The pacifier is missing the keyword WeaponTypeRanged [KYWD:0002B714] The Shotty is defaulted as WeaponTypeAutomatic [KYWD:0004A0A2] its missing the override when you convert it to manual trigger, but it does have the correct keyword ranged.. if beth doesnt fix it, us modders will
They must have made a mistake with the shotty semi-auto/fully automatic. When you take it from semi-auto to fully automatic, the fire rate goes down to less than half, and the accuracy increases. It should have been reversed, obviously.
the keyword on the shotty WeaponTypeAutomatic should be overwritten by the semi auto mod, but the semi auto mod is missing the override keyword , so "yes" it stays at auto for the perks to use as lookup, but the functionality setting are altered on the mod to make it "semi auto" @@viysnjor4811
@@viysnjor4811 the Shotty has the automatic keyword attached to the weapon itself, so it's stuck with it. it seems like an oversight because the fully automatic mod adds the automatic keyword, meanwhile the semi-automatic mod doesn't add a keyword. the simplest solution would be to remove the automatic keyword from the weapon and let the weapon mods control whether the weapon has the automatic keyword instead. this is also an issue that I've noticed with the Grendel and Kodama.
i bet its something stupid like the shotgun is labeled as a fork from skyrims old engine and it doesnt shoot bullets its just really small nps running really fast with a bullet as a helmet
I'm having a lot of fun with the breach with slug ammo and a silencer for stealth. Very satisfying, especially the sound it makes, and over a thousand damage.
The Breach is one of my favorites and most powerful. People pass this up because it says shotgun. I is a damn good sniper with slug rounds and a scope. I'm way up there now at lvl43 and I picked up one yesterday on a high lvl planet that was 338dmg which is twice my Baewolf Hard Target. It one shots most and is way better than the mag sniper. I could not get that thing to hit for sh*t even tho the dmg is about the same.
Interesting thing to note is that the breach actually shoots less pellets per shell but packs more damage in each. (5 each) While the pacifier and shotty have more pellets but less damage in each (8+ each) not to mention flechette sort of amplifies that by splitting each pellet into 3, also 1/3 of the damage boost from the flechette is most likely taking the bleed into consideration. But of course if you already know then ignore what I said.
The increase in projectiles with the flechettes is especially noticeable (and hilarious) if you have the explosive legendary, as it seems EACH flechette will still do the full explosion proc damage.. but like, 3 times more of them lol
You know what is seriously wrong with shotguns PT2 :p The pump (slide state) is constantly in the open state! And its killing my OCD, its like Bethesda is stabbing me in the eye each time I pick a shotgun up.
I’ve narrowed it down to 3 weapons which I carry and are my favorites for different use cases. The first is the Ember pistol, which lights enemies on fire and is not only a great weapon early to mid game, but is a heck of a lot of fun to use. When I don’t need the enemies to instantly die, and want to be entertained, I use that pistol. Second is my go to weapon when I want something to immediately drop dead, and that’s the Eternity’s Gate particle beam rifle. I can kill anything in the game with 2-3 shots with that weapon. And finally for stealth missions I use the suppressed Assassins 45 pistol, which is a ridiculously overpowered suppressed weapon, and if you have max pistol skill rank, there is nothing you can’t kill with it.
The weapons are fine they are leveled out that's why it's like that depending on which ammo you use does different damage is what it looks like is the perks for it are bugged out to increase the damage
Do these two guns ever seem to get critical numbers without the perk (and their crits just get broken by the perk), or do they never deal crit damage either way? Only thing I can think is maybe these guns intentionally have their crit damage set to 1x so they don't actually benefit from crits. I remember different weapons in Fallout 3 and New Vegas had different critical damage multipliers (though I think in Fallout 4 most were standardized to 2x), allowing some weapons to benefit more heavily than others from sneak attacks and crit builds.
If you did this after the patch. Could the patch have a unseen effect on weapons? Or does the game not calculate damage that high. Some of your weapons have a damage rating of 500-800 and only doing 30-50 damage. Seems like it should be almost one shotting them or almost down to very little health left.
First thing I noticed when watching your video is, that the moment you shoot the Merc with the 500dmg Magpulse, it actually is a crit. So the slightly more damage it looked to do, was crit damage. You can see the red "crit" floating text for a second or two. And so far I haven't noticed a real difference in those weapons, while playing on very hard. Shotgunwise I prefer the Breach or old Earth Shotgun over Magpulse, Shotty or the Pacifier. Especially the Pacifier felt kinda slow, compared to the Boom and Breach ones. Just like... it should shoot faster imho.
