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Shotgun Ammunition

Surkov

Grizzled Veteran
Jul 3, 2010
130
19
Right, so I've been thinking about this for a while and i think it would be a nice feature for the support specialist. I think he ought to have access to different types of ammunition that he can load into his various shotguns, after all he is capable of carrying more weapons than other classes and different types of rounds have seen use in real life a short list includes

-Shotgun slugs
-Flechette rounds
-Frag 12 explosive rounds
-Breaching rounds
-Gas shells
-XREP Taser Rounds
Given these many types of ammunition i could see the support specialist filling a large amount of supporting roles. So what do you think eh?
 
This will give us some variety, but what's the point in the tazer and flechette shells? The tazer one is near pointless because why stun an enemy when you can open up his chest with a normal round? As for the flechettes, I have no idea what they're for.

Breaching rounds and slugs are pretty much the same thing as each other, am I right? They have been discussed before and with all the support spec perk bonuses, a shotgun slug would be hilariously overpowered.

Explosive shotgun shells? Too much. Think about the AA-12.

Gas shells doesn't sound like any use, I'm afraid. :(

I think that adding any new kinds of ammunition will just make the support spec broken, like the SS, what with the abilty to completely and totally and utterly obliterate any ZED when they come face-to-face.
 
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This will give us some variety, but what's the point in the tazer and flechette shells? The tazer one is near pointless because why stun an enemy when you can open up his chest with a normal round? As for the flechettes, I have no idea what they're for.

Breaching rounds and slugs are pretty much the same thing as each other, am I right? They have been discussed before and with all the support spec perk bonuses, a shotgun slug would be hilariously overpowered.

Explosive shotgun shells? Too much. Think about the AA-12.

Gas shells doesn't sound like any use, I'm afraid. :(

I think that adding any new kinds of ammunition will just make the support spec broken, like the SS, what with the abilty to completely and totally and utterly obliterate any ZED when they come face-to-face.

I agree.
 
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This will give us some variety, but what's the point in the tazer and flechette shells? The tazer one is near pointless because why stun an enemy when you can open up his chest with a normal round? As for the flechettes, I have no idea what they're for.

Breaching rounds and slugs are pretty much the same thing as each other, am I right? They have been discussed before and with all the support spec perk bonuses, a shotgun slug would be hilariously overpowered.

Explosive shotgun shells? Too much. Think about the AA-12.

Gas shells doesn't sound like any use, I'm afraid. :(

I think that adding any new kinds of ammunition will just make the support spec broken, like the SS, what with the abilty to completely and totally and utterly obliterate any ZED when they come face-to-face.
Well the idea behind adding the tazer round to the list was that when overwhelmed you could shoot something like a fleshpound to slow (not stun) it for a decent amount of time to give your team more time to react, as for flechette rounds i was going to say enemy piercing but then remembered that's an inherit part of the ss perk, i suppose it could do more damage to targets with high damage resistance/health but that's a stretch. Also shotguns slugs are typically used for big game targets (sabots) but like the frag 12 rounds have the bonus of greatly increasing range. Breaching rounds should have an obvious use though it may not be a great one considering the unwelding speed bonus. Funny thing the Frag 12 rounds, if memory serves were actually intended for use with the AA-12 and have a 3 foot casualty radius. Gas shells i suppose could be used to shortly slow/stun a large group of enemies. As for how these would be loaded it could be anything from having a weapon slot for special ammunition's to loading at the merchant, the support specialist can carry alot of weapons so i suppose you could always carry different shotguns loaded with different ammo. As for it being broken or overpowered well who says it has to be? Any number of nerfs to these ammo types could easily make them viable if you ask me.
 
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Well the idea behind adding the tazer round to the list was that when overwhelmed you could shoot something like a fleshpound to slow (not stun) it for a decent amount of time to give your team more time to react, as for flechette rounds i was going to say enemy piercing but then remembered that's an inherit part of the ss perk, i suppose it could do more damage to targets with high damage resistance/health but that's a stretch. Also shotguns slugs are typically used for big game targets (sabots) but like the frag 12 rounds have the bonus of greatly increasing range. Breaching rounds should have an obvious use though it may not be a great one considering the unwelding speed bonus. Funny thing the Frag 12 rounds, if memory serves were actually intended for use with the AA-12 and have a 3 foot casualty radius. Gas shells i suppose could be used to shortly slow/stun a large group of enemies. As for how these would be loaded it could be anything from having a weapon slot for special ammunition's to loading at the merchant, the support specialist can carry alot of weapons so i suppose you could always carry different shotguns loaded with different ammo. As for it being broken or overpowered well who says it has to be? Any number of nerfs to these ammo types could easily make them viable if you ask me.

