I found out about the super issues when trying to get the shotgun headshots on Shoreline. Zeroed to snipers about 100m away, and the rounds went so high I couldn't see where they were going to try and correct. Immediate tapped by snipers while missing over and over lol
@@MongoLikeBeer Ah yeah, i get ya. Never zero shotties beyond 50 meters XD With superformance you need to aim at the upper chest when close to HS them scavs. At 100 Meters the jaw is a good point of aim.
@@juliomontega2868 yeah, I stopped trying to do anything "right" for that, just grabbed the revolver shotgun and bum rushed scavs from 5 feet away for the quest. When I don't need headshots, I get them constantly. As soon as I do, I can shoot someone in the eye socket and the end stats will say "killed, l. Leg" lol
We should have to zero our optics in the shooting range (or in raid if you don’t have that luxury) and adjust it according to the load we use. It gives more purpose to the shooting range. Alternatively we can click a button in the weapon inspect screen to zero for a specific raid.
When you run Scav with positiv scav rep and you spawn a shotgun, you can often start with superformance slugs on them. Loved that as an early eco way to get a little stockpile on them.
This makes so much sense now... My thought was always: "well its a shotgun - for long range i obviously have to aim a lot higher then with other guns". And of course i never hit anyone. So i thought slugs just dont make it over 100m or just deviate to the side so much its basically luck if you hit anything. Definitely going back into slug sniping after this video. Thanks 👍
The light + heavy bleed chances make this slug an absolute beast. I've legged people once and heard them die while they were trying to hide due to the bleeding.
Great video! I tried to use superformance slugs for that "kill scavs on woods with shotguns" quest, and attempting to snipe with them was really frustrating: at long range I just kept missing 90% of shots with no idea where the rounds were going. Unfortunately-- in retrospect-- what I spent most of my time trying to do was hold over the target at increasing heights, as I assumed the rounds were sinking. I was probably a whole man-height above those targets.
Good video my man! The last few days i've actually been looking into this myself but with a totally different reasoning. The decrease in recoil! It tends to be helpfull for its spammability at around 50m. One thing i find interesting is that FTX matches the 20 pen fragmentation limit, but the low 10% chance would make it happen in 1/3 or 1/4 battles at most. I'm not sure if fragmentation works well but that's how it should be with my understanding, making it less than ideal to build upon. The one thing superformance has that makes it a strong contender for first place for leg meta rounds, to me, is that it will often be a 2 hit because of its incredibly high chance to cause bleeds. It's often i get off 2 leghits but dont get off a third, yet then i hear the groan of them dropping dead because of a bleed they couldn't tend to in time. As superformance will leave you at 2-8 hp a lot of the time Most people arent on a propital as default painkiller so the bleeds are a godsent. Yet this is kind of outshadowed by RIPs 2 hit kill guarantee at these types of ranges. I can highly recommend FTX in a saiga tho, spamming it from a 20 rounder at a group of PMC's legs is an absolute treat with its lower recoil. Their intense panic as half of them aren't permanently painkillered is hilarious.
Haha yeah pretty cool! I had a little go at testing thr ftx fragmentation but I didn't get any, although I didn't do loads so could have been unlucky. I have a feeling it won't fragment becuase it's right at the threshold, I've never tested myself where that threshold lies!
I love the superformance and have spent many a wipe learning it's odd behaviors. Leg meta at 300 yards is shockingly effective, more so in wipes prior to the ballistics changes.
@@comradesillyotter1537 aim low. I haven't done much testing after the ballistic changes but for anything under 100 aiming for chin will hit head and crotch will slam the stomach. I built a bunch of long barreled 133s with the elcan for the punisher headshot task and it absolutely killed it.
Used this round in SF training Weapons phase.The distance and accuracy is f..kn scary and its a kicker round.You could say a slug that splatters.Awesome vid!
I KNEW IT. My first wipe over 2 1/2 years ago I got to the first scav killing quest with 12 gauge. Tried out the superformance because of the accuracy and could not hit anything to save my life and I was unsure why. Went to the FTX Custom as it had decent accuracy and 20 pen and the shotugun quests were a breeze. My go to 12 gauge scav killing round. But now I am sad because you made everyone aware how good it was and it is going to be hard to get early next wipe :(
I use FTX or Superperfomance for the headshot Scavs with shotgun missions. And for hunting them on woods for the Punisher. Works well enough for me for the past 3-4 wipes.
The zeroing issue is something EFT devs don't fix for whatever reason, i remember seeing a mod for SPT where some guy had made it so the weapon would zero in for the round loaded inside it before every raid. I doubt BSG couldn't do it for some reason, maybe they just want it to stay this way.
@@TheJohn_Highway I love Tarkov and I love BSG but i really hate their decision making. They say the game is supposed to be hardcore, realistic and unfair but then force balance into things in unrealistic ways. I can only hope that they're ignoring such things purposefully to just focus on finishing content first.
@@TheJohn_Highway the community loves to hate this game. As frustrating as tarkov can be, it is defiantly not "bottom of the barrel". BSG is a small and relatively new company and EFT is one of the best and unique shooter games out there.
People load alternating rounds in their mags often. how would you propose a gun zeroing to compensate for the round being shot every time? the sight picture would bounce everywhere
You know a solid potential fix (but probably not an easy one!) would be to have a drop down menu at the stash screen on a weapon similar to the one magazines get to load ammo. Instead, the ammo you select from your stash zeroes the gun to that ammo's velocity and drop. I think that'd be a reasonable solution to this issue and something like SuperFormance would be a clear winner.
