Just want to remind you of how much shotguns have suffered in comparison to snipers. I see no real issue with this.
Let's compare.
Sniper Rifles
Update 1.0.1
Increased the base Stability range by [6% to 100%], modified by weapon stat
Update 2.0
Final Round on Sniper Rifles buffs precision damage only, not base damage
Update 12/8/15
Extended Sniper Rifle damage falloff so damage only reduces on very long range shots
Luck in the Chamber on Omolon Sniper Rifles now only buffs precision damage
April Update
Increase base zoom distance on the lowest range sniper scopes. Medium to long range scopes are untouched
Increase base zoom distance on Sniper Rifles that did not have Optics enhancing scope nodes
Add 2 frames of zoom time to base Sniper handling
Reduce Snapshot perk to 20% benefit to base zoom time (down from 30%)
Reduce Stability across all Sniper Rifle stats so that reacquiring a target after firing requires more care
Addressed a bug where Zen Moment was not providing perk benefit to Sniper Rifles
Zen Moment removed from uncommon and rare sniper grids
Legendary Hakke Sniper Rifles trade Zen Moment for Performance Bonus
Legendary Omolon Sniper Rifles trade Zen Moment for Battle Runner
Shotguns
Update 1.0.1
Improved Shotgun damage falloff networking.
Reduced base Damage per bullet range by [2% to 5%], modified by weapon stat
Reduced base Shotgun range by [1% to 7%], modified by weapon stat
Update 10/14/14
Decreased base damage at maximum range (falloff) by 20%
Shot Package Perk now has a slightly wider cone of fire
The Rangefinder and Shot Package perks are now mutually exclusive
Update 1.1.1
Increase damage by 2x (100%) against all non-Guardian combatants (aliens)
Reduce high end range values - damage falloff starts sooner, so Crucible players with long range shotguns need to be a little closer for successful one hit kills
(Like the Fusion Rifle) Initial starting ammo is reduced across all ammo stats in the Crucible:
Starting a Crucible match, you’ll have less Shotgun ammo in reserve
Update 2.0
Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: Reduce Shot Package Accuracy buff by 30%
Rangefinder adds a 5% base Range increase on ADS (was 20%)
Reduce Precision Damage multiplier on Shotguns by 10%
Reduce damage against AI combatants by 10%
Update 9/8/15
Shotgun precision damage scalar grants 10% bonus damage (Was 25%)
Shot Package perk reduces the cone spread by 20% (was 50%)
Rangefinder perk adds a 10% base Range increase on zoom (was 20)
Damage done against AI combatants reduced by 45% ( 2.25-> 1.15)
Update 12/8/15
Reduced damage falloff to start at melee lunge ranges
Low range falloff starts at standard melee lunge
High range falloff starts at Blink Strike lunge
Final damage falloff extends 0.5 meters longer for a smoother drop
Slower ready/put away time for all shotguns
Additional recoil on weapon fire for all Stability values
Slower reload speed for all Reload stat values
Slower time to Aim Down Sights speed for all shotguns
Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected
Add 2 frames delay when firing out of sprint
Increased base damage against AI combatants by roughly 5%
Fixed Kneepad perk on Hakke shotguns
April Update
5-7 rounds removed from reserves.
English
-
Because shotguns actually needed changing. Sniper have stayed balanced and the same since launch, with the exception of final round and litc. This patch changes that.
-
[quote]Because shotguns actually needed changing. Sniper have stayed balanced and the same since launch, with the exception of final round and litc. This patch changes that.[/quote]
-
I wouldn't say snipers were balanced, but they weren't in need of change back when other weapons could fight them. I still think reducing target acquisition by 25% or so on ALL snipers, adding the slowed equip time, and slowed aim time would've been the proper fix.
-
Not a bad idea tho
-
Aim assist isn't that useful unless you're already a decent sniper imo, I could care less about target acquisition. Increase time to swap to a sniper- yes. Totally yes. Increase time to ADS? Unneeded. I'd rather they just buff other weapons
-
Well, not necessary, but raising a sniper scope to your face should take a bit longer to get settled than raising the red dot of a scout or pulse for sure. If I had to choose between buffs to shotties or nerfs to snipers though, buffs to shotties is a no brainer.
-
I kinda think shotties are fine, and snipers should just be slow to draw, and undo whatever they did when TTK dropped
-
These changes will make QuickDraw a nice option for snipers. Already was, but there were better perks to use. QuickDraw makes swap times faster and provides a slightly quicker aim speed as well. But I still don't think they should've made them have worse handling.
-
After reading the update on Zen moment again here I just realized to fix the bug they removed it entirely from snipers...
-
To fix Shotpackage they removed them entirely from shotguns. Remember? Something that actually made a difference.
-
Shot package actually made a difference, zen moment is useless
-
But Zen moment did nothing anyways. Shotpackge actually broke shotguns so that's different
-
I wouldn't say that making them accurate broke them. It actually meant that using them close up was less likely to be lethal, as you had to aim centermass.
-
But they killed just inside mid range with it no shotgun other than the conference call should do that
-
They didn't really kill mid range. It was just an extra 10% or so if I recall with closer shots making them more like shot rifles. It didn't increase their damage falloff either, just made it so that more pellets hit, which ended up meaning more damage at further ranges.
-
Conference call?
-
Edited by NerdFame: 4/9/2016 12:22:15 AMThe legendary shotgun from borderlands that also fired two more blasts towards the sides of the initial blast's impact point. Basically felwinter on steroids
-
Conference Call? Try Flakker + Nukem (weapon change glitch, but BL2's endgame is designed around those unfixable exploits anyway ;) with a Mechromancer and Anarchy stacks though. I was able to down Terramorpheus on OP8 in a few seconds.
-
Never found a flakker or really hit the end game I went as far as a 56 commando and found the conference call. I apparently just missed the bee shield, conference call game breaker too when I got around to picking up the game
-
Nothing was as game breaking as the evil smasher + infinity glitch though (got fixed by making evil smashers unique effect pretty much non existent - all the weapon effect bleed overs are caused by the UT engine and Gearbox couldn't easily fix that). I pretty much have full OP8 gear. Not played in ages though.
-
Damn I missed that too when I got the smasher it felt like a really shitty ar. I wish I was there for all that
-
The smasher + infinity glitch was plain dumb. It even melted the raid bosses in <1 second. And every public lobby was full of it. I witnessed the most amazing server bug though. Was in the bar when suddenly legendaries were dropping like crazy from the trash mobs there. Good thing I was the host. I did set the game to local and split screen farmed long after they fixed it (for the fix to be applied I would have needed to restart the game though). So many legendaries O.O and at first I thought some of the randoms in my public game tossed out duplicates :D
-
Warpriest and Golgoroth you use a lot of ammo for each attack. I run out of ammo even when I'm full of ammo. Now I'll have to switch to primary/heavy for damage so not only is my dps dropping but all my teammates dps is dropping which is really dumb.
-
Almost makes me want to pull out No Time To Explain for these types of bosses. Lower dps, sure, but I could use a high impact sniper with triple tap at first and then switch to NTtE when my sniper reserves have been depleted.
-
Agree. I've been thinking about this too. Just wondering if not having to reload NTTE will be any trade to the low impact it delivers.