Let me just start off by saying the game is a blast and I’ve been having loads of fun with Ghalt. Hooking people is super satisfying and getting a clutch hook/trap on an important member of the other team can really turn things around.
That being said, his ult is bad. I basically never use it unless I’m level 10 and I’m using the speed stacks/CC immunity to get away. It’s got a lengthy “cast time” (~2 seconds), does less damage per hit than the normal shot, you dont get tactical shells (No bonus 25-40% bonus damage on half your mag), you’re effectively silenced for 12 seconds. For a ganker who relies on his abilities, it’s pretty much the opposite of what he’d want. You can’t use it to gank as your ability to stun/debuff is gone while it’s active, and the cast time is too long to use it after a hook. It’s a cool idea, but it just doesn’t pan out, gameplay wise. All in all, I feel much more lethal when I’m not using my ult than when I am.
If you want to keep the Duel Wield concept for him, maybe make it a slightly shorter CD but only last 1 magazine. Every ult, you can take out another shotgun with 8 shots (4 with double barrel) but no duration. It goes away whenever you use all the shots in the 2nd shotgun. You can still use hook, but not traps. Something like that, you get the moment of higher damage for those “oh ■■■■” moments OR use it in preparation for an ambush/gank, and still gets benefit from tactical shells and your helix upgrades, but the damage duration is lowered. Or, maybe have the other shotgun get whatever upgrade you didn’t choose for the Level 3 helix. So if you chose 30% more pellets, when you pull out the 2nd shotgun it has the 100% more range slug (which you would shoot with M2).
Or hell, maybe it just needs a “cast time” reduction, or a damage boost or something. Make the last 5 seconds give tactical shells. The point is, having an ult that makes me feel weaker and is more useful for running away than fighting, despite being an “offensive” ult, is crummy.