FP in the distance, shoot, Sharpy decap.
K.
 
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Or, why don't we just add every weapon ever created?

you're making an insane amount of suggestions and the truth is the only feasible one is slugs, and they are overpowered.
I disagree i think a good amount of feasible just not all of them would be easy. OH and as they don't exist in game at the moment its literally impossible for them to be overpowered.
 
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I like the idea.

The only way I could see it happening is adding a Select Type Ammunition button at the trader.

Possibility, not just shotguns but other guns as well.
Yeah that would definitely be necessary. But it think putting it on other guns would be a little too much i chose the support specialist for this because shotguns really do see use with a large variety of ammunition and because i think it would suit the perk in terms of support by filling in gaps left by a lack of a certain perk on the team.

They'll also never exist in The Game because they are a crap idea. Deal with it.
Yeah? And why is that? You haven't offered a whole lot as to WHY this is a crap idea, and I'm not gonna lie it really pisses me off that you've posted in this thread once before with the **** standard "its op" argument only to come back and say its a crap idea that will never be in game. The ONLY reason i can think of for it to NOT be in game is the difficulty of creating and adding the features necessary for it to work, but i don't know the development team, how many people are on it, whether or not they would consider the effort to be worth it, hell i don't even know the limitations of the current engine so if that's the case so be it, but right now i think you ought to give some reasons on why its a bad idea or just leave.
 
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it really pisses me off that you've posted in this thread once before with the **** standard "its op" argument only to come back and say its a crap idea that will never be in game.

It is OP.

The support spec will have an AA12 loaded with EXPLOSIVE AMMO and extreme damage boosts it gets as a perk!

IT'S OP!

The support spec is perfectly balanced as is! No need to make it even more powerful! We don't need another broken perk! The Sharpie is bad enough!

That's what makes it a crap idea!
 
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It is OP.

The support spec will have an AA12 loaded with EXPLOSIVE AMMO and extreme damage boosts it gets as a perk!

IT'S OP!

The support spec is perfectly balanced as is! No need to make it even more powerful! We don't need another broken perk! The Sharpie is bad enough!

That's what makes it a crap idea!
Okay one more time. It Can't Be OP if it doesn't exist.
 
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Hmmm, ok. :confused:
Ok I'm sorry, that might be a little too loose of an explanation. Because a feature like this doesn't exist it shouldn't be treated like it has set in stone values, for example Frag 12 rounds could have their damage lowered if found to have a dps that's too high that way it would only have value when used by a support specialist and depending on how low/high it was set might have a reduced blast radius, my point being if it doesn't exist but were drawn into existence it would obviously go through its own nerfs/buffs/tweaks.
 
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I don't understand how you can call this OP. If slugs or explosive shells are too powerful, just nerf the damage until it's balanced with buckshot. Damage doesn't have to be realistic; there are zeds that can take LAW rockets in this game.

You could keep the damage per shot about the same, but make slugs more useful for longer range headshots, (especially when the specs are lined up on a level surface) and let the FRAG shells do the same damage as a normal shell, just spread out more across the front row of specimens because it has a bigger AOE at the cost of penetration. Flechettes could do slightly less damage, but have more penetration than regular shot. It would also be nice for non-support players who want to use shotguns properly.

[edit]for flechettes[/edit]
 
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I don't understand how you can call this OP. If slugs or explosive shells are too powerful, just nerf the damage until it's balanced with buckshot. Damage doesn't have to be realistic; there are zeds that can take LAW rockets in this game.

You could keep the damage per shot about the same, but make slugs more useful for longer range headshots, (especially when the specs are lined up on a level surface) and let the FRAG shells do the same damage as a normal shell, just spread out more across the front row of specimens because it has a bigger AOE at the cost of penetration.
That's what im getting at, Thank you.
 
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