Buckshot vs Slug: The final debate.

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Simo94
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Re: Buckshot vs Slug: The final debate.

Post by Simo94 » 01 Mar 2018, 08:03

I only use slugs to RP WW1 bolt action rifles and its fun, wish they added a semi auto rifle, I want spess M1 garand damn it

Im okay with the pump action, what they need to improve for shotguns is ammo management, dealing with ammo boxes and loading the shotty is annoying as fuck compared to M41 or SMG
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 01 Mar 2018, 14:31

Heckenshutze wrote:
01 Mar 2018, 07:52
I feel I'm in the middle about this, since both slugs and buckshot has never let me down when I needed them, main issue with the slugs will always be the lack of insta-crit / insta-kill chance the buckshot has. It always cracks me up when I insta-crit T1's and T2's with a single shot clicking behind their sprite (the old trick to make all shells hit) Besides, the times I've to fight a T3 by myself buckshot (and Pulse rifle) where the ones that made me win, YET, I've made my kills with slugs before, it's perfect againts sentinels or spitters who thinking they can shrug off the slug damage they engage you in a mid-range fight just to realize the slugs ate their whole health bar in 3 shots, since slugs are AP you will have no trouble in dealing with T3's hopping on your barricades or trying to flank you or even charge at you; since {B}enos tend to know who not to fight alone for obvious reasons, they'll usually fall back when their health is put in half.

But in an overall sense, I always pick buckshot over slugs by 3 simple reasons:

1) Insta-crit or kill chance.

2) Doesn't REALLY need any attachments other than flashlight and bayonet

3) It's a "Finish him" ammo. Since you usually land the first hits with the pulse rifle then you can switch to the shotgun, let him dance around you and end him in the first mistake it mades.

Regardless all that, yes, it's a high risk thing. But the prize is also high. Slugs will always be safer.
I agree that in balance slugs are probably 'safer' to use offensively. Defensively though, as stated, buckshot is pretty safe, and has the stopping power you need.

I'm surprised that you've killed Spitters with slugs; in the times I've used them what typically happens is they just retreat to cover after getting shot once or twice rather than letting themselves get shot to death.

Would dispute whether buckshot doesn't need gyro; it helps so much it may as well be mandatory.

solidfury7 wrote:
01 Mar 2018, 07:58
Slugs are in a good spot right now. I still think the pump action is the biggest issue shotguns have.

Slugs are more so a supportive tool. Excellent to have while in a group due to the new stun range.
I mean slugs are at their best when in a group, but if you're in a group shooting things, you can actually approach aliens and assblast them with buckshot so that goes both ways. I think they're about halfway to a good spot; they need some extra help; better accuracy and/or a longer stun range.

When I start seeing threads like this about slugs: viewtopic.php?f=133&p=183687#p183687 i'll know slugs are in a good place.

Simo94 wrote:
01 Mar 2018, 08:03
I only use slugs to RP WW1 bolt action rifles and its fun, wish they added a semi auto rifle, I want spess M1 garand damn it

Im okay with the pump action, what they need to improve for shotguns is ammo management, dealing with ammo boxes and loading the shotty is annoying as fuck compared to M41 or SMG
https://gitlab.com/cmdevs/ColonialMarines/issues/2573

https://gitlab.com/cmdevs/ColonialMarines/issues/2381

https://gitlab.com/cmdevs/ColonialMarines/issues/2426
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 02 Mar 2018, 04:10

Gave slugs an honest try; the increased stun range definitely doesn't compensate for the loss of the bayonet and close range DPS/spike whatsoever.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 06 Mar 2018, 06:33

Recently tried slugs with the standard gyrobayomag loadout; it was unsurprisingly bad given misses due to poor mechanical accuracy at range 4-5.

Would really like a 'balanced' option between slugs and buckshot per flechette rounds: https://gitlab.com/cmdevs/ColonialMarines/issues/2599
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 06 Mar 2018, 06:36

Since the slug buff dual gyro slug was epic.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 06 Mar 2018, 06:38

Dolth wrote:
06 Mar 2018, 06:36
Since the slug buff dual gyro slug was epic.
With extended/RDS I can see it, but honestly, dual M41s are still the best way to rock dual gyros by far.

One gyro slug, regardless of attachments, is pretty underwhelming.
Last edited by Surrealistik on 06 Mar 2018, 13:48, edited 1 time in total.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 06 Mar 2018, 06:42

With recoil compensator you can stunlock. Or stun then hit with second. Solid burst of damages with no screen shaking.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 06 Mar 2018, 13:25

Dolth wrote:
06 Mar 2018, 06:42
With recoil compensator you can stunlock. Or stun then hit with second. Solid burst of damages with no screen shaking.
I would only use it on the first shotgun due to the big damage hit from Compensator; I think you can definitely manage a one-two hit, but not a stun lock due to firing speed, so Compensator on the second is probably not worth it.

