This talk page is only for discussing improvements to the page "12 gauge shotgun shell (Fallout: New Vegas)."

Coinshot Glitch Edit

Has anyone else experienced a glitch (or rather, exploit) regarding targeting companions in V.A.T.S. with coinshot: and it leaving legion coins in them every time you target them? You can repeat for infinite legion denarii: both mangled and standard. I'm playing unpatched though: not sure if it's been fixed, although I read about a similar glitch regarding Incendiary Rounds for the anti-materiel rifle being fixed 19:11, December 29, 2010 (UTC)

yup, same glitch here, unpatched xbox version,i think it's caused by the same glitch affecting incendiary .50 cal rounds it doesn't only affect companions, pretty much everything targeteable in VATS. --That dude with an unoriginal user name 03:30, January 18, 2011 (UTC)

Bean Bag goof Edit

If a bean bag will knock something down a bullet should also do that in addition to whatever physical damage it does. BigMill 01:59, January 10, 2011 (UTC)

  • First off, ragdoll physics is not real physics. Secondly, the bean bag ammo is less about physical Newtonian motion (which doesn't work anyway in the real world with a bullet of any kind) and more about doubling over in pain, or "knocking the wind out of the target." Generally a bullet rips through the target so fast that a wound which doesn't kill doesn't immediately cause the kind of pain for "doubling-over pain". The bean bag ammo hits a relatively large area with a lot of pressure, and the theory seems to be that this pressure hits some sort of nerve or pressure point (such as a solar plexus), causing lots of pain without much damage. The real goof is that the bean bag ammo causes a heckuvalot more damage than it should, given its in-game description. --Webgiant 17:07, February 7, 2011 (UTC)

Standard procedure for using bean bag rounds is to aim for the legs, as shots to the head and torso can turn fatal (crushing internal organs, whiplash, and actually breaking of a piece of skull and sending it into the brain). This doesn't really work in the game as they have a tendency to make the targets limbs explode. Am I the only one that haven't found a good use for these rounds? 16:57, May 6, 2011 (UTC)

^^ The best use I have found for these is when fighting Death Claws. A couple shots and you have a sleeping Death Claw which is far easier to kill.

Slugs Edit

i pretty much don't understand the concept of the slugs, i mean they only decrease the spread with any other effect but a single proyectile? then if i want to take out a lonely enemy (motor-runner in my case) what should i use? magnum rounds wich increase the damage or the slugs? i think the slugs are pretty much useless.--The dude with an unoriginal user name 23:59, January 14, 2011 (UTC)

  • Slugs are generally for people who usually use the shotgun but who occasionally need better penetrating power. If you are using other weapons then avoid using the slugs as much better penetration ammo exists for other types of guns. --Webgiant 17:09, February 7, 2011 (UTC)

Slugs are in no way useless. With a slug you will be able to hit enemies at mid to long range, and deal a devastating amount of damage with that shot. The damage done will negate all damage thresholds. A hunting shotgun loaded with slugs can take out a Deathclaw in one to two shots, from a considerable distance away. -- 19:38, February 16, 2011 (UTC)

Why are there Magnum buckshot shells? Edit

What's the point of having Buckshot magnum rounds if their meager addition to the weapon's damage output is offset by causing the gun to wear out at an increased rate and having a lower chance of retrieving a shell casing. If they inflicted say 1.5 times the damage of regular buckshot that might be worth dealing with the penalties ,otherwise just firing an extra shell worth of regular buckshot or two into the target would suffice without hastening the need for weapon repairs.

