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The MediShotgun

*Shrugs* Can't please everyone and I certainly don't aim to.

It was just a suggestion more then anything. The HL2 revolver firing sound is really over used and sounds like a modified stock revolver shot.

As for better sounds, I can't really help you there because you can't just go and pluck anysounds you wish if you're releasing this. All of the STALKER SOC content is free to distribute with credits, you may want to look into some of its sounds (not a fan of some of it but cold find something useful).

Anyways, no offense meant, it's just after playing so many mods and what not, hearing the HL2 sound effects really kills the moment for me (Audiophile). I'm sure most others won't have a problem so don't cater to my needs entirely lol.
 
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Is it a limited distance heal? Or does it long range fire like the mp7 medic gun?

Long range dart, same as MP7M for the moment. Looking at maybe making it a spray. (Depends)

Please just make a crappy canyon and pin sight for healing - i dislike hemi's shotty for that reason alone :/ But i'm so excited for this.

If you are close enough to shoot the colts or what have you off your mate you are close enough for a easy heal. It's not that hard, I thought it would have been but was pleased to find other wise.

Anyways, no offense meant, it's just after playing so many mods and what not, hearing the HL2 sound effects really kills the moment for me (Audiophile). I'm sure most others won't have a problem so don't cater to my needs entirely lol.

Yeah, sorry. Sounded harsher last night than in the morning light. (heh rhyme). It might be due to the lack of mods I didn't pick up on it. I'm a sound engineer by trade and work on sound design for projects. So I know what you mean.
 
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Long range dart, same as MP7M for the moment. Looking at maybe making it a spray. (Depends)



If you are close enough to shoot the colts or what have you off your mate you are close enough for a easy heal. It's not that hard, I thought it would have been but was pleased to find other wise.



Yeah, sorry. Sounded harsher last night than in the morning light. (heh rhyme). It might be due to the lack of mods I didn't pick up on it. I'm a sound engineer by trade and work on sound design for projects. So I know what you mean.

Maybe to balance it If you make it a spray healing you could make it so it shoots multiple less powerful darts and also give it a slower recharge time
 
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Maybe to balance it If you make it a spray healing you could make it so it shoots multiple less powerful darts and also give it a slower recharge time

Could just leave it to spread maybe 4 at a time BUT it will deplete ALL of the health regeneration thingy (yes the thingy :p)? This will mean you can't just spray and hope but means you will have to stay close quaters like a shotgunner should.
 
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Please just make a crappy canyon and pin sight for healing - i dislike hemi's shotty for that reason alone :/ But i'm so excited for this.

Guttersnipe sight! :D

55_asp-3.jpg



I bet hardly anyone's seen one of these before :D
 
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I don't know much about programming, but here are some (theoretical) workarounds to make a line heal:

1) Make the dart penetrate unlimitedly
2) Change the dart's model to just a green puffcloud or something
3) Set a maxrange for how far the dart can fly (like the Flamethrower's flame)

= Lineheal :)

Shouldn't that work?
 
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the guttersnipe sight - lol, i have seen that before, on a gun from an old video game :D never seen it on a real weapon tho lol.

I was kinda thinking... lets see if i can emulate it in characters lol....
^ ! ^ <-- something like that, just a simple iron flange in back with a post in front. easy to model and aim with but not especially accurate. though i thought that maybe if you took the top poly of the barrle and raised it just a tad, almost like a weld line or anything to center your line of sight correctly, it could help. I just can't use guns without sights - it hurts mah head :(
 
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Aren't it is similar to pistol's iron sight?

Actually... no! :p

Post is in spoiler for size reasons

Spoiler!
 
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First impression - i enjoy it. but its too weak. I know its got to be weak, but when it takes me 3 shots to kill 3 clots, with a shotty, thats weaker than weak. Either up the damage a bit, or if possible, could you make it so that each penetration does more damage? When i think of this, i think of a shotty that cocks quick and fires effectively, but has little ammo and so you can only use it in one burst then wait for the reload, compared to the full shotty which should only be a tad stronger but holds double the shells. Personally, having only 4 shots and maybe an extended reload is fair balance (plus cost of course) for a shotty, even with the power/penetration of the normal.

I love the model though, and the iron sight works OK i guess - could you texture in a scratch in the center of the back maybe? just to have a central point? IDK. the darts worked ok. All in all, except feeling weak (i was on hard, JIC i forgot to say earlier) i enjoyed myself.
 
