printz wrote:Keep in mind the KDiZD SSG is a wee bit slower than the vanilla Doom 2 version. In effect, the Hell Warriors can't get stunlocked by sustained SSG fire as it would happen with the Doom 2 SSG.
@Eriance: KDiZD has monsters like Hell Knights (they should have a different name considering they sound more like weaker barons!), Hell's Fury, Hell Warriors, goats and stupid mechanical demons which ask for a SSG!
I think the problem is more related to the overabundance of shotgun shells. Shells are pretty much the most common form of ammo in many, many, many, way too many maps. There's little reason not to spray SSG fire with abandon. You could use one shell and snipe that guy with the regular shotgun. Or you could also use 6 shells for 3 SSG shots to the same effect and it doesn't matter, there's boxes of shells laying around. Additionally, the chaingun, rocket launcher, and plasma gun all snipe better than the shotgun, so I always find little reason to try and use the shotgun to do so. I actually never use the regular shotgun once the SSG has been acquired. That's how I've always played for a long, long time now, even on Ultra-Violence where you'd think map authors might cut back on your ammo supply a bit, but no... I still find I can hose down 3 zombies via SSG at medium-far engagement ranges with 10 shells used and it doesn't matter, I'll still exit the map with 100 shells.esselfortium wrote:I use the standard shotgun pretty frequently in Doom 2 maps. Most prominently, it's very useful for long-range sniping.

esselfortium wrote:I never much bothered with it, either.
On the subject of weapons and monsters, we've been pretty heavily discussing what to retain from KDiZD, what is totally superfluous cruft that can be cut out, what can be added, and what purpose everything will actually serve for the gameplay.

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