This makes sense if you are usually one-shotting everyone. Once I get to grade 5 should I expect that without headshots? I'm not a precise shot - that's why I want a shotgun. If it takes me 2 shots to kill shielded enemies I think I would prefer reload speed, since I'll be reloading anyway (Or, am I still going to be in situations where 2 weren't enough and having the third saves time?). But that's coming purely from thought experiments as I haven't used either.All I know is Mag Size is first. Once you get 3 rounds people just start dropping. I'm thinking the silencer route as well.
At G5 and if used properly 1 shot per shield and 1 for the kill. Having mag size does help quite a bit, that third round is a granted kill if the first 2 did not land on target properly
Stability on single shot weapon with a low rate of fire?The scope tightening the spread was a bug, forget about it.
Got the ammo upgrade, stability, handling and fast reload on mine and I would never go back. Got a silenced tormentor on the side to complete the dream team.
Yeah, it kicks like a mule without it, while I can keep it on target with it. I think you can also fire the 2nd (and 3rd) shot faster because you can stay on target.Stability on single shot weapon with a low rate of fire?
Got to agree that most of the mods are pretty useless or simply too marginal of an improvement, but that's not just for the shotgun. The most useful mods for me so far are audio masking for the sniper, noise suppression for the shotgun and faster handling for my Aphelion/AR-50/Tormentor CZ loadout (yes, I'm a swapper). I'm keeping mod slots open on my weapons just in case they decide to rebalance or add mods.Yeah, it kicks like a mule without it, while I can keep it on target with it. I think you can also fire the 2nd (and 3rd) shot faster because you can stay on target.
But there wasn't much else I was interested in, so meh.
I use a silenced tormentor for large confined spaces, where a single shot would result in the alarming of 5 NPC fleeing all in different directions and a high risk of an alarmed base (when I have not switched off the alarm yet). With it, I can kill one NPC while another standing 10 meters to the left hears nothing. The tormentor does the same as the executioner, strip the shield with the first shot, kill the tissue with the second. Because the intimidator fires multiple pellets, its the only weapon that can do both with a single shot, as there is no damage bleed through from shield to tissue.Got to agree that most of the mods are pretty useless or simply too marginal of an improvement, but that's not just for the shotgun. The most useful mods for me so far are audio masking for the sniper, noise suppression for the shotgun and faster handling for my Aphelion/AR-50/Tormentor CZ loadout (yes, I'm a swapper). I'm keeping mod slots open on my weapons just in case they decide to rebalance or add mods.
I read where the Scope mod tightens the spread, is this still the case?
The scope tightening the spread was a bug, forget about it.
Well, in August people were firing single plasma slugs, so in that context it was fixed.Where did you get that from? I havent been able to find any sources that state that the scope tightening the intimidators spread is or was a bug and that it was or is going to get fixed. Would really appreciate clarification on the matter as i am sitting with my unmodded (well "faster handling" but the rest is empty) grade5 intimidator and i wont touch it at all until the question is solved.
Thank you!