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Shooting School [Lesson Two]: The Shotgun

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Shooting School [Lesson Two]: The Shotgun

Postby corn99 » Mon Jun 18, 2012 11:38 am

Firerate: 1 shot per second
Ammo: 48
Damage: Depends on range
Effective Range: short to shotmid
Job: Sneak to enemy base and go rampage.
Gamemode: Ideal weapon in CTF, Infiltration, Free for all, Last team standing

The shotgun is a high damage weapon at close range and is likely to be a one shot kill, but it is absolutely trash at long or even mid range. It's mainly used when sneaking to enemy base and going rampage. The ideal maps are the ones that have tight corridors and alot of chances for close range combat. The trick to using the shotgun is quite simple unlike the SMG that we learnt about in lesson one. The only thing that you do is really just sneak up as close to the enemy as you can then BANG and they are dead.

Now few tricks to using the shotgun is to sneak down tunnels or corridors or stay in houses and either charge at the enemy or camp at a spot where you know that enemies pass frequently. When using the camping technique you will get high kill death ratio but it might take a bit of patience, where as if you charge you can get high amount of kills but dont expect to get a high kill death ratio.

In the game mode last team standing the weapon of choice is shotgun. The size of the arena is a big advantage to the shotgun since its nearly always one shot kill at close range.

In the gamemode free for all it is nearly the same as last team standing but the map is a slight bit more bigger. Shotgun users tend to get more kills, but also often get dominated by SMG users.

Well thats all for shotgun for now and as always feel free to ask questions and answer.
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Re: Shooting School [Lesson Two]: The Shotgun

Postby Ki11aWi11 » Mon Jun 18, 2012 3:23 pm

Isn't this information fairly obvious...
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Re: Shooting School [Lesson Two]: The Shotgun

Postby ThisFrickinSite » Mon Jun 18, 2012 3:50 pm

I would like to correct your range, and also introduce a subsection along with it.

Affective range: depends on luck.

Luck subsection.

To determine your luck, spend an entire day counting all the good things that you believe to have come from luck and all the bad things that you believe came from bad luck and keep tally on a piece of paper. when the day is over, subtract the bad luck count from the good luck count. Add 10 to the number by default. The number presented it your effective weapon range (counted in blocks).
Luck Formula: To shorten up what i just said a bit and simplify it. x=good luck count. y=bad luck count:
(x-y)+10=effective weapon range.
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Re: Shooting School [Lesson Two]: The Shotgun

Postby scarfacemperor » Mon Jun 18, 2012 10:03 pm

Shotgun is overall the least effective of all weapons.

First, it's random shooting direction makes it unreliable at medium and long range.

The shotgun actually shoots 6 pellets per shot, making its damage look random. In some situations, pellets from the same round can hit, or even kill, several players. Making one-shot-two-kills.

It only needs a shot in the chest to kill, while the rifle needs a headshot and the SMG needs as least 2 bullets, but its poor rate of fire - twice less than the rifle and nearby 10 times slower than SMG - gives your opponent the opportunity to shoot several bullets in response, if you miss your first shot. Although it shoots buckshot, keep a decent aim

This weapon is the best in close combat facing isolated targets, but to engage a full squad at close range, prefer the SMG which has a far better rate of fire.

Some players think the shotgun is a weapon for Deuces. That's false. No shooting skill is required, sure, but you need to come close enough from enemies, undetected.

Other good points of shotgun is its weapon reserve - 54 rounds in total - making sure you'll never be out of ammo, and a trick based of reloading just after firing, which never empties your gun's tubular magasine, always keeping available ammo without the risk of being taken by surprise when reloading. You can stop reloading at any time, making a partial reloading. A non negligible asset in close combat.

Overall, the shotgun is a very good choice in small maps such as Minimaps, but in standard maps, mostly open ones, pick the SMG instead if you want to attack at close combat as the lack of effective range of the shotgun will make you killed without defending yourself.

+ staggering shooting power
+ never betrayed by reloading
- unreliable at long/medium range
- rate of fire
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