You could also make the possibility to zero the gun while in game after you check the chamber so that you technically "know" what ammo is in there. Maybe make it so that you first need to fire a shot or two so that it actually takes time and effort and breaks cover, that and like a 20-30 second timer for your character to manually adjust the scope
@@jehreetv game is supposed to be "realistic" (which nowadays Nikita seems to interpret as "goddamn frustrating") so, you know, it takes time to adjust a scope irl so I don't see why it shouldn't take time in game too
Very good to know! Been wanting to try long range shotty for a bit, just havent quite unlocked a source of SPerformance slugs. I have done some pretty amazing shots with RIP shells out a double barrel, nothing quite as satisfying as seeing an opponent bleed to death before they can tourniquet a couple of heavy bleeds inflicted from 75m.
I was wondering about bleed chance. Would there be a situation where any of the slugs that “nearly kill in x hits” but take 1 more hit because of drop off, kill faster if the first hit were to apply a (heavy) bleed?
One benefit with leg meta rounds, is that if you hit them in the legs and they have painkillers on, running (which most smart players will do) can deal some heavy damage if they don't have propital handy. Early in the wipe, I had a fight where I dropped a two-stack, but had almost all limbs blacked and while running 10 feet to another room, the "running on blacked legs" damage killed me
Yeah depends on the range. Superformance is kinda nice to look at on that basis because it's 440 for 2 hits in theory so every meter is a bit more damage you need - at short ranges a bleed is going to cause them real issues, under 20 you probably don't have time to fix it before dying I would imagine
@@jacuul6735 The blacked leg damage from running used to be occasionally bugged too when you would run. I don't know if the bug is still in the game, or how often it occurs if it still does, but it caused you to take excessive amounts of damage to your remaining limbs and would kill you very quickly. I also remember it being basically unpredictable, sometimes it would take you out after like 3 steps, sometimes you would have almost no damage from sprinting with blacked legs. I don't know if it is still around or if it was fixed when they changed the blacked limb damage, but what you are describing sounds to me like that bug. Also I think if you sprint with blacked legs while also having a blacked head or torso, you can instantly kill yourself. At least that is how it used to work, admittedly I haven't been playing this wipe as I'm not really an inertia enjoyer :(
Bro I'm so happy I found you. Been watching/listening to your vids for the last 3 hours outside of my raids. Your a good tsrkov scientist. Ty for all the hard work and time put in. You're answering so many questions I didn't even know I needed to ask. Love ya giga
Another great video @gigabeef The editing is superb on this one, the stock footage inserts of the IRL shotgun shells etc really add to it. As always, the vid is well laid out and easy to watch. The technical content is great too - the level of testing and research is really apparent. Good job dude!
When I was using super performance I had to shoot at the chest to get a headshot at close range also. Made getting those shotgun headshots for a quest pretty annoying
while the zeroing is a problem you can compensate for that with your aim, the really good thing about the SP shells is not just the high damage and accuracy. You are forgeting that they also have an EXTREMELY high chance per hit to inflict bleeds, meaning i hit you 2 times at distance and you now have to make a choice. You can shoot back and me and run around on you scant 50 or less health with likely 2 bleeds or you can stop and try to med allowing me to push you or wait till you bleed out. combine this with the lower recoil and the tighter spread i can blow off a pmc's legs at range, duck to cover, and wait till he dies or just drop him outright with 2 shot at closer. Its not a perfect shell but with that VERY high chance to put a light or heavy bleed on target you gotta factor in that i shoot you 2 times at lets say 50m and you now have a heavy bleed and only 28 hp left on you body and you are HEMORAGING that hp because your bleeding likely in 2 ways. These rounds can be a terror to fight.
Another added benefits to landing slug hits is *usually* someone's stamina is drained after taking a body hit and gives the feel of "stopping power". Being stunned and slow is a death sentence typically
If the 2 shots don't kill, don't worry, the double bleed that you most likely inflicted will take care of them. Don't forget about the status effects that these rounds cause, essentially forcing the enemy to run / hide to heal the bleeds, or keep fighting and bleed out.
Something I've been wondering about is the effect of muzzle velocity on damage and pen. How much more can a longer barrel get out of your ammo, and how much would you lose by using a shortened one.
Very little, it's been implemented in a strange way. The starting velocity of your gun is what gets set to the base round damage/pen, and the drop off starts from there rather than the round's intrinsic velocity. Bizarrely, this means that because longer barrels have a higher starting speed, the drop-off happens slightly quicker, due to greater air resistance! I.e shorter barrels do a tiny bit more damage/pen at range - it's a small effect, but odd nonetheless! For practical purposes though it makes no difference.
I remember doing my first Shooter Born in Heaven kill on Shorline over 150m. From above the Gas Station to the Pier with a M3 Benelli :D I will use SF again.
I am one of those who praise this round. I also try to explain to them that you have to adjust your aims as it will always shoot higher than where your reticle is. It's this distance that once you can figure it out this becomes the ultimate Chad destroyer no doubt.
Awesome video! Definitely threw some ap20, 50 bmg. And superperformance threw double barrels early in the wipe! With success. Lola very fun type of round to play with.
What if you use the upper part of the ring on your scope to aim? Some of the scopes like the hamr, eotech holo, compact and the shotgun okp 7 etc. all have dot-and-ring style sightpictures. You could maybe use the upper part of the ring as a reference point and then work out a zero that works for most distances if you wanted to use the high velocity round. On some scopes these rings are rangefinders btw and if a standing soldier fills the ring it equates to some predetermined distance, idk how well tarkov models that but it might be worth checking out the scope manuals for that.
I guess I should've spent more time testing this before going on my "I'm gonna use shotguns for a while" journey. If I had realized the slugs were overshooting the aim point THAT much, I probably would've won a significantly higher percentage of fights where I got shots off first. Or secured easy elims more often. I'm aiming at thighs and probably hitting thorax.
