Another great idea, but imo it should work different. Love the bird shots, but hate the other 2. First I would suggest to have only 2 ammo types for the shotgun (any kind). Bird and Slug. Make the bird a wide spread low damage shot and the slug a non spread high damage shot. Both close range. Thats how it works in real life and thats how it should work ingame too.
About the experimental. Keep the bird the way it is, but change the slug. Make it a sticky grenade exploding after 3-4 seconds with the damage a grenade does and give it a 50 meters range.
Also not sure if your game engine allows to have a curve bullet flight path, that way we could use that gun to shot over a house and attack robots standing behind cover etc.
I usually use birdshot as well, but up close I just use buckshot. The range is utter bollocks with slug and buckshot, especially slug, which even if you’re standing right next to the machine it still won’t hit the target. It’s very annoying.
If other readers can avoid the image of Elmer Fudd walking right up to a bird and shooting it in the face with that bird shot, they’re stronger people than I am.
well a bird shot would be good for ticks or prototype runners and maybe a prototype hunter at close range, cause they dont have amor. Anything military or fnix shouldn’t get killed with a bird shot, at least not by having a lucky shot or wasting hundreds of bullets on it. But the slug is a different thing. No area spread and at close range a deadly thing. Close means less than 50m range.
Shotgun slug 50m-100m, high recoil, high damage
Shotgun bird 50m, high recoil, low damage, wide area effect
Pistols 50m, less recoil, faster shooting but lower damage.
Submachine 100m-200m, fast shooting, low recoil, medium damage.
Rifles 200m-600m, fast shooting, high damage, medium recoil.
Sniper Rifle 200m-1200m, slow shooting, high damage, medium-high recoil.