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However, even if you have Weapon 4 bound, Weapon 3 will still cycle through Shotgun and Super Shotgun. That's what they are asking about. An option to force separate keybinds for the two weapons.
I don't need a seperate keybind for any of that, but the op does. I'm also totally okay with it being an option. I'd just leave it off. Differences of opinion and all that jazz.
I mean if you're attacking from a distance where the SS becomes inefficient, best to switch to a rocket launcher.
true but i only use super shotgun anyway =) and no need* for the "normal" shotgun to be used because you don't have to "level it up" or "get mods" some other BS.
*are there any benefits of using the "normal shotgun"?
It's more accurate and using a SSG blast on a zombieman or something is waay overkill when you could save those shells for a Hell Knight or Cacodemon.
Compared to the Super Shotgun it's got a tighter spread and thus longer range, uses less ammo, and shoots faster. With good aim it one-shots imps (and zombies obviously) and can two-shot pinkies.
I really appreciate how much faster its rechambering is. When there are trash mobs around that aren't grouped such that a single SSG shot would take them out, the base Shotgun is significantly faster at clearing the room than the SSG is (as long as you're properly centering your shots).
I also appreciate variety of play in my shooters. I'm not one of those folks complaining about Doom Eternal because they can't just spam Super Shotgun every fight like they did in Doom 2016.
And I come to Doom from a Quake background, and in Quake 1 the standard Shotgun was always relevant thanks to being the best long-range hitscan option when you want to conserve Thunderbolt ammo. So using standard Shotty at range just has that old-school FPS flavor.
There's an option for it (Weapon 3), but for some reason it pulls up Weapon 4 first. It's cumbersome, and pointless on a keyboard. I understand why it functions that way on gamepads.