BTW, I was primarily using FTX rounds because of the easy availability. Superformance was significantly harder to come across this wipe as it was banned from the flea.
MOA = minute of angle, it’s a unit of measurement used in sighting in rifles and measuring their accuracy and it represents the variable in the bullets trajectory, and impact point over multiple shots, in an optimum scenario the gun is In the exact same place in space and an average group of impacts will hit within that moa; ie 3.15 moa. Whatever you shoot at, your hits can drift 3.15 minutes of angle within the scope you’ve sighted for, The problem with tarkov is the huge variety of scopes and the immediate nature of a video game makes the process of implementing the default that the gun is sighted to shoot flat at can’t be tweaked, they need to steal a bit of the sighting and flight-level@“?ms”- rise- fall level @“?”, Eg id set my hunting rifles to hit flat at 200yards and by the time the bullet would rise and fall, it’d hit the same mark by 400 yards
“They need to style* (not steal), I think you should get a set zero with iron sights aka 100 and depending on what scope and gun combo you should get a few sets of zeros to set it to, and from there the firing point in game should be adjusted in minutes/knotches/ticks in reference to the original zero
I wish we could use the workbench or say level 2 shooting range to “zero” guns for a specific round Personally I would just like the ability to “dial” my zero in moa/mil like irl. Also supre slugs are fine just gotta remember to aim for the jaw or if at 100-200 neck
you forget to mention the surprisingly high heavy bleeding chance SF has. if you hit someone 2 times in the legs, they are likely going to bleed out without being able to patch themselves.
Great video! I have a question though - aren't there damage multipliers on blacked-out limbs? If I'm not mistaken that could change the amount of hits to kill at range EDIT: Nvm, I think legs are 1x damage anyway. It only can get worse if you shoot arms which is 0.7x and since we consider stomach to be armored (which would be 1.5x) this doesn't change anything
Honestly Zeroing should just change dynamicly to be correct for the round you are shooting, or at least the round thats in the Chamber when you start the Raid.
Got my shotgun headshot quest done with poleveas in the shot-pistol, with the little sight Way out there… Couldn't find the target so it was a volume thing with lots of deaths. doh. Gg Beef. Thanks.
yesterday I fought a guy in shoreline using FTX slugs, I was aiming at his legs and I hit him more than 12 times in his korund because of the bad zeroing. 1800+dmg absorbed by armor. So don't use them with scopes, use irong sights like a proper sunday hunter on hogs.
Great vid! I have one question, however. Maybe I do not understand EFT's health-system correctly, but I wonder how you conclude that Superformace is usually a 3-shot kill (and not a 2-shot one). I always thought that killing with collateral damage did not require the entire health pool to be removed, but just to transfer 35+ damage to the head. In that case, even at ~300m Superformace would have enough damage to kill in two leg-shots, even if you do not hit the same leg twice. Am I getting this wrong?
yea, you’re getting it wrong. when you hit a blacked body part. it spreads it proportionally across your body, so you’ll always end up draining someone’s entire health pool with leg meta.
@@de4dbutdre4ming Thanks! Seems kinda counterintuitive, though. Because if you spread the damage evenly across all limbs, then the head is gonna hit 0 much earlier than the point at which the entire health pool es empty.
@@tejateja5125 nah, the way they have it is intuitive and makes sense. if it’s faster to empty someone’s head HP by hitting their legs, why would you want to aim for their head? it also makes 0 sense from a “realism” standpoint that your head would take more damage from your legs getting hit then say your stomach or torso.
I think I follow what you're asking, overflow damage from a blacked limb is applied proportionally to the size of the remaining limbs health pool. So think of it as the game saying the bullet does x % of your current health pool and reducing all non blacked limbs by that %. In that way your chest will always take slightly more damage than your head due to being a larger health pool. I don't think I've seen this specific mechanic mentioned a ton, I only learned it from a Veritas video, the guy who made Battle Buddy
I would rather slugs have higher pen than higher damage, Just feels more rewarding but maybe cause I'm used to other games where slugs are cracked if used well haha
I have had great luck with killing scavs with headshots on shoreline for the quest at long range using superformance, but I typically run a shorter barrel. So question is, does running a pump with a shorter barrel negate the velocity disparity causing a more zeroable gun with slugs. I typically like using 133, m870, and my fav is the mossy 500 as a ergo build with slugs. The mossy is the favorite cause 99 ergo is very easily available early for around 60k and hits like a truck with ap20 or rip slugs and has great iron sights. (Killed 7 players while money running on woods with a 99 ergo mossy and ap20 on woods last time I played) also no one takes a insured pump action and is great for insurance fraud if you kill someone with a nice gun.
It will make some difference for sure - exactly how much is extremely hard to tell because of the combination of initial velocity + the ballistic coefficient!
You don't actually need 440 damage to kill a player that would be overkill. You only need to get either their thorax or head to 0. Idk if it matters here or not but normally the head gets blacked wayyyy before the thorax since its a smaller health pool.
