Tac14 is notable for scaling harder in terms of damage than the other shotguns. Bullet Penetration: 2nd in line takes 25% damage.It shoots slower and does marginally more damage than the AA12 and Super90. Super90 can compete with (but falls behind the) AA12 for overall DPS and is worth taking over the two pump shotguns.Ĩ70 Express is…a pump shotgun that loads a single shell at a time. Bullet Penetration: 2nd in line takes 17.5% damage.White: 69 – 23.4 Damage if all pellets hit.It’s somewhat inefficient with the ammo consumption, but pretty much anything you shoot other than bosses is going to die in one magazine. This is possible with multiple accuracy cards but try not to exceed 100% with them…bad things happen if you do.ĪA12 has weaker damage per shot but shoots full auto and has a box magazine, reloading all at once instead of reloading shell by shell. ShotgunsįYI the AA12 and the Super90’s range starts dropping off at about 2.5 meters, the 870 Express at 5 meters, and the Tac14 and Belgian at 7.5 meters.ĭamage values assumes all pellets hit. I combined the Ranch Rifle with the snipers since it has a similar role but it is an assault rifle according to the game. It’s a little easier for me to explain if I go by weapon category. D – Don’t Bother: Berettas, SemiGlock, M1911.C – Mediocre: Tac14, Bat, M4, RPK, Belgian.B – Good, but trade up when you can: 870 Express, Machete, AK47, M16, MP5, Deagle, Revolver, Barrett.A – Awesome: Super90, Hatchet, SCAR, UMP45, Uzi, Vector, Tec9, Phoenix, Ranch Rifle.S – Meta: AA12, Fire Axe, M249, AutoGlock, M1A.Shotgun ammo tends to get chewed through somewhat quickly for AA12 users as well, but SMG and Sniper ammo reserves generally won’t be eaten through quickly. If you hear anything about AR ammo being ‘premium’ or ‘rare’, this is why. Virtually every weapon that uses it (minus the Revolver and Ranch Rifle) is weak and shoots full auto. Side note worth keeping in mind: Assault Rifle is kind of at a premium throughout higher difficulties. PSA: “Firepower” stat is useless, ignore it.īeen talking to people on the B4B Discord and came up with the following Tier List.Īssume intentional card loadouts / optimization and ideal attachments. Jim is superior for the team weakspot damage, but loses his bonuses whenever he gets smacked. Also, these two’s damage buffs (Jim’s stacking buff and Walkers 10% buff) don’t boost weakspot damage!!!). Tallboys die to holly, hordes die to Karlee + Tec9 and Holly, and the other cleaners have far better passives. Jim, Walker: Both rely on sniper weapons and precision kills, which are subpar in a game as chaotic as B4B. Hoffman: Team Ammo Capacity, spawns ammo (inconsistent but at least he gets a shot at it), can carry more pipe bombs Or just coordinate with someone else to take Ammo Stash, and give them the Tec9 and then go melee).ĭoc: Mainly for Team Trauma Resistance and the 3 Free Heals. Karlee: Detecting sleepers behind walls (to avoid hordes on Nightmare), and starts with a Tec9 (combine with Ammo Stash card for infinite range horde clear. Also, being able to carry 2 medkits for Doc is also really helpful while this has diminishing returns as you buy team support slots or get additional cards, hey, it’s two more medkits! With this, everyone can be downed twice on Veteran or Once on Nightmare without dying, increasing survivability / damage / chance of success. No seriously, she’s a melee machine, especially with Adrenaline Fueled + Meth Head cards.Essentially unkillable (don’t play stupid with the Tallboys / variants).Highest potential damage, DPS, and overall kills.Plays the same between all difficulties.Holly: You’re using her as a melee build. Okay, so since you’re so kind to scroll down to this point, I’ll give a basic synopsis. Okay look, if you just want to know which weapons to use and which to avoid, here ya go. Hot and Fast Tier Lists for Weapons and Cleaners Regarding Gun Damage, Especially Glass Cannon.Long Range Damage Dealer (Generalities).Close Range Damage Dealer (Generalities).Hot and Fast Tier Lists for Weapons and Cleaners.
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