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Nerf / Retune Shotgun Pod.
#1
Simple as the title.

Infinite ammo, fires very fast, can easily kill crew even with armor because it shreds organs, if installed in a tanky pod like Security or mining, can easily kill anyone that comes near it. Turns out the Pod Launcher from the Armory can blow itself up if its next to the pod its targeting, so that's an easy enough way to deal with it. 

The range is massive on its pellets, that also go THROUGH walls and glass. I saw a shotgun pod pellets go from the escape on Kondaru all the way to the barber shop through  the walls. 

If they decide to take out all the other pods first, then you're out of luck on dealing with pellets that can penetrate into the middle of the station. from the outside walls, that also can crit you without armor on from a single pellet hit. Worth mentioning that the pod launcher can blow itself up, so one of the few tools that is designed to kill pods can also remove itself from existence before dealing with the pod. 

Pod combat isn't the most fun thing to deal with on Goon, it's often one sided and extremely tedious as specialized pod parts - grenade launcher, shotgun, whatever else - tend to obliterate crew while phasers feel like they're in an okay spot, though I haven't seen someone use the higher end phasers in a while.
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#2
I believe the range would be due to the gravity rework which changes the range of kinetic projectiles in space, so kinetic pod weapons should probably be rebalanced considering this.

I will add that someone going around and removing any way for the crew to fight back or retaliate against them by silently going around destroying all the pods on station feels like something you can ahelp, least on the RP servers.
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#3
the pod-mounted spes going past the shooting distance that regular spes have sounds like a bug. dealing enough damage to crit in 1 hit also sounds like a bug because the wiki lists their damage as 50 brute. also penetrating through walls sounds like a bug too, the only gun I've seen with wall-penetrating bullets is the marksman rifle.

hell no to a damage or ammo nerf of the pod spes though
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#4
It shouldn't go through walls and not that far. That sounds bugged for sure and i feel the others are right with pointing at the geavity rework.
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#5
It sounds like there is a bug here but besides that the nukie shotgun weapon kind of needs to be the strongest pod weapon in the game with how vulnerable nukies can be to pods on some plant sites. Personally I'd rather buff the anti pod stuff security has (some way to slow down the speed of pods seems good) then nerf the spes weapon.
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#6
Don't Pod seeker already do that? I feel in the example here security seriously skill-issued the use of the pod seekers. That said, i wouldn't mind making the pod seekers, like currently macrophasers, orderable in cargo with armory locks on them.
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#7
How about if the guns had a certain capacity but could be refilled by mining ore or rock or whatever?
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#8
Yeah uh... I got hit with what seemed like a *single* pod SPES projectile at point blank and instantly got deepcrit - passed out for like 15 seconds and died within a minute even with Regeneration and Adrenaline Rush.

Perhaps we can tune back how powerful each shot is, then if it's still a problem, add a cooldown system. We can still keep infinite ammo, but give it a limited buffer that gets passively refilled with an ammo synthesizer (especially if we give the pod a HUD element that shows your ammo count). Wouldn't be opposed to a dedicated ammo fabricator secondary system that takes ingots to run though, especially as this would force players to choose between cloaking and ammo sustain.
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