@@Gigabeef I always thought it was distrusted evenly and not promotionally. I guess I was wrong. I thought 100 damage to a blacked limb was 100/remaining parts. Theres also bleeds that take more % health from the head than the other parts. A bleed would do over double damage to the head hitbox over the thorax but still be the same number decrease.
so at 1:20 you forgot about blacked out limbs in your math with the recent changes the damage would be spread across more of the body. So if you shot someone if the leg with SF and blacked it out the % of HP every part shares goes up and they take more damage to each body part and sense its high flesh it will black out limbs too making them take even more damage. You could protentional 2 shot someone in the legs from beyond 50m
from the feeling if u want to go for range i use .50bmg its acurate enough for extrem distance and does shitloads of damage if u miss the head also the dual sabot is my close second and im using a modet remmington whit a 230 or specter on it my longest shoot whit it was 480m blasting someone looting the lighthose stash on shoreline from the gas station sniper hill the ap feels broken this whipe (.13) and the fallof feels way more than it should be try out the heavyer less acurate bullets u will be suprised by the results (noticed that thanks to peacekeeper and spatour part1 XD) also no zeroing needet whit that combo
If the gun just auto zeroed to the round you are using it would make the in-game zeroing so useful. I think that it's reasonable to say a trained pmc would know how to zero their gun before the raid.
This is the 2nd best solution - bit of a mess with mixed mags as the reticle would jump around but it would still be better than what we have now. Best is to pick a bullet on the config of the weapon itself - then it's up to the player, closer to real life, and better than what we have currently!
Ok, I know this is a very strange and random comment to put on a video like this but how did he get his watch's face on the inside of his wrist, is it apart of a top you can buy or something?
I am an extraordinarily accomplished SuperFormance slugs user with countless confirmed eliminations across the entire field range spectrum (FRS). An important FACT was missing from this analysis, and that is bleed chance. SuperFormance's design excels at highly disruptive flesh damage in both near and far FRS combat. Two in the legs is not what it seems to the naked eye at 200m. They will collapse shortly after receiving the near-lethal dose, just give it a few seconds.
seems like they could just tighten up velocities and trajectories between the different rounds in each caliber so scopes zero properly with all ammo instead of 1 round per type lmfao
The 133 with the long barrel with the choke gets to 9.8 empty, and 9.49 with the salvo, which is identical to the 153 with choke and with salvo. The revolver shotgun is very close but does have slightly better at 9.34.
I know people have said that ammo cannot fragment unless it has at least 20 penetration, does this apply regardless of the range it's fired from? Since the ballistic changes I wonder if ammo that normally can fragment, say the FTX slug at 20, won't fragment at all because the pen drops below 20 as soon as it leaves the barrel?
This is straight up false, long barrel m870 has 11.0, and you cannot put any chokes or suppressors on it unless you use the next shortest barrel, which even with a choke or suppressor is nowhere near the 153 or revolver
BSG really needs to rework the zeroing system if they want us to actually use it.
we should be able to move either our head or the sight itself to help offset the problem
It’s beyond us wanting to use it. Some guns are unusable for more casual play because of it (like shotguns with slugs).
Im sure they will but they're also working on big things I'm sure and other great features and fixes
@@NoxianSoulHarvester that's the same shitty excuse people always give
The day BSG adds the ability to set guns to certain ammo type zero's in the shooting range is the day my mother loves me. never gonna happen...
I never knew that the superformance was THAT far off. No wonder I had absolutely no clue where my shots were going when aiming at sniper scavs!
I found out about the super issues when trying to get the shotgun headshots on Shoreline. Zeroed to snipers about 100m away, and the rounds went so high I couldn't see where they were going to try and correct. Immediate tapped by snipers while missing over and over lol
@@MongoLikeBeer Ah yeah, i get ya. Never zero shotties beyond 50 meters XD
With superformance you need to aim at the upper chest when close to HS them scavs. At 100 Meters the jaw is a good point of aim.
@@juliomontega2868 yeah, I stopped trying to do anything "right" for that, just grabbed the revolver shotgun and bum rushed scavs from 5 feet away for the quest. When I don't need headshots, I get them constantly. As soon as I do, I can shoot someone in the eye socket and the end stats will say "killed, l. Leg" lol
10:37 "If you are trying to shoot at very long ranges, such as over 150m--" my mind auto-completed this with "Just use a rifle, dummy."
😂
We should have to zero our optics in the shooting range (or in raid if you don’t have that luxury) and adjust it according to the load we use. It gives more purpose to the shooting range. Alternatively we can click a button in the weapon inspect screen to zero for a specific raid.
When you run Scav with positiv scav rep and you spawn a shotgun, you can often start with superformance slugs on them. Loved that as an early eco way to get a little stockpile on them.
This makes so much sense now... My thought was always: "well its a shotgun - for long range i obviously have to aim a lot higher then with other guns". And of course i never hit anyone. So i thought slugs just dont make it over 100m or just deviate to the side so much its basically luck if you hit anything.
Definitely going back into slug sniping after this video. Thanks 👍
Yeah I really hate the feeling of rounds going "too high", whereas I think people are so used to aiming over it's not as big of a deal
The light + heavy bleed chances make this slug an absolute beast. I've legged people once and heard them die while they were trying to hide due to the bleeding.
Great video! I tried to use superformance slugs for that "kill scavs on woods with shotguns" quest, and attempting to snipe with them was really frustrating: at long range I just kept missing 90% of shots with no idea where the rounds were going. Unfortunately-- in retrospect-- what I spent most of my time trying to do was hold over the target at increasing heights, as I assumed the rounds were sinking. I was probably a whole man-height above those targets.
Good video my man! The last few days i've actually been looking into this myself but with a totally different reasoning. The decrease in recoil! It tends to be helpfull for its spammability at around 50m.
One thing i find interesting is that FTX matches the 20 pen fragmentation limit, but the low 10% chance would make it happen in 1/3 or 1/4 battles at most. I'm not sure if fragmentation works well but that's how it should be with my understanding, making it less than ideal to build upon.
The one thing superformance has that makes it a strong contender for first place for leg meta rounds, to me, is that it will often be a 2 hit because of its incredibly high chance to cause bleeds. It's often i get off 2 leghits but dont get off a third, yet then i hear the groan of them dropping dead because of a bleed they couldn't tend to in time. As superformance will leave you at 2-8 hp a lot of the time
Most people arent on a propital as default painkiller so the bleeds are a godsent.