@@angryturtlegaming If having lots of crits is the point, then almost any weapon doesn't work as intended, as crits seem to be annoyingly rare in this game. I'm in NG+ uh... 5? with almost 300h in and all related combat Skills are 4/4 and even Sniper Rifles or Weapons like the Magshear don't crit too often. Despite the massive number of shots the magshear fires. Maybe a bug, maybe caused by playing on very hard, dunno. Lvling the crit perk was tedious af though.
@@Naomitage I've maxed both crit perks and I crit all the time. It does also seem like each weapon has a hidden base crit chance, for example my Lawgiver crits every other shot, but as you say the mag weapons don't crit nearly as often (though i definitely notice they crit more with the perks than without). Seems to be a hidden benefit of Laredo, they crit way more often than other manufacturers.
did you test without the perks? cause if you didnt, your hours of testing are practically useless as each shogun fires a different number of pellets. if not all the pellets hit then that skews results
Poor description, but I'm sure it means for rifles. i like using Hard target, but one thing that sucks thought is the reloading, sometimes i reload but mag is still at zero....lol
Yeah I almost get the feeling it's Bethesda not describing what it does properly. They might mean ranged as in long range weapons even though technically all guns are ranged weapons. Either it's a bug or close combat guns don't count as ranged weapons in this game.
Ummm… aren’t all firearms ranged weapons? As opposed to melee weapons? And he showed two other shotguns that work with the skill, so…. Not that it’s directly relevant to starfield, but my Remington 870 can take deer out to nearly 100yd, and that’s the same gun as the old earth shotgun in starfield. I’d call anything lethal at 100yrd a ranged weapon… 😉
1 shotgun, not 2! And it's basically a sniper rifle. And they all take different ammo types... theres not one shotgun ammo there's 4 and there shotgun specific
@@aka5742 and you'd be lucky to hit it at 100yds!...and I love how you've conflated a real world scenario with a video game... "genius!! Regardless... shotguns are NOT categorised as "long range" ..only by pedantic a-holes
Since always. Ranged weapons imply you can kill some one from distance. 5 metres away is still distance. Otherwise you’re using a knife or sword or baseball bat… you know, a melee weapon.
@@senilestix not being pedantic. The wording doesn’t say “long range weapons.” It says “ranged weapons,” and all the firearms in this game are ranged weapons. My point about the real world shotgun was just a basic illustration that even close range weapons are “ranged weapons,” and btw it’s not even difficult to hit a deer sized object at 100yrd. Most of the gun owners I know can do it on command.
range is a damage drop off point. You will still hit enemies outside the listed range, you will just do increasingly less damage the farther past that number they are. It's most notable on a desert world when shooting aliens at max distance, even with a sniper rifle you will notice it will take 2 or 3 times as many hits to kill as compared to up close, but for most situations the drop off is negligible
The pacifier is missing the keyword WeaponTypeRanged [KYWD:0002B714] The Shotty is defaulted as WeaponTypeAutomatic [KYWD:0004A0A2] its missing the override when you convert it to manual trigger, but it does have the correct keyword ranged.. if beth doesnt fix it, us modders will
They must have made a mistake with the shotty semi-auto/fully automatic. When you take it from semi-auto to fully automatic, the fire rate goes down to less than half, and the accuracy increases. It should have been reversed, obviously.
does switching the shotty to fully automatic change the keyword or is it just always stuck as automatic in the keyword?
the keyword on the shotty WeaponTypeAutomatic should be overwritten by the semi auto mod, but the semi auto mod is missing the override keyword , so "yes" it stays at auto for the perks to use as lookup, but the functionality setting are altered on the mod to make it "semi auto" @@viysnjor4811
@@viysnjor4811 the Shotty has the automatic keyword attached to the weapon itself, so it's stuck with it. it seems like an oversight because the fully automatic mod adds the automatic keyword, meanwhile the semi-automatic mod doesn't add a keyword. the simplest solution would be to remove the automatic keyword from the weapon and let the weapon mods control whether the weapon has the automatic keyword instead. this is also an issue that I've noticed with the Grendel and Kodama.
@@Moaitis You're saying the grendel and kodama are stuck as automatic flagged too?
i bet its something stupid like the shotgun is labeled as a fork from skyrims old engine and it doesnt shoot bullets its just really small nps running really fast with a bullet as a helmet
🤣
lmao the imagery!
