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At this point, I'm fairly positive there's more to this weapon than what people seem to think, not that is particularly saves it from being mediocre is general gameplay. Still, any advantages would be nice to know.
What the hell is going on here?
Nothing makes any sense.
My guess is that the double barrel shot fires both shots in the same scatter-pattern, whereas it's normally randomized each trigger pull. This leads to more hits overall, compared to rolling the dice twice.
The effect is nullified against armor, since only the crits are doing any damage at all.
I don't know if crit rolls are calculated per trigger pull or per damage instance. It seems like it's per trigger pull, as shotguns don't seem to have incidents where every grain in a shot crits and something gets nuked. Maybe it's just so unlikely that it doesn't happen very often, though.
What effect are you specifically talking about, and exactly how are you taking crits into consideration here?
Each pellet does so little damage alone, I don't necessary see why each of them doing crit damage upon a "trigger pull" would be unreasonable to assume (though I think I may be misunderstanding what you mean by this).
I don't mean to be a bother, and I'm sorry for not really understanding, but any further information I can get on this matter would be very welcomed. I'm trying to clarify this as much as possible, and in a way that can be understood by everyone.
Plus, don't Kraaks have armor (despite not looking like it)? In my tests, armor piercing weapons did extremely well against them, while non-armor piercing weapons took literally hundreds of shots to take them down when aiming at the body for both.
Thank you.
There are a LOT of pellets, and the only way you'd see the ones that missed would be if you could see through the target. The way the bullet travel and hit registration works means that sometimes enemies can wiggle around the bullet while it's in flight as well, especially since the collision size of you and many other creatures enforces a slight minimum distance between you two. So making 100% sure you aren't missing with any of them would be very difficult if you aren't reading raw game data somehow.
I'm suggesting that instead of the double-barrel firing two shots, it fires one shot and then counts each hit twice. This leads to significantly more hits overall, and thus a more consistent average damage output on a shell-per-shell basis.
The 'effect' is the increased probability of making multiple hits from my theoretical idea of how BB hit registration works. Crits bypass armor, and possibly experience a small percentage damage increase.
When critical damage is done does the impact of each pellet get its own crit roll, or does the entire shot itself get a crit roll that is shared between all pellets? It seems to be the first one, as I don't think critting with a shotgun will 1-hit armored opponents.
IIRC, it's mostly their health pool that is the issue and hitting them in the head gets you around that. They do have a tiny bit of armor on their body, but it's like 20-30.
Most weapons have very low damage-potential anyway, and most enemies dont have much hp, so this tiny bit of armor combined with an enormous healthpool can slow a lot of weapons down. It takes a consistent 2-3 hits with a Damocles to kill them, but dual katanas can take anywhere from 3-8 if you can't land headshots. They both do similar damage on the upper end, but DK have a low minimum and no armor piercing so the Krak's miniscule armor really gets to them sometimes.
The reason I say I'm sure I'm not missing is because, again, I'm firing at near point blank range here at Kraaks, which are pretty big targets, and the spread isn't large enough on these weapons to go around them, and I'm also watching for any sparks on the metallic wall behind them, which light up like fireworks if struck with bullets. Though if I'm misunderstanding how damage is applied here for shotgun type weapons, then this may not matter, but judging by how they preform for most basic enemies, I don't see why it would be much different from other weapons.
I don't think random crits are the reason why it's doing so much damage in this instance, but it may have guaranteed crits? But again, this isn't consistant with other results I've had with the weapon testing against armored allies in the HQ. If it had a special feature to bypass armor or something on a double barrel blast that'd make sense, but I don't feel this is the case.
The whole thing is bizarre.
I'll take another look at shotgun spread patterns, but I remember there being 5ish 'bright impacts' and 5ish 'dark impacts' per shot, with only 'bright impacts' leaving bullet holes and 'dark impacts' not leaving any decals. There were also up to 10 pellts that left little tiny dust-plumes instead of sparks of any kind. I thought the boom was firing about the same numbers with double, but again I'd have to check.
I don't think crits really impact shotguns very much, though they do give you a small hope of killing a heavy-armor if you're persistent enough.
As for the pellets, I tested bullet holes for all shotguns, and all of them had different results, with the Depezador leaving 10 holes, the CAW leaving 8, and the Betty Boom leaving 6 on a normal blast, and 12 on a double barrel blast, and the results seemed pretty consistant, though it could be hard to count sometimes due to the random pellet spread, and some pellets hitting the same place twice, though again, you could usually see this if you looked hard enough.
https://steamcommunity.com/sharedfiles/filedetails/?id=1368906786
Just so people can see where I'm testing this from. Enemies do not move at all when you hide in the corner here. The pellet spread of each shotgun was tested before-hand, and there's no way any pellets are hitting the head from where I'm aiming and the distance, nor should any of them be missing, and besides, I tested headshot damage already and got very consistant results for that. Other tests against armor were also done in a easy to control setting in the temple HQ.
(I just took these shots to show where I'm standing, ALT fire is not selected here, but I would be using it in the test.)
I guess either he's taking knockback damage standing in that spot or double barrel has some sort of hidden damage multiplier.
Which is exactly what I said that it might have in my OP, and in my guide, so it's good that we have some similar ideas. However, the other tests against armored dudes in the HQ don't support this at all, and results against them were largely what you would expect.
Unless the HQ temple alters how allies take damage or something, I have no idea what the rule is here. Hence the post.
Depending on how armor on enemies changes damage taken, it may be that the other shotguns are barely doing any damage on body shots as damage may be almost entirely negated by the armor, but the double barrel blast does enough damage to go far enough part the armor protection to deal a huge amount of damage per shot. The issue is, from what I understand from the weapon stats, damage for weapons is largely randomized between 2 values, so honestly, the CAW Hammer should be giving similar results, or better results even, as according to the stats, each G does far more damage than a Betty Boom blast, AND it fires more pellets. Who bloody knows?
I do really appreaciate all your answer though, it's nice to see other people care.