7.
Sounds fine. I don't really care what kind of medic attachment is on it, so long as it works.
 
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You have a figure in mind for numbers btw Sammers? Can't see any on a quick scan through, so I was thinking maybe something like: -

- Mag size of 2 bullets using the 3/4" shells (but have 1 in the chamber if reloaded after firing 1 round if possible)
Thinking about it it should be a mag size of 1 since the Medic gets double clip size for his weapons :)
- Firing 9 pellets at 25 damage each, so a direct hit would deal 225 damage
- Give it alot of spread, similar to the HS (in this way without a perk bonus it works out less than half the damage of a HS shot)
- Weight of 6
- Healing downside as discussed in the M7A3 thread I made, although maybe tying the Mp7 and Super Shottys heal bars together, coupled with the frequent need to reload would be enough.

But heck its your idea, so your call :)

Only issue I see is logically the Support should get a bonus for this too, since it is a shotgun. Would gcreate alot of confusion for new players...
 
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support should obviously get a bonus, but to make it a "poor" choice for support you might leave out the discount bonus on it (discriminate much :p)

Problem with that is players just go Medic wave 1 to buy the shotgun, then swap to support, hey presto you have powerful shotgun damage and penetration with a healing attachment.

Support would have to get no bonus for this weapon in order for it to be better served as a Medic wepaon... but it is a shotgun, so the Supports perk bonus wouldn't make sense
 
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If it is light enough to carry as a medic, then it wouldn't be a bad choice for support in most cases. My suggestion would be to type the damage the same as the medic gun (no idea what type of damage this is, though it currently receives no damage boosts) so that support doesn't get improved damage with it and a new type of damage doesn't need to be added.
 
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I was just thinking how a low capacity, wide-spread shotgun with dart attachment would make a great medic weapon, but naturally someone got there way before me. Needless to say I like the idea.

As for the issue of the Support perk, why not disable the alt-fire healing darts for non medic perks? It would be a shame to remove the Support's bonuses from this weapon if it could actually "kill two birds with one stone" so to speak. Although I don't think it would be all that useful compared to the other shotguns, unless you wanted to carry an M79 or M32 maybe.

Another thing to consider, I think reloading should definately be interruptible using alt-fire, that way it has another advantage over the MP7M (while still sharing it's characteristic of long reload times in general).
 
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Problem with that is players just go Medic wave 1 to buy the shotgun, then swap to support, hey presto you have powerful shotgun damage and penetration with a healing attachment.

Support would have to get no bonus for this weapon in order for it to be better served as a Medic wepaon... but it is a shotgun, so the Supports perk bonus wouldn't make sense

that's also true, but than there would be the problem of having a shotgun that isn't a shotgun ... maybe if they classify it as "prototype" (or special weapon like the mp7m), but i still foresee whining from the support class.
 
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You have a figure in mind for numbers btw Sammers?
No I don't; no matter what numbers I pick, I fell TWI would probably do a better job of them than me. It's their call in the end, not mine :p
Your figures seem reasonably good though and are round about what I'd have in mind for it.

Support would have to get no bonus for this weapon in order for it to be better served as a Medic wepaon... but it is a shotgun, so the Supports perk bonus wouldn't make sense
Well Commando got no bonus' for the MP7, so Support perk players will just have to deal with it.
 
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As for the issue of the Support perk, why not disable the alt-fire healing darts for non medic perks? It would be a shame to remove the Support's bonuses from this weapon if it could actually "kill two birds with one stone" so to speak. Although I don't think it would be all that useful compared to the other shotguns, unless you wanted to carry an M79 or M32 maybe.

Another thing to consider, I think reloading should definately be interruptible using alt-fire, that way it has another advantage over the MP7M (while still sharing it's characteristic of long reload times in general).

... thats actually a really good idea...

HS and AA-12 both weigh 10, and the regular pump shottie is 8. So 18 +1 for pistol is 19/24, so with a weight of 6 the Super Shotty is too heavy. So it is still a case of only having 2 shotguns to pick from, and this is the weak one. You take out the healing ability and no discount and you've got yuorself a rather pointless non Medic weapon.

Having a pump action shotgun or LAR type interuptable reload would also give it a niche... however it wouldn't do so well under constant pressure, or against long range foes and bloats... so the Mp7M still has appeal.

