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Shotgun blast....and the one teeny tiny thing that can improve it

notyuunotyuu Posts: 1,121 Arc User
It's very simple
1: get the "close the gap" advantage from two gun mojo.
2: apply it to shotgun blast, so it's there by default
3: you have improved shotgun blast, both logic and performance wise.

for those of you that don't know, close the gap is a advantage on two gun mojo that increases the damage you deal the closer you get to your target, having that on shotgun blast would not only make sense [the closer you are to your target, the more pellets hit them] but it would also help the power by giving it a slight damage increase when you get point blank with it.
In all things, a calm heart must prevail.

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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?

Comments

  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    I don't care about the damage from shotgun, as long as it GETS THEM OFF OF ME! :)
    'Dec out

    QDSxNpT.png
  • notyuunotyuu Posts: 1,121 Arc User
    I don't care about the damage from shotgun, as long as it GETS THEM OFF OF ME! :)

    yeah, but past that...the power is rather...useless, it lacks the outright damage that its counterpart, SMG burst has, which in-turn reduces the effective usefulness of shotgun blast as a whole, simply put, you blast them away, they get up and come stright back onto your **** if you don't kill them before they reach you....but it would be nicer if the closer ones took more damage from the blast, possibly outrightly killing them with it, while the reminder got knocked back.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • bluhmanbluhman Posts: 2,410 Arc User
    I like it. If only for an ideal of getting it possible to make any single munitions attack power a viable mainstay attack (with flavor differing depending on range and attack timing)
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  • notyuunotyuu Posts: 1,121 Arc User
    bluhman wrote: »
    I like it. If only for an ideal of getting it possible to make any single munitions attack power a viable mainstay attack (with flavor differing depending on range and attack timing)

    I know, right? plus it'd be a rather simple thing o implement, little more than a copy and paste job on the code with a little editing done to make it alwasy avaiable and bam, it'd work [in theory]
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    notyuu misses my point:

    yeah, but past that...the power is rather...useless...

    That's OK with me. THAT'S its use. That's plenty for me. :)

    'Dec out

    QDSxNpT.png
  • KagamiTheMagicalCatGerlKagamiTheMagicalCatGerl Posts: 357 Arc User
    It makes sense, so why not. What's 30% more of 10 damage anyway?
  • notyuunotyuu Posts: 1,121 Arc User

    That's OK with me. THAT'S its use. That's plenty for me. :)

    so let me get this straight.... you're ok with the power being useless because it suits you?

    and what about the people that actually want to deal actual damage with the power, hmm?

    also, you would also benefit from the damage increase, because in a nutshell, the more damage and/or healing a power does...well...the more effective it is
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    edited June 2015
    No, I disagree that it's useless. Its purpose is emergency knock-back. That's very useful, especially to a ranged character. There's a ton of better powers in the Munitions category if you're looking for DPS. Not EVERYTHING has to be about DPS.
    'Dec out

    QDSxNpT.png
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    On a mechanics note, it's kind of impractical, too. If you take that as an advantage (which they would not "just put there by default"), you lose third tier damage increase (because no way do they make that a one-pointer) so it's a wash unless you REALLY increase the damage a lot on the "close the gap" part, and that's highly unlikely as well.
    'Dec out

    QDSxNpT.png
  • KagamiTheMagicalCatGerlKagamiTheMagicalCatGerl Posts: 357 Arc User
    On a mechanics note, it's kind of impractical, too. If you take that as an advantage (which they would not "just put there by default"), you lose third tier damage increase (because no way do they make that a one-pointer) so it's a wash unless you REALLY increase the damage a lot on the "close the gap" part, and that's highly unlikely as well.

    Simple answer: Make the damage increase for close the gap be a better damage increase than rank 3 if you're close enough.

    Well, that sure was easy.

    I would actually love to be able to make a character who's main attack is blasting things with a shotgun, and I'm sure I'm not the only one. That alone means this idea has merit.
  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    Wouldn't it be a lot simpler to ask that the damage be increased (not that I think it's at all necessary, but...)? I don't see them wanting to go along this convoluted method for just that. K.I.S.S. principle.
    'Dec out

    QDSxNpT.png
  • KagamiTheMagicalCatGerlKagamiTheMagicalCatGerl Posts: 357 Arc User
    Wouldn't it be a lot simpler to ask that the damage be increased (not that I think it's at all necessary, but...)? I don't see them wanting to go along this convoluted method for just that. K.I.S.S. principle.

