High damage itself isn't the problem (Destiny)
It's not true that high damage is a problem in itself. Unavoiable high damage is a problem.
Range+cover obviously allows you to avoid the damage. Always, every time. It's basically a rule of FPS. But getting in close in Destiny often has some or all of these problems:
- Your target's attacks are unavoidable (Ultras' aforementioned AOE)
- Your target has friends who's attacks cannot be avoided / your target can't be isolated
- They're too mobile/hard to shotgun - like Hive Wizards
- (minor) You don't have right type of/any shotguns because you have too many Special weapons already.
In the remaining situations where a shotgun would be viable and effective, longer-range weaponry is also effective, but safer and easier to execute. A Fallen Captain for example: you can get in close to an individual, avoid their shots AND melee attacks, but they often don't take cover, so sniping wins.
Contrast to Halo LASO:
- Getting in closer was necessary since there were no anti-shield long-range weapons
- Elites took cover when their shields were down
- Melee had other benefits like ammo conservation, insta-kill back-smacks and shield-regen
- Hunters' weak point was in their back
Despite some reports to the contrary, the AI in Destiny IS NOT dumb: I remember in one mission, standing on some pillars, and watching the Hive Thralls scatter out of view. They understand line of sight! That's SMART! I had to come down and engage them on their level.
The problem is that the AI's capabilities aren't used often enough, effectively enough, to make a more diverse range of strategies more appealing and/or optimal.
There are class-specific options that help with close-quarters but it's like you have to build the entire class around it, whereas a sniper is effective in the same way, out of the box, for every class.
Here's a few ideas I came up with today:
Close-Encounter Environment Design - there are a few too many wide open plains. We need more close-combat areas with cover you can go between. That allows you to get in around, amongst and up in the faces of enemies.
Enemies that take cover - Take captains - why not make them a little more hidey?
More bait-able Enemies - If I could get a Hive Knight to follow me, to separate them from enemies, at a close distance, that'd make shotgunning more viable. The health-regen-shield is practically begging for all-damage-done-at-once kills, but it's hard to go in close because they have back-up.
What if they got health back in a lump at the end of their shield, rather than in pieces: so if you could get around their shields you could kill them before they actually got any health back from the shield?
Weak-points on sides and backs - So you do a wicked side-step of that Cabal Phalanx, you're behind them, and now their head is away from you - ugh, reduced damage! A weaker area on their back would help.
Or a tough Vex enemy with their 'juice-box' on their back would be good too.
Perhaps a boss who only exposes their weak-point after a melee attack? (Boss design is a whole other thing but yeah...)
More interesting shotguns/perks - Compared to Game Breaker and Infinite Hammer, everything shotgun-wise totally sucks. How about shogtuns with:
Punch Action - When equipped, melee kills have a chance to generate ammo to your reserve/directly to the magazine.
Stick/Fist Combo - Damage from this weapon temporarily increases the target's susceptibility to melee attacks (an obvious synergy, surely?)
Bunny-Shotter - This weapon reloads faster while you are airborne (imagine taking out a few Thrall, then jumping over them and reloading. I think it'd be funny :)
Backshot Shells - Does extra damage when firing into the back of an opponent
It's also ridiculous that I can switch to Ice Breaker, let it charge up, switch to Invective, and have more ammo than if I'd been wandering around with Invective!
Different aspect pairings/shotgun types - Right now, High Impact always seems paired with High Range (e.g. Found Verdict). Maybe that's wrong and a source of the PvP problems? Perhaps instead: more range should mean less impact. What about a shotgun that can take on a group of Thrall (larger mag, lower impact, greater range) and one for majors/shielded enemies (high impact, low range, low ROF, good staggering ability).
So, there should be a need to get close, a way to avoid getting blasted to pieces, and it actually needs to take down the target - otherwise snipers will probably remain king.
