Making the sawed-off competitive is a good idea, although it is unfortunate that it is not a full-sized pump shotty and therefore it being more accurate than a longer gun is a little silly and counter-intuitive, especially since the description mentions it having a barrel that produces a wide spread at close range. Maybe adjust the descriptions of both guns to mention that the former has a tight choke to compensate for loss of barrel length while the latter has an open choke for CQC?
Agreed about the barrel length, but gameplay balance rules so long as conveyance to the player is still intact. And yeah, descriptions are likely to be updated anyway, since I think I'm reverting to all vanilla weapon names anyway.
Perhaps speeding up the per-shell reload speed of the sawed-off would achieve the same goal as slowing down the assault shotgun's reload speed without the tedium - that way you can switch between ammo times quicker, making it the more tactical weapon. Not sure if this is in the scope of your submod, or even possible in the engine, but another option - maybe enough of a boon to replace the accuracy bonus - is to make rubber bullets exclusive to the sawed-off. As far as I know, IRL rubber loads do not generate necessary power to cycle the action of a semi-automatic shotgun and thus are used with pump shotties only. This way, the assault shotgun would be a killing machine you'd use to engage groups of enemies at short range, while the sawed-off is a nimbler, more tactical gun, quicker to change ammo, possessing a non-lethal option, and more practical for wider amounts of character builds due to occupying one less inventory space.
I don't mean to sound like realismfag though, these are just suggestions. Balance is probably a more important consideration than realism in this case - having a superfluous gun is a bummer when GMDX has done much to keep the rest of the arsenal viable.
The Sawed-off shotgun has several advantages in GMDX:
- The Sawed-off shotgun takes up only 3 inventory slots, and in a straight line, while the Assault shotgun takes up 2x2
- The Sawed-off shotgun starts at 70% accuracy, while the Assault shotgun starts at 67.5% accuracy
- The Sawed-off shotgun has an accuracy cap at 95%, while the Assault shotgun's is at 90%.
- The Sawed-off has a bonus +35% damage with rubber bullets, in addition to a x9 headshot multiplier as compared with the default x8 multiplier for the Assault shotgun.
- As per my range changes, the Sawed-off shotgun has an effective range of 93.75ft and a max range of 187.5ft, as compared with the Assault shotgun's 62.5ft and 125ft respectively.
While the rubber bullets exclusivity makes apparent sense and I somewhat like the idea for the reasons you describe, I think it's best not to restrict ammo types to weapons in this way. If a nonlethal player wants to use an Assault shotgun in combat, it's probably best to give them that option, especially since there's already a bit of differentiation in damage between the two (extending in a different manner to both lethal and nonlethal, where you're likely to try to go for the head with lethal buckshot but less so with rubber baton rounds so they get a straight damage boost). Might consider adjusting the Sawed-off per-shell reload time down a tad if I do revert the Assault shotgun's reload though, will have to see how that affects things.
By the way, does anyone experience scrambled text/UI elements on occasion? I am using the direct3d 10 render and am running the game as borderless window. Not sure if alt-tabbing is to blame.
Scrambled text is a DX10 renderer issue, from what I understand. Or maybe it's because Icarus now has full access to your systems. Unfortunately remains mysterious.