Yet this is kind of outshadowed by RIPs 2 hit kill guarantee at these types of ranges.
I can highly recommend FTX in a saiga tho, spamming it from a 20 rounder at a group of PMC's legs is an absolute treat with its lower recoil. Their intense panic as half of them aren't permanently painkillered is hilarious.
Haha yeah pretty cool! I had a little go at testing thr ftx fragmentation but I didn't get any, although I didn't do loads so could have been unlucky. I have a feeling it won't fragment becuase it's right at the threshold, I've never tested myself where that threshold lies!
I love the superformance and have spent many a wipe learning it's odd behaviors. Leg meta at 300 yards is shockingly effective, more so in wipes prior to the ballistics changes.
any tips
@@comradesillyotter1537 aim low. I haven't done much testing after the ballistic changes but for anything under 100 aiming for chin will hit head and crotch will slam the stomach. I built a bunch of long barreled 133s with the elcan for the punisher headshot task and it absolutely killed it.
It's my favorite round and also learned to basically never zero in order to actually hit shots, this wipe's ballistic change killed it for me though
Used this round in SF training Weapons phase.The distance and accuracy is f..kn scary and its a kicker round.You could say a slug that splatters.Awesome vid!
This video shines so much light on why my tricked out 133 with a 2x couldn't headshot from
I KNEW IT. My first wipe over 2 1/2 years ago I got to the first scav killing quest with 12 gauge. Tried out the superformance because of the accuracy and could not hit anything to save my life and I was unsure why. Went to the FTX Custom as it had decent accuracy and 20 pen and the shotugun quests were a breeze. My go to 12 gauge scav killing round.
But now I am sad because you made everyone aware how good it was and it is going to be hard to get early next wipe :(
I use FTX or Superperfomance for the headshot Scavs with shotgun missions. And for hunting them on woods for the Punisher. Works well enough for me for the past 3-4 wipes.
The zeroing issue is something EFT devs don't fix for whatever reason, i remember seeing a mod for SPT where some guy had made it so the weapon would zero in for the round loaded inside it before every raid.
I doubt BSG couldn't do it for some reason, maybe they just want it to stay this way.
BSG claims Tarkov is a combat & gun simulator. In reality it's almost bottom of the barrel at both. They truly are incompetent
@@TheJohn_Highway I love Tarkov and I love BSG but i really hate their decision making.
They say the game is supposed to be hardcore, realistic and unfair but then force balance into things in unrealistic ways.
I can only hope that they're ignoring such things purposefully to just focus on finishing content first.
@@TheJohn_Highway the community loves to hate this game. As frustrating as tarkov can be, it is defiantly not "bottom of the barrel". BSG is a small and relatively new company and EFT is one of the best and unique shooter games out there.
People load alternating rounds in their mags often. how would you propose a gun zeroing to compensate for the round being shot every time? the sight picture would bounce everywhere
@@emersonmeadows2896
Right click scope
Zero scope for: *list of ammo*
Woah, so complicated. So revolutionary.
You know a solid potential fix (but probably not an easy one!) would be to have a drop down menu at the stash screen on a weapon similar to the one magazines get to load ammo. Instead, the ammo you select from your stash zeroes the gun to that ammo's velocity and drop. I think that'd be a reasonable solution to this issue and something like SuperFormance would be a clear winner.
This was the suggestion made by both DanExert to Nikita directly, and also by Tower one of the most accomplished "range testers" in EFT :) I agree!
You could also make the possibility to zero the gun while in game after you check the chamber so that you technically "know" what ammo is in there. Maybe make it so that you first need to fire a shot or two so that it actually takes time and effort and breaks cover, that and like a 20-30 second timer for your character to manually adjust the scope
@@KekkusMaximus That sounds like waaayyy too much lol
@@jehreetv game is supposed to be "realistic" (which nowadays Nikita seems to interpret as "goddamn frustrating") so, you know, it takes time to adjust a scope irl so I don't see why it shouldn't take time in game too
Very good to know! Been wanting to try long range shotty for a bit, just havent quite unlocked a source of SPerformance slugs. I have done some pretty amazing shots with RIP shells out a double barrel, nothing quite as satisfying as seeing an opponent bleed to death before they can tourniquet a couple of heavy bleeds inflicted from 75m.
I think you can craft them with workbench level 2 once you reach level 20(?) for mechanic LL2
I was wondering about bleed chance. Would there be a situation where any of the slugs that “nearly kill in x hits” but take 1 more hit because of drop off, kill faster if the first hit were to apply a (heavy) bleed?
One benefit with leg meta rounds, is that if you hit them in the legs and they have painkillers on, running (which most smart players will do) can deal some heavy damage if they don't have propital handy. Early in the wipe, I had a fight where I dropped a two-stack, but had almost all limbs blacked and while running 10 feet to another room, the "running on blacked legs" damage killed me
Yeah depends on the range. Superformance is kinda nice to look at on that basis because it's 440 for 2 hits in theory so every meter is a bit more damage you need - at short ranges a bleed is going to cause them real issues, under 20 you probably don't have time to fix it before dying I would imagine
@@jacuul6735 The blacked leg damage from running used to be occasionally bugged too when you would run. I don't know if the bug is still in the game, or how often it occurs if it still does, but it caused you to take excessive amounts of damage to your remaining limbs and would kill you very quickly. I also remember it being basically unpredictable, sometimes it would take you out after like 3 steps, sometimes you would have almost no damage from sprinting with blacked legs. I don't know if it is still around or if it was fixed when they changed the blacked limb damage, but what you are describing sounds to me like that bug.
