Mods for the Intimidator Shotgun?

i feel you. That was exactly what i was thinking at first to. I mean the 3 shots of the double-barrel. When you look at the magazine itself, though you realize that the weapon isnt really doublebarrel. It just loocks like it. Cause the magazin is just one big block that gets stuffed in both barrels basically. In other words i am over that issue. ^^ I still would want to know about the Scope, though. I dont wanna put one on and then effectively break the weapon.

Sorry to break your bubble. Two barrels..

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Well, in August people were firing single plasma slugs, so in that context it was fixed.
The scope nowadays indeed tightens the spread again, but not at much as it did at the start.

The range mod is weird though, I have a shotty with scope and range mod and one with only a scope, and I dont see any difference in spread.

ahh. Thanks alot. Then scope and greater range its gonna be. You see i have a setup with an L6 and the intimidator. In that context making the intimidator a good midrange-weapon is a really good idea (otherwise i need to rely on the tormentor for midrange (or charge in to bring the intimidator to bear), which is a beast at grade 5 in and of itself but at the end of the day its still just a pistol).

@bangermsuk Its not nearly as bad as leveling up weapons, though. Generally speaking grab the data from missions. Works fairly fast.
 
Like said, I didn't notice any difference between the shotty with range mod and the one without. The projected spread seems to be the same.
I have no idea what the range mod alters at this point.
 
Sorry to break your bubble. Two barrels..

reload it. The magazine is not ammunition for a doublebarrelled weapon and thats the point i am trying to make. Also fire it. Or do what i did and watch youtube footage of ppl firing the intimidator at 0,25 speed. It doesnt alternate between barrels. It shots through both barrels every time you pull the trigger (at least thats what it looks like. Its kind of hard to see with the bright flash and all).

Its only a doublebarrelled weapon in visuals. It doesnt work like a doublebarrelled weapon at all.
 
Like said, I didn't notice any difference between the shotty with range mod and the one without. The projected spread seems to be the same.
I have no idea what the range mod alters at this point.
the rangemod increases the range. No effect on the spread but what good is a tight spread when you cant shoot over the street with the thing. For the intimidator its either Scope and greater range or none of the 2.
 
the rangemod increases the range. No effect on the spread but what good is a tight spread when you cant shoot over the street with the thing. For the intimidator its either Scope and greater range or none of the 2.
I might be overlooking something, but in range I dont see a difference either. The vanilla projectile range is beyond useful already. Besides, trying to hit anything beyond 50 meters is pretty pointless anyway since most projectiles wander off despite the tightened spread. It doesn't increase the shot speed either.
 
I might be overlooking something, but in range I dont see a difference either. The vanilla projectile range is beyond useful already. Besides, trying to hit anything beyond 50 meters is pretty pointless anyway since most projectiles wander off despite the tightened spread. It doesn't increase the shot speed either.

Range makes the difference between oneshoting someone at 10m or at 15m (or more, kinda making up numbers here since i didnt performed any tests)
 
Range makes the difference between oneshoting someone at 10m or at 15m (or more, kinda making up numbers here since i didnt performed any tests)
By using what? As far as I know there isn't a damage fall off. DTEA mentioned it would tighten the spread even more than the scope does. If that was the case it would indeed increase the effective range. I don't see it though.
 
I might be overlooking something, but in range I dont see a difference either. The vanilla projectile range is beyond useful already. Besides, trying to hit anything beyond 50 meters is pretty pointless anyway since most projectiles wander off despite the tightened spread. It doesn't increase the shot speed either.

The vanilla range of the Intimidator is 7 Meters. Thats alright on a vanilla intimidator because past that your spread is so high that you are not gonna apply much damage anyways. However, with a Scope and the tightened spread you can shootm hit and kill ppl at 10m and thats a big difference.

