Craftable shotgun


Butch (Fake Tower)  Member 12 Nov 22 at 4:25am
#21
+1 why not, just give it big weight, also most shotgun classes are specialized and the shotgun is just a bonus (lvet med, grid), or are LVET assaults or sword where the shotgun is an automatic so like ye.
Berd  Head Administrator Affairs Counselor VIP 12 Nov 22 at 7:05am
#22
When I start to think that no human being could possibly provide the most batshit ideas ever, I look into the cvr forums activity channel and then I see suggestions like these ones

-1, a lot of classes just literally are not supposed to have shotguns for a multitude of reasons. The shotgun classes we have are considered "specialized" in a way for a reason, and that shouldn't be taken away from them either
Bel1ve.  VIP 12 Nov 22 at 7:28am
#23
+1 just cause berd said -1 (need to even the balance of the universe)
Berd  Head Administrator Affairs Counselor VIP 12 Nov 22 at 7:56am
#24
kill yourself
Knight Errant  VIP 12 Nov 22 at 3:03pm
#25
-1
Instead of taking away the identity of classes to a further extent, it is my firm opinion that we should be imposing inventory restrictions for each class of weapons and perks that they can and cannot have.

We already see issues with things as they are, with stim pistol making healing available to literally any class in the game. There's also a sniper rifle in the inventory system, and I literally saw an RU whip out the kar98k and snipe a ranger earlier today and it was the most jarring thing I've seen in my 2 years of playing this game.
I think, while the inventory system originally was a great idea, has done a lot of damage over time to the perceptive of class borders. Nowadays, you can see RFs running around that are able to simultaneously heal people while also taking an entire magazine to down while they are capable of killing the same person in about 5 shots (or 1-2 with the kar98k). In many ways, you could look at that and say "isn't that direct upgrade to Medic, minus the defibs (which are arguably a very situational mechanic that doesn't really add a lot to a shooter with fast-paced gameplay like CvR)?" and I would agree.
We've continued adding new weapons and perk ideas to the game for quite some time now, and I think I'm not the only one who's noticed that some of things added have started to push the boundaries of what other classes once had uniquely to them. I only would consider adding a craftable shotgun to the game if the inventory system was significantly overhauled and each class has a limited selection of weapons and perks that still fit that class to some extent but change the specifics of how that class functions. What if stim pistol was only available to medic, and replaced their infinite recharging medkit with a stimpistol that had limited ammunition but can heal quickly at range?
You may say "but the weight limit exists, doesn't that already balance things as it punishes you for taking too much?" Yes and no. On one hand, the weight does in fact punish people for fluffing out their loadout with too much stuff. On the other hand, that is a SOFT limit. You can take as much as you want: you'll end up moving slower. In some cases- especially those where you are spawning on squadmates in the middle of a confrontation- this doesn't matter. I still argue for hard limitations on what certain classes can and cannot bring into their kit. When I was helping Sentinel to work on the current weapon pack, one idea that we decided to try was making better weapons have a higher weight limit. The purpose of doing so was to limit how "good" somebody's loadout could be. I no longer believe that this method works as well as we thought it did: we still have massive problems in terms of balance and class scope today that the weight limit simply isn't sophisticated enough or harsh enough on the player to address.
You may also say "but what about RF and UNION? Their whole thing is flexibility." You'd be correct. The only thing that RF and UNION have above other classes is their high weight limit and ability to bring a lot into their kit. With a system that limits what certain classes can have, however, I'd argue that RF and UNION would shine even brighter. We can still give RF and UNION a wide variety of weapons and perks that could apply to them, but limit ones that push the boundaries (such as stim pistol, or the kar98k) to maintain the scope of other classes in the game.

I've said enough in this reply, so I won't go any further in detail. Those are my full thoughts on this matter. I sincerely hope that the new weapon pack addresses this massive issue with the inventory system.
joe, Lolzeta, buttsecks like this post
joe  Community Advisor VIP 12 Nov 22 at 5:08pm
#26
Errant beat me to the punch on this one.
Pretty much every division in the game is already generalistic enough as-is.
-1
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Shower  VIP 12 Nov 22 at 6:24pm
#28
-1 errant essay is right
make cvr great again
shower 2026
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Bore/Sev  Head Administrator VIP 12 Nov 22 at 7:50pm
#30
Whatever errant said is too long, I'm not going to read that.

-1 If UNION and RF literally the only classes then sure.
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