|
Post by rainbows on Nov 22, 2011 22:48:59 GMT -5
Actually, yeah, I was thinking Range Striker was comparable to Damage Striker, but it isn't. My train of thought was that at the extended range it only took 65% pellets to hit, compared to 100%+ on some of the others, but at that range you're not going to get 65% of the pellets to hit at all. Range is... okay, until you unlock Damage, but it just doesn't compete really.
|
|
|
Post by reiyu on Nov 22, 2011 23:27:55 GMT -5
hey guys, how does grip affect the shotguns? does it affect hipfire or just ADS?
|
|
|
Post by volgon on Nov 22, 2011 23:47:46 GMT -5
hey guys, how does grip affect the shotguns? does it affect hipfire or just ADS? The Grip will reduce the recoil of a shotgun in both ADS/hipfire, but the recoil of shotguns is not worth considering in the first place. The recoil is easy to compensate, non-existent, or irrelevant (in the case of pumps/lever-actions, the recoil settles before you can fire off another shot). The only attachment that should ever be used on the shotguns is Extended Mags.
|
|
|
Post by Disgruntled Jigglypuff on Nov 22, 2011 23:48:22 GMT -5
Alright, I did some testing and extended mags does in fact increase pellet count by 50%. Here is video evidence:
|
|
|
Post by reiyu on Nov 23, 2011 2:40:31 GMT -5
grip doesn't affect hipfire spread right?
and also, the graph doesn't make that much sense for a noob like me, so would range really increase the range of the weapon or would it just adjust the damage dropoff?
|
|
|
Post by mastermarth on Nov 23, 2011 11:01:14 GMT -5
I had done some tests with Shotguns and all the Attachments and are listing my findings below (had posted this on GameFAQs). This is only with the KSG12 and the Striker, but I'd guessing you'd get similar results with the other Shotguns.
KSG12 (this is compared to the naked version, what isn't listed is the same)
Grip: Reduces recoil, Reload takes longer Silencer: Reduce range (duh) RDS: Slower ADS Holo: Slower ADS Ext Mags: More ammo per "mag" (duh), Fires 50% more pellets (9 pellets instead of 6)
Striker (this is compared to the naked version)
Grip: Reduces recoil Silencer: Reduce range (duh) RDS: Slower ADS Holo: Slower ADS Ext Mags: More ammo per "mag" (duh), Fires 50% more pellets (9 pellets instead of 6)
|
|
acidsnow
True Bro
Guardian Angel
Posts: 726
|
Post by acidsnow on Nov 23, 2011 14:54:05 GMT -5
I dunno if this was posted elsewhere, but the USAS-12 is the only weapon in the game [that I've found] to naturally have Extreme Conditioning built into it; possibly to help off-set its poor damage.
Pretty cool IMO, now it's not all that bad
|
|
|
Post by Megaqwerty on Nov 23, 2011 15:11:06 GMT -5
Oh, yeah, I noticed that as well. I believe the effect stacks with ExCon as well, giving you a damn long sprint.
I'll make a USAS ExCon build for the beginning of objective modes (ex. rushing the B flag), but the gun is so terrible that it's not useful otherwise.
|
|
acidsnow
True Bro
Guardian Angel
Posts: 726
|
Post by acidsnow on Nov 23, 2011 15:27:06 GMT -5
the gun is so terrible that it's not useful otherwise. The USAS is pretty good with EMags, and once you tag on the Range [or Damage] proficiency I can honestly say that it becomes a decent shotty. It's a weapon with a lot of hidden potential, because of its free ExCon; I'll def be using it a lot more now that I can sprint around the map for free.
|
|
|
Post by mastermarth on Nov 23, 2011 15:37:08 GMT -5
the gun is so terrible that it's not useful otherwise. The USAS is pretty good with EMags, and once you tag on the Range [or Damage] proficiency I can honestly say that it becomes a decent shotty. It's a weapon with a lot of hidden potential, because of its free ExCon, I'll def be using it a lot more, now that I can sprint around the map for free.The thing is that every Shotgun will become decent with Damage/Range + Extended Mags. It's not really the USAS alone. Comparing the USAS to the Striker though, there's virtually no reason you'd ever want to use the USAS over the Striker. The Striker has a higher shell capacity, higher min damage, higher RoF, better reload times and while the drop off starts a little earlier and the range is not the same, but the higher min damage makes up for it. Also, the Striker is part of a default Class loadout, so you can access it even before unlocking it.
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 23, 2011 15:41:44 GMT -5
USAS gets the whole mag at once tho.
Striker is one at a time.
|
|
acidsnow
True Bro
Guardian Angel
Posts: 726
|
Post by acidsnow on Nov 23, 2011 16:18:03 GMT -5
USAS gets the whole mag at once tho. Yeah lol, I often forget how slowly the Striker takes to reload - shell by shell. Despite the USAS's inferior stats it does have solid combat effectiveness once upgraded, the reload speed and extra sprint are just bonuses... But TBH, it's rather difficult to dislike any of the shotguns (now that we know EMags gives +50% pellets).