You do realize you may as well be asking why they even have ammo variations period right? And pretty much the idea was to be able to cause damage faster in the event you have a tough enemy you can barely handle right on top of you but to each their own. Great Mara 05:24, April 9, 2011 (UTC)
Simple really: A fight with a Deathclaw usually only lasts a couple seconds. At the end of those seconds, would you like to have a slightly more worn shotgun, or be eviscerated into a million billion bits? It's extra power at the cost of a slight inconvenience. 19:15, April 19, 2011 (UTC)
I'd pump the said Deathclaw full of slug rounds (preferably with the shotgun surgeon perk) since any form of buckshot is virtually useless against an armored target like a Deathclaw, however since there is a new patch coming out which tweaks the stats of magnum buckshot rounds slightly (including the addition of a much needed armor piercing effect) my opinion of them may change once they finally get around to fixing the PSN so i can update my game and i can try them out again. Oh and i do enjoy ammo variations that actually produce a worth while effect like; armor piercing, hollow point and semiwadcutter rounds. PS; sorry for not signing my post when i originally made this section. --BattleBen 01:23, April 26, 2011 (UTC)

Bean Bag Rounds Edit

They are fun. Plain and simple. Find a lone enemy and start unloading on them with bean bag rounds. Knocking them over is always fun and killing them with them is fun to. Am I just easily amused or do other people find this entertaining as well? Richie9999 15:37, July 4, 2011 (UTC)

Your not the only one. i LOVE to see people fall over 'cause i just pumped them full of bean bags. greatest. thing. ever.MkII Power Armor 18:02, November 2, 2011 (UTC)

Added What I PREDICT is the effect of dragon's breath. Edit

Hey, I never had a confirmation on this, but real life dragon's breath is basically incendiary rounds. So i just added that, don't take it down just because it hasn't been officially confirmed. Logically, it's likely so I just put it there. Can be updated later anyway. --Deus Gladiorum 00:13, September 2, 2011 (UTC)

No confirmation equals speculation. Leave it out until we have some evidence.--Gothemasticator 00:11, September 2, 2011 (UTC)

Ugh dammit I just edited the chart thing too. -_- Alright, well it's prob gonna be that anyway but if we have to play "wait and see" fine I guess. --Deus Gladiorum 00:13, September 2, 2011 (UTC)

No longer a prediction, turns out I was right. Wow, I can't believe that the obvious effect was the right one! Who woulda thunk? -_- --Deus Gladiorum 19:43, September 2, 2011 (UTC)

In real life, Dragons Breath is just a pyrotechnic. It will shoot a jet of fire out of the barrel for about 7 seconds and it has no projectile. Removing the shell before it has finished the jet is dangerous, as it's still spewing fire, and for this reason, using these shells in a semi-automatic is highly discouraged, as they eject the shell immediately after fire. The shell would fly out of the ejection port, with a trail of fire, and land on the ground, spinning, spraying fire and burning your shins until it's exhausted. There is no known tactical use for them to this day. 16:04, September 23, 2011 (UTC)

4/0 Buck Edit

Is it me or does it seem better in theory than practice? It has the damage consolidated into fewer projectiles, but as it is in a limbo between spread and power and accuracy, it seems useless. It fires 4 projectiles, but has the same spread as a regular shell. This makes it less accurate than regular, as it has the same area covered with 4 projectiles. It lacks the penetration and accuracy of a slug, and can't hit multiple targets as easily. Let's say a Riot Shotgun does 80 DAM (mine does 70 at full condition), 80 divided by 4 is 20. that's 20 DAM pellets spread over a wide area, and because there are 4 instead of 14, there is even less certainty they will hit. This makes it very risky to use, with it's only saving grace being Magnum 4/0 Buck, which could make up for DAM reduced by DT and possibly exceed it. --Delta1138 SnooPING AS usual I see 20:25, October 13, 2011 (UTC)

