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报告翻译问题
Both have recoil and accuracy drawbacks. I've always preferred the simple 870 express as it has better control, lower spread and good magazine size. AA-12 would also be the weapon with the worst ammo efficiency, if it wasn't for the Desert Eagle, so if you aren't at least a bit careful, even bots can't help reload your gun.
And you cannot put any attachment on a legendary weapon. The strongest shotgun combo I've seen so far was infinite range attach on a mid-end shotgun. With enough reload speed can help a Super 90 exceed the AA's total DPS. The super 90 beats the '870's DPS, though not by a lot, but has some more handling issues and a bit worse ammo efficiency. The other two shotguns (both sawn-offs) are another story, not very easy and comfortable to control, especially since ammo stash costs you 20% reload speed.
The ADS issues are general in B4B, since the spawn system and immense enemy movement speed can sharply violate the use of slower aiming, so often you might want to grab quick kill (not only with shotguns), and also hunker down can quickly alter the spread, while also giving 10% resist, which can help well shotguns. Still, two sight attachments can be used well without a big zooming difference, you don't have a big use on 2x/4x on shotguns. Partially similar for SMGs, though the UMP has better SMG range.
and correct me if i'm wrong, but isn't there a legendary sight attachment that actually increases damage when zoomed-in???
Damnation + Pyro + at least 70-80% acc + Tala = absolutely disgusting
For regular shotguns i usually just use the 870, tac feels a "tac" to slow for me, super has too much drop off, AA even less damage than super and runs out of ammo in a few minutes. I have been rather unlucky with infinite range so i don't feel i can rely on it, would be great with a super shotty i'd say.
Most other shotgun builds I’ve run, or shotgun specific cards just felt lackluster
then you would have to play as "Mom", since she spawns with one!!! You could do a potential build with "Hoffman" since he spawns with a Tac-14, but i'd replace that with the Remington-870 immediately. You could do a similar build with "Jim", since he mentions he used to drive trucks prior to the Ridden outbreak (and real-life truckers would sometimes have shotguns on them just in case if someone tried to rob and steal whatever they're hauling).
it works best with hoffman especially if you run highwayman and a fire damage card because typically you can substitute any sidearm up until the chance you find a belgian. it's a highly dependent build on rng but when you do get it early, man does it melt specials.
I recently put a '870 in Mom's hands in NM, it was rather fluent. Some screenshots:
https://imgur.com/a/M1XK5hj
One thing that most people don't know is, that like other weapons, shotguns lose damage by range (distance), which is sharpest here, leaving them at only 34% of the original damage if you are far from the enemy, even if your accuracy is otherwise good and all pellets connect.
The '870 is technically recoilless in its base state, which can be maintained by just cards even if you put 90-120% bonus reload speed onto it.
The AA and the Super have real recoil, worse accuracy than the '870 and even lower range than the '870, Tac and Belgian.
Putting reload speed on AA is pretty bruh. With the same luck you can admin reload it with a SMG or a pistol.
The Belgian? Would you imagine that its DPS is actually very close to that of the TAC? And truth is, the Tac can exceed Belgian's capabilities with just one good Range attachment. Belgian has mostly unmatched burst, but the DPS is really mediocre. Sidearm guns have never been miraculous. They are crippled, since they mostly lose to primaries due to lack of attachments or low DPS. Tac has 30-33% less DPS than the '870, but will always be recoilless, no matter the bonus reload speed and its ammo efficiency is surpassed only by that of the Barett. Still, no sight attachment opt for this second type of sawn-off.
No idea what you talking about Jim, but he has bonus reload speed. Reload speed buffs can directly increase the fire rate of the following 7 weapons: '870 shotgun, super 90, Belgian, Tac14, Lockjaw, Barrett M95 & Phoenix.
All in all, if I was always sure that I'd encounter an infinite-range attachment, my B4B gaming 'd be pretty much a '870 90-95% of the time. But it is a really rare attachment.
well I do have the "Pyro" card not only for the increased Fire Damage from Molotovs, but also if I come into possession of the Damnation (double-points if it's the legendary version of the gun), since Burn Damage seems to put a nasty hurtin' on trash Ridden, and does some pretty good damage on the bigger guys too.
