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Post by lloydrage on Jun 23, 2009 11:04:06 GMT -5
on the chart it says x8 shot, does that mean take the number times 8 because of number of pellets or something?
Also I have been using stopping power with the shotgun, but is it needed? What perk two/three do you normally use with the shotguns?
thanks!
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jun 23, 2009 12:29:49 GMT -5
Yes.
Stopping Power will make a difference of one pellet needed to hit at point-blank range, though I find shotguns to be great candidates for just about every Slot 2 and Slot 3 Perk.
The pump actions are tight enough that Steady Aim would be a waste, but the automatic shotguns could really use the choke.
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Post by lloydrage on Jun 23, 2009 12:53:15 GMT -5
thanks Den!
I appreciate the site as well as all of your help!
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Post by ssog on Jun 25, 2009 1:41:34 GMT -5
Also I have been using stopping power with the shotgun, but is it needed? What perk two/three do you normally use with the shotguns? I ran the numbers on the Shotguns and here's the exact mathematical difference of SP vs. no SP on both shotties in WaW. Sorry if it sounds a bit disjointed, because I'm copy/pasting it from another post I made on the subject. To give an idea of scale, a tank is 250 inches long, so 500 inches = 2 tank lengths. As far as what perks *I* use with Shotguns... it varies on how I'm using the Shotgun, but more perks are viable with the Shotty than with any other gun. Basically, I never use Gas Mask or Shades with any class because they're teh sux. I also tend to avoid Stopping Power (for reasons outlined above- if you want to increase your killing power, Steady Aim will outshine Stopping Power straight up), although it's not COMPLETELY teh sux like Gas Mask or Shades are. If you're using the Trench Gun, then Double Tap is an option, but like with SP, it doesn't blow my skirt up or anything. Other than those 4, I can recommend any perk2 for use with Shotguns. Let's run down the list: Fireworks- my anti-tank perk of choice. Pair it with 2x Rockets, 2x Satchels, or 2x Stickies. Satchels are the best at taking out tanks (although if you're good at getting one underneath, they render Fireworks redundant). Rockets are the most useful of the 3 OUTSIDE of tank killing (while still being great tank killers in their own right), because they give a powerhouse ranged attack to a class sorely lacking any sort of range. My personal favorite, however, are the stickies, just for simple ease of use. Two stickies to the back of the tank, then run off and do your thing- no lengthy reloading, no manual detonation, minimum exposure to enemy fire. Shotguns make for excellent anti-tank classes because they offer great mobility. Flak Jacket- my favorite shotgun perk for fixed objective gametypes (mainly HQ and War). Flak Jacket means that no single explosive can ever kill you... ever (assuming you aren't playing hardcore). Explosive damage is capped at 75, and your health is 100, so unless something else hits you first, you can teabag a betty or a live grenade and live to tell the tale (although if a grenade blows up in your hands, either due to overcooking or mis-timing a throw back, you're toast). When is this useful? Any time you're guaranteed to face a lot of explosives, which means pretty much any objective gametype (with the associated grenade spam). Shotguns are already suited to objective gametypes due to the close action that usually results, as well as their great movement speed (= getting to the objectives in a flash). Pair with Betties or Flamethrower (the better to hold the objective with), or with 2x Frags (the better to capture the objective with), or even with 3x Tabuns. Perk 3 = Extreme Conditioning all the way. Be prepared to beat everyone to the objective and laugh as they try to root you out with mere grenades. Juggernaut- I find my shotgunner gets more use out of this perk than any other class, just because he has no real long-range capabilities. If someone sees you at long range, your only hope is to run and hide, and Jugg makes that a much more reliable hope. It also helps you if you're at medium range and you decide to make a dash at the target to hopefully get close enough to get a shot off before he kills you. Camouflage- A surprising choice given the shotgun's lack of silencer, but shotgunners make good ninja classes, because they're all about sneaking around to get into close range before the enemy knows you're there. Some people swear by Dead Silence with this setup, but I prefer using Extreme Conditioning again and just crouch-walking when I need to be sneaky. Sleight of Hand- Shotguns on WaW were, for some inexplicable reason, nerfed bad on WaW with their clip sizes dropped to just short of nothing. As a result, unless 50% of your life is spent dying, then 50% of your life will be spent reloading. Sleight of Hand will drop that down to 25% of your life spent reloading, which is a welcome boost. Especially on the Double Barrel, Sleight of Hand takes it from barely usable to relatively competent, and is my perk of choice 95% of the time. Overkill- As I mentioned earlier, the Shotgun has absolutely no recourse if the enemy is at long range (outside of switching to the pistol, of course- hardly a great option). Overkill *gives you* a ranged option. Some people like Sniper Rifles, but I'm more partial to heavy MGs or a telescopic-lens'd Gewher/SVT. I feel like they fit the pacing of the shotgun a bit better, and don't force you to either be one thing (strictly long range) or the other (strictly short range). Besides, if you wanted a sniper with a shotgun, you'd be better off making a sniper class with a flamethrower as your Perk1, which gives you a shotgun-like weapon and leaves your perk 2 slot free. The one problem I have with Overkill is that the shotguns are so underpowered in WaW that I'd be tempted to just use my other weapon switch all the time. As far as the Perk 3 goes, there are fewer choices for a Shotgunner. Deep Impact, Fireproof, and Iron Lungs are straight-up useless. Steady Aim is essentially just a better Stopping Power on the shotgun, but I get plenty of 1-shot kills without it, so I usually don't bother. I'm also not a dead silence fan, since crouch-walking is quieter than Dead Silence and doesn't require a perk (although it's slower than dead silence, too, fwiw). Toss Back is another really weak perk- you're better off with Flak Jacket if you're getting grenaded a lot, because it protects you against even well-cooked grenades, and because you don't have to hunt around for the 'nade when it lands near you. Recon's an okay choice if you're a big fan of it, but it's not really that powerful, either. That mostly leaves Extreme Conditioning, Second Chance, and Martyrdom. If you're playing HC, cross off Martyrdom (nobody likes the pricks who roll with Marty in HC, especially not your own team). If you're playing SC, cross off Second Chance (takes too many shots to kill). Extreme Conditioning is useful in all situations, but especially useful in objective gametypes for getting where you're going faster than everyone else. Martyrdom also rates mention for objective gametypes, especially HQ, because even if the grenade doesn't get a kill, it'll get the enemies to abandon the HQ for a second, which resets the timer and is very valuable.
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j1000
True Bro
Posts: 268
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Post by j1000 on Jul 15, 2009 10:36:59 GMT -5
The pump actions are tight enough that Steady Aim would be a waste, but the automatic shotguns could really use the choke. Although maybe you don't always want a tight spread with a shotgun, for the same reason people saw off shotguns in real life. A pretty subjective choice, I suppose. Leads me to a question: If 8 pellets go right at a guy, and 2 hit and kill him, will the remaining 6 pellets keep traveling at full lethality to hit the guy behind him? I guess that would take some experimenting.
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