Plus of course if you try and carry both Medic weapons you can't take a LAR which is a Medics bread and butter right now.

Very slickly done there man, I applaud :)
 
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I havn't read through much of the thread so apologies if I've missed some stuff.

I'm for the shotgun, a close encounter weapon would be good. The Medigun could be sort of seen as this too, but due to its accurate when Iron Sighted, it's a great headshotter so it's mainly used for longer ranges. Even so, a sharpshooter facing a mob would just headshot them one by one, as the Medigun does.

However if I were to support this, it'd be for only three suggestions...
1) It not be exactly like the Medigun dart. Perhaps, something better? Personally, I like the idea of being able to heal multiple allies at once; But found it ridiculous if you would just have a heal grenade.
So (And by all means, disagreements are welcome.) I'd like to suggest it have an alternate ability to spray a mist from the front of it; Perhaps, 3 characters distance, 3 characters wide in front. You could heal, perhaps the whole team... But, with this; It'd have to have an negative effect. Slower regeneration, or lesser heal effect?
2) You can't wield it if you have the Medigun. Someone mentioned (Jester, I think) that the darts should have the same regeneration; To avoid Medigun healing, shotgun healing, back to medigun and you have an infinite auto healer - But instead of sharing the same, why not make the exist preference?
Automatic, long range with accuracy; Or damage, inaccuracy and close range.
I don't mean restrict it by weight either, but make it incapable of wielding the Medigun with the MediSG, or wielding the MedSG with the Medigun.
3) It have an fair impacted, magazine reload. Make it something similar to the AA12's reload, instead of the shotguns. A major impact on the Medigun is where you've defended yourself, reloaded and then realized a team member needs healing in the distance, but your reloading is still going; I'd like it if the shotgun had it be a magazine reload, instead of Shell by Shell (Like the LAR, Shotgun, etc.) that way your major impair in using the gun is your inability to heal when reloading, which can be quite critical.
I find that to be what impairs the Medic in general the most. You can't whip a syringe or Medigun out instantly to heal someone when you're reloading; So that you have to make the choice of sticking to someone like glue, insisting they save your butt; Or take the risk to defend on yourself, where you can trust yourself (Since as someone's guide says; Everyone makes mistakes, don't fully rely on team members.)

I don't think it should have penetration, either. The Support Specialist is the shotgun expert and should be the only class capable of maximizing efficiency with them - Much like how the Medic doesn't get additional headshot damage with the Medigun.

I don't think it should look like what Benio posted, either. The one Benio posted looks more like an hunting shotgun for something a shotgun specialist would use.
The Medic's gun has a theme; Of being a small, silver, pocket sized automatic ... thing. The original post seems more befitting; Silver, pocket sized - Just the general look, really.
 
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Something that only has one thing in it can't follow a theme :p It simply looks like that. If you had two or more things that were similar, then you can say it followed a theme.

Also, i don't like the idea of not being able to weild both medic weapons at once. This would mean that the medi shotgun weighs a tonne, because the MP7 weighs very little.

The mist was suggested by CandleJack and I stand by the idea, i love it. It doesn't need to be weaker healing or longer wait before you can do it again because the downside is the distance it covers, which is very little.

I think that it should be able to interrupt reload, this would make it good for points of panic.

The last thing is not a suggestion, merely an observation. Use of a spray would create quite a large amount of diversity when using the medic class. Something new to use for diffrent situations. It would also be nice at close range because that seems to be where the MP7 medication darts go wrong most...
 
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Something that only has one thing in it can't follow a theme :p It simply looks like that. If you had two or more things that were similar, then you can say it followed a theme.

Also, i don't like the idea of not being able to weild both medic weapons at once. This would mean that the medi shotgun weighs a tonne, because the MP7 weighs very little.

The mist was suggested by CandleJack and I stand by the idea, i love it. It doesn't need to be weaker healing or longer wait before you can do it again because the downside is the distance it covers, which is very little.

I think that it should be able to interrupt reload, this would make it good for points of panic.

The last thing is not a suggestion, merely an observation. Use of a spray would create quite a large amount of diversity when using the medic class. Something new to use for diffrent situations. It would also be nice at close range because that seems to be where the MP7 medication darts go wrong most...
O: You readin' backwards!?

If it can interupt reload, then I suggest the Medigun be capable of this as well.

