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Thread: What's the deal with duel wielding a shotgun and attack cooldown?

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    What's the deal with duel wielding a shotgun and attack cooldown?

    As the title says what's the deal with duel wielding a shotgun and it's strange attack cooldown? Why does the first shot or 2 impose an attack CD on both weapons equipped regardless of wield time or attack speed of the other weapon?

    EG: You have an armbraced M39 and a shotgun in the other hand, you can go full auto for a bit then swap to the shotty to shoot a round but then when you swap back to the M39 it imposes the full attack CD of the shotgun on the M39 BUT only for the first shot or 2 after reloading or drawing the weapon. After the first 2 shots of the shotgun you can swap freely between the shotgun and the M39 and it DOESN'T impose the attack CD of the shotgun on the M39. Why is that?

    You can also see this with duel shotguns drawn. The first 2 shots out of either shotgun impose an attack CD on BOTH GUNS but after the first 2 shots suddenly you can swap shotguns and both have independent attack cooldowns. WHAT? WHY?

    If we were talking about PB's yeah I can see why a CD on PB's would exist but why does this only apply to the first 2 shots when not PBing? Is it a bug? Was it coded this way to prevent Duel wielding? Am I a crazy person? Does anyone else notice this?

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    Senior Member Usnpeepoo's Avatar
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    pretty sure you gotta leave a shotgun on the other hand unpumped, shoot the first shotgun (dont pump afterwards), switch hands, pump, fire, repeat.

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    I like it when she do it like that

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    you're a legend Usnpeepoo, it was literally that simple. Seems having a cocked shotgun when swapped to is what causes the attack CD. At least now that I know this I can work around it. Thanks!

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    Whitelisted Synthetic Driker's Avatar
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    Quote Originally Posted by Santiago Delgado View Post
    As the title says what's the deal with duel wielding a shotgun and it's strange attack cooldown? Why does the first shot or 2 impose an attack CD on both weapons equipped regardless of wield time or attack speed of the other weapon?
    Because the design principle of the server is and always was balanced in favor of a group of players that have habitually cried and shit their pants when something has the capability of killing them, while placating the opposing team with JUST ENOUGH functionality to find the gameplay loop worth investing time into, and then they also shit their pants.

    The system isn't perfect of course. Different development teams have long changed gameplay based on their own biases and it shows with swings in which side is overpowered at any given time and leading to stupid nerfs like arbitrary weapon cooldowns. The idea is - Xeno is power fantasy gameplay with the Marines being JUST BARELY enough of a threat to not feel bored killing them, with Marines getting a more engaging gameplay loop to keep enough coming and going to give Xenos someone to fight, and any minor shift in meta can put this entire system in jeopardy.


    TL'DR: Xenos Mad
    Last edited by Driker; 09-02-2021 at 03:12 PM.
    STOP TRYING TO A HAND WHOLE

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    Quote Originally Posted by Driker View Post
    Because the design principle of the server is and always was balanced in favor of a group of players that have habitually cried and shit their pants when something has the capability of killing them, while placating the opposing team with JUST ENOUGH functionality to find the gameplay loop worth investing time into, and then they also shit their pants.

    The system isn't perfect of course. Different development teams have long changed gameplay based on their own biases and it shows with swings in which side is overpowered at any given time and leading to stupid nerfs like arbitrary weapon cooldowns. The idea is - Xeno is power fantasy gameplay with the Marines being JUST BARELY enough of a threat to not feel bored killing them, with Marines getting a more engaging gameplay loop to keep enough coming and going to give Xenos someone to fight, and any minor shift in meta can put this entire system in jeopardy.


    TL'DR: Xenos Mad
    It is 11 degrees of failed development which forces solutions to shotgun shuffling.

    One it is just weird to just bypass shotgun fire rate via juggling them and it adds a nasty skill difference of those who can vs those who can't.

    Two the game has had many balance changes over the years that just have messed up how shotgun is meant to be balanced and work. Used to only carry one gun unless you had special stuff like the shotgun scabbard thing, you didn't have magnetic harnasses, alien vs marine population was closer with 30 vs 100 rather then 20 vs 100, old aliens were even more OP asf, acid blood used to do damage worth a dam, pain damage used to do something worth a dam, and so on. The game has changed a lot and thus things must be added to counter it.

    Three it was too meta, everyone went double buck because everyone knew it was the only thing that did shit, it was false and true and it an whole seperate issue of firing lanes, potential damage per engagement and so on. It seems to break it a bit and push other guns into the spotlight, that and lurker gang is dead anyway.

    Four lurker gang was aids and tbh double buck was kept in because devs had no idea how to balance the lurker so they just threw up their hands and said 'double counters lurkers' which was insanity but yea.

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