I'm having a lot of fun with the breach with slug ammo and a silencer for stealth.
Very satisfying, especially the sound it makes, and over a thousand damage.
The Breach is one of my favorites and most powerful. People pass this up because it says shotgun. I is a damn good sniper with slug rounds and a scope. I'm way up there now at lvl43 and I picked up one yesterday on a high lvl planet that was 338dmg which is twice my Baewolf Hard Target. It one shots most and is way better than the mag sniper. I could not get that thing to hit for sh*t even tho the dmg is about the same.
on what level?
Interesting thing to note is that the breach actually shoots less pellets per shell but packs more damage in each. (5 each)
While the pacifier and shotty have more pellets but less damage in each (8+ each) not to mention flechette sort of amplifies that by splitting each pellet into 3, also 1/3 of the damage boost from the flechette is most likely taking the bleed into consideration.
But of course if you already know then ignore what I said.
The increase in projectiles with the flechettes is especially noticeable (and hilarious) if you have the explosive legendary, as it seems EACH flechette will still do the full explosion proc damage.. but like, 3 times more of them lol
You know what is seriously wrong with shotguns PT2 :p The pump (slide state) is constantly in the open state! And its killing my OCD, its like Bethesda is stabbing me in the eye each time I pick a shotgun up.
Anyone playing a Bethesda game with OCD, considering the amount of loot and random items, is brave.
I salute you!
@@corvuslight ROFL! xD
I’ve narrowed it down to 3 weapons which I carry and are my favorites for different use cases. The first is the Ember pistol, which lights enemies on fire and is not only a great weapon early to mid game, but is a heck of a lot of fun to use. When I don’t need the enemies to instantly die, and want to be entertained, I use that pistol. Second is my go to weapon when I want something to immediately drop dead, and that’s the Eternity’s Gate particle beam rifle. I can kill anything in the game with 2-3 shots with that weapon. And finally for stealth missions I use the suppressed Assassins 45 pistol, which is a ridiculously overpowered suppressed weapon, and if you have max pistol skill rank, there is nothing you can’t kill with it.
I love the coachman
They just released a patch but didn’t mention any fix for weapons just exploits 😐
Well that explains why the white big bang is better than a legendary shotty. I wonder if any modders have fixed it yet?
Pains me to see you using Big Bang without the laser perk. Another 30% damage!!!
Who cares about crits when The pacifier turns into a shotgun sniper when you put a choke, and slugs on it
i know but imagine a crit with it when they fix the bug
The weapons are fine they are leveled out that's why it's like that depending on which ammo you use does different damage is what it looks like is the perks for it are bugged out to increase the damage
Assassins breach is the veat weopon in the game..
749 dmg + x2.5 dmg + crit dmg..
Nice finds Turtle, thanks for posting this! I did notice that the crit rate on my Pacifier is very low indeed, didn't give any thought until now.
Is your spacesuit, helmet giving you buffs to certain weapons? That might be why
I wonder if this has been fixed yet?
I mean... They're BGS shotguns. That's what I noticed.
I don’t like any guns I can throw rocks at a higher fire rate than. Unless it’s a sniper.
Part of this is the flechette rounds. It only does the full damage if the target is unarmored.
I was trying all type of different mods for hours, I couldn't include everything in this video as it would be at least 10 times longer
Try other ammo types and see if you get the damage you expect. Or try it on an unarmored target.
Bethesda patch management team:
Bugs: sleep
Performance: sleep
Fun exploits: REAL SHIT
Do these two guns ever seem to get critical numbers without the perk (and their crits just get broken by the perk), or do they never deal crit damage either way? Only thing I can think is maybe these guns intentionally have their crit damage set to 1x so they don't actually benefit from crits. I remember different weapons in Fallout 3 and New Vegas had different critical damage multipliers (though I think in Fallout 4 most were standardized to 2x), allowing some weapons to benefit more heavily than others from sneak attacks and crit builds.
Does slugs change that? I may have to tinker, You know im running shotguns as always.
If you did this after the patch. Could the patch have a unseen effect on weapons? Or does the game not calculate damage that high. Some of your weapons have a damage rating of 500-800 and only doing 30-50 damage. Seems like it should be almost one shotting them or almost down to very little health left.
