steampunkgirl
Community Agent
Okay here's another good guide on how to fix your shotgun..
Source: http://webjunkiesblog.blogspot.com/2016/04/the-division-shotgun-guide.html
Copied just tid-bits of this guide from link above.
STOPPING POWER
In real life, lets assume you miracled your way into surviving a close range blast from a shotgun ... you're going to pick yourself up off the ground. Simply stated - imagine getting hit, full steam by Ray Lewis ... and multiply it. Basically, the impact from that blast would knock any human off their feet.
Now, onto the ideas ...
So, "Stopping Power" is a really simple concept which would mirror the real world concept of a shotgun to cause enough ballistic trauma to stop and/or incapacitate an enemy. Now, when it comes to PvP, I am not suggesting that the game world take the enemy combatant out of control of their character.
How it would work in the game is it would take a combination of the distance to the target and the percentage of pellets that hit the target and the percentage of critical hits from those pellets.
The closer the distance - the more stopping power.
The more pellets - the more stopping power.
The more critical hits - the more stopping power.
Let's make the formula weighted so that all variables contribute some percentage to the whole, but not equally. The reason for this is that there should be a chance that an up-close and personal shot doesn't equate to instant-win for the shotgun.
In PvE - this could trip up rushers and any enemy that gets too darn close. This could be a real advantage in situations by giving the user a chance to get off a shot or two and getting back out of range.
In PvP, the effect would allow the shotgun to have effects that could combat anyone up close, but not necessarily rule the conflict. When hit with Stopping Power, the enemy would suffer any (or all) of the following effects depending on the impact calculation (in order of least severe to most):
Aim Kick - the enemy suffers a noticable jerk in their aiming - as much as 90-degrees off target;
Descope - the enemy would be knocked off their shouldering/scope view; * Spin - the enemy would turn 30-60 degrees left/right/up/down to simulate being knocked by the blast;
Cover Break - the enemy is blasted off of cover;
Slow Down - the enemy experiences a loss of speed for a few seconds.
None of these should cause the player to lose total control of their character.
SHOCK & AWE
Shotguns are intimidating weapons. Loud. Terrifying. They will tear you up and rattle you. From close range, it will rend your flesh and leave a gaping wound where your chest used to be.
To simulate the horrific output of the shotgun, we could add more baseline damage - but the idea that the shotgun has a slightly disorient the user is a beautiful concept (and maybe even cause a little damage over time).
How it would work is that in PvE - any pellet that hits an enemy under the optimal range would have a 4% chance to proc bleed.
Whereas, in PvP, the calculation would be different. If the percentage of pellets that critically hit (compared to total number fired) is higher than the enemies armor mitigation - then the enemy has a chance experience the effects. This would simulate the concept that the pellets possibly found that exposed area or that someone isn't armored heavily enough. This effect would be that the enemy has a 30% chance to bleed or become disoriented (the proc is a 50/50, so you aren't sure what effect you'll experience). If the percentage of pellets that critically hit is 70% of the total pellets fired and the enemy is less than 3m away they have an additional 30% chance of getting doubled over.
Doubling Over would cause the PvP enemy to be put into a recover animation and will have to stand up or the AI enemy to stumble. To combat any sort of exploit or stun lock - this effect can only proc on an enemy once every 15 seconds (regardless of shotgunner) and the distance must be within 3m.
This makes getting in really close to a shotgun extremely dangerous. Even if ultimately the shotgunner is put down, the enemy could still be out of commission or scrambling away from the remaining squad.
THE FLESHY BITS
A lot of people have mentioned making shotguns rend body armor. In the real world, body armor is suprisingly good at withstanding a shotgun blast. All those little pellets just don't have the properties to pierce through or destroy it.
But, shotgun pellets make short work of organic flesh.
To add a little bonus in PvE, every pellet from a shotgun will do 50% more damage to unarmored targets. If 5 pellets hit a target and 2 of them hit the armor, but 3 hit the flesh ... those 3 will do 50% more damage.
This bonus does not scale versus range.
IN THE OPEN
Another effect that should be added is shared with the LMG. This is some sort of "out of cover" bonus. If an enemy is out in the open - then the shotgun should gain a 15% damage to each pellet at all ranges within the optimal distance.
