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  1. #1

    This is why Shotguns have less than 1% pick-rate

    https://www.youtube.com/watch?v=snx8_NNlXr4

    Because they fail to offer an advantages, even at ranges which they should DEFINITELY be RELIABLY lethal

    Thats basically a dead center blast on Nomad, and I catch her slightly with the 2nd blast too
    Yet, she is still standing

    EVERY weapon in the game can easily 1-tap
    Except Shotguns for some reason
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  2. #2
    Shotguns in a lot of video games are different than real life ones including how spread works.

    M1014 that FBI including Castle uses is one of the worst in Siege.

    To fix, Ubi would have to do a complete shotgun pass on all of them but it does not look like they are interested.
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  3. #3
    Originally Posted by GeardoTheVet Go to original post
    Shotguns in a lot of video games are different than real life ones including how spread works.

    M1014 that FBI including Castle uses is one of the worst in Siege.

    To fix, Ubi would have to do a complete shotgun pass on all of them but it does not look like they are interested.
    What is most offensive, is the fact that Ubi devs WANTED to fix shotguns
    But because the pros said "we dont like that" they didnt

    Like, you have something OBJECTIVELY in need of buffing, but simply because the minority portion of your community doesnt want it, they dont do it
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  4. #4
    Sgt Astor's Avatar Senior Member
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    The only shotguns I can rely on are FO12 and SASG12. Both have insanr fire rate which will get you a kill even you damage registration / your aim is bad.
    I remember shotguns used to be busted in year 1. You could literally snipe people.
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  5. #5
    Originally Posted by Sgt Astor Go to original post
    The only shotguns I can rely on are FO12 and SASG12. Both have insanr fire rate which will get you a kill even you damage registration / your aim is bad.
    I remember shotguns used to be busted in year 1. You could literally snipe people.
    But define "snipe"

    Against targets without cover, shotguns SHOULD be able to do serious damage, even down the length of a hallway
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  6. #6
    Spread is the problem with most of them.

    For proof, get a friend to take Alibi and put one of her holos in front of a wall then take your shotgun and shoot the holo from range of choice.

    Go to holo and note how many pellet holes in wall are around the holo meaning they never hit it, that is a lot of lost damage.
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  7. #7
    True
    Id rather shotguns be balanced with TIGHT spread, and then range controlled via damage dropoff
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  8. #8
    Originally Posted by Mad_Dog8762 Go to original post
    True
    Id rather shotguns be balanced with TIGHT spread, and then range controlled via damage dropoff
    That would make them unusable as destructive tools for rotations etc.
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  9. #9
    Originally Posted by disappointingly Go to original post
    That would make them unusable as destructive tools for rotations etc.
    That shouldnt be their primary job

    And im not talking absurdly tight, but tighter than currently

    With the amount of secondary shotties, impacts, etc
    Defenders have PLENTY of ways to make rotates if primary shotties got a little worse at destruction, and better at combat
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  10. #10
    I have to admit other Shotguns might see more use if there was more Machine Pistol variety for Secondary choices, seems a lot of players want at least 1 automatic weapon in their chosen combinations..

    Consider that Smoke and Mute have been used successfully with Shotgun primaries partly because they have the SMG-11 as backup. Amaru could possibly get away with her shotgun primary since she has the same Secondary though I still find characters with 2 Shotgun options, 1 Primary and 1 Secondary, strange.

    Still some characters with Shorguns make no sense given what else they do and have available.
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