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Buckland XDIST2 Choke Mod Shotgun | |
---|---|
Details | |
Weapon type |
Special |
Firemode |
Semi-Automatic |
Max ammo |
27 |
Reserve ammo Bullet Cost |
23 10 |
Magazine size |
4 |
Starting ammo |
15 (55.56%) |
Ammo per refill |
9 (33.33%) |
Damage |
(3.76 x 8) = 30.08 |
1x | |
1.35x | |
Stagger Damage |
(5.076 x 8) = 40.608 |
Damage per mag Stagger |
120.32 (162.432) |
Total damage Stagger |
812.16 (1096.416) |
Rate of fire DPS |
1200 RPM 601.6 DPS |
Reload time |
2.72s |
15m 80m |
The Buckland XDIST2 Choke Mod Shotgun is a four-round semi-automatic[nb 1] shotgun with a concentrated blast cone filling the special weapon slot, it was released in Rundown 004 as a rundown specific weapon.
Description[ | ]
This shotgun sacrifices a few things such as magazine size and total ammo for an increased range and fire rate. The choke allows for users to take out enemies from afar while still being useful at a close range. The longer range means it can take out enemies which are tougher from the front such as Chargers without risking them getting close enough to attack. Its high fire rate means that you can shoot out all 4 shells in less than a second if you need to take something out quickly, this makes it good for larger enemies, such as a Mother if you can get on its side, or a Tank if you can get behind it. If you are close enough, a single shell will allow players to take out a Scout in one shot. However, its low ammo count and magazine size mean you need to reload a lot, and will run out of ammo quickly if you don't prioritize the right enemies.
Trivia[ | ]
- Somewhat counterintuitively, the XDIST2 gains more ammo per resupply than the Buckland S870 Shotgun, despite having a lower total ammo count - this is due to the XDIST2 having a lower 'bullet cost' (meaning it has a slightly higher reserve ammo capacity), but as it has a significantly smaller magazine than the S870, the S870 is ultimately able to store more shells in total.
Gallery[ | ]
Notes[ | ]
- ↑ Internally defined as a burst weapon with a single-shot burst (with a 0.01s delay between each single-shot burst - shorter than the defined 0.05s delay between each shot)