@Fringerunner I did the same thing as you! I unlocked all the ammo types for the MCS-880.
So here is what I've noticed.
#4 Buckshot has ~20 projectiles
#01 Buckshot has ~15 projectiles
Flechette has 12 projectiles
#00 Buckshot has 8 projectiles
Slugs are, ofc, a single projectile
Now for other observations:
#4 Buckshot claims to have less reload time, faster firing speed, and reduced range (in comparison to #01 Buckshot which is default)
#00 Buckshot claims to have longer reload time, slower firing speed, and increased range (in comparison to #01 Buckshot which is default)
The only aspect of these claims that holds true is the distance. #4 Buckshot indeed has less damage over distance, thanks to its relatively massive spread. Meanwhile, #00 Buckshot has next to no spread at all, even at 50+ meters out. This of course translates into damage.
HOWEVER: the reduced/increased reload speed, and increased/reduced firing speed (of the #4 and #00, respectively) seem to either be nonexistent, or so inconsequential that I could not notice, even after hours of playing each ammo type. I don't like false advertising.
Speaking of false advertising: #00 Buck says it does 80 damage (compared to #4's 70 damage, and #01/Flechette's 75 damage) yet CANNOT consistently OHKO with a direct close-range shot. I say "consistently" because I did rarely OHKO a target that I believed wasn't damaged; I could have been wrong about not being damaged, or perhaps a pellet or two hit the head? In any case, the overwhelming percentage of the time, #00 Buckshot simply did not down a target with one shot. It was disappointing; especially because it claimed to do more damage than any other Shotgun ammo type.
This puts #00 Buckshot in a strange position. It has basically no spread, so it can deal significant damage to targets at medium and even long range; however, so can Slugs, and Slugs can OHKO 100% of the time with a successful headshot. I have not seen Buckshot deal significantly more damage when a pellet strikes the head. (Or at the very least I do not believe so.)
So at this point:
#01 Buckshot is the "balanced" buckshot that doesn't do any 1 job the best, but doesn't do anything particularly bad either. It's the jack of all trades Shotgun ammo.
#4 Buckshot spreads quickly, but is absolutely lethal at very close range and it is hard to miss with at medium-close range. Just fire as fast as you can and maintain decent accuracy. Probably the best Buckshot to use against people who flip out and do acrobatics when they see a shotgun. You can't really miss with that spread if you're good.
Slugs are meant for headshots, at least with the MCS-880. I'm convinced of that. Slugs turn your Shotgun into a DMR with a powerful but slow-moving ammunition. This means that getting headshots on targets aware of your intentions at range are going to be very, very hard to body shot - to say nothing about headshotting.
This is where #00 comes in. It can strike a body shot significantly easier than a Slug at range - and what's more, 2 shots is almost always enough to take down a target. I think that's why they gave the MCS-880 the #00 Buckshot in addition to the Slugs. They fill roughly the same role, except #00 is for moving targets that you want to body shot, and Slugs are meant for targets that are prone, hiding behind cover and peaking, etc.
So the only ammo I'm still confused about is Flechette.
Flechette seems to be exactly like #01 Buckshot, except it has a dramatic damage dropoff somewhere around 20 meters.
It seems to have the same effective range as the #4 Buckshot, but the same damage and accuracy demands as the #01 Buckshot - and less projectiles than either.
Plus, you only get 16 Flechette, whereas you get double #4 Buckshot and double #01 Buckshot.
I wish EA would tell us in simple terms what the hell "anti-personnel" and "anti-infantry effect" actually means, because that is the key to understanding Flechette rounds.
I will say, however, that it is Flechette deadly as close range (but then again, so is #4 and #01).
If anyone can tell me more about Flechette rounds, I'd be grateful.
I'd also like to hear any perspectives about #00 Buckshot. Do you think it's a good ammo type? Does it step on the toes of Slugs and vice versa, or do they compliment each other? Is it realistic to switch between them in combat (before or during)?
I'd also like some feedback about #4 Buckshot. It doesn't seem to benefit from the increased firing speed and faster reload that is supposed to be two selling points of the ammo. Also, the spread doesn't seem to be take effect until the pellets begin to significantly drop off in damage, meaning it becomes easier to hit targets only when you need to slam them 4-5 times to get a kill. Not sure if that's good design.
Any questions, comments, or insights would be appreciated. These are the kinds of threads that can inform game communities and perhaps be a catalyst for change - if any is needed.