Similar to other suggestions, instead of specifically tightening the spread of the shotgun effect, make it similar to the missile swarm effect in that, using the shotgun spread "cone", select a random block on a random target (friend or foe) in the cone, and shoot at it with one of the shotgun "pellets". (The cone targetting will deeply limit the number of friendly fire incidents with this weapon.)
For shotgun weapons, I'd recommend that the first "pellet" always be a straight-forward shot, regardless of whether there is a target there or not. This may become important for electronic warfare versus conventional warfare. (Example: You -know- there's a clocked ship straight ahead, but even if the shotgun effect won't target a cloaked ship, you can still hit it manually.)
Speaking of which, cloaked and jammed ships should be excluded from random targetting by the shotgun "swarm".
For missile defense, the shotgun will work as it does now, without "seeking", preferably with a smaller "cone". That way, there is no 100% effective AMS with this effect.
Similarly, if there are no targets in the firing cone, the shotgun effect will work as it does now. Again, preferably with a smaller "cone" and with more randomness in individual "pellet" vectors.
For regular shots against regular ships, since the "seeking" picks a random block, it should not be OP, because it is as likely to hit a decorative block or out-of-the-way armor block as it is to hit an exposed system block.
This will likely result in this effect being used far more often, because it will simply be far more effective at hitting things.
Shotguns will likely have a higher-than-average effectiveness against drone swarms, which I consider a good thing, considering the above-average effectiveness of the swarm meta. You would now have a weapon that roughly counters that swarm tactic.
For shotgun weapons, I'd recommend that the first "pellet" always be a straight-forward shot, regardless of whether there is a target there or not. This may become important for electronic warfare versus conventional warfare. (Example: You -know- there's a clocked ship straight ahead, but even if the shotgun effect won't target a cloaked ship, you can still hit it manually.)
Speaking of which, cloaked and jammed ships should be excluded from random targetting by the shotgun "swarm".
For missile defense, the shotgun will work as it does now, without "seeking", preferably with a smaller "cone". That way, there is no 100% effective AMS with this effect.
Similarly, if there are no targets in the firing cone, the shotgun effect will work as it does now. Again, preferably with a smaller "cone" and with more randomness in individual "pellet" vectors.
For regular shots against regular ships, since the "seeking" picks a random block, it should not be OP, because it is as likely to hit a decorative block or out-of-the-way armor block as it is to hit an exposed system block.
This will likely result in this effect being used far more often, because it will simply be far more effective at hitting things.
Shotguns will likely have a higher-than-average effectiveness against drone swarms, which I consider a good thing, considering the above-average effectiveness of the swarm meta. You would now have a weapon that roughly counters that swarm tactic.