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AS16 NightHawk. Read in another language; Watch this page ยท Edit. AS16 NightHawk. px. Empire PlanetSide 2 Wiki is a Fandom Gaming Community.


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AS16 Nighthawk. Any TR players, help? :: PlanetSide 2 General Discussions
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Nighthawk is one of the many heroes you will be able to interact and help in Champions PlanetSide 2 - Terran Republic - RED by MouseDenton on DeviantArt.


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PlanetSide 2. Rated "T". DeveloperSony Online Entertainment. PublisherSony Online Entertainment. Release DateJune 23,


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r/PS4Planetside2: This subreddit is for PS4 gamers interested in Planetside 2. General discussion of all things Planetside 2 is welcome. Let's build .


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Going past Mach 2 didn't happen often since the ships would break apart. as the Stormbringer ought to be able to go faster planetside than a boxy one. Nighthawk indignantly pointed out that Fleet Strike took a ship's design into account.


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Cube Nighthawk Review Planetside Software's Terragen 4 is a highly realistic landscape generator used to create Asus' latest ROG Strix board offers dual M.โ€‹2 ports, a large M.2 heatsink, RGB lighting, and Wi-Fi. October.


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This is especially important for pump action shotguns, which can OHK if you land enough pellets. But camping is possible with every weapon, and mines can be used for the same purposes, nobody complains about them. One shot with a pump action shotgun and one knife swing will instantly kill a Heavy Assault through overshields. Due to slug ammo Hip Fire CoF penalty, slugs are unreliable when hip fired. Not a huge difference. Pump Action shotguns have an interesting interaction with quick melee attacks: you can quick melee during the chamber animation. Overall, slugs are more of an interesting challenge rather than an effective combat option. When you first arrive into a fight, take a look at the minimap , figure out where enemies are and how you can get close to them. Normally, firing first gives a huge advantage, but OHK can negate that advantage, as presented in the comic below:. In addition, each auraxium shotgun has a bit of faction flavor: Havoc gets larger magazine, Chaos gets faster short reload and Brawler gets an Underbarrel Shotgun attachment. You jump down from the edge of the roof, so the building is behind you and the enemy. The 1. You have to make sure that at the moment of the shot, your crosshair is actually on the enemy. So you want to pick a sidearm that has relatively long effective range, can kill a full health enemy at range and can be used as finisher in close quarters, either through damage per shot or volume of fire. Pay attention to movement. And since your ADS Movement multiplier is. This makes the decision whether to ADS or not more impactful, and increases maximum effective range. If the enemy is a bit further away, it is recommended to wait for the crosshair to fully settle between shots. Learn base layouts and where people usually hide or camp. To get one of these, you have to complete the auraxium tier of shotgun directives, by earning auraxium medals with 5 different shotguns gold and black variants count, but not AE or P variants. Loading the first shell takes longer than all shells after that. This is the only type of shotgun that can reliably melee combo enemies even through full nanoweave. Unfortunately, non-pump action shotguns do not deal enough damage per shot to reliably kill infantry โ€” they will survive the melee combo if they have Nanoweave Armor. You can also pop in and out of cover like this too.{/INSERTKEYS}{/PARAGRAPH} Example video. Somebody shoots you, you see hit markers and enemy pops up on the minimap. Catlike 5 is excellent for moving around; it opens new ways of getting close to enemies. The whole point of firing multiple pellets is to make it easier to inflict damage on the target. Take a moment to make sure your crosshair is on your target, and only then shoot. Feel free to browse through the Sidearm Guide , but the short of it โ€” any semi auto pistol or a revolver will do just fine. However, since shotguns require multiple shots to actually kill the enemy, in order to have a competitive time-to-kill, you have to make sure that every shot lands as many pellets as possible while shooting at maximum rate of fire and pushing through recoil. Stick to cover and try to be stealthy and pay constant attention to the minimap. In this regard, shotguns are noticeably different from typical automatic weapons. If you are able to break this bad habit, this implant will be useful to you. All shotguns fire buckshot by default, but have an option to use Slug Ammunition, which is, in essence, shotgun bullets. Flash Grenade for Light Assault and Concussion Grenade for Heavy Assault โ€” both have good synergy with shotguns, but getting good hits with these grenades on multiple enemies is not easy. Tight spread and quick reload makes them the middle ground of the shotgun world, and a good point to start from, to see if shotguns suit you at all. They have the most damage degradation, but within maximum damage range, deal the highest damage per shot. NSL Blackhand specifically gets recommended a lot. While shotguns have different names and models between factions, they