Also I think if you sprint with blacked legs while also having a blacked head or torso, you can instantly kill yourself. At least that is how it used to work, admittedly I haven't been playing this wipe as I'm not really an inertia enjoyer :(
@@shelltoe_soul you can still run with a blacked head and torso
@@orbglorb-zingalorg as long as your legs aren't blacked or you aren't dehydrated or exhausted, yes.
Bro I'm so happy I found you. Been watching/listening to your vids for the last 3 hours outside of my raids. Your a good tsrkov scientist. Ty for all the hard work and time put in. You're answering so many questions I didn't even know I needed to ask. Love ya giga
Thanks man! Good luck out there :)
Another great video @gigabeef The editing is superb on this one, the stock footage inserts of the IRL shotgun shells etc really add to it. As always, the vid is well laid out and easy to watch. The technical content is great too - the level of testing and research is really apparent. Good job dude!
Thanks very much! Always more to improve on :)
amazing video, ive been totally wrong thinking poluva 6u was the early wipe champ, thank you fellow shotgun enjoyer
When I was using super performance I had to shoot at the chest to get a headshot at close range also. Made getting those shotgun headshots for a quest pretty annoying
Ohhhh so that’s why that one quest from peacekeeper was so hard
while the zeroing is a problem you can compensate for that with your aim, the really good thing about the SP shells is not just the high damage and accuracy. You are forgeting that they also have an EXTREMELY high chance per hit to inflict bleeds, meaning i hit you 2 times at distance and you now have to make a choice. You can shoot back and me and run around on you scant 50 or less health with likely 2 bleeds or you can stop and try to med allowing me to push you or wait till you bleed out. combine this with the lower recoil and the tighter spread i can blow off a pmc's legs at range, duck to cover, and wait till he dies or just drop him outright with 2 shot at closer. Its not a perfect shell but with that VERY high chance to put a light or heavy bleed on target you gotta factor in that i shoot you 2 times at lets say 50m and you now have a heavy bleed and only 28 hp left on you body and you are HEMORAGING that hp because your bleeding likely in 2 ways. These rounds can be a terror to fight.
Oh dope lol I didn’t realize this was out 2 months ago. Looked this up because I’m on SpaTour and I forgot custom lite shoots almost 1 head high
Another added benefits to landing slug hits is *usually* someone's stamina is drained after taking a body hit and gives the feel of "stopping power". Being stunned and slow is a death sentence typically
I feel like this is why EFT needs to adopt an MOA zeroing system like the ACE mod from ArmA
If the 2 shots don't kill, don't worry, the double bleed that you most likely inflicted will take care of them.
Don't forget about the status effects that these rounds cause, essentially forcing the enemy to run / hide to heal the bleeds, or keep fighting and bleed out.
Something I've been wondering about is the effect of muzzle velocity on damage and pen. How much more can a longer barrel get out of your ammo, and how much would you lose by using a shortened one.
Very little, it's been implemented in a strange way. The starting velocity of your gun is what gets set to the base round damage/pen, and the drop off starts from there rather than the round's intrinsic velocity. Bizarrely, this means that because longer barrels have a higher starting speed, the drop-off happens slightly quicker, due to greater air resistance! I.e shorter barrels do a tiny bit more damage/pen at range - it's a small effect, but odd nonetheless! For practical purposes though it makes no difference.
I use the 50BMG for the tracer and the extra pen
Its a cheap ap-20
@@justsomeplantcells- I mainly care for the tracer as if you dont spam fire you can see the red tracer clearly even on horizon shots
Actually crazy half the ammo in the game is actually extremely detrimental.
I really love your raid commentary videos! More please!
We will see :) thanks though!
I remember doing my first Shooter Born in Heaven kill on Shorline over 150m. From above the Gas Station to the Pier with a M3 Benelli :D I will use SF again.
its interesting to watch i'll stick to ap-20 as i did all my Shooter born with them no issues
with my longest headshot being 198.46m
Love the silenced m-153 build on customs, but not being able to do anything about sniper scav is a big problem.
the video was so interesting that i forgot to comment bibageef
!
I am one of those who praise this round. I also try to explain to them that you have to adjust your aims as it will always shoot higher than where your reticle is. It's this distance that once you can figure it out this becomes the ultimate Chad destroyer no doubt.
Awesome video! Definitely threw some ap20, 50 bmg. And superperformance threw double barrels early in the wipe! With success. Lola very fun type of round to play with.
What if you use the upper part of the ring on your scope to aim? Some of the scopes like the hamr, eotech holo, compact and the shotgun okp 7 etc. all have dot-and-ring style sightpictures. You could maybe use the upper part of the ring as a reference point and then work out a zero that works for most distances if you wanted to use the high velocity round.
On some scopes these rings are rangefinders btw and if a standing soldier fills the ring it equates to some predetermined distance, idk how well tarkov models that but it might be worth checking out the scope manuals for that.
I guess I should've spent more time testing this before going on my "I'm gonna use shotguns for a while" journey.
If I had realized the slugs were overshooting the aim point THAT much, I probably would've won a significantly higher percentage of fights where I got shots off first. Or secured easy elims more often.
I'm aiming at thighs and probably hitting thorax.
BTW, I was primarily using FTX rounds because of the easy availability.
Superformance was significantly harder to come across this wipe as it was banned from the flea.