As for the weight,
I don't mean restrict it by weight either, but make it incapable of wielding the Medigun with the MediSG, or wielding the MedSG with the Medigun.
I figured if it weighed a lot, no one used it; Which is why I suggest that the game should read "User has: Medigun; Incapable of equipping: MediSG" - Sorta like that. Vice versa.
 
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Ah, i see. That would make more sense, but I still like the idea of the medic being able to carry both the MP7 and the Medi shotgun to their varying uses. Shotgun for close range heal/combat and MP7 for long/medium range heal/combat. It would also make it so the medic didn't branch out as much, or at least could choose not to go for weapons from other perks. A good medic would want to have both these weapons to assist their team with.

I also like the diea that the guns work from the same medi syringe/mist reloader thing. so if you have to wait for the MP7, it will also make you wait with the Shotgun. It would be like they are using the same Medi pack but in different ways. Sorry if that is hard to follow... Worded real badly but hard to pu down in words...

As for MP7 not being able to interrupt its reload, i wouldn't bother changing it, it is alright the way it is. Medics just need to be aware of the situation so they don't reload at a crappy time
 
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Ah, i see. That would make more sense, but I still like the idea of the medic being able to carry both the MP7 and the Medi shotgun to their varying uses. Shotgun for close range heal/combat and MP7 for long/medium range heal/combat. It would also make it so the medic didn't branch out as much, or at least could choose not to go for weapons from other perks. A good medic would want to have both these weapons to assist their team with.

I just sort of think that would make it so the Medic is the Jack of All Trades class, then. Range, closer range, accuracy, speed, fast healing, impressive armor.
It needs to have some backdrafts; Where I think its weapons should be based similar on other classes, but in weaker versions; As the Medic isn't a fighting class, but a support/healing class - But not giving them weapons makes them unable to defend themself.
Which is where the Medigun comes in. Defend yourself with the automatic fire and accuracy of the Medigun; Or take the weapon that's stronger, slower. That way it would become a choice of preference as to what the Medic would prefer to defend themself with.
Get them from afar, before they get hit; Or choose close range power. Putting them both together, you have... Well, both of them; And essentially, a lean mean fighting machine.

I also like the diea that the guns work from the same medi syringe/mist reloader thing. so if you have to wait for the MP7, it will also make you wait with the Shotgun. It would be like they are using the same Medi pack but in different ways. Sorry if that is hard to follow... Worded real badly but hard to pu down in words...
It's alright. I understood it. And yeah, it was suggested by Jester (I think?)
I would definitely agree this be the case, were Medics able to use both the shotgun and the Medigun at the same time.

As for MP7 not being able to interrupt its reload, i wouldn't bother changing it, it is alright the way it is. Medics just need to be aware of the situation so they don't reload at a crappy time
If you're capable of interupting the shotguns loading time, then you may as well run up to the person in trouble, shotgun blasting everything in your way; Then, when you get to the person you can cancel your last reload to heal them.
Or, you can shoot everything around you and then dart them.
But due to the inability to cancel reloading on the Medigun, you'd be better off just running right up to the person with the shotgun, that way you pretty much have a sure fire way not to miss your heal; And without the care of "Oh god should I reload now or take my risk!?", everyone will just go Shotgun frenzy and then say "Pshaw, if I reload I can just change to my pistol because it'll be like, insta swap." which is something the Medigun would lack; Making it less appealing to use.
 
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Assuming that you cant carry both the Medi shotgun and the MP7.
I came up with a better way to figure this out. You can't interrupt reload with the MP7 because that is how it is at the moment and I'm not sure if you really should be able to. But, here is the difference. If the shotgun sprays a mist, it sin't a singular point, its an area based spray, this way you don't need to interrupt the reload of the Shotgun, instead you can just allow it to be sprayed while reloading and the spray due to it's area will still be able to get people.

This would not work with medi dart due to when reloading, the barrel will not be facing towards a friend, so being able to fire the medidart at this point would be stupid and make people rage. I think that that idea should cover it... Still up for suggestions.

Also, with being able to wield both of them, it wouldn't make the medic a killing amchine, the MP7 is useless on anything above a gorefast and the shotgun probably wouldn't be effective on anything higher than a Husk. They are both weak weapons, just varied to make the medic class more interesting, not more powerful.
 
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