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However I was able to take out a hostile from a cross probably 20 meters in coop with a center mass shot. So I think the damage and spread at that distance is already really effective.
Still agreeing however that the game should be uncompromising on spread.
This of course could be very good addition to shotguns that players can decide that what choke they are utilizing.
- True Cylinder
- Quarter
- Half
- Three-Quarters
- Full
- Super Full
- Duckbill
This is for a birdshots spread, that is larger than a 00 buckshots has:
https://i.redd.it/r2ri85qbt0n01.jpg
https://savannaharsenal.files.wordpress.com/2016/08/choke1.jpg?w=616
It would make shotguns more difficult to use as well because you need to consider the scenario where you want to take that gun, and you are not going to modify that gun once in the field. So you must consider do you take a choke that gives widest possible spread at short distance but worse at medium ranges and terrible at longer.
Or take a one great for long ranges but lose the shotgun spread at close ranges.
Then combine it with the selection of the ammunition. The few should be in the game:
- 00 Buckshot
- 000 Buckshot
- No:4
- Slug
- Rubber Slug
https://www.1911forum.com/attachments/pelletsize-jpg.580200/
https://www.youtube.com/watch?v=OJ2K05OnNeY
https://www.youtube.com/watch?v=dNTqEmY_HmI
So as can be seen, rubber slug still would have potential to be lethal at closer ranges but possibility to keep the target alive for what ever purpose is required, instead just killing right on the spot.
This kind features would make shotguns separated from the common weapon of choices, and make them likely less wanted to be used - but that is the reason why they are special weapons anyways in the reality, and mostly used just for hunting in special situations.
So shotguns are not meant to be a assault rifle or sub-machine gun replacements or competitors even, but neither a "bad aimer" guns.