Maes
I like big butts!

Posts: 7955
Registered: 07-06 |
It's really simple:
SG: all-round CQ and mid-range weapon. Punches pretty hard up close (hard enough to take down low-tier monsters with 1 or 2 shots) and pelts generously from a distance, with a chance of delivering a full punch over a respectable range.
SSG: a SG optimized for CQ. You basically get 150% the power out of your shells, rivaling a rocket blast in damage yet without the splash damage to your face. Less useful the farther and smaller the target and a waste to use on too weak targets, extra power or not.
Good for taking down pinkies in a guaranteed 2 shells, and even cacos and revvies with 4 shells, most of the time. It's still usable in mid-range vs sufficiently large targets (Manci, cybers, single spider mastermind) or vs groups of monsters, spread well enough to catch all pellets.
If I had to do without one of them, I'd say it depends on the game: in Doom I the simple SG makes more sense, and the SSG would be wasteful in most settings, even in PWADs. Aand if a map was degenerate enough to be jam-packed with Pinkies, Barons and Cacos, then I'd choose a RL or something more powerful. Not that I wouldn't miss it in certain cases e.g. Lost Souls, but it'd be a bearable situation.
In Doom 2 however, will all those new mid-tier and semi-boss monsters...I'd choose the SSG. Too masochistic using the SG only on those.
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