Copper da bomb :)
MOA = minute of angle, it’s a unit of measurement used in sighting in rifles and measuring their accuracy and it represents the variable in the bullets trajectory, and impact point over multiple shots, in an optimum scenario the gun is In the exact same place in space and an average group of impacts will hit within that moa; ie 3.15 moa. Whatever you shoot at, your hits can drift 3.15 minutes of angle within the scope you’ve sighted for,
The problem with tarkov is the huge variety of scopes and the immediate nature of a video game makes the process of implementing the default that the gun is sighted to shoot flat at can’t be tweaked, they need to steal a bit of the sighting and flight-level@“?ms”- rise- fall level @“?”,
Eg id set my hunting rifles to hit flat at 200yards and by the time the bullet would rise and fall, it’d hit the same mark by 400 yards
“They need to style* (not steal), I think you should get a set zero with iron sights aka 100 and depending on what scope and gun combo you should get a few sets of zeros to set it to, and from there the firing point in game should be adjusted in minutes/knotches/ticks in reference to the original zero
0:53 ehehehehehehehehehe he wrote the word
Pen15
I wish we could use the workbench or say level 2 shooting range to “zero” guns for a specific round
Personally I would just like the ability to “dial” my zero in moa/mil like irl.
Also supre slugs are fine just gotta remember to aim for the jaw or if at 100-200 neck
Very good video as always I just like superformance as a meme so I always tell everyone they took it off the flee cuz its too good lol
hah :D
I made this shotgun and called it the juicer sniper because of the funkiness of a shotgun becoming a sniper.
Ya its an odd one haha
This video is sooo helpful lol. Great job
Cheers!
was using ap-20 yesterday and scabs we're eating 4 or so hits to the chest and walking it off lol
I killed scav on sawmill from snipers mountain with MP-43-1C and AP-20 ammo
What about the 50BMG, that's the one I'm interested in
Oh my god the FF9 applause!!!!!!!
One of my fav games of all time :)
I really like the FTX, it has recoil reduction, good damage et accuracy bonus. Very good for medium range leg meta
BSG made a double action firing mode on revolver type guns loose more then 30% accuracy. (not tested the exact number)
ftx Lite slugs should be the best BCS they have 20 pen, which means they can fragment and 2 shot kill theoretically
you forget to mention the surprisingly high heavy bleeding chance SF has. if you hit someone 2 times in the legs, they are likely going to bleed out without being able to patch themselves.
Maybe, depends on distance and chance so it's not a guarantee!
I still swear by the the FTX for spa tour part 1.
Great video! I have a question though - aren't there damage multipliers on blacked-out limbs? If I'm not mistaken that could change the amount of hits to kill at range
EDIT: Nvm, I think legs are 1x damage anyway. It only can get worse if you shoot arms which is 0.7x and since we consider stomach to be armored (which would be 1.5x) this doesn't change anything
Indeed
Have you considered the smooth bore barrel affects accuracy more than ammo stats?
I don't think that's how it works in EFT thought tbh
Honestly Zeroing should just change dynamicly to be correct for the round you are shooting, or at least the round thats in the Chamber when you start the Raid.
Got my shotgun headshot quest done with poleveas in the shot-pistol, with the little sight Way out there… Couldn't find the target so it was a volume thing with lots of deaths. doh. Gg Beef. Thanks.
The number in the bottom right is zeroing?
Oh yeah, exactly - that number represents the zeroing range for the weapon's default round
What about grizzlys and 50.bmg?
yesterday I fought a guy in shoreline using FTX slugs, I was aiming at his legs and I hit him more than 12 times in his korund because of the bad zeroing. 1800+dmg absorbed by armor. So don't use them with scopes, use irong sights like a proper sunday hunter on hogs.
Great vid! I have one question, however. Maybe I do not understand EFT's health-system correctly, but I wonder how you conclude that Superformace is usually a 3-shot kill (and not a 2-shot one). I always thought that killing with collateral damage did not require the entire health pool to be removed, but just to transfer 35+ damage to the head. In that case, even at ~300m Superformace would have enough damage to kill in two leg-shots, even if you do not hit the same leg twice. Am I getting this wrong?
yea, you’re getting it wrong. when you hit a blacked body part. it spreads it proportionally across your body, so you’ll always end up draining someone’s entire health pool with leg meta.
@@de4dbutdre4ming Thanks! Seems kinda counterintuitive, though. Because if you spread the damage evenly across all limbs, then the head is gonna hit 0 much earlier than the point at which the entire health pool es empty.
@@tejateja5125 nah, the way they have it is intuitive and makes sense. if it’s faster to empty someone’s head HP by hitting their legs, why would you want to aim for their head? it also makes 0 sense from a “realism” standpoint that your head would take more damage from your legs getting hit then say your stomach or torso.
I think I follow what you're asking, overflow damage from a blacked limb is applied proportionally to the size of the remaining limbs health pool.
So think of it as the game saying the bullet does x % of your current health pool and reducing all non blacked limbs by that %. In that way your chest will always take slightly more damage than your head due to being a larger health pool.
I don't think I've seen this specific mechanic mentioned a ton, I only learned it from a Veritas video, the guy who made Battle Buddy
@@semioticwish That makes sense! Thanks a lot!
I just realized this dude is Tarkov Toofty
I can get decent reliable one or two taps at 50m with Flechette.:)
I would rather slugs have higher pen than higher damage, Just feels more rewarding but maybe cause I'm used to other games where slugs are cracked if used well haha
I know it's a huge pain but I think someone needs to break down all the slugs in tarky
In what sense?
I have had great luck with killing scavs with headshots on shoreline for the quest at long range using superformance, but I typically run a shorter barrel. So question is, does running a pump with a shorter barrel negate the velocity disparity causing a more zeroable gun with slugs. I typically like using 133, m870, and my fav is the mossy 500 as a ergo build with slugs. The mossy is the favorite cause 99 ergo is very easily available early for around 60k and hits like a truck with ap20 or rip slugs and has great iron sights. (Killed 7 players while money running on woods with a 99 ergo mossy and ap20 on woods last time I played) also no one takes a insured pump action and is great for insurance fraud if you kill someone with a nice gun.
