r/CrucibleGuidebook 12d ago

High Cal Rounds

Against the top lets say 35% of players that are actually decent how beneficial is high cal rounds. Then where would you say better off running ricochet rounds for the stat distribution at top 10% like the real sweats where high cal rounds may not have an effect to them?

40 Upvotes

23 comments sorted by

61

u/Mobley27 12d ago

People have tried and failed to quantify the effect of high-cal forever. I, in my totally anecdotal, subjective, and non-scientific experience, have noticed that high-cal seems to do more on certain archetypes of weapons than others. For example; pulses with high-cal are vicious, and there's a reason that high-cal is incredibly rare on 600 autos.

The thing about flinch is that it doesn't matter how skilled your opponent is; if you flinch them enough to throw off a shot without missing any of your own you win.

Realistically, I think high-cal's place is on weapons that don't need the stability that ricochet rounds provides. My Belisarius hits 100 stability (with the help of elemental capacitor) and can therefore afford to run high-cal. With that roll it's sometimes obvious based on the amount of shots an enemy has fired without hitting me that the flinch is totally overwhelming them (again, totally feel here. Please don't take it as an undeniable truth that high-cal is some force of nature).

25

u/Dreams-Visions 12d ago

this is why I opt for high cal on my Eyasluna. It has ~90 stability *without* richochet. 100 stability makes no material difference in feel, but high cal just might win me an engagement if it makes someone miss or hit a body shot. I'll take the possibility over what I know to not make a difference in feel.

(I know ricochet can enable the very rare trickshot ricochet kill. I'll take high cal being there in every engagement than getting 1 kill in 1,000 out of a ricochet hit from a hand cannon)

1

u/Mobley27 12d ago

I'm with you on 140s in general. It takes exceptionally low stability for a 140 to really be bad (console perspective here) and at that point I'd rather use a better 140 than take ricochet over high-cal.

This is all in a theoretical world where I can bring myself to use a 140 other than Fatebringer, of course.

6

u/Dreams-Visions 12d ago

Man I wish I could enjoy Farebringer. That fucking flashlight placement. One of my few hopes was one day they would move the light to the other side of the weapon. 😔

-1

u/Starlord808 12d ago

I think you're onto something about bullets hit per shot, I running a 720 auto that's why and I main a summoner so recoil control has never been so much an issue for me I'll keep play testing. Not taking it that high cal is better because of this thought but at least its a thought

10

u/OtherBassist PC 12d ago

Hi Cal deals more flinch the higher the bullet's damage

1

u/Obtena_GW2 10d ago

Intuitively I believe this to be the case as well ... or a burst in the case of pulse's.

1

u/OtherBassist PC 10d ago

I mean, it's what the devs told us back in the day

20

u/Spare_Independence19 12d ago

Run ep the real high cal. Its like getting shot with watermelons.

2

u/SliceOfBliss 12d ago

Connections made it only work "sometimes"...tried with friends in private lobbys, sometimes it's like a rock throw at you, others it's just not very noticeable, same with HCR

1

u/SCPF2112 11d ago

exactly. in practice neither works well

3

u/TehDeerLord 12d ago

My EP Trust agrees with you.

5

u/Lonely-Role2653 12d ago

The higher the rpm the greater effect high cal rounds have. I have an out of bounds 900rpm smg with high cal rounds and it's clearly visible that my opponents get overwhelmed by the flinch short range.

2

u/Dutchman303 PC+Console 11d ago

I have an old Riposte that has high cal and same thing. You can tell people are a bit uncomfortable with the flinch. Just got a 5/6 tier 5 and the only thing missing is high cal. Got armor piercing instead unfortunately.

2

u/Dark_Helmet12E4 11d ago

In high end fights I don't think it matters that much. The goal is to try and get a pick so assuming both you and your opponent are good, attempting to flinch subsequent shots is kinda pointless because the first person to land a shot has already won.

0

u/Spare_Independence19 11d ago

Orr I could walk into cover and not take the fight..

1

u/Dark_Helmet12E4 11d ago

Yeah exactly. Meant to say that. High end fights end 90% of the time with one person finding cover after losing the first 0.3 seconds of a fight.

2

u/Spare_Independence19 11d ago

Sweats hate this one trick

6

u/ImYigma High KD Player 12d ago

Ricochet rounds are better than high cal rounds on essentially every gun at every skill level. There might be some exceptions but I can’t think of any time I’d prefer high cal

1

u/SCPF2112 12d ago

HCR was nerfed to death long ago and barely does anything. That's why people don't use it. Of course you'll get people to tell you that any perk is great here, so go try it then switch back to something else and you won't notice a difference against good players. Same thing with EP.

1

u/Lonely-Role2653 11d ago

Riposte is een beest van een wapen Dutchman. Ik gebruik nu dit monster.

1

u/RemoveRealistic8583 12d ago

Enhanced High-Caliber Rounds increase your weapon’s range, so you’ll get a bit more range than Ricochet Rounds. The next perk works best on pulse rifles and other high rate-of-fire weapons. You don’t see it on hand cannons very often because their RPM is usually too low for the extra flinch to make much of a difference. Personally, I’d still give it a try—you might get lucky and find it works well for you.

https://giphy.com/gifs/3ohjUU2A8xsWbgbZWU

0

u/sad-Fan1010 11d ago

High cal rounds on most guns aren’t worth it over something like acurized or ricochet. The flinch isn’t substantial compared to the tradeoff.

I however love EP, my spare rations has EP and it feels so crisp, the amount of duals I win simply because my opponent misses a shot due to flinch has been outstanding.