Here's a poll for you.
This is geared more to people who have played the mod, say, for half a megawad and more, since it's neccesary to play for some time to get a good feeling of the weapons.
SSG overpowered?
When I set it up, i had imposed a maximum amount of 50 shells, which, even though the SSG is very powerful once upgraded, you couldnt use it so freely as of now with a limit of 75 shells.
Here's the things to consider:
- Doom2's SSG deals almost x3 damage than the normal shotgun while using only x2 ammo, and this was kept in D4D.
- D4D can be upgraded to reload faster
- Then it can be upgraded to fire twice, with each shot being equally as powerful, which effectively increases the firerate to incredible levels
- Another upgrad allows it's shells to pierce monsters.
- Final upgrade allows akimbo SSG, making it basically twice as fast and effective.
While all the weapons have mods to change their functionality, this particular weapon is a case where instead of allowing you to use the weapon in a different way, you use it the same way, only stronger and stronger.
You start with a SSG. You end with 2 ssg that shoot way faster, twice before reloading and with piercing shots.
I have always thought that this was an issue in Doom4 too, however, in here is most noticeable, since the entire game (doom/doom2) is based in a crazy abundance of shells. By map02 in vanilla doom2, you have the SSG and 50 shells at all times thanks to all the shotgunners.
Doom 2 worked fine, since even though the SSG is a really powerful weapon, you get the penalty of long reloading of the weapon. In D4D you get that too,
at first, then it becomes what I believe is
the most OP weapon in the mod, even more than the BFG, since the ammo for that weapon is quite rare.
Please leave a vote in the poll about how could we balance this weapon better