I haven't experimented with it too much but I'm having similar experiences so far. I haven't actually used 'em at all with a hunting shotgun, but with the riot shotgun the results are not amazing me. At the Ashton misslie control silo portion where you ride the elevator down, I'm not doing jack with the 4/0 to the hulking variety of tunnelers as far as damage goes--distance being from one corner of the elevator to the point where they drop down from the gate (difficulty very hard). Seems effective enough when they close the gap, but I could only guess whether it's significantly better than the regualar variety. I realize the riot shotgun has a pretty wide spread, but we're talking the distance of maybe 8-10 feet.--DeadlyPrey(talk) 21:37, October 13, 2011 (UTC)
The theory behind 4/0 buckshot (which is probably equivalent to the real world 0000 buckshot) is that the shell is filled with a smaller number of larger and heavier pellets which are supposed to inflict substantially more damage than the smaller standard (presumably 00) buckshot, however in game the 4/0 shells only have a x1 damage multiplier and standard shot shells have a x1.2 damage multiplier and while the pellets for 0/4 shells individually inflict more damage the combination of more pellets and the x1.2 damage multiplier means that standard 12 gauge rounds a similar if not greater damage than 4/0 buck. Keep in mind that since patch 1.5 all buckshot was given a damage multiplier and magnum buckshot was given a further boost, if i remember correctly this was done to give players a greater incentive to use buckshot against unarmored targets as previously the same damage and slugs had greatly increased accuracy and could brute force their way through any ingame armor. For some reason whether it be a glitch, bug or developer oversight the 4/0 buck only has a x1 damage multiplier despite the previously mentioned reasons and would probably inflict substantially more damage than standard shells with the comparable x1.2 multiplier as 4/0 magnum buckshot does compared to standard magnum buckshot. On the issue of pellet spread; standard buckshot only has 7 pellets not 14 (i will assume that this was a typo) and it is nearly impossible to hit multiple targets with a single shell's worth of buckshot unless you are being attacked by a swarm of radroaches or giant mantis nymphs and even if you do it just reduces the overall effectiveness of your attacks as you will be unlikely to hit multiple targets with every single pellet (remember a large weapon spread is supposed to be a BAD thing!). As soon as i am finished with this i intend to add info regarding the strange damage multiplier mismatch on the main article. --BattleBen 05:47, December 2, 2011 (UTC)
My take on the magnum 4/0 buck shells is that I get better performance through armor than with standard magnum shells due to the same damage being distributed over a smaller number of shells, but I get better damage than slugs due to it being a magnum shell. Thank god there aren't any magnum slugs.


For reasons unknown, the infobox doesn't want to display the information, on the pulse rounds or flechette rounds, despite them being in the infobox. Any suggestions as to why this is? --Kastera (talk) 23:40, October 24, 2011 (UTC)

Coin Shot Weightless Crafting Components Edit

Unless I'm mistaken, the 12-gauge coin shot is the only ammunition (pre-patch) that can be fabricated at a reloading bench that doesn't require lead. In theory, one could cart around thousands of rounds of this stuff without any weight penalty (in hardcore mode) until it's fabricated. If there happened to be a reloading bench right before, say, a legendary creature; then the Courier could switch from scavenging with a fairly empty inventory to riot shotgunning his/her way through said creature. The benefit would be miniscule, granted, but this makes this ammunition unique in this ability. Does this hold true post-patch? -- 01:46, October 27, 2011 (UTC)

While what you said is true in theory as far a the use of lead goes it would be immensely impractical due to the comparative rarity of Legion coins to lead and the fact that you are walking around without any assembled shells. Unless you have ED-E with the Lonesome Road DLC and it's handy built in reloading bench functionality you would have to travel to one of the few fixed reloading benches in the wasteland to make your shells. --BattleBen 05:58, December 2, 2011 (UTC)

Dragon's Breath Edit

How many projectiles does Dragon's Breath fire? Or does it only work on a single projectile? If so, this makes Dragon's Breath significantly more powerful against armoured targets than most 12 gauge shells...

It has 5 projectiles. You can see this in the notes on the comparison table. That makes it slightly better agasint armor, but it also doesn't have a DT modifier, so it's probably a toss-up. The Gunny  380px-USMC-E7 svg 20:42, December 4, 2012 (UTC)

Thanks for the quick reply friend! Wait a minute, hold the phone. It says 5 for flechette, but doesn't say for Dragon's Breath. Did you get this information from any other source?

12 gauge, 4/0 buck magnum hand loadEdit

I was thinking about restructuring this section to split it into two sentences; the single sentence runs too long in my opinion. Thoughts about this?

"A sub-type added with the new add-on Gun Runners' Arsenal, these magnum shells use the larger 4/0 shot size, but with a greater powder load, resulting in higher projectile velocity. This higher internal pressure leads to an increase in firepower at a cost of increased weapon degradation."

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