Best Cards To Use For Shotgun Builds In Back 4 Blood

Best Cards To Use For Shotgun Builds In Back 4 Blood
© Provided by the player

In the zombie-infested world of co-op first-person shooter Back 4 Blood, there are many ways to deal with the hordes of Ridden you encounter. One of the easiest and most satisfying ways to do this is to stuff your mouth with buckshot from your humble rifle.

RELATED: The Best Shotguns in Video Games, Ranked

However, if you really want to be more efficient and fight your way through the campaign mode, you will need to equip a few cards, as the game empowers you and lets you tailor your equipment to suit your style of play. the best

Christopher Padilla February 6, 2023 Update: Back 4 Blood has received a myriad of expansions since it was originally written: Tunnels of Terror, Children of the Worm, and Rivers of Blood, each adding new maps, characters, and more. Many of them. Important, new card. That, along with some tweaks to existing maps and other tweaks, means this list is worth checking out.

Ammo for all or ammo belt

These cards increase your ammo capacity, something you'll want badly if you're sharing shotgun shells with teammates or facing a lot of fluffy enemies. Both are good, and which one you choose largely depends on your needs and desire to be a team player.

Ammo for All boosts your entire squad's abilities and improves damage, while Ammo Belt stacks ammo for you and more, as well as speeds up reloads, which is good, as most rounds are single-shell magazines.

crusher

The Shredder, when paired with a shotgun, can easily live up to its name. The card hits enemies with a stacking debuff that causes them to gain 1% per projectile hit, stacking up to 15% from all sources for three seconds.

What makes it particularly useful for shotguns is that each pellet you fire counts as a single bullet, meaning you can land a full debuff on a target very quickly. In fact, if you live near Belgium, you can take full advantage of the card in no time, as it costs 16 buckshots.

quick death

This card confirms one of the few weaknesses of a full shotgun build, such as the inability to train sights and the resulting inaccuracy.

Quick Kill offers a staggering 50% increase in accuracy at the expense of ADS suppression capabilities. It's basically trivial because another card you have has already taken away your ability to do so. With this map, you are deadly at medium range, and with some rifles like the TAC14 you can even hit enemies at long range.

Silver bullet or large caliber cartridge

Both give you a big boost to projectile damage, so your choice will likely depend on what type of enemy you want to be most effective against.

Silver Bullet slightly increases your damage and slightly increases your weapon's effective range, making you more effective against Mutations as you can attack them from further away and deal more damage.

On the other hand, larger caliber shells have a small but still respectable increase in bullet damage and a 200% increase in bullet penetration. This allows you to easily take out common infected while shooting enemies and killing their comrades behind them.

developed

A side effect of most melee and one-on-one combat is that you'll get scratches that your long-range teammates won't, and medkits are expensive and relatively rare.

Being pumped means you're less likely to doctor a sore butt, as it not only gives you a small maximum health boost, it also slows your temporary decline in health, allowing you to get more pain relief. medicinal. And the temporary health you get from Buckshot Bruiser. As a cheat, he included another painkiller on board for good measure.

Shell holder

Ironically, you need 500 shotgun kills to get this card, but it's well worth it and is a great start to any shotgun build. This card allows you to deal 30% more bullets and 10% more damage with any shotgun.

The damage bonus is good, so you can add more kick to each shot, but the ability to hold the extra bullet is more valuable, especially on fronts where you're not the only one using the shotgun. the chase. This may be less necessary if you're the only one in the group carrying a rifle, but why bother?

Head crown used for motorcycles

A good defensive card that offers a 15% bonus to damage resistance and an extra 10 hit points. taken? Equipped with this card, you can no longer aim in the crosshairs. This is by no means cheating, since you're using a shotgun anyway, and if you're looking for the right accuracy, the shotgun shouldn't be your weapon of choice. Removing the ability to remove ADS makes the game feel more like Left 4 Dead.

Related: Back 4 Blood: Deckbuilding vs. Ready-Made Decks: Which is Better?

That said, even without ADS capabilities, Back 4 Blood's shotguns can deal a surprising amount of damage at medium range, allowing them to shred enemies even as they get close.

battle knife

Since every shotgun in Back 4 Blood is a buckshot-throwing beast, equipping a combat knife might seem pointless. This upgrades your melee from a punch that deals damage and knocks back normal Raidens, to a knife that shoots them all at once.

