Thoughts on support M4 Combat Shotgun?

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BrujahInUphalling

FNG / Fresh Meat
May 18, 2015
29
0
0
Sweden
The combat shotgun was equally useless in kf1 and remained so to this day, so I'm doubtful TW will do anything since they seem content leaving guns in useless states. (Sorry for bitterness, I really wanted the combat shotgun to be useful).

If it where up to me to make it useful I would say make the combat shotgun hold 8 rounds and give it a speed loader like in this video.

https://youtu.be/M3Hs4do69ms

Neat video, it looks a quite cumbersome but also very cool.

About the M4, what if it came loaded with another ammo type like flechettes, APDS, that fin stabliced explosive round (don't know the name sorry) or some crazy bile-filled slug? That would make it pretty different from the AA12 and add some new options for Support class depending on exactly what the new M4 round would do.
 

HideousConk

FNG / Fresh Meat
Apr 22, 2015
18
0
0
How about:


  1. The M4 and HS swap tiers.
  2. They swap weights.
  3. The M4 gets 1 more round in the tube and 1 more full tube's worth reserve ammo for a total 7/56 count.
  4. The HS goes to 40 (or possibly slightly less?) damage per pellet.
The M4 becomes a useful tier 2 upgrade on the pump with semi auto + better damage for the cost of 1 round per tube and the HS goes to tier 3 low capacity spike damage alternative to the large mag burst DPS of the tier 4 AA12. The toss up between HS or AA12 in this situtation (skills notwithstanding) would surely make for more variety in support loadouts too.
 
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Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
0
32
Honolulu, Hawaii
I think it would be good to enumerate what we can't change due to keeping it IRL accurate. For example, I see increasing it's "magazine" size often (or actually giving it a magazine) suggested as a buff, but I'm assuming that has no real-world equivalent. What can we change about it that would still keep it authentic enough?
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
I think it would be good to enumerate what we can't change due to keeping it IRL accurate. For example, I see increasing it's "magazine" size often (or actually giving it a magazine) suggested as a buff, but I'm assuming that has no real-world equivalent. What can we change about it that would still keep it authentic enough?

8 mag version exists and everything I suggested in the OP is a fair change. Tighter spread, higher damage.
 

ReaperTeh

FNG / Fresh Meat
Apr 16, 2011
50
0
0
Australia
If the magazine gets increased to an 8 shell capacity, i'd like to see the regular pump shotty get decreased to a 6 shell capacity, just my quick two cents.
 

ReaperTeh

FNG / Fresh Meat
Apr 16, 2011
50
0
0
Australia
True, I didn't give it much thought. I'm somewhat put off by identical magazine counts though, would rather the guns be more diverse and unique. Giving the pump shotgun and the semi auto the exact same magazine count eliminates some of that diversity.
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
True, I didn't give it much thought. I'm somewhat put off by identical magazine counts though, would rather the guns be more diverse and unique. Giving the pump shotgun and the semi auto the exact same magazine count eliminates some of that diversity.

"Diversity"

(with buff) M4 and Pump both have 8 round mags. Their difference is M4 has a red dot, higher RoF, and does more damage.

Scar and AR-15 both have 20 round mags. Their difference is Scar has a red dot, higher RoF, and does more damage.
 
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ReaperTeh

FNG / Fresh Meat
Apr 16, 2011
50
0
0
Australia
I can see your point, I probably should've taken another look at the KF2 weapons after my recent hiatus before offering input on weapon balancing.
 

Eisbaer

FNG / Fresh Meat
Nov 10, 2012
116
0
0
I did not like it in KF1, because it just didn't feel right. However in KF2 this weapon has really grown on me. Although I gotta say, the only real possibility to have it is by using the support perk that allows you to carry more weight. Than I roll every single game with the M4 and AA12.
And I really don't understand the complaints about it... It reloads very fast, you can shoot how fast you want, you have an awesome red dot to aim, it has tight spread and it also hits for the same damage the AA12 does... So really, I don't understand the complaining.
The only thing that MAYBE would be worth considering to change is the pricing, as in make it 200 Dosh less or something.
The M4 is far, faaaaaar superior to the pump- and hunting shotguns.
 

