Maybe Dave/McSic should just reconsider the balance patch they made with all the shotguns.
Adding Light & Heavy shotguns could have been a good idea back in the day when there was larger player base.
As of now there are only a handfull players (IDK Anyone) using either one of those making them (Light & heavy sgs) pretty much untouched. Which is a shame knowing that great shotguns models are not being used because of their limitations.
By balancing the Limitbreaker/X's (And other shotguns) I was hoping we could get a little bit IJJI vibe that most of us loved.
With the damage/delay/ammo suggestion I was hoping to turn the Limitbreaker/X into how the pioneer worked back then.
Also I was hoping to reduce the amount of 3/4 shotting on the current server, cause of right now it's way to easy to pull them of.
To give you guys an idea about how ridiculous the Limit breaker/X's damage is currently.
10 damage
0 pellets each shot miss: 120, 240, 360 (100% accuracy)
1 pellets each shot miss: 110, 220, 330 (3 of 36 missed 91,67% accuracy)
2 pellets each shot miss: 100, 200, 300 (6 of 36 missed 83,33% accuracy)
3 pellets each shot miss: 90, 180, 270 (9 of 36 missed 75% accuracy)
4 pellets each shot miss: 80, 160, 240 (12 of 36 missed 66,67% accuracy)
9 damage
0 pellets each shot miss: 108, 216, 324 (100% accuracy)
1 pellets each shot miss: 99, 198, 297 (3 of 36 missed 91,67% accuracy)
2 pellets each shot miss: 90, 180, 270 (6 of 36 missed 83,33% accuracy)
3 pellets each shot miss: 81, 162, 243 (9 of 36 missed 75% accuracy)
4 pellets each shot miss: 72, 144, 216 (12 of 36 missed 66,67% accuracy)
8 damage
0 pellets each shot miss: 96, 192, 288 (100% accuracy)
1 pellets each shot miss: 88, 176, 264 (3 of 36 missed 91,67% accuracy)
2 pellets each shot miss: 80, 160, 240 (6 of 36 missed 83,33% accuracy)
3 pellets each shot miss: 72, 144, 216 (9 of 36 missed 75% accuracy)
4 pellets each shot miss: 64, 128, 192 (12 of 36 missed 66,67% accuracy)