Reduces damage taken from the front when attacking. This shotgun is not available. The XM1014 is an automatic shotgun available to both teams in most game modes. The XM1014 is a powerful fully automatic shotgun that justifies its heftier price tag with the ability to paint a room with lead fast.Official description The XM1014, or Leone YG1265 Auto Shotgun, as it was previously known, is one of the shotguns featured in the Counter-Strike series.
Fortnite Green Auto Shotgun 200 Dmg How To Play TheThen proceed to choose the Fortnite weapon. Supported Anthony and I make lobby bots in Fortnite Damage in Springs.The first step involve selecting the weapon type which could be a shotgun, submarine gun, hand cannon, among others. Missing some slots into your glasses too Also you can talk about the legendary frontal cortex mod for crit rate and crit damage (need intelligence though) Imma trying to get Level 50 at the moment doing a build crit with revolver and quick hack.This is the developer-supported subreddit that is tailored for those who want to keep up to date on the pro scene, tournaments, competitive plays and figure out new tips/tricks on how to play the current meta.fortnite lobby bot Upcoming Features auto channel for challenges challenge. All stacks are removed on using Charging Smash or.Fortnite: Battle Royale is a free-to-play Battle Royale game mode developed by Epic Games.You should also add the perk for headshots in cold blood and in gun tree.All it did was give the ability for 1-2 pellets to miss and still one shot.But again, I don't care if they don't add it. At least one pumping still takes skill regardless if it does 200 damage or 220 damage. Only complaint was when all I could find was a gray tac or even a green pump and died to someone lucky enough to find a gold pump because that kind of RNG is bullshit. I've never died to a epic/gold pump and got upset in the way that I do dying to a shotgun. Was just substantially better than a shitty ass tac shotgun and relied on RNG to get which is a bigger problem. I just don't feel like it was OP as everyone made it out to be.Now we just got this double pump jr/sniper/spammy mc spam spam of a shotgun dominating the game and poopoo ass drum shotgun crowding the loot pool causing the real issues.Although I agree with the suggestions & would like to see them, I'm gonna make an argument about something: Tac shotgun got it's buffs especially with the purple/gold variants. Making the green pump do 200 would make a difference though and with that change it would the purple/gold pumps irrelevant to add. Seo software for macBut then if the combat was vaulted (which I hope will be) & these were back, then we'd meet the same problem we had in the first place & the reason why the combat exists - 26% of total elims. It was much more easy to do much more damage with a gold pump than with a blue + you didn't need to hit all of your pellets for a 200+ shot.With the blue pump, you gotta be real close & precise to hit all of your pellets for a clean 200 damage shot, which is great - rewards aim. I have nothing against them coming back & purple/gold pumps are one of my favorite weapons.Here is the thing, pumps were vaulted for having 26% of total eliminations & there is no doubt that the purple/gold variants played a key role in that. They finally got them right, just please fix the bug when they don't shoot for some reason.We just got the new purple/gold tacs & they're awesome - can deal up to 195 damage. But it will still deal high damage regardless in CQC as it should. There is no reason why a shotgun should be able to hit me whilst being 50 m in the air like the combat does (in fact, I died that way today).Pumps are currently in the most balanced state they've ever been - still able to 200 to 0, but you gotta be real close & precise for it to happen. Pumps, even purple/gold did what a shotgun is meant to do - high damage output in CQC, while having a slow fire rate. Flintlock comes back with reduced headshot damage, utility is strong enough, bring down spawn rate slightly Increase drop rate of all trap section (traps, campfire, launchpads) Buff burst smg base dmg with decreased damage to builds and headshot multiplier down Introduce a better bloom system, if any bloom at all (if this was the case implement a hard damage fall off system and/or reduce all weapon base damage at longer ranges) Slightly decrease game time early on (between storm shifts) Tac is a bit of the best of both worlds but it’s a master of neither fire rate range or one shot ability. Pump is just so much better in a box fight than the combat. I’m POSITIVE im in the minority here but to be honest all day yesterday playing arena, especially in solos, I found myself genuinely indecisive over the blue pump vs blue combat vs purple tac. Create a proper MMR system with ranks/divisions and also a casual playlist which would include experimental things coming into the game exclusivelyI’m not a fan of the purple and gold pumps always felt like they were op. Bouncers return with 1.5 tile vertical push and much further horizontal Hunting rifle return with minor reload time increase Building is much more important than you think. After the nerfs though it’s not just BROKEN AF imoThe sword was especially OP when it first came out because you not only had a lot of health, but only could get materials quickly AND use them to outplay others. Unless I’m in squads then give me that damn combat lol and obviously overall I do believe the combat is the best shotgun in the game just because the range and fire rate don’t match the amount of potential damage it can deal. I’m not saying they couldn’t use a little adjustment just saying this is the first time in a long time where there isn’t one clear choice to me. I hate the damn drum shotgun but for once I actually feel like the main three options right now have some balance.
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