Can we talk about the MCS-880 ammo types?
Hi, I am a shotgun user. As you can imagine, using a shotgun on huge maps in a world where the PP-29 and SVK exists isn't exactly easy - but when it comes to shotties, I'm ride or die.
What is even more difficult, however, is finding any detailed information about the ammo types accessable.
Here is what I know:
#1 Buckshot is the default.
#4 Buckshot has a wider AoE.
Slugs are a single projectile and basically are for headshots, or two-tapping the body at range. (Not viable at close range 2 tap due to long follow-up shot.)
Flechette is a mystery to me.
#00 seems to be the opposite of #4 Buckshot: more damage than #1, more range, more accuracy.
Here are my questions:
Why use #4 buckshot when still requires near pinpoint accuracy in CQC? I don't see much of a practical difference between #01 and #4.... the #4's doesn't seem to reload faster, have a higher RPM, or have better handling, even though it is advertised to have those advantages.
Slugs are "fine" except they fly extremely slowly, which is an issue. Why is this the case?
What does Flechette do? What is "anti-personnel" about it? Can it be hip-fired effectively, or require ADS like slugs? What kind of range does it have compared to the other ammo types?
#00 Buckshot doesn't seem to have a place to me. Is it just #01 Buckshot with more range? I saw a video of #00 buckshot which showed it unable to 1 tap; instead doing about half the HP of a target with a direct chest shot. How could this be, as it is buckshot? Can someone explain how #00 works?
Grateful if you read the whole thread.
- @StarvingVirtues Off the top of my head, maybe the #4 will guarantee a one-shot inside optimal range even if the target has a plate on vs #0, but that's the only logical game mechanism reason i can think of.
You mentioned #4 had a wider pellet spread, but that's generally not a good thing for lethality though maybe it has more pellets and a wider spread making your lethal radius bigger? (ie; more forgiving seeing as it's currently rather garbage compared to shotguns in previous games)
Then again I'm trying to apply logic here to a design that might not be logical at it's base so we're basically guessing unless you keep going on the unlocks.
I'd suggest doing solo breakthrough vs bots for the unlocks to make it a little less painful, but the map layouts are still not exactly shotgun friendly and the bots aren't any more merciful than real players if you try to close the distance with a shotgun, maybe give it a spin and see if you can speed up the unlocks a bit.