|Damage||50-30 (x18) (900-540)|
|Magazine Size||1 round|
|Cost (Exo Zombies)||1,000 credits (3D Printer)|
|Starting Ammunition||1+9 (MP)|
|Maximum Ammunition||1+20 (MP)|
1+50 (EZ) (1+75 when upgraded)
|Reload Time||4.5 seconds|
|Used by||Sentinel Task Force|
- "Muzzle-loading firearm."
- — Description
It became available first on July 21 on Xbox One, and August 20 for PlayStation and PC.. To unlock this weapon, the player first needs to receive a variant of it in an Advanced Supply Drop/Supply Drop (note that this must be done before the player can use it in Private Match either).
The Blunderbuss is a very high damage per pellet shotgun, practically identical to the Tac-19 in terms of damage per pellet, but by far the strongest in terms of per shot power. The Blunderbuss deals fifty damage per pellet at any range less than 7.5 meters, which results in a two pellet kill. At any range between 7.5 meters and 16.5 meters, the Blunderbuss deals thirty damage per pellet, scoring a four pellet kill. At any range longer than 16.5 meters, the Blunderbuss ceases to deal any damage whatsoever. The Blunderbuss is also notable of possessing an incredible 18 pellets per shot, alongside being a one pellet kill at any range where the Blunderbuss can hit in Hardcore game modes. The Blunderbuss can deal a very deadly amount of damage with one shot, and can easily score multiple kills per shot if the opportunity should arise.
Due to the Blunderbuss' sheer lethality, it is extremely effective at damaging enemies piloting an XS1 Goliath. In most circumstances, a player with a well aimed shot can deal anywhere between 80 or 90% of the damage needed to kill the XS1 Goliath. This is very beneficial to destroying the Goliath, as teammates can either finish it off, or damage it enough to kill a rather healthy pilot outright.
The Blunderbuss has a very slow rate of fire. Due to its single shot nature, a reload is mandatory to load up the next shot. Since that reload takes a very long 4.5 seconds, the Blunderbuss can only fire at a maximum potential of 13 RPM. This rate of fire is by far the slowest of all shotguns, and severely limits the Blunderbuss' performance, as the player is likely to die while performing the reload, and will commonly be killed by groups of enemies if the player is incapable of killing all of them in one shot. There is also an approximately one second delay between firing the shot and the start of reloading the weapon; this can be cancelled by pressing the corresponding reload button immediately after firing, and can marginally increase the rate of fire.
The Blunderbuss has terrible accuracy. Recoil isn't a concern for the Blunderbuss considering its one-shot nature, but the hip-fire spread is abysmally large, neutering the pellet advantage it has over the Tac-19, as both have the same damage/accuracy ratio. However, this proves somewhat beneficial in a sense, as in CQC, this makes hitting a target very easy, as the huge hip-fire spread largely compensates for faults in aim. This also makes hitting multiple enemies in a general direction easier, as it makes the user less dependent on lining up a shot. In Hardcore game modes, this also helps exploit the Blunderbuss' damage per pellet advantage, as the Blunderbuss' eighteen pellets will cover a huge area. As only one of the eighteen pellets must hit to kill an enemy, the inaccuracy of the Blunderbuss is actually its strength in a sense in Hardcore, as it allows the shot altogether to miss less often.
The Blunderbuss' other handling traits are of the norm of the shotgun category. The player will move at 100% of the base speed, and will aim down the sight in 200 milliseconds.
The Quickdraw Grip proves very useful, as players will commonly aim in order to better direct their pellets, and shortening the aim down sights speed to 100 milliseconds makes it so the player doesn't have to wait as long in order for the enhanced accuracy to take effect.
The Stock doesn't prove very useful unless the player will aim down the sight for an extended period of time, as most players will usually aim for a very brief period just in order to tighten up the pellets when attempting to kill an opponent.