This would give enemies pause in how to approach someone and help make cover viable - even in short range combat.
Source: http://webjunkiesblog.blogspot.com/2016/04/the-division-shotgun-guide.html
Copied just tid-bits of this guide from link above.
STOPPING POWER
In real life, lets assume you miracled your way into surviving a close range blast from a shotgun ... you're going to pick yourself up off the ground. Simply stated - imagine getting hit, full steam by Ray Lewis ... and multiply it. Basically, the impact from that blast would knock any human off their feet.
Now, onto the ideas ...
So, "Stopping Power" is a really simple concept which would mirror the real world concept of a shotgun to cause enough ballistic trauma to stop and/or incapacitate an enemy. Now, when it comes to PvP, I am not suggesting that the game world take the enemy combatant out of control of their character.
How it would work in the game is it would take a combination of the distance to the target and the percentage of pellets that hit the target and the percentage of critical hits from those pellets.
The closer the distance - the more stopping power.
The more pellets - the more stopping power.
The more critical hits - the more stopping power.
Let's make the formula weighted so that all variables contribute some percentage to the whole, but not equally. The reason for this is that there should be a chance that an up-close and personal shot doesn't equate to instant-win for the shotgun.
In PvE - this could trip up rushers and any enemy that gets too darn close. This could be a real advantage in situations by giving the user a chance to get off a shot or two and getting back out of range.
In PvP, the effect would allow the shotgun to have effects that could combat anyone up close, but not necessarily rule the conflict. When hit with Stopping Power, the enemy would suffer any (or all) of the following effects depending on the impact calculation (in order of least severe to most):
Aim Kick - the enemy suffers a noticable jerk in their aiming - as much as 90-degrees off target;
Descope - the enemy would be knocked off their shouldering/scope view; * Spin - the enemy would turn 30-60 degrees left/right/up/down to simulate being knocked by the blast;
Cover Break - the enemy is blasted off of cover;
Slow Down - the enemy experiences a loss of speed for a few seconds.
None of these should cause the player to lose total control of their character.
SHOCK & AWE
Shotguns are intimidating weapons. Loud. Terrifying. They will tear you up and rattle you. From close range, it will rend your flesh and leave a gaping wound where your chest used to be.
To simulate the horrific output of the shotgun, we could add more baseline damage - but the idea that the shotgun has a slightly disorient the user is a beautiful concept (and maybe even cause a little damage over time).
How it would work is that in PvE - any pellet that hits an enemy under the optimal range would have a 4% chance to proc bleed.
Whereas, in PvP, the calculation would be different. If the percentage of pellets that critically hit (compared to total number fired) is higher than the enemies armor mitigation - then the enemy has a chance experience the effects. This would simulate the concept that the pellets possibly found that exposed area or that someone isn't armored heavily enough. This effect would be that the enemy has a 30% chance to bleed or become disoriented (the proc is a 50/50, so you aren't sure what effect you'll experience). If the percentage of pellets that critically hit is 70% of the total pellets fired and the enemy is less than 3m away they have an additional 30% chance of getting doubled over.
Doubling Over would cause the PvP enemy to be put into a recover animation and will have to stand up or the AI enemy to stumble. To combat any sort of exploit or stun lock - this effect can only proc on an enemy once every 15 seconds (regardless of shotgunner) and the distance must be within 3m.
This makes getting in really close to a shotgun extremely dangerous. Even if ultimately the shotgunner is put down, the enemy could still be out of commission or scrambling away from the remaining squad.
THE FLESHY BITS
A lot of people have mentioned making shotguns rend body armor. In the real world, body armor is suprisingly good at withstanding a shotgun blast. All those little pellets just don't have the properties to pierce through or destroy it.
But, shotgun pellets make short work of organic flesh.
To add a little bonus in PvE, every pellet from a shotgun will do 50% more damage to unarmored targets. If 5 pellets hit a target and 2 of them hit the armor, but 3 hit the flesh ... those 3 will do 50% more damage.
This bonus does not scale versus range.
IN THE OPEN
Another effect that should be added is shared with the LMG. This is some sort of "out of cover" bonus. If an enemy is out in the open - then the shotgun should gain a 15% damage to each pellet at all ranges within the optimal distance.
This would give enemies pause in how to approach someone and help make cover viable - even in short range combat.