That said, double damage shotguns might still be worth screwing around with ;)
EDIT: This post evolved a lot as I was writing it. The Halo LASO comparison initially had more of a point. It's an example where the high risk of close-combat is actually effectively offset by a high reward, where skill mitigates the risk, and the rest of the sandbox isn't completely dominant. More could be said about that comparison but it's late now.
Complete thread:
- Bungie doesn't "get" why shotguns will never be good in PVE -
CruelLEGACEY,
2015-02-06, 16:02
- Bungie doesn't "get" why shotguns will never be good in PVE - Vortech, 2015-02-06, 16:43
- Only one thought -
Earendil,
2015-02-06, 16:45
- Only one thought -
CruelLEGACEY,
2015-02-06, 16:53
- Yeah, but... -
Earendil,
2015-02-06, 16:56
- Yeah, but... - CruelLEGACEY, 2015-02-06, 17:07
- Yeah, but... -
Earendil,
2015-02-06, 16:56
- Only one thought -
Cody Miller,
2015-02-06, 17:36
- Okay, but back to my point... - Earendil, 2015-02-06, 20:53
- Only one thought - Vortech, 2015-02-07, 10:58
- Only one thought -
CruelLEGACEY,
2015-02-06, 16:53
- Bungie doesn't "get" how they should perform in pvp either - Spec ops Grunt, 2015-02-06, 17:40
- Bungie doesn't "get" why shotguns will never be good in PVE -
narcogen,
2015-02-06, 19:45
- Bungie doesn't "get" why shotguns will never be good in PVE - Cody Miller, 2015-02-06, 19:53
- Bungie doesn't "get" why shotguns will never be good in PVE -
CruelLEGACEY,
2015-02-06, 20:08
- PvE doesn't include any shotgun-friendly tactical situations -
Kahzgul,
2015-02-06, 22:26
- I miss the Halo CE shotgun. Universal remote should be like - Spec ops Grunt, 2015-02-07, 11:54
- PvE doesn't include any shotgun-friendly tactical situations -
stabbim,
2015-02-07, 16:06
- PvE doesn't include any shotgun-friendly tactical situations -
Kahzgul,
2015-02-07, 18:06
- PvE doesn't include any shotgun-friendly tactical situations - Cody Miller, 2015-02-08, 12:22
- PvE doesn't include any shotgun-friendly tactical situations - bluerunner, 2015-02-08, 14:21
- PvE doesn't include any shotgun-friendly tactical situations -
Kahzgul,
2015-02-07, 18:06
- PvE doesn't include any shotgun-friendly tactical situations -
Kahzgul,
2015-02-06, 22:26
- shotguns on patrol - unoudid, 2015-02-07, 09:25
- High damage itself isn't the problem -
RC,
2015-02-07, 17:45
- Risk/Reward issue - Durandal, 2015-02-07, 17:59
- High damage itself isn't the problem - MacAddictXIV, 2015-02-09, 11:17
- I think I found a solution: *IMG* -
nico,
2015-02-09, 01:42
- +1 -
dogcow,
2015-02-09, 08:23
- If we're counting barrels... - Blackt1g3r, 2015-02-09, 08:39
- +1 -
dogcow,
2015-02-09, 08:23
- Bungie doesn't "get" why shotguns will never be good in PVE -
squidnh3,
2015-02-09, 16:42
- Bungie doesn't "get" why shotguns will never be good in PVE -
MacAddictXIV,
2015-02-10, 08:25
- Speaking as a shotgun whore, plinking at people sucks ass. -
Revenant1988,
2015-02-10, 08:57
- Speaking as a shotgun whore, plinking at people sucks ass. - General Vagueness, 2015-02-10, 17:21
- Speaking as a shotgun whore, plinking at people sucks ass. -
Revenant1988,
2015-02-10, 08:57
- Bungie doesn't "get" why shotguns will never be good in PVE -
MacAddictXIV,
2015-02-10, 08:25