Ideally it would be Compensator + RDS + Gyro and Bayonet + Mag + Gyro (hit with a slug, move in, buckshot with the second, then bayonet), but I doubt you're going to get anything outside of 2x Gyro, Mag and Compensator if you even get that much aside from an Extended for the off-hand.

The more likely set up given attachment limits:

Slug: Compensator + Rail Light + Gyro
Buckshot: Bayonet + Mag + Gyro

Getting two gyros is definitely the biggest issue; Req is usually happy to get rid of Compensators since they're pretty bad normally and no one asks for them.

I think you might be able to use Extended in place of Comp since you will often find yourself having to move closer before firing, and the recoil dissipates before your stun does.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 06 Mar 2018, 16:54

Tested it earlier. If first hit lands, the second can connects with the knocked down alien, which insta crit young runner with BOTH recoil compensator.
Then it's REALLY useful if you point, you keep stunning, and yeah, ALMOST locking, while your friends with QF.

To me that's really, really good if you have a QF support.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 06 Mar 2018, 20:24

Honestly I think it's better and more consistent to just go for slug opener > buckshot + bayo finisher, rather than going for a lock you can't really do, and that can be pounced out of.

Ultimately though, nothing beats dual M41s with AP.
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Re: Buckshot vs Slug: The final debate.

Post by edda » 06 Mar 2018, 20:45

Surrealistik wrote:
06 Mar 2018, 20:24
Ultimately though, nothing beats dual M41s with AP.
Is this a meme or are you for real? Why even go dual M41s when dual M39s is just a more solid choice? Ask your local engie to fix the vendors and voila, all the ammo you could ever need.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 06 Mar 2018, 22:01

edda wrote:
06 Mar 2018, 20:45
Is this a meme or are you for real? Why even go dual M41s when dual M39s is just a more solid choice? Ask your local engie to fix the vendors and voila, all the ammo you could ever need.
That 1 AP mag per vendor really keeps you in the juice.
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Re: Buckshot vs Slug: The final debate.

Post by edda » 06 Mar 2018, 23:08

Surrealistik wrote:
06 Mar 2018, 22:01
That 1 AP mag per vendor really keeps you in the juice.
This new? There used to be two per vendor, and with 8 vendors, you have 16 mags to play around with.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 07 Mar 2018, 02:02

Yeah M41A AP Qf Eb will always be butter.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 07 Mar 2018, 03:31

Dolth wrote:
07 Mar 2018, 02:02
Yeah M41A AP Qf Eb will always be butter.
You mean dual gyro suppressor M41 with RDS.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 07 Mar 2018, 03:39

Surrealistik wrote:
07 Mar 2018, 03:31
You mean dual gyro suppressor M41 with RDS.
I mean what I type. Also we should open a Dual Wieldibg thread lol.
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Re: Buckshot vs Slug: The final debate.

Post by Surrealistik » 07 Mar 2018, 03:50

Dolth wrote:
07 Mar 2018, 03:39
I mean what I type. Also we should open a Dual Wieldibg thread lol.
There is no way that is correct; 6 accurate, low spread AP bullets being fired in less than a second while moving at full speed is insane; almost no Beano can survive all of that hitting, and there's no way one QF can put out nearly as much firepower.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 07 Mar 2018, 03:54

Can't shoot accurately stunned xeno well.
And yeah, that's cool. But I hate the suppressor. Fucking commando shit.
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Re: Buckshot vs Slug: The final debate.

Post by KingPhilipIII » 07 Mar 2018, 08:42

The AP mags were removed from the vendors in prep upon fixing I thought.
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Re: Buckshot vs Slug: The final debate.

Post by RealNewDeal » 07 Mar 2018, 10:33

I run a single shotgun so I don't need to juggle, and try to get a BC whenever I can. With a BC that aingle shotgun is more than enough.

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Re: Buckshot vs Slug: The final debate.

Post by Heckenshutze » 08 Mar 2018, 08:58

I want to add, I point-blanked a mature hunter yesterday and stabbed him once with the bayonet then buckshotted him again.

The son of a bitch pounced away like nothing, the shotgun was using a recoil compensator.

Recoil compensator is trash.
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Re: Buckshot vs Slug: The final debate.

Post by Dolth » 08 Mar 2018, 09:14

Heckenshutze wrote:
08 Mar 2018, 08:58
I want to add, I point-blanked a mature hunter yesterday and stabbed him once with the bayonet then buckshotted him again.

The son of a bitch pounced away like nothing, the shotgun was using a recoil compensator.

Recoil compensator is trash.
Okay ;_; understood ;_;
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Re: Buckshot vs Slug: The final debate.

Post by AverageSpitter » 08 Mar 2018, 17:48

Slugs now that the knockdown range has been increased can be really dangerous in the hands of a marine that knows how to aim, can confirm :^)
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Re: Buckshot vs Slug: The final debate.

Post by zoboomafoo » 09 Mar 2018, 01:33

The slug FF tho. Accidentally hitting someone with a slug really ruins their day, and slugs keep flying past 3 tiles.
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