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How does the Assault Shotgun stack up now?


UrbaneVirtuoso
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UrbaneVirtuoso

Looking through the changelog of the Ill-Gotten Gains update, this automatic buckshooter of widespread infamy got the nerf stick. Now the real questions become... has the range reduction made a tangible difference? Has the Heavy Shotgun become a decent alternative? Will less people be prone to spamm-

 

Okay that part is totally not happening.

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Nerfdriveby

It was my fave short-mid range weapon but it does feel less effective atm. I had no idea they had changed it, makes sense. I never really see it used except for when someone comes up on your cover and they get too close.

Edited by Nerfdriveby
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They lowered the max damage effective range from 10m to 5m so the damage drop-off value happens at a shorter distance

Ill have to see how effective the auto shotty is now against AI and players, but Im assuming it will be noticeably less effective, but still usable

Edited by Winning001
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Good! And its about effin' time too. All these players who spam the Assault Shotgun were getting on my nerves.

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I really only use assault rifles for headshots at close range, so I haven't noticed anything.

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It's realistic now, like any normal shotgun. I don't get killed at a distance anymore with that gun, just a little damage.

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Fail_At_GTA

Maybe people will stop using the shotgun as if its an assault rifle.

 

Nah, this is GTA and the players are morons.

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I never used that gun as an assault rifle, doing so makes you look like a idiot begging to be shot in the head.

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It's realistic now, like any normal shotgun. I don't get killed at a distance anymore with that gun, just a little damage.

Its technically not realistic (to be honest not even close), but it has been game balanced but not nerfed to the extent that its not usable

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Lord_Smasherton

Maybe people will stop using the shotgun as if its an assault rifle.

 

Nah, this is GTA and the players are morons.

So, why wouldn't you if to you could?

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What R* did:

The damage value for MG was 30, now it's 40 !

The damage value for Combat MG was 32, now it's 45 !

Assault shotgun

Before:

<BulletsInBatch value="8" /><DamageFallOffRangeMin value="10.000000" /><HudRange value="20" />
After:

 

<BulletsInBatch value="6" /><DamageFallOffRangeMin value="5.000000" /><HudRange value="15" />

Like @Winning001 said:

 

They lowered the max damage effective range from 10m to 5m so the damage drop-off value happens at a shorter distance

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Looks like the pellet count was reduced from 8 pellets per shot to 6 pellets per shot too

Edited by Winning001
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UrbaneVirtuoso

Thanks for the share, funmw2. For better reference, could you also post the stats for the Heavy Shotgun?

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  • Some weapon rebalancing tweaks have been made based on community feedback. The MG and the Combat MG have increased damage, and the Assault Shotgun is now less effective at longer ranges.

 

Best part of the update....the Combat MG is back!!!!!!!!!!!!!!!!!!!!!!!!

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The heavy shotgun still has zero pellet spread. I still dont know if this is intentional or a mistake :/

Proof. Shoot a wall

Edited by Winning001
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Thanks for the share, funmw2. For better reference, could you also post the stats for the Heavy Shotgun?

Full stats or same stats (DamageFallOffRangeMin & BulletsInBatch) ?

If you want same stats..

Here's heavy shotgun (DamageFallOffRangeMin & BulletsInBatch):

<BulletsInBatch value="1" /><DamageFallOffRangeMin value="10.000000" />
Edited by funmw2
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The heavy shotgun still has zero pellet spread. I still dont know if this is intentional or a mistake :/

Proof. Shoot a wall

Read the description on SC; it shoots a slug.

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UrbaneVirtuoso

 

Thanks for the share, funmw2. For better reference, could you also post the stats for the Heavy Shotgun?

Full stats or same stats (DamageFallOffRangeMin & BulletsInBatch) ? /

Could do with either, I suppose. So long as people have something to draw comparisons to.

Edited by UrbaneVirtuoso
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Thanks for the share, funmw2. For better reference, could you also post the stats for the Heavy Shotgun?

Full stats or same stats (DamageFallOffRangeMin & BulletsInBatch) ?

If you want same stats..

Here's heavy shotgun (DamageFallOffRangeMin & BulletsInBatch):

<BulletsInBatch value="1" /><DamageFallOffRangeMin value="10.000000" />

thats why it doesnt have pellet spread. Bullets in batch is 1

 

The heavy shotgun still has zero pellet spread. I still dont know if this is intentional or a mistake :/

Proof. Shoot a wall

Read the description on SC; it shoots a slug.

 

I originally thought so

Edited by Winning001
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I didn't know they fixed this. Good stuff.

 

I like using the Assault Shotgun, but I agree it was too powerful range wise.

Edited by Mikeol1987

RIP Rockstar Games

1998 - 2021

 

 

 

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I won't post the full stats because most of them are same.
However I will post the important stats.
Heavy shotgun:

 

 

<ClipSize value="6" /><AccuracySpread value="1.500000" /><AccurateModeAccuracyModifier value="0.500000" /><RecoilAccuracyMax value="1.000000" /><RecoilRecoveryRate value="0.500000" /><Damage value="117.000000" /><VehicleDamageModifier value="3.000000" /><FragImpulse value="500.000000" /><BulletsInBatch value="1" /><BatchSpread value="0.000000" /><TimeBetweenShots value="0.300000" /><TimeLeftBetweenShotsWhereShouldFireIsCached value="0.200000" /><LockOnRange value="40.000000" /><WeaponRange value="50.000000" /><DamageFallOffRangeMin value="10.000000" /><DamageFallOffRangeMax value="50.000000" /><DamageFallOffModifier value="0.500000" /><HudDamage value="85" /><HudSpeed value="45" /><HudCapacity value="8" /><HudAccuracy value="30" /><HudRange value="25" />

 

 

Assault shotgun:

 

 

<ClipSize value="8" /><AccuracySpread value="2.500000" /><AccurateModeAccuracyModifier value="0.500000" /><RecoilAccuracyMax value="1.000000" /><RecoilRecoveryRate value="1.000000" /><Damage value="32.000000" /><FragImpulse value="500.000000" /><BulletsInBatch value="6" /><BatchSpread value="0.050000" /><TimeBetweenShots value="0.300000" /><TimeLeftBetweenShotsWhereShouldFireIsCached value="0.200000" /><LockOnRange value="35.000000" /><WeaponRange value="40.000000" /><DamageFallOffRangeMin value="5.000000" /><DamageFallOffRangeMax value="40.000000" /><DamageFallOffModifier value="0.300000" /><HudDamage value="77" /><HudSpeed value="50" /><HudCapacity value="10" /><HudAccuracy value="25" /><HudRange value="15" />

 

 

Both have the same "TimeBetweenShots" but the assault shotgun is faster because the animation rate is set to 1.0

However heavy shotgun animation rate is set to 0.6

Edited by funmw2
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JohndamnTravolta

 

What R* did:

The damage value for MG was 30, now it's 40 !

The damage value for Combat MG was 32, now it's 45 !

Assault shotgun

Before:

<BulletsInBatch value="8" /><DamageFallOffRangeMin value="10.000000" /><HudRange value="20" />
After:

 

<BulletsInBatch value="6" /><DamageFallOffRangeMin value="5.000000" /><HudRange value="15" />

Like @Winning001 said:

 

They lowered the max damage effective range from 10m to 5m so the damage drop-off value happens at a shorter distance

 

All praise the god, Based FunMW2

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