Vgstation13: Shotguns are really awkward to use now.

Created on 20 Feb 2017  路  11Comments  路  Source: vgstation-coders/vgstation13

Recently, shotguns were made to require two hands to fire, pump and break. This combined with the shotguns low ammo count (particularly in the barman's shotgun) have made it really annoying to use.
Try spawning a double barrel and armour on the test server, take the gun off your armour, fire it, reload and put it back.
This should be simple, its the basics and could be called on to do any number of times in a round, but unintuitive things like having to swap to the offhand and drop to unwield, not being able to put a wielded weapon on your armour and pump/break being the same action as wielding will cause fuckups. Accidentally unloading your ammo when you wanted to fire or getting disarmed because putting your gun away takes four steps is gonna be a pain in the arse.

Most helpful comment

I'd argue that the slow rate of fire, low ammo count, ammo needing to be stored and loaded individually and inability to fit into backpacks were downside enough, particularly seeing as revolvers deal similar damage. Either way making them this clunky to use isn't the right solution if they were unbalanced.

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That's why I wanted it alt click

Also 70 brute damage weapons shouldn't be easy.

I'd argue that the slow rate of fire, low ammo count, ammo needing to be stored and loaded individually and inability to fit into backpacks were downside enough, particularly seeing as revolvers deal similar damage. Either way making them this clunky to use isn't the right solution if they were unbalanced.

Aren't revolvers also exclusive to traitors, though?

Well, shotguns were 40 brute (60 for combat) before the change so that's an odd argument.

We should port CM's shotgun shell stacking feature. That'd make this rework viable.

@Shadowmech88 Traitors, detectives with a screwdriver or anyone who visits the goone sat

@SonixApache Shell stacking isn't the problem, the clunky as fuck handling is.

We should port it anyways, probably one of the few things CM ever did right was the ammo management

Making it cumbersome is not the same thing as making it hard.
As a general rule, if a macro can circumvent your "difficulty", it's not actually difficult

Just port ammo stacking and then decide on this change

Change was reverted, closing the issue.

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