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also "buck" shells have higger chanse to hit masked persons in eye-cut, thus making an trick-shots by negating facemasks more possible (yes, like enemy's shields, head masks (exclude altun/vizor one practicaly have an hole in them))
yet on practice ig i had to fight paraseites i use cmg
if i have armored enemies, wu relover with overpleasure ocnversation if not kills, then at least knocks back them trhough armor (slug may be negated lol, but still slug deals more "pure" damage than rewolver)
But doesn't the other shotgun I discussed also do all of this, AND have a suppressor AND extra rounds and stuff? From what I read, it was equally capable of using slug rounds and stuff.
Also, what do you mean "sec" weapon? Shotguns are primary weapons. Are you referring to the underbarrel conversion? Doesn't seem to make sense to me currently. Could you elaborate with a direct comparison between the two weapons, if you are able? I'd appreciate the data.
faster + large mag = less damage per bullet.
something that has a smaller amount of projectiles before you reload is almost always more damage per projectile when in the same weapon class.
RPGs/Shotguns, rifles more or less all follow this.
sure, sometimes better upgrades do end up being more damage. but really, is 10/20% more damage per bullet matter with a shotgun or rocket?
its why there are multiple types of weapons. you can go from hard hitting and slow, or fast hitting and weak. or something in between.
most people who give advice are almost always min maxing.
or trying to get the best bang for your buck, which typically means what most people would consider the worst stuff, is the best stuff to somepepole.
think about it. a few hundred thousand in upgrades vs millions in upgrades.
which do you think is better?
time to mod my gold lvl 12 AR aith ultra-short ak barrel and add 100 round drum mag :3
(when cusmotizing weapons - base damage/stats go from base of weapon and not-that-much affected by weapon's barrel, thus making it possiblle to make or hobo guns with petter parts (low price to use weapon, yet it does utilize barrels/scopes and etc) as well as guci canons eg chad sniper rifels with non-match ammo yet 200+ shots)
shootguns not game's weapons and thus they underpreform and lack "gold" versions (grade 6+/use online resources instead of local)
in most cases you have CQB for close + most player ain't turned reflex mode off, so they can easly do AR-head-poping
hovewer
S1000 have non-lethan slug version wich is practicaly one of best non-lethals... (at least for mid/close range) it also equipable by FOBSEC (thus it's green name )
s1000 does also able to take supressor
rasp-tb-sg slug practicaly have one of the higgest damages per projectile
rasp is overall more lethal, but it loses to 50 cal / RL/GL by damage, yet it just more easier to handle at close ranges, slug does fixes it partialy, but then when facing armored enemies, 50 still have better penetration/lethality + offers long-range
tl:dr get s1000 air, and you're free to ignore other shotguns
I don't think you can knock them off their feet.
CMG is actaly fastest way
Then goes sneaking + using sleep hand grenades (yet they work only as long as parasite units unalerted)
if you go easy then any with buck does it work, since sculls not realy armor up
if you go hard then shotguns won't realy preform well/cmg is the way, but yet if you limited to shotguns only, i would like to recoment using rasp with long barrel and slugs
enemies are more tougher by the fact that they have armor, wich makes you or to use high penetration weapons (eg 50 cal/sniper rifels, armor-piercing handguns), overkill weapons (rocket/grenade launchers (in case of GLs enemies as rule survive first one, so shoot em with rocket lol)) or overall just aim better (as rule assalut rifels) (anti-helement deployment vs whole 3 anti-armor sabodages (riot suits, heavy armor and ... just buletproof wests ?))
or just sneak... CQC gives you ability to kill almost anything (like... exclude veicels only... and metalgear...)