SkittyM 289 Posted Tuesday at 06:15 AM 5 hours ago, Noob_Guardian said: Didn't they nerf the SG-21 or was it just nerfed when they "claim to" have unfked the spread damage on all shotguns? Because it was always "decent->good" before, but it wasn't heavily used until NFAS, COLBY, and JG saw nerfs, then people decided to pick it up, and i vaguely remember it may have been nerfed then. It was honestly my favorite shotgun. I think it had 3 nerfs in total but im not 100% on that. The most obvious nerf (to anyone who used the original) is that it now has spread. Originally played more like a DOOM gun but because the producer at the time wanted it to be more inline with other shot guns, it now blooms. It also had a damage nerf at one point but that later got reverted; It might do less damage than it originally did but its still over 900. It may have also had its range nerfed but im not sure, it was always a 10m shotgun on the best of days. Sadly shifted away from this game so i only remember things prior to 2024 so any changes since then i don't know. It was best in its original iteration, thats for sure. 1 Quote Share this post Link to post Share on other sites
koenyboy500 50 Posted Tuesday at 09:22 AM 8 hours ago, Noob_Guardian said: I used to use RS3, IR3, and 3PS3 (or EM3). I never bothered with the mags on it, and reverse quickswitching is a nice touch on it as well. (It used to do like 85-90% damage which could 1 shot a fragile user in a single shot), so any pistol shot, cover, then popout would net a relatively easy kill. Also, it's not a "ranged" shotgun like the Colby was... It's a sub 10m shotgun with some potential at 15m but not much further. If you're looking for range the (once broken now overnerfed) shredder may still work... kinda? Shredder is downright OP. I never see people use it but holy moly is that overpowered. A tiny bit of trigger discipline and you will be combating things at SMG ranges easily and still come out on top. Best of all worlds: higher firerate like NFAS, reliability and damage of JokerGunworks, and range of Colby SMGs. Also people, PLEASE stop using sights on shotguns. It does not work like you think it does. As the Steam guide goes: Quote Share this post Link to post Share on other sites
Noob_Guardian 418 Posted Wednesday at 01:28 AM (edited) 16 hours ago, koenyboy500 said: Shredder is downright OP. I never see people use it but holy moly is that overpowered. A tiny bit of trigger discipline and you will be combating things at SMG ranges easily and still come out on top. Best of all worlds: higher firerate like NFAS, reliability and damage of JokerGunworks, and range of Colby SMGs. Also people, PLEASE stop using sights on shotguns. It does not work like you think it does. As the Steam guide goes: Shredder is hit or miss with hitreg, at one point it was a consistent 3 hit ko and they hard nerfed it. I dunno after, but it was sketchy to use since. It was better "pre-buff" than it was "nerfed". Unless things changed and they buffed it again, it can still be decent, but it'll be hit or miss for me to use, because after they broke it with a buff, they hard nerfed it. It honestly never needed buffed to begin with and I was playing with it off and on, and it was better pre-buff than it had been once nerfed. It's consistency became bleh. Shotguns should never have "clustered spread" based on sights. It's horrible game design and unrealistic. APB's is better. The way APB's works, is that it picks a spot in reticule to "center" the spread based on. The smaller the reticle, the more centered the spread is on the reticle, but shotgun spread is still the same. It's just "shifted" on a larger reticle, so that may not be "centered". Adding RS for example, tightens the right's reticle, making the spread more likely to hit center mass even a little bit, rather than be shifted as much as your example. This means more pellots are likely to hit its mark, as it has a lower chance of being as far corner like that as bad, and is "tighter". For "common" shooters to work the way it does, the in-game character would literally need to be adjusting the spread via adjusting the choke constantly. (or they add a choke mod to permanently tighten the spread) The only thing like that in APB is the DOW with the choke mod Edited Wednesday at 01:29 AM by Noob_Guardian Quote Share this post Link to post Share on other sites
vsb 6186 Posted Wednesday at 07:22 AM 5 hours ago, Noob_Guardian said: Adding RS for example, tightens the right's reticle, making the spread more likely to hit center mass even a little bit, rather than be shifted as much as your example. This means more pellots are likely to hit its mark, as it has a lower chance of being as far corner like that as bad, and is "tighter". reflex sight does not affect shotgun accuracy 1 Quote Share this post Link to post Share on other sites
Noob_Guardian 418 Posted 19 hours ago (edited) On 4/2/2025 at 3:22 AM, vsb said: reflex sight does not affect shotgun accuracy Reflex on a Jg: Run Modifier- Was 1.0 now 0.9. Marksman Modifier - Was 0.6 Now 0.75 Marksman FoV 16:9 - Was 70 Now 75 Marksman FoV 4:3 - Was 70 Now 75 ------ Accuracy Radius at 10m: 8 cm Spread at 10m: 150 cm It doesn't change the accuracy radius or Spread. It effects the RUN modifier, which is used when moving at a "not walk" pace (which unless you keybind walk, you're probably NOT walking, but on run mod or sprint mod the entire time) Reflex on NTEC for reference Run Modifier was 3 now 2.7 Marksman Modifier was 0.625 now 0.775 Marksman FoV 16:9 was 60 now 65 Marksman FoV 4:3 was 60 now 65 ------ Accuracy Radius at 10m: 20 cm Per Shot Modifier: 0.85 Yet we know that it effects the NTEC's accuracy when it changes the same things. They went in depth several times in how shotguns accuracy is determined. I literally described it. Run modifiers effect accuracy, WE KNOW THIS, yes the "accuracy radius and spread" is not directly changed, the RUN modifier, modifies the accuracy radius! This means that YES Reflex does have a "minor" effect (0.10) on the run modifier, this modifier effects accuracy radius! There's a reason why the bloom was less centered on the left pic than the right! It's due to how accuracy within the reticule for shotguns pattern centering is handled! Run modifiers alter the reticule's size! This effects accuracy even minutely! This doesn't change the bloom, it doesn't add a choke, it simply tightens the area where the spread can be centered from. Think of it like this, the reticle is a dart board, you throw a dart, from that center point is where the "spread" is centered from. The picture on the left has a smaller dart board, so the dart hits, and the spread is centered around that hit in the smaller board. You have a larger dart board, the dart hits to the top left side, the spread follows that dart, meaning pellots all hit to the top left. You tighten the dart board via a run modifier. The dart board being smaller means the center point where you can hit the board is smaller. This means shots are ever slightly more "centered". This doesn't change the spread. It effects where the spread is located. With the run mod, it alters the location where the spread is located when running (not jumping) by .10. That said the change makes it go from .08m (8cm) to 0.072m (or 7.2cm) radius when running. As the original stat was a 1.0 rather than a .90, meaning running was a 8cm at 10, you reduce that to 7.2cm when running with RS3. So it does effect accuracy, though it doesn't effect precision. (That said a difference of 1cm "isn't a big increase for shotguns.) Edited 19 hours ago by Noob_Guardian Quote Share this post Link to post Share on other sites