can be split in groups, and are nearly identical within a group. Hip Stand Move CoF: 2. Not great, but good enough for mid-range firefights. Learn from it and move on. Comparatively long effective range makes Baron by far the least frustrating shotgun to use. You should be able to strafe while firing and maintain accuracy out to m IF you keep your recoil under control. The most common way to engage an enemy with a shotgun is to hip fire while moving:. Tip: Equipping most sidearms takes 0. But it is impossible to consistently get within 10m of the enemy. However, from my personal experience of using it, the downside was that I kept using Blackhand more than my actual primary weapon. The biggest problem with pump action shotguns is that most of the time target does not die from the first shot , and then you have to wait through painfully long pump mechanism cycle, which is longer than time to kill of most automatic weapons in close quarters. If you manage to get within m, you can engage. Just having a shotgun and enemy within 3m of you is not an automatic victory. There are currently two pump shotguns for each faction, first and second generations. Pump action shotguns fire considerably more pellets per shot, which gives them huge damage per shot. If he tries to pursue and run around the building, you will be ready for him, you will know when exactly to pop out from around the corner and blast him in face. Shotguns take no skill to use? So they naturally benefit from implants related to combat awareness and minimap. Or you can OHK an enemy even after he started shooting at you. Avoid large open spaces as much as you can. It is possible to camp near a doorway and wait for enemies come to you, and in that regard shotguns are somewhat cheap. Slugs are used to make the shotgun viable in m range segment at the cost of reducing effectiveness at extremely close range. A big part of using a shotgun is getting close to enemy in one piece, preferably without even being noticed. But often if you do, you will not have enough time to retreat to safety or fight back. Same goes for 2 shots with other shotguns, followed by a knife swing. There are a few equipment pieces that can make shotgunning easier, though they are not absolutely necessary. Full-auto shotguns have the most limited range, but within that range are extremely deadly. More accurate shotguns will have smaller crosshair. But against a hardened target and without perfect accuracy, they may take as many as shots to kill. Always use Ext mags โ€” foregrip gives almost no benefit, and their hipfire is total crap even with a laser equipped. You still have to aim and fire properly! Shotgun users spend a lot of time running around, getting close to enemies. They make a good combination with Laser Sight, as good default capacity allows them to ignore Extended Mags attachment. However, shotgun crosshair is not affected by Laser Sight. Fire off a couple of shots, then get up and move, re-crouch and fire of a few more shots, then get back up, etc. If you get the element of surprise go for a headshot on the 1st shot if possible. Reload process of a tube magazine can be interrupted at any time, but it will come after a short delay. Then, depending on situation, either wait for enemy to come to you, or try to move away from the enemy and look for another route. The long refire time must be mitigated by stepping in and out of cover between shots. If the enemy is relatively close, you can spam shots and push through recoil, same as with buckshot. Projectile Drop : slugs have lower Gravity than most primary weapons 8 vs VS slugs do have projectile drop. First generation has tighter spread and fires and reloads a little faster, and the second generation fires an additional pellet per shot, dealing more damage per shot, which results in increased chance of OHK at close range. {PARAGRAPH}{INSERTKEYS}Shotguns can be used by all classes except Infiltrators. However, pump mechanism needs to be cycled after each shot, which dramatically reduces effective rate of fire. Example situation: you run a shotgun loadout, and run on a rooftop. You can learn more about it here , or just use values provided in this guide. Before you start using shotguns, you should learn how they work. They can sustain fire without losing accuracy and easy to deal some damage with. You will also be gaming on internet delay that way, often shooting the opponent on your screen before appearing on his screen. Learn more about it here. This is worthless for most shotguns, with the exception of Full Auto Shotguns, which suffer from abnormally high Horizontal Recoil and Tolerance. Any CQC automatic weapon user will just run circles around you. In the end, the total amount of shots to kill is about the same and often Baron can even kill a target in fewer shots due to superior accuracy. ADS Pellet Spread is not visible in game, but it is listed in this guide. In ideal conditions: very close range, good accuracy and a surprise advantage, they can kill standard infantry in just a couple of shots. There is some variety among shotguns: full-auto shotguns rip infantry apart, pump-action shotguns can potentially kill in one shot and semi auto shotguns offer the longest effective range and versatility. Shotguns are short range weapons that fire multiple pellets with each shot. High damage per magazine and potential to exploit a favorable situation makes pump action shotguns best suited for flanking. Since the optimal way of using a shotgun requires a lot of spamming shots, Shotguns tend to run out of ammo in hectic CQC situations.