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Ilmoita käännösongelmasta
I unintentionally hit the legs and arms very often in CQC and it combined with the shotgun works very well. I stay away from slugs because frankly, slugs suck and the shotgun simply shouldn't be used for "midrange" combat other than in alleyways or something, in my opinion.
Anyway, I think it uses 2 or 3 smaller slugs rather than 1 big'un so that may contribute to its apparent lack of stopping power. I agree that one shouldn't be able to simply continue to walk through a shotgun blast though.
Nonetheless shotgun can be very hit and miss sometimes, this is due to the sometimes questionable hit detention... Especially with high ping players who lag.
Thats what i find strange. They got most of weapons pretty right ( as i had chance to test some of them in real life ) but then it came to shotgun ... its a sci-fi .
The problem was that there was always a double barrel shotgun which functioned like an M79 loaded with 40mm buck, and due to the multiplayer balance, the double barrel became the standard expectation for shotgun performance. In Quake 3 they dropped the single barrel shotgun on account of redundancy, and after that, high profile mainstream shooters like Halo started using the Q3 double barrel as their model for ordinary single barrel shotguns.
While Id games inadvertently started the trend, Halo undoubtedly made it worse, as an entire generations' first exposure to multiplayer shooters was the crap Halo 2 shotgun. Bungie actually used a donut-shaped spread pattern for that - wherein no pellets would hit within the "hole" of the donut. Thus, you were actually more likely to hit someone by aiming away from them, and centering the muzzle on them perfectly guaranteed the least possible amount of pellets would hit. Additionally, the pellets magically disappeared after 10 yds and caused no damage after that point.
Through all that garbage, games like Infiltration managed to maintain realistic shotgun spreads. So it's not true that "no game has every got it right", just very few games ever did. Plus, Doom and Quake were on the right track back in 1994/1996.
People just don't like dying to shotguns, and they cry really loudly about it.
http://steamcommunity.com/sharedfiles/filedetails/?id=233233381
Pretty much the same spread my M590A1 SPX is going to have at that range with an open choke and 3 inch 00 buckshot.
Doom and Quake did not do shotguns right, they had shot in pre-made patterns that were forced to fire at least some shot perfectly like a rifle straight to where you aimed. It's worse in the original GTA Vice City, where you literally had 3 pistol bullets you could watch fan out at 45-60 degrees to the sides and one go perfectly straight like a rifle.
http://i1288.photobucket.com/albums/b500/Gnalvl/ministry0017_zps893c04e7.jpg~original
http://i1288.photobucket.com/albums/b500/Gnalvl/ministry0018_zps8a3e881d.jpg~original
(sorry for Photobucket, please keep clicking the zoom icon till you get the full res)
It's always a little shaky judging distances in games because FOV distorts things, but I wouldn't call that longer than 25 yards, and the spread seems to be at least 50" wide. Using the soldier as a reference, it's 2 shoulder widths wide and almost as tall as he is. Looks wide to me.
That's simply not true at all. All of their shotguns are 100% random except for the CPMA competition mod which uses a predefined pattern that deliberately doesn't hit straight to where you aimed.
What is unusual in Doom is that there was no vertical spread, because there was no vertical aiming in the game (instead vertical was auto-aimed) so your pellets land in a horizontal line. But where they land within that line is totally random - though it looks less random than it actually is because there is no vertical deviation.
If you want to contest this, I can dig them up and post screens, or call in the lead developer on the Generations Arena mod, who dissected the source code of those games to reproduce each weapon in D1, D2, Q1, and Q2 exactly as it worked in the original game.