Advanced Rifling will heavily increase the Blunderbuss' limited range, and as such, is near-essential for netting kills with the Blunderbuss. The Blunderbuss' fifty damage per pellet range is extended to 9.3 meters, while the thirty damage per pellet range is extended out to 20.3 meters.
The Blunderbuss has some good variants on offer. The Culverin greatly increases the likeliness of getting a one shot kill with the Blunderbuss, as two extra pellets are added into each shot, with the hip-fire spread also being 10% tighter. The downsides are relatively minor, as the player will only move at 98% of the base speed, and that the sprintout time is increased by 12 milliseconds. This variant offers the best per shot lethality of the Blunderbuss variants, as each one is not only stronger, but also more accurate.
The Handcannon will tighten the hip-fire spread by 20%, making the area of the Blunderbuss' hip-fire spread significantly smaller. However, the Handcannon only has 16 pellets per shot instead of 18, and the player will move at 98% of the base speed. The increased accuracy allows more pellets in the buckshot to hit their intended targets, and with a mere fraction of the pellets being needed to kill an enemy, makes the Handcannon quite reliable.
The Dragon Fire and Royalty variants offer two extra pellets per shot, and the user will move at 102% of the base speed. The only downside is that the user's sprintout speed is increased by 24 milliseconds, a very minor caveat at that. The increased movement speed pairs quite well with the extra two pellets on offer, allowing users to close the gap quicker than with the default Blunderbuss while being more lethal.
The Blunderbuss appears in the last Exo Zombies map in Call of Duty: Advanced Warfare, Descent. It is one of the shotguns available in the game mode, along with the Bulldog, Tac-19, S-12, and the CEL-3 Cauterizer.
The Blunderbuss is a powerful weapon, capable of one hit kills up to round 10; if enough dedication is put into the Blunderbuss, it can be very useful tool for getting out of situations when used with Exo Reload, as it is capable of plowing through very large groups of zombies. Upgrading it to Mark 2-5 will allow it to outrageously enough kill Oz in around four shots even when he is at full health. The Blunderbuss is not affected by the Open Fire power-up - reserve ammunition is still infinite, but the player will still have to reload after every shot, in a similar manner to the Crossbow.
Supply Drop VariantsEdit
|Blackbeard||Enlisted||Starting ammo: 1+11||Sprint-out time +10%|
|Death Trumpet||Enlisted||Movement speed:+2%||Hipspread +10%|
|Flintlock||Enlisted||Amount of pellets: 20||Hipspread +10%|
|Scallywag||Enlisted||Movement speed:+2%||Range: 255-650|
|Culverin||Professional||Amount of pellets: 20|
|Movement speed: -2%|
|Doglock||Professional||Range: 345-650||Hipspread +10%|
|Muskeeter||Professional||Range: 345-650||Movement speed: -2%|
|Thunderpipe||Professional||Movement speed: +2%||Amount of pellets: 16|
|Royalty||Elite||(Same advantages/disadvantages as Dragon Fire)|
|Handcannon||Elite||Hipspread −20%||Amount of pellets: 16|
|Dragon Fire||Legendary||Amount of pellets: 20|
- Several of the variants make references to Piracy.
- The Thunderpipe is a reference to the real world Blunderbuss's origins, originally called the donderbus which in Dutch means thunder pipe.
- The Dragon Fire and Handcannon make similar references to real life Blunderbusses, which were frequently carved at the end to resemble dragons.
- In Local multiplayer, the player cannot select the Blunderbuss in Create-A-Class or when customizing the default loadouts, even if the player has obtained one of its variants through a Supply Drop.
- None of the Blunderbuss variants have proper sights to speak of; rather, the player simply aims down the barrel, like the Sawed-Off Shotgun from Call of Duty: World at War.
- ↑ https://community.sledgehammergames.com/community/sledgehammer/blog/2015/07/14/three-new-weapons-coming-to-call-of-duty-advanced-warfare-on-721