NFAS-12
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock - $3,526
1-Slot - $11,850
2-Slot - $18,000
3-Slot - $22,500
Magazine size: 7
Spare ammo: 42
Bullets per kill: 3
Damage dropoff start: 20
Scoring a 0.6s TTK, second only to the SHAW, NFAS is the indiscriminate ruler of close range - that is, if you can keep invading your opponent's personal space. Just by looking at its drum magazine, extremely short barrel and barn-sized spread, this gun screams 'close range' like a monkey.
PRESETS
"Red Star" - Magazine Pull 1, $7,726
"Red Star V2" - Magazine Pull 2, 3-Point Sling 1, $ 11,850
"Red Star V3" - Magazine Pull 3, 3-Point Sling 2, Cooling Jacket 1, $18,000
"Red Star V4" - Magazine Pull 3, 3-Point Sling 3, Cooling Jacket 2, $22,500
"The Janitor" - Extended Magazine 3, 3-point Sling 3, Cooling Jacket 3, Armas Marketplace
VARIANTS
NFAS "True Ogre" - Double-Drum Magazine, available as a rare prize from Joker Mystery Box 8
Two barreled version of the NFAS. Has double the ammo and the same fire rate, allowing you to spam shells at your leisure. As a tradeoff, you get increased reload time and a .6s wind-up timer before firing, which ruins the TTK unless you know which way your opponents are coming.
MODDING GUIDE
ORANGE MODS
Refer to the JG/CSG section for info on Shotguns and Orange Mods.
PURPLE MODS
Mobility Sling - Just like the JG, you will never fire this gun in a zoomed position, so it's a waste of a slot at best.
3-Point Sling - This gun's optimal range is 5 meters - anything longer than that, you'll need your secondary out, therefore you'll be switching continously, even for situations as basic as crossing a road.
Tagger - Just like the JG, this mod can be detrimental.
BLUE MODS
Bandolier - This guns eat ammo quicker than the ATAC, so Bandolier might be a good idea - then again, the other two mods are more useful and far easier to get.
Magazine Pull - Any level of MP will reduce your ammo count to 5, making MP3 the better choice here. Why wouldn't you use that, anyway? It makes your reload almost instant, effectively allowing you to pop out of a corner, unload your magazine, get back to cover, reload and pop out again in a flash, effectively mimicking the JG.
Extended Magazine - More ammo makes the gun more forgiving, and the reload time isn't bad. Make sure to go for Extended Magazine 3, as levels 1 and 2 will give you a single extra shell as opposed to 2.
RED MODS
Cooling Jacket - Cuts the TTK even shorter for an increased spread size. You'll be fighting at melee range with this weapon, so the bigger spread doesn't make a difference.
Improved Rifling - Connecting solid hits with this weapon is almost impossible past 10 meters, making this mod effectively unnecessary.
Heavy Barrel - Guns has little to no bloom.
Muzzle Break - Guns has little to no recoil.
NFAS will make anything that's <5m to you vanish in an instant, and is still pretty solid in the 10m range - past which it falls short and any other weapon will probably overtake it Still, if you have to fight in a tight corridor with little cover and your only worry is taking down your opponent before they take you down, this is the weapon to go. Just don't forget that you have it, as you'll be running around with your pistol out all the time...
Working mod setups are Blue Mod of your choice, Cooling Jacket 3, 3-Point Sling 3.
TIPS
-NFAS = close range. You have to get as close as you can to your opponent to be effective with this weapon. Ignore their "noob nfas" comments if they give any - if they let you get that close, they deserve it.
-If you're aiming at a target that's slightly out of your range, move the crosshair to the side a bit - that way more pellets will connect and you'll have an easier time.
-Despite being a shotgun, this weapon doesn't let you sprintfire.
-The presets are good if you want to try this weapon out.
-Unlike other shotguns, the NFAS can be shot out of car windows, but the wide spread, short range and low hard damage (a full 7-shell magazine deals roughly as much as two JG shells) makes it hard to disable vehicles with. It can be useful when engaging vehicles at melee range during car chases, but you might end up accidentally blowing yourself up due to the lack of range, so leave it be.
