An Idiot's guide to rushing with the Chaperone:
Hey all, PeetSquared from the PS3 here. If you have run into me lately and I had the good fortune of killing you, there is a good chance it was with a Chaperone. I titled this thread 'An Idiot's Guide' because I am your fairly typical, run-of-the-mill type rusher. I def beast out on occasion, but am nowhere near 'elite'. I think I represent a large pool of players out there, so I figured I would share my thoughts on this shottie, in case anyone was interested. Also, I am no number cruncher, so the 'Idiot's' theme worked again, lol
Plus, there are a few things I need to get off my chest...cryptic, I know, but this weapon can stress a mofo out.
I've mentioned my love-hate relationship with the Chaperone before. This gun has many things going for it, but also has some serious drawbacks. As some of you might know, I am a fan a bulletpoints, as it tends to make me more consise...even so, I'll just start rambling. Feel free to skim.
The Chaperone is best used, imo, as a secondary weapon. While rushing, by the time one pulls out the Chappy, it is usually in close range. CQC is obviously the only place this thing is effective. I have gotten some funny mid-range kills with it, but the circumstances for that are few and far between.
The RoF on the gun is crazy good, which is it's main strength, offsetting it's main weakness, low damage. I've seen the gun compared to the Striker, which has been featured in a number of other FPSs. That is a pretty fair comparison, to a point. Like the Stiker, the Chaperone will recoil all over the place, unless the shooter controls it.
In short, the Chaperone's main strengths are RoF and CQC capability. It's weaknesses are range, damage and recoil. These are all fairly easy weaknesses to control, with smart, accurate play.
The Mods: Unfortunately, most of the mods are sucky to 'meh', imo. One, however, is so perfect it shines above the rest. I'll list them from worst to best:
1. Reflex sight--I almost hate that they threw this one in there. I think the boys at Monolith included it as a cruel joke. The range on this gun just does not need a special sight. The iron sights are fine on the Chappy, but aiming this thing isn't it's strong point (more on this 'aiming' thing in a minute). Plus, 60 kills is a fairly large number to have to achieve--I found it to be a PITA. Oh yeah, the reflex completely negates getting 'close kills' too, which is stooooopid!!
2. Muzzle Break: At least it is only 20 kills for the feat, but I found this to a garbage mod too. It only makes the gun's weakness more weak, imo. I have recently been playing around with the FreezeGun, which actually makes the MB on the Chappy not too terribad. Plus, this has been helping with the 'close kills'. Freeze, skate in while switching weapon, and for once, the extra accuracy helps. If using another difficult-use weapon just to make the MB worth it sounds good to you, the MB is the perfect mod for you!
3. B.O. Sniffer: I can't help but to like the BO sniffer on most weapons, though once I finish the feat, I rarely keep it on. It is just a fun idea, keeps one informed if used right. It has no effect, however, on the performance of any particular gun it is on.
4. Pene Ammo: It can be as effective as any other gun you throw it on. There is much satisfaction to be had, taking out those armored big boys with this thing, and you will need it. If they are running the armor and all that, Chappy+pene shells will take them out. Hatchet works better tho, lol. Plus, I like my pene ammo on my longer-range primary, for the most part.
5. Expanded Drum: Yeah, baby, now we are talking. This mod and the Chappy should get married. The expanded drum allows for sustained pursuit of an enemy, allows you to tackle multiple enemies, gives you the ultimate spray ability when trying to kill invisibles, and will give you enough ammo to take down an armored mighty, as long as you are hitting your shots from close range. (hard for any pellets to miss that way). Expanded Drum is all I use, unless I am closing the feats
What I love:
I use skates or insoles usaully, and the Chaperone has given me some very exciting kills. It confuses the enemy while they are being attacked by it too. Between the awsome "CLANGCLANGCLANG!!" sounds, and the nasty knockback, I've seen enemies panic and just try to run, lol. It looks so cool when a body flies around from it. I
In CQC, the Chaperone isn't as good as an SMG, but it'll do the job nearly as well. I love pulling it out in hallways, as there is just nowhere for them to go. Katana people are hee-larious when they try to take you out. I love chomping them up with the Chaperone, as they almost have no chance of closing in on you. Those backstabbin ninjas though...well, I still hate them. ;P
It is a great 'spray and pray' weapon (very useful for taking down ninjas). In fact, if you want to finish the feats and get that wonderful card (I want it bad, one of my favorite cards, for sure), you will need to get the hip fire thing down. The Close Kill feat, requireing one to get kills from 2 meters, is insane. It only registers if you hip fire. This conviently brings me to what I hate about the weapon.
The Close Kill feat is terribad on a few levels. Knockback, plain ole "it didn't register" and an inability to aim while getting 'close kills' all add up to one of the worst feats I've come across. It is just attainble, however, that I can't help to go for it.
The extreme knockback of the shottie works against the feat requirement. Too often, you will put the barrel against someone's ear and just waste them. By the time the kill registers, however, they are 10ft away and you don't get a 'close kill'. Sure felt close...
To mitigate this, there are a few methods one can employ:
1. If they are standing next to a wall or structure, try to kill them from the opposite side so the knockback can't throw them anywhere except into the wall. This works well with skates, as one can also close knockback distances better. Similarly, if one employs the insoles, and achieve a down angle on a victim during a jump, they can use the ground to stop the knockback. This isn't as realiable, but each method will get you some 'close kills'.
2. Freeze gun. The drawback to this, for me is that the Freeze gun is maybe the hardest weapon I've ever used. It just doesn't fit my playstyle or sub-par accuracy, lol. Still, I am getting better with it and must say, it is fun and satisfying. Plus, when you freeze someone, only to get in close enough for that close kill with your shottie, you know you just pulled off a great move. Great moves are what get me jazzed in this game, so I am enjoying using this on occasion (you elite playas out there prolly won't see me using it too much though...I save it for newbs, lol).
In conclusion, I will reiterate that I love the Chaperone in CQC, but mostly due to how cool it sounds/looks/feels. Other weapons outclass it, imo, even in close range, but they won't bring the action satisfaction of the Chaperone. It can be effective, but one really needs to get the recoil under control first, and learn to chase enemies down like dogs for it to work. Good times.
The only things that stand out as real drawbacks are some bad mods, low damage and the worst offender: Close Kills. That requirement is near-bugged and makes me miss getting simple headshots to close out a gun. I think I'll be using it until I promote, unless I learn to get better at freezing people (which is ironic, since then I am skipping the 'Ice and Dice' requirement, lol).
I def do not consider the weapon a waste of an unlock for the middle-to-high road player. I've been able to keep my rushing/slaying ways with the weapon, but I consider it a true secondary. Use it at your own risk, but beware: It may induce a love-hate relationship in you too, which can be stressful (saracasm alert here, as I try not to let video games stress me out!).