It will make some difference for sure - exactly how much is extremely hard to tell because of the combination of initial velocity + the ballistic coefficient!
@@Gigabeef you should give the mossy a couple runs for a fallow up "are pumps viable" 😉
You don't actually need 440 damage to kill a player that would be overkill. You only need to get either their thorax or head to 0. Idk if it matters here or not but normally the head gets blacked wayyyy before the thorax since its a smaller health pool.
Damage proportionally distributes across each limb by %, so all full health limbs get to 0 at the same time when hitting one blacked limb
@@Gigabeef I always thought it was distrusted evenly and not promotionally. I guess I was wrong. I thought 100 damage to a blacked limb was 100/remaining parts.
Theres also bleeds that take more % health from the head than the other parts. A bleed would do over double damage to the head hitbox over the thorax but still be the same number decrease.
i dont have jaeger lvl 4 or workbench lvl 2
Why do y look like Linus Sebastian and sound like him ?
Tarkov Tech Tips
so at 1:20 you forgot about blacked out limbs in your math with the recent changes the damage would be spread across more of the body. So if you shot someone if the leg with SF and blacked it out the % of HP every part shares goes up and they take more damage to each body part and sense its high flesh it will black out limbs too making them take even more damage. You could protentional 2 shot someone in the legs from beyond 50m
Only in the stomach is this the case - that is the only body part that has a multiplier. Legs are 1x and arms are 0.7x
from the feeling if u want to go for range i use .50bmg its acurate enough for extrem distance and does shitloads of damage if u miss the head also the dual sabot is my close second and im using a modet remmington whit a 230 or specter on it my longest shoot whit it was 480m blasting someone looting the lighthose stash on shoreline from the gas station sniper hill the ap feels broken this whipe (.13) and the fallof feels way more than it should be try out the heavyer less acurate bullets u will be suprised by the results (noticed that thanks to peacekeeper and spatour part1 XD) also no zeroing needet whit that combo
Question: does the dual sabot round actually exist?
Just bad imo
I think the accuracy boost to slugs is only there because the MOA is tied to buckshot. Good luck shooting a single projectile with an MOA of 30!
Get this man a job at EFT headquarters.
Rip slug on the rise.
If the gun just auto zeroed to the round you are using it would make the in-game zeroing so useful. I think that it's reasonable to say a trained pmc would know how to zero their gun before the raid.
This is the 2nd best solution - bit of a mess with mixed mags as the reticle would jump around but it would still be better than what we have now. Best is to pick a bullet on the config of the weapon itself - then it's up to the player, closer to real life, and better than what we have currently!
Ok, I know this is a very strange and random comment to put on a video like this but how did he get his watch's face on the inside of his wrist, is it apart of a top you can buy or something?
USEC vs BEAR, that the difference
I am an extraordinarily accomplished SuperFormance slugs user with countless confirmed eliminations across the entire field range spectrum (FRS). An important FACT was missing from this analysis, and that is bleed chance. SuperFormance's design excels at highly disruptive flesh damage in both near and far FRS combat. Two in the legs is not what it seems to the naked eye at 200m. They will collapse shortly after receiving the near-lethal dose, just give it a few seconds.
You scare me..
@@ether23-23 Dude takes his milsim games serious haha.
I think you aren't taking into account the damage reduction on blacked legs?
There isn't any! Only on arms :)
seems like they could just tighten up velocities and trajectories between the different rounds in each caliber so scopes zero properly with all ammo instead of 1 round per type lmfao
Has this issue been fixed yet?
it just doesn't make sense. get a dmr and m62 instead and you'll 2 tap pretty much anyone in the chest
Explain why I failed my shot that time
instead of round you can please put shell for the love of good im saving you the pain of people saying that
bruh... i love FTX tooo much
.50 BMG is best with 2x scope
did you forget about how shooting a blacked leg provides 1.25x damage?
It's 1x check the wiki
@@Gigabeef i hoipe you can't breath tomorrow
!!
mp 133 with the long barrel is way more accurate than both of those
The 133 with the long barrel with the choke gets to 9.8 empty, and 9.49 with the salvo, which is identical to the 153 with choke and with salvo. The revolver shotgun is very close but does have slightly better at 9.34.
I know people have said that ammo cannot fragment unless it has at least 20 penetration, does this apply regardless of the range it's fired from? Since the ballistic changes I wonder if ammo that normally can fragment, say the FTX slug at 20, won't fragment at all because the pen drops below 20 as soon as it leaves the barrel?
Oooh... I don't know! I guess so? Never tested it :)
m870 with longest barrel has even less moe
This is straight up false, long barrel m870 has 11.0, and you cannot put any chokes or suppressors on it unless you use the next shortest barrel, which even with a choke or suppressor is nowhere near the 153 or revolver
YOU LOOK JUST LIKE THE DAD FROM 101 DALMATIONS :)
RIP slug 2 taps legs, this doesn't. I think RIP is more viable but most shotgun slugs are fun to use imo.
RIP doesn't have as great an accuracy bonus which you kind of need over longer ranges as the base shotgun MOAs are quite bad relatively speaking
But...but...MOA is a Diameter.
Not in tarky land for some reason
Where raid
Good video nevertheless
YOUR USEING A SHOT_GUN USE SHOT SHELLS
I will just keep using ap20 since i have ammo can full of them
Conclusion? Tarkov is still broken at the basic things.
Bla bla bla USE FLECHETTE