Halo: Reach Forum
This topic has moved here: Subject: How To Fix The Shotgun
  • Subject: How To Fix The Shotgun
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Subject: How To Fix The Shotgun

I think you can apply "make it like Halo 1" to almost anything and it would be correct

  • 11.17.2009 11:26 AM PDT

I am a Halo 3 Failure.

Posted by: Cmdr DaeFaron
How fun would the game be if I grabbed the shotgun, and killed you when you were a long distance away?

Real-life flamethrowers have a big range, but in CoD WaW and halo 3 the range is quite short.

Then just make it not that strong at medium range, but having medium range is better then having no range at all. In Halo CE, in a cover fight, it would take more then a clip to kill someone, but it would still be effective enough for them not to be able to charge at me because of how little damage I was doing, there was balance, and it wasn't an instant kill at point blank range either.

Plus it wouldn't hurt to give the Flamethrower a little extra range, I mean come on, it's not that powerful.

  • 11.17.2009 11:56 AM PDT

How about this: The shotgun is given a very small spread (slightly larger than AR reticule for example), but it is given damage falloff at range. The max damage will persist for a couple meters and then fall off for the next 10 or so meters. After 10 meters, the damage would be constant but negligible for killing anything but a very weak opponent. The shotgun would then be much more effective on defense for forcing a BR or Sniper out of their scope without posing a serious threat to either.

  • 11.17.2009 11:58 AM PDT

I am a Halo 3 Failure.

That would be perfect, actually. It's a perfect balance.

  • 11.17.2009 12:04 PM PDT

i personally think this guy is dead on. the shot gun is not like it is supposed to be. a real shotgun has more range yet not powerful enough to blow through a super soldier in one shot when the epic super sniper of halo 3 cant even do it(w/o a headshot). its barely even buck shot coming out of the shotgun, its a mini explosion that kills at close quarters but sucks b***s at range.

the mauler isnt serving this purpose either in that its range also sucks.

changing it will eliminate (most)camping and make it a more legitimate weapon. to be honest, i think anyone voting against this is a bit of a shotty camper themselves. whats the matter guys? dont wanna lose your tool of destruction?

  • 11.17.2009 12:05 PM PDT

All the weapons in Halo 3 are broken and have no unique uses

  • 11.17.2009 12:05 PM PDT

If you've got an idea for a gametype or map for Halo Reach matchmaking, or you simply want to help other people get their ideas fully realized, then join The Guardianz!

If I can beat a "power" weapon with an AR/BR that weapon needs to be fixed. (or the wielder needs more skillz) I am in favor of this Idea.

  • 11.17.2009 12:07 PM PDT

Posted by: BeyondMortality
Posted by: Radishhhh
4 europeans, an american and a japanese person in a game


I was totally expecting a joke out of that.

NO.

Shotgun is ALWAYS insta-kill at close range IN ANY GAME. I will agree that it needs to have a tighter spread, but c'mon! If you've ever shot a 12 gauge, you'd know that anything standing on the wrong end of an 8 gauge would be dead as hell.

Also, don't blame camping on the shotgun. Blame yourself for walking around a corner without at least nading it first.

  • 11.17.2009 12:14 PM PDT
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Posted by: Radi0Ac7iv3
How about this: The shotgun is given a very small spread (slightly larger than AR reticule for example), but it is given damage falloff at range. The max damage will persist for a couple meters and then fall off for the next 10 or so meters. After 10 meters, the damage would be constant but negligible for killing anything but a very weak opponent. The shotgun would then be much more effective on defense for forcing a BR or Sniper out of their scope without posing a serious threat to either.


I suggested something similar:

As it stands, the shotgun is the automatic win at close range, and beats the sword easily, if you know what you're doing and aren't too badly offhost. But because its range is so extremely short, it's really useless in maneuvering around, which makes it a camping only weapon.

In my opinion, extending the range so that it does SOMETHING at closer medium ranges wouldn't necessarily be bad, provided that you make the shotty a two shot kill at all but the closest ranges (shotgun pressed into your opponent). This would allow the sword to beat the shotgun and actually have a place in combat, and it would take a little of the edge off the CQ shotgun effectiveness. But at the same time, the shotty wouldn't be as much of a camping weapon because it would at least allow you to hurt people a little at closer medium ranges. It could see it like the AR is in BR range. If you AR someone from Gold2 on Guardian to the other side of hammer2, you ping them a little, but you'd never win in a fight against a BR. That's kind of how I see it. With so many CQ weapons as it is, each weapon needs its niche.

  • 11.17.2009 12:48 PM PDT
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Posted by: fifthderelicte
I suggested something similar:

As it stands, the shotgun is the automatic win at close range, and beats the sword easily, if you know what you're doing and aren't too badly offhost. But because its range is so extremely short, it's really useless in maneuvering around, which makes it a camping only weapon.

In my opinion, extending the range so that it does SOMETHING at closer medium ranges wouldn't necessarily be bad, provided that you make the shotty a two shot kill at all but the closest ranges (shotgun pressed into your opponent). This would allow the sword to beat the shotgun and actually have a place in combat, and it would take a little of the edge off the CQ shotgun effectiveness. But at the same time, the shotty wouldn't be as much of a camping weapon because it would at least allow you to hurt people a little at closer medium ranges. It could see it like the AR is in BR range. If you AR someone from Gold2 on Guardian to the other side of hammer2, you ping them a little, but you'd never win in a fight against a BR. That's kind of how I see it. With so many CQ weapons as it is, each weapon needs its niche.

