It means we think its broken , but we ' re not sure howAnd it also means please tell us how its broken so we can change it <| sep |> this dude fucks <| sep |> Fucking hell this is so good <| sep |> Over the content in the stolen emails , idiot . <| sep |> Raise Them ! Dongers Raised 3970 Check Out rAyyLmao 2 DongerBot For More Info <| sep |> winning it would be nice too <| sep |> Thanks for the great and informative post . I ' m going to offer my own shotgun balance philosophy and try to help add something to this discussion . Sorry for the long post in advance . First off all , I believe for easier balance , a type of weapon should take into consideration its most important stat . Shotguns are traditionally a OHKO weapon at close ranges , weaker at medium ranges and useless at long ranges . That being said , the most important stat for a shotgun is the max OHKO range . IMHO , nothing else comes close to being as important , so I ' m going to suggest a balance that revolves around every shotgun having the same theoretical OHKO range . So , to start , we should define our desired max theoretical OHKO range . I would consider reasonable a distance of about 16 meters , but the same math applies to any desired value . Let ' s also assume a useless range of 32 meters , from which the shotgun becomes super weak and deals its mininum damage per pellet . Our weakest shotgun is the 12 g . It should be potentially a OHKO too , otherwise it becomes useless . But , since it fires super fast , it should require finesse . I would then propose that it should have 12 pellets , dealing 8 . 4 damage each , giving us a total of 100 . 8 damage , barely enough for a OHKO and thus requiring 100 % of the pellets to hit . It ' s range falloff should be the mildest one all pellets are 8 . 4 damage until 15 meters , and then start to do less damage until the minimum of 4 . 2 at our useless range of 32 meters . Then comes the M 97 . For it , I ' d propose , like you said , 16 pellets . So at 16 meters , each pellet should deal 6 . 3 damage , which would give us the same 100 . 8 total and limit its max potential OHKO to this distance . It ' s damage falloff should start before at about 12 meters , to keep our math consistent 16 meters 12 pellets 16 pellets 12 meters . At last , the big ol ' 10 A . It could keep its current 20 pellets . Using the same criteria , each pellet would deal 5 . 1 damage 5 . 04 to be exact for it ' s OHKO max range of 16 meters . The damage falloff should start at 9 . 6 meters 16 meters 12 pellets 20 pellets 9 . 6 meters . How then would the shotguns be different to each other ? They can all kill with a single shot until our predefined range , and all require perfectly precise shots for that to happen . But , at closer ranges , say 4 meters , it gets clearer 12 g still requires 100 % accuracy , M 97 needs 75 % of pellets 1216 and 10 A only 60 % 1220 . So a less skilled player could still get its close range OHKO with a 10 A , but if heshe misses the shot , he ' ll have to wait much longer to fire again . And that ' s the main tradeoff . After this , finer balancing should be done by looking into the damage cones of each model . Huntertype shotguns should not have different range falloffs . The only advantage to this variants should be a tighter choke that makes the damage area smaller , requiring more precision but making it easier to get all the pellets to hit for that perfect OHKO at max range . TLDR All shotguns should have the same max OKHO range . Damage curves of each model should balance around that .