I still think the pacifier is my favorite shotgun in the game, it will just be better after a patch
First thing I noticed when watching your video is, that the moment you shoot the Merc with the 500dmg Magpulse, it actually is a crit. So the slightly more damage it looked to do, was crit damage. You can see the red "crit" floating text for a second or two.
And so far I haven't noticed a real difference in those weapons, while playing on very hard. Shotgunwise I prefer the Breach or old Earth Shotgun over Magpulse, Shotty or the Pacifier. Especially the Pacifier felt kinda slow, compared to the Boom and Breach ones. Just like... it should shoot faster imho.
yes that's the point it should be a lot of crits with shotguns and it is not
@@angryturtlegaming If having lots of crits is the point, then almost any weapon doesn't work as intended, as crits seem to be annoyingly rare in this game. I'm in NG+ uh... 5? with almost 300h in and all related combat Skills are 4/4 and even Sniper Rifles or Weapons like the Magshear don't crit too often. Despite the massive number of shots the magshear fires. Maybe a bug, maybe caused by playing on very hard, dunno. Lvling the crit perk was tedious af though.
@@Naomitage I've maxed both crit perks and I crit all the time. It does also seem like each weapon has a hidden base crit chance, for example my Lawgiver crits every other shot, but as you say the mag weapons don't crit nearly as often (though i definitely notice they crit more with the perks than without). Seems to be a hidden benefit of Laredo, they crit way more often than other manufacturers.
@@viysnjor4811 Hm... Guess I'll give those things a try then. I already felt cheated by investing in the crit perks somehow.
I tossed that thing in the trash after one battle.
Shattering appears to ignore all armor btw in starfield. Im gonna say again to u...try out coachman with hornet nest mod. I love it.
They could have spent development time on this issue instead of ‘fixing’ exploits.. see? 😂
did you test without the perks? cause if you didnt, your hours of testing are practically useless as each shogun fires a different number of pellets. if not all the pellets hit then that skews results
without the perks those two work the same
Poor description, but I'm sure it means for rifles. i like using Hard target, but one thing that sucks thought is the reloading, sometimes i reload but mag is still at zero....lol
Yeah I almost get the feeling it's Bethesda not describing what it does properly. They might mean ranged as in long range weapons even though technically all guns are ranged weapons. Either it's a bug or close combat guns don't count as ranged weapons in this game.
What about the old earth shotgun?
i forgot to check this one 😐 did i miss any other shotgun?
@@angryturtlegaming Coachman I think
It says "Ranged weapons" when has a shotgun ever been regarded as a Ranged weapon!? .. Never! Why are you shocked, it's self explanatory.
Ummm… aren’t all firearms ranged weapons? As opposed to melee weapons? And he showed two other shotguns that work with the skill, so….
Not that it’s directly relevant to starfield, but my Remington 870 can take deer out to nearly 100yd, and that’s the same gun as the old earth shotgun in starfield. I’d call anything lethal at 100yrd a ranged weapon… 😉
1 shotgun, not 2! And it's basically a sniper rifle. And they all take different ammo types... theres not one shotgun ammo there's 4 and there shotgun specific
@@aka5742 and you'd be lucky to hit it at 100yds!...and I love how you've conflated a real world scenario with a video game... "genius!! Regardless... shotguns are NOT categorised as "long range" ..only by pedantic a-holes
Since always. Ranged weapons imply you can kill some one from distance. 5 metres away is still distance. Otherwise you’re using a knife or sword or baseball bat… you know, a melee weapon.
@@senilestix not being pedantic. The wording doesn’t say “long range weapons.” It says “ranged weapons,” and all the firearms in this game are ranged weapons.
My point about the real world shotgun was just a basic illustration that even close range weapons are “ranged weapons,” and btw it’s not even difficult to hit a deer sized object at 100yrd. Most of the gun owners I know can do it on command.
Armor pen maybe?
no
🐢🐢🐢🐢🐢🐢👍
You kno broken means it's O.P.
Not the other way around 🤦🏻♂️
Well shotguns are usually classed as close range weapons, so its probably that.
but why only 2?
First view, first comment, first like.
Legend!
I'm curious about the range claimed for the shotguns - some are 37. Have you confirmed any ranges in your field tests?
range is a damage drop off point. You will still hit enemies outside the listed range, you will just do increasingly less damage the farther past that number they are. It's most notable on a desert world when shooting aliens at max distance, even with a sniper rifle you will notice it will take 2 or 3 times as many hits to kill as compared to up close, but for most situations the drop off is negligible