I concur. Trying to win a Shotgun Duel with a Sword is roughly akin to standing behind a mule and slapping it.

  • 11.17.2009 12:53 PM PDT

Posted by: LinkLegend0
Posted by: Agent Peeps
Posted by: LinkLegend0
So basically, its overpowered at the short range it has and underpowered at anywhere past the short range it has.
So it's doing what it's designed to do and you want it changed?

Everything in Halo 3 does what its designed to do, does that make Halo 3 perfect? No.

I'm just saying thats its stupid to be ridiculously overpowered and overshadowing every other close range weapon and on the other hand have close to no range-damage distribution. Basically all it does is make all the other close range weapons useless, so why have them in? I say make the shotgun more realistic and more usefull.



There needs to be something close-range to counter close-range weapons because if someone is camping in a small room with a sword the chances of you BRing them or ARing them are EXTREAMLY low.

  • 11.17.2009 1:09 PM PDT

If your changing the shotgun because of camping, then change half the other weapons.

The energy sword in the pit for example, two people in that room with energy swords can destroy anything that tries going after them.

  • 11.17.2009 1:34 PM PDT

Stupidity, when sufficiently advanced, is indistinguishable from magic

it doesnt kill well in one shot; people shotty beatdown.
and anyway, it's fine the way it is. The two points you make balance each other out

  • 11.17.2009 1:47 PM PDT
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Veto for ARs!!!!

Shotgun = close range. I don't see what else there is to it.

Not every gun has to be useful at every single range. We already have the BR, right?

  • 11.17.2009 1:48 PM PDT
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Posted by: Fos Tis Krisis
Posted by: Cmdr DaeFaron
Posted by: Fos Tis Krisis
Posted by: AgLion
Read the top half of your OP, that is exactly what a shotgun is limited and designed to do.

Actually, the Halo CE shotgun had the most realistic shotgun range I have seen in a very long time in video games. Which, by the way, is MUCH FARTHER than Halo 2/3's shotgun.

Anyway, I say HCE's shotty is the say to go, tighter cone of fire, longer range. Especially if the aim-assist is removed for it.


Huh, I remember with shotguns, the farther away the greater spread. Aka, close range all the blast hits you. Far away, a small portion if any hits you.

Halo CE had that, that was great, but in almost all of the newer games, the bullets drop unless you are at ridiculously close range. In Halo 3 the shotgun's shots actually have a range, not a spread. After around 3 feet, the bullets actually disappear. This is NOT the way a real shotgun behaves.


One thing I cant stand on halo 3 is how the bullets just simply disapear, Im not saying they should add extra range, I just think the bullets should keep traveling while becoming much weaker and inaccurate until they hit something

  • 11.17.2009 1:53 PM PDT

if you shoot and mele its instant kill anyway

  • 11.17.2009 2:06 PM PDT

Something important needs to be said about the shotgun and many weapons in Halo 3 in general: Close quarters weapons will always be passed up for longer ranged weapons when the maps favor medium to long range combat. The maps themselves are just as much to blame for a weapon being unbalanced as the actual characteristics of the weapon. I personally think that, assuming the focus remains on medium-to-long-ranged-centered map, that all weapons should be given an effective way to combat or at least harass enemies at medium range. At least let the Shotgun do something when enemies are not at point blank range.

  • 11.17.2009 2:06 PM PDT
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Posted by: Radi0Ac7iv3
Something important needs to be said about the shotgun and many weapons in Halo 3 in general: Close quarters weapons will always be passed up for longer ranged weapons when the maps favor medium to long range combat. The maps themselves are just as much to blame for a weapon being unbalanced as the actual characteristics of the weapon. I personally think that, assuming the focus remains on medium-to-long-ranged-centered map, that all weapons should be given an effective way to combat or at least harass enemies at medium range. At least let the Shotgun do something when enemies are not at point blank range.
Agreed. The Pit, for instance, provides counters for campers, such as easy banks off the walls and into the room, or little cracks to throw grenades through. That's not too difficult to counter. Other maps, however, have obnoxious places.

As for those saying we need something to counter the sword, what then counters the shotgun? I would argue that the shotgun being a shot+beatdown kill as opposed to a one shot kill at close range would be better. The shotgun still has the advantage, as wounding a sword player at all before he lunges means your second shot is easy to make. Throw a grenade and then go into a room with a sword camper and the shotgun is an easy win. The sword is hard to use because it's all or nothing, whereas the shotgun has some range.

  • 11.17.2009 2:58 PM PDT

Posted by: A 3 Legged Goat
"Team shoot the wraith!"
"What's a team shoot and what's a wraith?!"
"It means we all shoot at the big blue thing together!"
"Okay!"
*starts betraying blue teammate*

Heres what I think Shotguns should be like.
Give shotguns more range, but pathetic firepower, or less accuracy so that you really need to aim it dead center to be able to get any of those pellets to hit your enemy.
Decrease the one hit kill range to basically almost point blank, so that the shotgun would actually take skill to get kills, or would at least require a beatdown, which means if theres someguy behind the guy who got killed by a shotgun beatdown, that guy can kill the shotgunner.
But, still have an instant kill range, albeit a small one so that there is a skill element in shotgunning.
I think that would work nicely.
But that's just me.

  • 11.17.2009 3:07 PM PDT

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