Ahnuhld is more of a sniper shotgun so it’s more versatile for players who like short range fights but still like to keep a distance away and at times chipping away people’s health. Combined with the sticky bomb it could be used in close range to finish them and Empire-9 at slightly longer distances.
Although, as @Sniff stated earlier that sometimes missing a shot with Ahnuhld can really cost you your life sometimes .-. but if you can land headshots with Ahnuhld which I’m pretty good at(when I’m not rusty af) it’s pretty devastating for a long range shotgun.
Ahnuhld-12 Fletcher in competition.
I really think more and more that shotguns need a rework asap. They just loose way too much of their efficiency, and headshots being less consistant than shots to the body at mid range is not something nice. We just need a good idea in order to make sure that headshots are still valuable while allowing you to keep decent damage at longer ranges without destroying your DPS by 80%.
One thing I want to note about the Ahnuhld.It’s really OP when holding corners.That way when you are in a bad situation and have to retreat you can go around the corner and camp it OR you can quick peek right as they are coming around the corner and blast them in the face.The Ahnuhld is all about them coming to you, as could be with any shotgun.It suits fletcher’s playstyle alot.I myself am strong with it and I use it more than the empire-9.
On the other hand, the blishlok is more about the aggressive plays.But that’s just my opinion and I could be completely wrong.
The Ahnuhld is a niche weapon. Terminal is a good map for it if you plan on hanging around the wall, or likewise underground’s tight spaces. Outside of those two maps though, you’re better off with the blish plain and simple as far as I can tell.
The shotty is good for chip damage on already bombed targets though. Wouldn’t say thats worth a hell of a lot, but its something.
I personally would be ok if they nerf the range and buff the close quarters damage a bit. The Anhuld is a range shotgun which defeats the purpose of a shotgun.
I personally would be ok if they nerf the range and buff the close quarters damage a bit. The Anhuld is a range shotgun which defeats the purpose of a shotgun.[/quote]
no, its good as it is! Ahnuld has a nice balance of both.
I also think Bridge has enough close-mid range encounters to make a fletcher shotgun viable, though he does suffer somewhat if attacking 1st obj.
@Szakalot
For me shotguns need a rework completely. The anuhld is fine as is in some regards, the damage at range is fine but in extreme close quarters it inefficient. All the other shotguns are some what decent in close quarters but at range with the predictable spread they do way more damage than they should. I understand shotguns are supposed to be set up like so, Remburg - CQ Hollunds - CQ to medium and Anhuld - medium to long. However thats not the case after ive done some testing, the hollunds and the remburg still do decent damage at that range if you learn the spread pattern which I personally think is not right. Maybe pellt counts and predictable spread may need some tweaking at medium range, at least thats my opinion on it.
I personally would be ok if they nerf the range and buff the close quarters damage a bit. The Anhuld is a range shotgun which defeats the purpose of a shotgun.[/quote]
no, its good as it is! Ahnuld has a nice balance of both.
I also think Bridge has enough close-mid range encounters to make a fletcher shotgun viable, though he does suffer somewhat if attacking 1st obj.[/quote]
What about Chapel or Dome ? I just can’t think about bringing a shotgun in those two maps. Same goes for the transition between the first and second objective of Underground. Even Trainyard feels painful for shotguns. Actually I see me getting outrange situations everywhere, which really makes me feel like picking a shotgun is suicide. 
Ahnuld combos nicely with nadez because of burst damage. On the other hand you can look at 2 other important things: Ahnuld can come with lock-on (pretty much mandatory now) and Empire-9 (probabaly a better primary than the Blishlok tbh).
I like how the shotgun complements the close range nade gameplay. It leaves you weaker at long range but let’s be honest you probably want to avoid longer ranges even with a Blishlok.
So can the BL32. It’s honestly personal preference at this point, I know I hate shotguns just because playing against good people leaves you open when using it.
Wouldn’t say that really, Blishlok is surprisingly accurate for the first few shots, and if you can hit the head in those first shots you’re looking at at least upper-90s damage. Empire-9 is a superior close-range weapon anyway, so as I said before it’s really nice having a weapon that can work at longer ranges as well.
[quote=“Mister__Wiggles;107815”]@Szakalot
For me shotguns need a rework completely. The anuhld is fine as is in some regards, the damage at range is fine but in extreme close quarters it inefficient. All the other shotguns are some what decent in close quarters but at range with the predictable spread they do way more damage than they should. I understand shotguns are supposed to be set up like so, Remburg - CQ Hollunds - CQ to medium and Anhuld - medium to long. However thats not the case after ive done some testing, the hollunds and the remburg still do decent damage at that range if you learn the spread pattern which I personally think is not right. Maybe pellt counts and predictable spread may need some tweaking at medium range, at least thats my opinion on it.[/quote]
Ahnuld is still really strong up close. A full bodyshot is something like ~70damage, if you get a few pellets in the head you can one shot light mercs. It has the highest RoF (right?) of all the shotguns, and two shots are enough to take almost anyone down.
@Eox
Indeed, Dome and Chapel cause shotgunners a lot of pain, esp. Chapel. If you still are set on using the shotgun you kind of have to limit yourself to certain sections on the map; 1st obj chapel shotgun is good in the upper catwalk areas, at 2nd objective the redroom, at last obj pretty much only on defense you can camp behind the rock with Aura or sth.
Dome has a little bit wider range of possibilities, at 1st obj there are multiple close combat scenarios, but it will always be hard to push out into the objectives themselves. last obj dome is alright for shotties, enough corners to exploit.
Same is true for trainyard, 1st obj mg room is really nice, but you are basically stuck there, on the other side you have the stairs and ammo-room which are also close enough; but you can’t push onto the objective itself. At 2nd objective you can camp all right sight/underground, or the secondary obj; also shotguns are strong in the carriage themselves. 3rd objective is the worst, either offense or defense its really hard to push/defend with shottie here, I’d usually go to the MG area and camp that flank, or push the brick building.
Worth noting that shotguns are particularly good against exposed targets, whenever someone has to cross open areas/catwalks/underground tubes, that type of thing.
Pretty sure fr0sz is the only comp person who uses the shotgun on his Fletcher but fr0sz is fr0sz and Blishlok is still far superior.
It has very little spread so you need to be very accurate. If you can get a head shot up close you’ve already won.