    But, we're talking about an advantage that already exists on another power in the game. Apparently, they are totally willing to go along with this convoluted method... since they thought of and implemented it to begin with. Like somebody pointed out, not everybody cares about shotgun doing more damage, they'd rather go for rank 3 for more knockback, or just not rank it at all cause the basic amount of knock/damage is enough for them... then there are people who would be willing to invest in this for the benefits it provides.
  • deadman20deadman20 Posts: 1,529 Arc User
    notyuu wrote: »
    It's very simple
    1: get the "close the gap" advantage from two gun mojo.
    2: apply it to shotgun blast, so it's there by default
    3: you have improved shotgun blast, both logic and performance wise.

    for those of you that don't know, close the gap is a advantage on two gun mojo that increases the damage you deal the closer you get to your target, having that on shotgun blast would not only make sense [the closer you are to your target, the more pellets hit them] but it would also help the power by giving it a slight damage increase when you get point blank with it.

    Honestly, this should've been a thing with Shotgun Blast from the very beginning. Additional Damage as the target is Closer to you. Would be a great ability for Munitions Characters to use in order to punish those that get too close outside of the Dual Pistols "Bullet Beatdown" move which requires you to be in melee range to use anyway.
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  • decorumfriendsdecorumfriends Posts: 2,802 Arc User
    KagamiTheMagicalCatGerl gets flip flopped:
    Wouldn't it be a lot simpler to ask that the damage be increased (not that I think it's at all necessary, but...)? I don't see them wanting to go along this convoluted method for just that. K.I.S.S. principle.

    But, we're talking about an advantage that already exists on another power in the game. Apparently, they are totally willing to go along with this convoluted method... since they thought of and implemented it to begin with. Like somebody pointed out, not everybody cares about shotgun doing more damage, they'd rather go for rank 3 for more knockback, or just not rank it at all cause the basic amount of knock/damage is enough for them... then there are people who would be willing to invest in this for the benefits it provides.

    Sorry, I keep switching back and forth between what I'm talking about pretty unclearly. This one was talking about the original idea, that you wouldn't have to take the advantage, they'd just automatically put it there.

    'Dec out

    QDSxNpT.png
  • KagamiTheMagicalCatGerlKagamiTheMagicalCatGerl Posts: 357 Arc User
    edited June 2015
    KagamiTheMagicalCatGerl gets flip flopped:
    Wouldn't it be a lot simpler to ask that the damage be increased (not that I think it's at all necessary, but...)? I don't see them wanting to go along this convoluted method for just that. K.I.S.S. principle.

    But, we're talking about an advantage that already exists on another power in the game. Apparently, they are totally willing to go along with this convoluted method... since they thought of and implemented it to begin with. Like somebody pointed out, not everybody cares about shotgun doing more damage, they'd rather go for rank 3 for more knockback, or just not rank it at all cause the basic amount of knock/damage is enough for them... then there are people who would be willing to invest in this for the benefits it provides.

    Sorry, I keep switching back and forth between what I'm talking about pretty unclearly. This one was talking about the original idea, that you wouldn't have to take the advantage, they'd just automatically put it there.

    Well that's even better then. The people who care about having it have it, and the people who don't care about it still don't care so why do we care about their opinion on the matter? Is "It does too much damage now, I can't use it anymore" a thing?

    The end-all-be-all of this is: It makes sense thematically, and I love when they can add mechanics that both make sense thematically and that make powers more interesting, because the game needs more of that.
  • vonqballvonqball Posts: 939 Arc User
    Bumping this because Shotgun Blast's damage is terrible (for no reason) and doing more damage at close range fits the shotgun theme perfectly.
  • guyhumualguyhumual Posts: 2,397 Arc User
    Hmm, there was a build I used a while back that had two offensive powers and shotgun blast was one of them. Might not work nearly as well now thanks to CDR changes but I thought it was a lot of fun:

    forum.arcgames.com/championsonline/discussion/242445/super-shotgun-build-reloaded
  • dbriidbrii Posts: 69 Arc User
    edited September 2015
    Makes sense. The Knock Back power should also scale based on the enemy's proximity.

    However, the overall damage is still going to be pretty weak if it's only 130% max. I'd say it needs to deal 200% damage at melee range. Also, despite Shotgun Blast being a labelled as a blast power, the game doesn't actually register it as a blast power (Preemptive Strike, Make It Count, and Administer specializations have no effect/don't trigger on Shotgun Blast).
  • vonqballvonqball Posts: 939 Arc User
    ^Yep, shotgun blast should be triggering all those blast-related specs. Can we please get this fixed?

    I'd also like to see a "shrapnel shells" advantage that applies/refreshes shredded to the primary target. I think an advantage like that would give it some fun synergy.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    My only opinion about shotgun blast is that I'd like to see the NPC version fixed to apply knock resistance.
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  • m1ndfr1km1ndfr1k Posts: 173 Arc User
    we need auto shotgun^_^
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