While you can blast the Raiden at close range, keep in mind that you'll need to reload eventually, which can be an extremely slow process, because with the exception of the AA12, each rifle reloads one shell at that point.

The Combat Knife allows you to take out a nearby normal ridden, at the cost of some stamina, and stop to reload and fire again. Whether you're new or experienced, this card is also a nice one to have in most builds.

Thunder rumble

Movement speed might be something you overlook in Back 4 Blood, but while it's not particularly smooth, it does give you some control over the flow of combat when switching troops in and out or special raids.

This card provides a 35% movement speed bonus when firing the rifle, meaning you don't have to choose between moving and shooting unless movement is difficult. The ten percent bonus to damage is also a nice boost, as more damage is always better.

Bruiser's snare

This card gives you temporary health, which appears blue on your health bar and will slowly decrease even if you take no damage. While not as good as real health, temporary health allows you to lose less real health, better handling combat situations. Its effects can range from allowing you to stretch your healing items a little more to saving your life entirely.

The buckshot puncher gives you a temporary 0.25 health when hitting it and looks microscopic, note that it can stack as you fire each pellet at larger enemies. It can be very useful for the Tac14 and Belg as they fire 12 and 16 pellets per shot respectively compared to other rifles that fire 8 pellets per shot.

Power clutch

This card increases your reload speed by 50%, the maximum you can get in the game from any source Just like a motorcycle helmet, the magnetic coupler causes you to no longer be able to aim the reticle, making you less accurate, and just like a motorcycle helmet, this super doesn't matter.

RELATED: 4 Things We Want To Know Before We Start Blood Back

Get this map early in your build if you want to spend less idle time reloading, especially if you're using 870 Express, which has a long 4.27-second reload time, or Belgian, which only has two shots.

Scatter gun power

This card increases your reload speed by 40%, which while respectable on its own, is nearly game-changing when paired with the magnetic coupler. Combined, they increase reload speed by 90%. When you put this combo together, your worries about time to reload are all but gone.

As a bonus, the reload animation looks hilariously as the shotguns reload one bullet at a time, which basically turns into a whirlwind of hands and bullets before allowing you to quickly get back into combat.

amplified

This card gives the entire team a temporary 25 health when a team is activated, giving the entire team a nice buffer before the fight really starts and Raiden starts feeling hurt. Also, since hordes can occur multiple times per level, Amped Up only increases in value as the level progresses.

For a shotgun, in particular, temporary health works well because outside of melee specialist, you'll be working most of the time.

anesthesia

Numb gives you 15% damage resistance while in temporary health, similar to armor on top of armor. Unlike temporary health, however, it reduces damage before it hits the health bar.

Of course, Numb works wonders with Pumped Up and Buckshot Bruiser, and having all three significantly increases your survivability, as you can hold your temporary health a bit longer with the former and generate more with the latter. Plus, taking more painkillers in the field means a better chance at temporary health.

killer instinct

This is another card that takes away from your ADS ability, but who needs that when you're spitting death onto a cone in front of you? Even if accuracy isn't your strong point as a shotgun, you should always aim for the bosses' bright and shiny mounted specials and weak spots.

Killer's Instinct rewards you for exploiting weak points by granting 30% more damage to weak points. Shotguns are specifically set up to take advantage of this, as the bonus is calculated per pallet, meaning when you can, stick the barrel right next to that burning pustule and fire.

gun scavenger

This is useful for most buildings with specific weapons, as it by definition makes them more visible in the world and allows you to see weapons through walls for a good deal. While it doesn't offer any offensive or defensive advantages, it's still a good card because you don't want a sniper rifle or machine gun in your rifle build.

The extra guns that come into play also benefit your teammates, as the guns will want to fire, meaning everyone is happy.

Next: All playable characters behind 4 Bloods, ranked

Back 4 Blood - Super Fun ✨ Power Swap ✨ Shotgun Build!

Tidak ada komentar untuk "Best Cards To Use For Shotgun Builds In Back 4 Blood"