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock - $3,526
1-Slot - $11,850
2-Slot - $18,000
3-Slot - $22,500
Magazine size: 7
Spare ammo: 42
Bullets per kill: 3
Damage dropoff start: 20
Scoring a 0.6s TTK, second only to the SHAW, NFAS is the indiscriminate ruler of close range - that is, if you can keep invading your opponent's personal space. Just by looking at its drum magazine, extremely short barrel and barn-sized spread, this gun screams 'close range' like a monkey.
PRESETS
"Red Star" - Magazine Pull 1, $7,726
"Red Star V2" - Magazine Pull 2, 3-Point Sling 1, $ 11,850
"Red Star V3" - Magazine Pull 3, 3-Point Sling 2, Cooling Jacket 1, $18,000
"Red Star V4" - Magazine Pull 3, 3-Point Sling 3, Cooling Jacket 2, $22,500
"The Janitor" - Extended Magazine 3, 3-point Sling 3, Cooling Jacket 3, Armas Marketplace
VARIANTS
NFAS "True Ogre" - Double-Drum Magazine, available as a rare prize from Joker Mystery Box 8
Two barreled version of the NFAS. Has double the ammo and the same fire rate, allowing you to spam shells at your leisure. As a tradeoff, you get increased reload time and a .6s wind-up timer before firing, which ruins the TTK unless you know which way your opponents are coming.
MODDING GUIDE
ORANGE MODS
Refer to the JG/CSG section for info on Shotguns and Orange Mods.
PURPLE MODS
Mobility Sling - Just like the JG, you will never fire this gun in a zoomed position, so it's a waste of a slot at best.
3-Point Sling - This gun's optimal range is 5 meters - anything longer than that, you'll need your secondary out, therefore you'll be switching continously, even for situations as basic as crossing a road.
Tagger - Just like the JG, this mod can be detrimental.
BLUE MODS
Bandolier - This guns eat ammo quicker than the ATAC, so Bandolier might be a good idea - then again, the other two mods are more useful and far easier to get.
Magazine Pull - Any level of MP will reduce your ammo count to 5, making MP3 the better choice here. Why wouldn't you use that, anyway? It makes your reload almost instant, effectively allowing you to pop out of a corner, unload your magazine, get back to cover, reload and pop out again in a flash, effectively mimicking the JG.
Extended Magazine - More ammo makes the gun more forgiving, and the reload time isn't bad. Make sure to go for Extended Magazine 3, as levels 1 and 2 will give you a single extra shell as opposed to 2.
RED MODS
Cooling Jacket - Cuts the TTK even shorter for an increased spread size. You'll be fighting at melee range with this weapon, so the bigger spread doesn't make a difference.
Improved Rifling - Connecting solid hits with this weapon is almost impossible past 10 meters, making this mod effectively unnecessary.
Heavy Barrel - Guns has little to no bloom.
Muzzle Break - Guns has little to no recoil.
NFAS will make anything that's <5m to you vanish in an instant, and is still pretty solid in the 10m range - past which it falls short and any other weapon will probably overtake it Still, if you have to fight in a tight corridor with little cover and your only worry is taking down your opponent before they take you down, this is the weapon to go. Just don't forget that you have it, as you'll be running around with your pistol out all the time...
Working mod setups are Blue Mod of your choice, Cooling Jacket 3, 3-Point Sling 3.
TIPS
-NFAS = close range. You have to get as close as you can to your opponent to be effective with this weapon. Ignore their "noob nfas" comments if they give any - if they let you get that close, they deserve it.
-If you're aiming at a target that's slightly out of your range, move the crosshair to the side a bit - that way more pellets will connect and you'll have an easier time.
-Despite being a shotgun, this weapon doesn't let you sprintfire.
-The presets are good if you want to try this weapon out.
-Unlike other shotguns, the NFAS can be shot out of car windows, but the wide spread, short range and low hard damage (a full 7-shell magazine deals roughly as much as two JG shells) makes it hard to disable vehicles with. It can be useful when engaging vehicles at melee range during car chases, but you might end up accidentally blowing yourself up due to the lack of range, so leave it be.
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