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 23, 2011 16:28:30 GMT -5
Yeah, still, you have so many shots that you can almost always find time to reload a few here and there.
|
|
|
Post by mastermarth on Nov 23, 2011 17:27:05 GMT -5
USAS gets the whole mag at once tho. Striker is one at a time. Well, I feel like an idiot and an ass now after forgetting that. I'll still probably go with the Striker myself, as it doesn't require it's own class to use (and will force myself to NOT use Assassin). I'd love to use the SPAS12 though and get Ext Mags and Range on it... but I'll work on that after I decided to not Prestige anymore (if I decide to).
|
|
phale
True Bro
Posts: 635
|
Post by phale on Nov 23, 2011 17:37:25 GMT -5
USAS is great for the person who is simply too lazy to work his trigger finger (like me).
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 23, 2011 17:38:53 GMT -5
Yeah, and the striker... you need to press it slow and steady or else you drop almost all of your shots.
|
|
|
Post by naughtysanta on Nov 23, 2011 21:21:03 GMT -5
Hey megaqwerty,
Can you show a graph of shotguns having both Damage and Range Proficiency? Also, include Silencer please?
|
|
|
Post by Megaqwerty on Nov 23, 2011 21:55:19 GMT -5
Silencer and Range cancel each other so...that chart has already been made, haha.
Besides, if you're using a Silencer, you're giving up either Damage or extended mags...unless you gain OMA and then, damn, you would have a pretty awesome shotgun.
|
|
|
Post by naughtysanta on Nov 23, 2011 22:00:26 GMT -5
Can you show shotguns with both Damage and Range Proficiency along with Extended Mags? I want to see what a "super" striker looks like.
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 23, 2011 23:18:04 GMT -5
So silencers really only reduce range by 20%?
|
|
|
Post by Megaqwerty on Nov 24, 2011 0:00:45 GMT -5
I thought Range was a 25% increase and that silencers were a 25% decrease, with them canceling each other out.
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 24, 2011 1:15:12 GMT -5
Ah, yeah, 20/25 still too low.
Should be like 50% on ARs, 33% on SMGs, and 25% on Shotties
|
|
|
Post by seph on Nov 24, 2011 1:44:35 GMT -5
Does range actually extend the range which the pellets will travel before going poof, or is it strictly a damage dropoff distance modifier?
|
|
|
Post by psijaka on Nov 24, 2011 1:56:32 GMT -5
Alright, I did some testing and extended mags does in fact increase pellet count by 50%. Here is video evidence: Can't argue with that. Makes all the other attachments completely redundant; why use anything else?
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 24, 2011 2:20:38 GMT -5
Increases max damage range and minimum damage range.
|
|
|
Post by mastermarth on Nov 24, 2011 10:22:43 GMT -5
Does range actually extend the range which the pellets will travel before going poof, or is it strictly a damage dropoff distance modifier? It increases the actual range. Meaning, if you have someone stand outside your range with Damage, lay a Tac Insert, die and spawn with Range on your Shotgun, you'll be able to hit them now. They KSG12 (and most likely Model and SPAS12) can still get reliable OSKs with Range + Ext Mags outside what normally would be that max range (where the pellets disappear). At least, from what I've tested. Meaning, with lag and a little less accuracy, maybe not as often.
|
|
|
Post by reiyu on Nov 25, 2011 13:52:21 GMT -5
thanks. range is an essential to me now. =D
|
|
acidsnow
True Bro
Guardian Angel
Posts: 726
|
Post by acidsnow on Nov 25, 2011 14:39:33 GMT -5
For the past 3 days I've been leveling up every shotty, and now that that's done, I went back and used the USAS with Attachments: Silencer+EMags, and it preformed really well. It has the longest range (tied with the 1887, and SPAS), and has the least spread (tied with 3 other shotties) thus making it a good gun to silence.
~20% of my kills required 1 hit to kill. ~40% required a 2hk. ~40% required a 3hk+. The worst was 5hits, because the guy was running from me as I was chasing him, so I was constantly pecking at him with my 5dmg pellets.
I also tried the SPAS with the same attachments, but oddly I favored the USAS, because of the faster attack speed, faster reload speed, and its built in ExCon perk.
|
|
|
Post by reader on Nov 25, 2011 15:51:24 GMT -5
It seems extended mag bug/trick has fully caught on now, a lot more people are using shotgun now, and the percentage of being one shot killed has increased a lot.
From receiving end, and the limited experience using them in dedicated sever, I think it's the be all end all CQC weapon, Akimbo FMG or rapid fire Type 95 doesn't stand a snowball's chance in hell against shotgun now.
|
|
asasa
True Bro
fuck
Posts: 4,255
|
Post by asasa on Nov 25, 2011 16:28:39 GMT -5
Sure they do. 2hk @ 1000RPM/1250RPM and a 3HK @ 1800RPM vs a ~2SK from 60-300RPM
|
|