Speaking of greater range mod. I think it would be cool if the projectile speed was increased by 50% also. The weapon that would benefit the least from that would be the intimidator, though. Because the projectiles are fast enough to cross 10meters in an instant. Also your claim that hiting things past 50m is pointless is rubbish. I got an executioner with greater range, sitting at 150m effective range and i am using that maxrange quite frequently. Now it is my stealth-weapon to take out guards and takedown-targets (enhanced tracking on my suit to increase scanner-range to 150m) and that works like a charm cause hitting slow moving targets without shields that always walk the same route is very very easy even at 150m. And before i made a strictly stealth weapon out of it i used this thing on the battlefield on maxrange too and killed of ppl. Now i stopped doing that because the L6 is more effective. Easier hit and often times you can hit more than one guy due to aoe but you can shoot and kill at 150m range with an executioner even on the battlefield. Gotta need a little bit of practice, thats true but its nowhere near "pointless". Not to speak about non-plasma-weapons where it is not even hard to do that with the right equipment.
 
Thats not a value to take serious. I know thats in the weapons specs, but they could of put 3 light years in it as well.
7 meters is bonkers.

Past 7m the damage falloff is starting.
That's the implication of that value.

Executioner has 100m as range, but it's still deadly at 150-200m (for a G5)
But a Tormentor is the best to check damage falloff, Exec is just too powerful and has a big range
 
oh for real? Then i might consider dropping greater range on the intimidator. I mean the alternative is faster reload, which is a nice mod aswell. Gotta play around without range for now and see if the performance is bad at longer ranges. Also i am kinda angry now that i put range on my Executioner. If that range is "just" damage falloff it wouldnt have mattered at all. The Executioner deals so much damage that having that halfed is still going to be a onehitkill on mos NPCs.

Another example of frontiers incompetence, frankly. Creating the system as is with mods being set in stone and ontop of that giving confusing stats or no stats at all (shield resistances? Hitpoints on armour? Scope tightening the spread on the Intimidator, etc.). You cant do that. Either make the system more flexible so ppl can test around without heavy repurcussions OR make it strict like it is now but then give absolutely crystal-clear info on everything involved. Knowing this forum this post is probably going to get deleted. Maybe i even get banned or something. Cause they dont like criticism in their own forums. I am sorry guys but i cant help but tell you honestly if i think you worked poorly on something. If your way of dealing with this is shuting ppl up thats your problem. Its not gonna help you guys improve the game, thats for sure.
 
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Past 7m the damage falloff is starting.
That's the implication of that value.

Executioner has 100m as range, but it's still deadly at 150-200m (for a G5)
But a Tormentor is the best to check damage falloff, Exec is just too powerful and has a big range
That is plausible indeed. Interesting, need to test it as I haven't seen much fall off. Even the tormentor stays a 2 shot killer over large distances, but that doesn't mean there is none
 
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Past 7m the damage falloff is starting.
That's the implication of that value.

Executioner has 100m as range, but it's still deadly at 150-200m (for a G5)
But a Tormentor is the best to check damage falloff, Exec is just too powerful and has a big range
The laser weapons I think are actually the best for demonstrating falloff. Very easy to hit even at long range since they're hitscan, and it's quite obvious how the amount of shield chipped off changes with distance. You can do nonzero damage out to perhaps three times the "rated" range, but yes it starts falling off at about the range noted in the weapon description.
 
scope but no range would be interesting. D2EA already has a lengthy vid about scope and range (no stable, though). I modded my Intimidator to Scope (+magsize, + faster handling) and left the last slot. I' ll use your and D2EAs vid to see if there is a significant difference in performance at higher ranges.
 
scope but no range would be interesting. D2EA already has a lengthy vid about scope and range (no stable, though). I modded my Intimidator to Scope (+magsize, + faster handling) and left the last slot. I' ll use your and D2EAs vid to see if there is a significant difference in performance at higher ranges.
Not to be that guy but I did it first.

HA!

Take that, no one in particular.
 
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