| CAWS[message #168581]
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Mon, 24 December 2007 16:20
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Caboclo |
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Messages:31
Registered:December 2007 Location: Brazil |
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What I do is attach a barrel extender and a rod+spring, so it gets a usable range/ap.
But I only give it to a mechanic with an extra barrel extender, because it wears very easily, specially with burst shots, and a mechanic can replace the wore extender without pain during the combat, and fix it later.
Add a scope and you have the best weapon in game . Sometime I use the duckbill, but not sure how useful it is. Laser is optional. I never use bipods, mainly due lack of slots.
The buckshot burst are great to stun if it doesnt kill an heavy armored crim, (anyone feeling like stealing his gun while he is stunned ) And with mutiple hits at once, boosts your merc marksmanship in no time. AP ammo inflicts HEAVY damage and are great for head pops.
I am curious to know if someone else ever tried it. This is by far my favorite weapon. Usually in the hand of Trevor
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Private 1st Class
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| Re: CAWS[message #168672]
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Tue, 25 December 2007 17:48
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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In 1.13 adding the duckbill to a shotgun will give you additional range when shooting BuckShot.
Normal 12-guages have a range-drop of 5 for shooting pellets, a duckbill gives bonus of 2 (eff. -3)
CAWS does not get a penalty for Buckshot, but does get the duckbill-bonus. (eff. +2)
(barrel extender gives a far better bonus, whereas the duckbill lasts longer
Bipod gives a direct-bonus, but only when lying down.)
1.13 also has PancorJackhammer MK3 and USAS-12, both can fire full automatic.
The USAS has 20rnd magazine, reloading takes 6 APs.
Jackhammer has a 12-rnd mag, reloading takes 18 APs (I thought).
Maddog, Tixa Prison-dungeon and Jake(MaddogsDad) have CAWS.
Taking Jake's CAWS (from his corpse after attacking him) will turn Maddog hostile.
(dunno if you could succesfully do this with Maddog in some other sector)
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Master Sergeant
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