05-20-2012, 04:22 AM
I don't really like the idea of merging the two. The shotgun works fine as a starting weapon, and when used correctly can get a few kills. I find myself running around a lot with just shotgun/laser during CTF, it might not be optimal, but it works sometimes. I actually only get reminded that it's not that optimal when I run out of sg ammo, and am forced to look for other weapons. I fear that with a combined weapon this need may disappear since in order to have infinitive laser jumps it would probably have infinitive ammo. (Also, I'm one of those who relies a lot on the laser secondary.)
It's also more difficult for new players. Lets compare:
SG + Laser:
The function and limitations of a shotgun is very recognizable from nearly any other shooter experience of the new player, and the function of the secondary is easy to figure out trough the animation. The laser is less self-explanatory, but when someone figures out the primary is a splash projectile they will quickly grasp how they could use it. The secondary might come off as a bit random, but it is a great shortcut for people who just figured out how to laser jump and those who don't like to custom bind everything.
The first impression of the weapons of the game will be the shotgun, something familiar to fall back on while figuring out the other weapons. In some cases players don't find the laser, but this also means it's "complexity" will be of later concern.
New "SGLaser":
Random futuristic laser/pulse/discolight weapon, which shoots... stuff... And the secondary does random... stuf... (if you don't figure out there is click charge time.) It might kill players, or hurt and push yourself...
Sounds like a great, logical and coherent starting weapon, I'l randomly smash buttons and hopes something happens, or untill I get a more comprehensible weapon.
(Ok, maaaaybe a slight exaggeration. But I still think it brings forth a valid point that most here overlook.)
It's also more difficult for new players. Lets compare:
SG + Laser:
The function and limitations of a shotgun is very recognizable from nearly any other shooter experience of the new player, and the function of the secondary is easy to figure out trough the animation. The laser is less self-explanatory, but when someone figures out the primary is a splash projectile they will quickly grasp how they could use it. The secondary might come off as a bit random, but it is a great shortcut for people who just figured out how to laser jump and those who don't like to custom bind everything.
The first impression of the weapons of the game will be the shotgun, something familiar to fall back on while figuring out the other weapons. In some cases players don't find the laser, but this also means it's "complexity" will be of later concern.
New "SGLaser":
Random futuristic laser/pulse/discolight weapon, which shoots... stuff... And the secondary does random... stuf... (if you don't figure out there is click charge time.) It might kill players, or hurt and push yourself...
Sounds like a great, logical and coherent starting weapon, I'l randomly smash buttons and hopes something happens, or untill I get a more comprehensible weapon.

(Ok, maaaaybe a slight exaggeration. But I still think it brings forth a valid point that most here overlook.)

