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Rapporter et oversættelsesproblem
But #1 does exist. UI_Options_ShotgunTrajectory_isDisabledHit
1.There is no option called "UI_Options_ShotgunTrajectory_isDisabledHit".
2.It's about whether the pointed tip of the fan-shaped spread starts calculating from the character's body or from the muzzle. Starting from the muzzle is more realistic, but then it can't hit zombies at your feet or overlapping with your character.
1.UI_Options_ShotgunTrajectory_isDisabledHit.
2. Ballistic trajectory starts counting from the character.
Idk what either of these do. Can someone explain?
Because your typical real life 12ga shotgun firing 12ga 3 3/4" shells has 9x .32 caliber (9mm) pellets (looks like big BBs) stacked in 3 sets of 3, have a muzzle velocity around 1,300 fps, and typically have a spread of 1" every 10 feet.
At 30 feet, it's like getting hit simultaneously with 9x 9mm handguns in a 3" diameter group. Shotguns are crazy powerful and accurate at close range. Even with a ballistic vest, you'll probably break ribs. Shotguns in CQB are devastating. Not a good weapon against large groups due to low capacity, fire rate, difficulty in reloading, and weight of ammunition.
My guess is the devs wanted to make it more realistic, rather than the Hollywood-esq street-sweeper we had in B41. Both are fun, IMHO. I do prefer realism, though.