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OK I just tried it out on lv 5 medic and I'm liking it a lot. Here's a summary of what I think so far:

PROS:
-Fire rate is good
-Damage is good
-Reload speed is good
-Pellet spread is good

CONS:
-Needs a tad better penetration.
-Needs the dart recharge-display

SUGGESTIONS:
-Aiming sight @ end of barrel should poke up higher.
-Could be a little heavier, seeing as when I played I could hold an arsenal.
-Somehow limit a support specialist from getting this weapon too easily, the healing dart + the shotty bonuses would make this combo OP.
-I put this into the custom shop mut and the thing is only ₤10. Idk abt how creating these mods works but u know what I'm getting at.


When I used it I was playing on hard difficulty on Biotics Lab, preferring close quarters to maximize the shotgun's capabilities.. The 4 shot limit is actually quite fitting for the feel of the gun. Taking into consideration the notion that medics aren't supposed to be delivering huge damage spikes, compared to the other medic weapons it seems like it fits in quite well.
 
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OK I just tried it out on lv 5 medic and I'm liking it a lot. Here's a summary of what I think so far:

PROS:
-Fire rate is good
-Damage is good
-Reload speed is good
-Pellet spread is good

CONS:
-Needs a tad better penetration.
-Needs the dart recharge-display

SUGGESTIONS:
-Aiming sight @ end of barrel should poke up higher.
-Could be a little heavier, seeing as when I played I could hold an arsenal.
-Somehow limit a support specialist from getting this weapon too easily, the healing dart + the shotty bonuses would make this combo OP.
-I put this into the custom shop mut and the thing is only ₤10. Idk abt how creating these mods works but u know what I'm getting at.


When I used it I was playing on hard difficulty on Biotics Lab, preferring close quarters to maximize the shotgun's capabilities.. The 4 shot limit is actually quite fitting for the feel of the gun. Taking into consideration the notion that medics aren't supposed to be delivering huge damage spikes, compared to the other medic weapons it seems like it fits in quite well.

This sounds like you've done well but I would like to change one part to it. If you was to add penetration wouldn't it be best to drop the damage to keep it balanced FOR the medic? Like you said
Taking into consideration the notion that medics aren't supposed to be delivering huge damage spikes, compared to the other medic weapons it seems like it fits in quite well.
 
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@halb

It has the same damage as the pumpshotgun, the reason it feels weak is you are a medic. Give the pumpshotgun ago off perk and you'll see what I mean.

@sheaownsaford

Thanks for the feedback. That sort of detail really helps.
The weight and price are there just for you to get a hold of it for testing. They will be changed.
I'm aware of the charging bar problem and am still working on it.

@Steff

I'm glad you are enjoying it. =)

In regards to the damage/penetration comments. It's currently piggybacking the shotgun code. If I want to change damage and penetration it means implementing a LOT of code. Which I'll likely do. It just might take me sometime.
 
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really? its the same as the shotty? because i often use shotty's in early waves off perk (cause i pick em up :p ) and can easily blow away a pair of clots with each shot... i can barely do one reliably now.... Did you fool with the spread code? I just don't know why i found it so much less usefull....

@sheaownsaford - its funny, but IMO the medics job IS to deliver damage spikes. That sounds counter intuitive, but his MP7 - its a clot horde rape machine. Anything with low head/body health is subject to highspeed decapitation and death. But you run out of ammo fast, so you can only do 5 clots before you have to reload.... WHICH TAKES FOREVER. But thats the medics style - he has to do a buncha damage in short time, to get to his target to heal, but has big reloads. I kinda miss the origional anims for the m7a3 for that reason, they felt longer and more stressful if you tried to take on to many.
Anyway, i feel like i should be able to use this to clear out a group, like when 5 clots have surrounded an ally and are nibling on him. i cant dart him, the mp7 wouldn't be fast enough because you have to hit each head in turn and on hard he's almost dead, so i'd like to have the shotty be able to clear them. Which is why i'd love to see fast pumps and fair hit damage and penetration, countered by the 4 ammo and a hefty reload anim.
@Gartley - if you took extra time between/at beginning of reload anims to emphasize that he's pulling shells out of a bag or pocket (since they don't wear bandoliers big enough for that ammo anyway!) it would help. when you reload other single reload weapons you never see that, the hand dips down then comes right back up. Either that, or make him struggle to crunch the first shell afterwards. That way he's got decent damage output for 4 shots, but has to wait till relative safty for reloading.
 
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