AntiCitizenJuan

FNG / Fresh Meat
Sep 15, 2011
91
56
0
I'd like to see it use one of the speed loaders that you see in some competitive shooting videos

https://www.youtube.com/watch?v=xXkyEbrqNGw

would make it a really unique and cool weapon to use, right now its kind of meh. Why buy the M4 when most of the time next round you can get a USAS12?

I really hope they add the HSG1 back in the game because that thing was awesome
 

abanomex

FNG / Fresh Meat
May 12, 2015
64
0
0
And I really don't understand the complaints about it... It reloads very fast


The only way to make it semi viable is with the reload speed skill point, otherwise reloading this thing its like watching the grass grow, and your teammates getting banged before you end up reloading.
 

Andariel

FNG / Fresh Meat
Apr 9, 2015
74
0
0
I really hope they add the HSG1 back in the game because that thing was awesome

Don't count on it. The Medic shotgun is actually the HSG1 replacement (literally the same principle and features, aside from the deisgn) and I doubt we'll see the same gun twice.
 

Talcon

FNG / Fresh Meat
Sep 19, 2011
17
0
0
I don't think a damage buff would matter. I feel like I spend more time reloading with it than I do shooting, even with elite reload. My damage output is faster with the Boomstick. I didn't use the combat shotgun in KF1, either.
 

(>^_^)>

FNG / Fresh Meat
May 15, 2015
15
0
0
The Moon
(>^^)>

(>^^)>

The main problem I have with this weapon is the weight. I feel it weights too much. Even with the strength perk, I can't carry a third primary weapon, because I need to have AA12. So current, I use AA12, scar, and double barrel. Though this relies on a good medic
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
Speedloaders could be really cool, but they've already got the animations for loading it regularly, there's no great need to throw that out. I would love to see a speedloaded sidegrade weapon in the future, though.

They seem to really be going for a priced tier system, so if they want to make it live up to the T3 1100 dosh price tag, I think the most feasible way would be to simply buff some of the stats it's lacking in: capacity, reserve ammo, and/or lower the weight.

The Medic shotgun is actually the HSG1 replacement (literally the same principle and features, aside from the deisgn) and I doubt we'll see the same gun twice.
HSG1 was slamfire pump action with 12 shells and an adjustable choke. Plenty different.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
I like the ideas around alt fire gives different ammo types. It is supposed to be a fairly customizable gun so even giving them the ability to switch back and forth between rubber pellets (little to no dmg but really high stopping/stumble power) while none of the other weapons can do that would be an interesting concept.
 

BrujahInUphalling

FNG / Fresh Meat
May 18, 2015
29
0
0
Sweden
I like the ideas around alt fire gives different ammo types. It is supposed to be a fairly customizable gun so even giving them the ability to switch back and forth between rubber pellets (little to no dmg but really high stopping/stumble power) while none of the other weapons can do that would be an interesting concept.

It might be a bit hard to explain how the ammo would change from buck-shot to rubber bullets by pressing alt-fire but this game has zombies, a bunch of nano-tech and caseless sci-fi gunss so w/e.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
I don't think a damage buff would matter. I feel like I spend more time reloading with it than I do shooting, even with elite reload. My damage output is faster with the Boomstick. I didn't use the combat shotgun in KF1, either.

I really liked using the combat shotgun in KF1, but I know it was kind of in a weird place there too. So I really hope they don't just swap the tiers as many people are suggesting but figure out some way to make it a solid tier3 so that it's a reasonable alternative for endgame loadouts depending on your style.
 

JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
Has anyone mentioned tighter spread? Tight spread, and by extension accuracy over range, is the one niche that has yet to be filled by the shotgun load out. If one could snipe head shots with the m4 as if using a slug, it would be uncontested in that regard. Imagine that, then consider the penetration that would carry over range as well.