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Why Was The Combat Shotgun Absent?


A Nobody

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I think the Combat Shotgun got omitted from basic Doom 3 because the regular Shotgun was already powerful enough, about as powerful as the rocket blast, just like the SSG in Doom 2. It appeared anyway in RoE, as a higher firepower, more sensibly accurate gun (yeah, contrary to expectations, it's more accurate than the basic SG!). Still, I'm undecided whether that is a good weapon. Sure, it's more likely you score a good hit with it at non-melee range, but if you miss, you're already in trouble, due to the huge reload time. It sucks against monsters such as the Vulgar, who are especially good at keeping a small footprint.

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It's an amalgamation of the pump and double barreled shotguns. Largely former, but inherits damage and spread from the latter. That said a spread of 22 is way, way too much, on par with former human accuracy in the original games! Meanwhile ZSec shotgunners have a ridiculously tight spread of 5 which explains why they are as lethal as the OG shotgun guys. I thought making player spread the same to balance things out but then you got a super shotgun that also doubles as a sniper rifle and nullifies the purpose of the machine gun. I was thinking making the spread 11 would still keep things in check with the intended balance, which would be on par with the original SSG radius funnily enough.

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Because it would be redundant. They have the pump-action shotty fill the "kiss range enemy eraser" spot, while the "mid-range workhorse" spot is taken by the assault rifle.

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