It's funny we might mention all game cards in the end. People gotta experiment and see the best for themselves. Personally I find it more fruitful with Large calliber rounds + silver bullets than glass + health/resist compensation if I go low-range.
I recall Shredder+Marked being a rather strong combo, performing close to a lone Glass, while no compensations needed, but it was for ARs. Idk if each pellet is considered a bullet. This pyro+phosphorous thing seems funky, but idk what are the exact values. Phosphorous acted somewhat poor when I tested it alone. Actually, beter use those flame cards on tough enemies whenever possible, little things don't seem to care - similarly to B4B's bleeding FX.
Keep in mind it's not every weapon great for every char or every map. Those weapons seem comfy mainly on Mom, Jim, Holly, possibly Sharice.. and mb Tala they mentioned above. They'll perform well on act 1-3 and 5, harder to handle in 4 and mb intermediately in act 6.
Shotguns are very good. It's decent in most levels on Acts 1-3. I used a defensive trauma and acid-resistant shotty deck for the Going for Broke achievement (100k+ points) in Trial of the Worm. Played with bots at difficulties: 5.75x (Nightmare III) three times and 10x (No hope II) once. Even wrote a recap of my successful newbie attempt in a guide.
https://steamcommunity.com/sharedfiles/filedetails/?id=3009111826
Your build/deck does not consist of burn cards. You don't burn them. You keep them after you use them.
Burn cards are things like "Group Hug" (+1 Team Extra Life) and "Dusty Customs: Shotgun" (Grant yourself a higher quality shotgun with random attachments). These are one-time use cards. The card icon has a little thunder in it.
This is nice for learning how many hits are required to kill a mutation. And when there are two identical tallboys approaching, it's a good idea to know which one to focus on. But otherwise, you might replace it soon.
I found this link with info on the riddens' hp.
https://www.reddit.com/r/Back4Blood/comments/qa1a4s/any_information_as_to_riddenspecial_health/
I'd agree on keeping "Breakout". But I think "Second Chance" isn't that useful unless you're playing with bots, or you're playing on a difficulty that disables respawns upon death. I don't use this in any of my custom decks. When playing with bots, I seldom get downed or die - unless it's a wipe. Even if I died, I swap to a bot to continue. When playing with others, I generally get rescued if I die. We can also burn the "Group Hug" card to give an extra life for everyone in the team.
I find it weird to see EMT Bag. I don't think it helps with buckshot bruiser. Buckshot bruiser is good though. When I've lost some health to some specials and just used a full magazine of rounds on the boss, I see a huge blue health bar keeping me alive. So I'd definitely keep buckshot bruiser.
These are nice damage/reload cards for shotguns. And I think you have already received good feedback from others in this thread. ADS isn't necessary, especially with shotguns. Hipfire is good. So you can go for cards with stronger effects that disable ADS. Accuracy doesn't have to be high either. A little spread of pellets is ok to kill a bunch of common riddens (instead of just 1 common ridden) that are right in front of you.
I used to run a mostly offense deck like yours. But after several quickplays in nightmare mode with randoms, I noticed that I get downed too often. It is often due to acid, plentiful hordes, lack of healing accessories, and random teammates running out of ammo. So, I had to prioritize. I traded off some offense and mobility cards for defense and utility cards such as amped up (for team healing), scar tissue and hazmat specialist (for acid resistance), on your mark (for team ammo), double grenade pouch (for gauntlet events). Now, I get downed a little less often.
Based on what affects you as you play your matches, you might tweak your build accordingly.
well I did tweak the build a little bit during testing, i've replaced a few cards with "Mag Coupler", "Killer's Instinct", and "Hyper Focused" (on top of the already equipped "Ridden Slayer" card). Plus, because "Phosphorous Tipped" and "Pyro" synergize so well together, that combination was too good to pass up (especially when you get your hands on the Damnation)
I use Mag coupler in my current build too.
Used to have Killer's instinct, hyper focused, and ridden slayer. Replaced them with def cards.
I used phosphorus tipped quite a few times. I think it activates quite often when I unload a full magazine on a boss or tallboy mutation. It lasts only a short time though. I haven't tried using it with pyro. I'm not sure if the math on damage works out (to make it better than other damage cards), but it's nice to set enemies on fire. Commons stop chasing once they're on fire too.