[Table of Contents] 00:00 Overview 00:53 How do I get these weapons? 01:20 Where do I get these weapons? 02:30 What makes these weapons special? 04:15 Weapon Review Metrics 05:08 Nightmare Zone Sound Test 07:00 Echo-S1 Revolver 12:57 Echo-S2 Rifle 17:27 Echo-S3 Shotgun 24:15 Echo-S4 SMG 28:46 Echo-S6 Pistol 34:10 Echo-S7 Assault Rifle 39:08 Tier List
The only gun that you could consider silent is one of those ww2 suppressed pistols that were used in Europe for undercover assassinations, Welrod i think they are called and it's only for the first 5 shots.
@@lazarnephz4952 Wasn't the welrod a single shot pistol then you had to reload it? If memory serves correctly it was for undercover/behind enemy lines operators.
Yeah, the Echo-S1 is likely the singularly most effective weapon at grinding up Shooting on anyone without Weapon Handling for long trips out, and until the damage values vs. Juggernauts get corrected, one of the more decent weapons to hunt them with, not having to worry about jamming, using most efficient ammo type and being suitable for clearing trash.
@@VAULT-TEC_INC. On dread ammo slots aren't an issue but maybe on nightmare. And the number of shots is fine on a red talon recruit because of gunslinger. Even on nightmare the penetration from the shooting perks for red talon make up for it being a .22
The Echo3 Shotgun has been an absolute MVP in my lethal runs, especially for survivors that havent been levelled up yet. Being able to mow down waves of zeds without causing a lot of noise has been amazing. Also, it is very good at defending against blood ferals.
As a big fan of the revolvers in general, I was glad to see the Echo-S1 perform so well. It really surprised me that the caliber of the ammo didn't make any difference at all when bringing down a juggernaut. .22 for the win! I was hoping you would compare the Echo-S4 to the MP5SD that Cash Beaumont offers. I wonder if they are exactly the same. Regardless, thank you for taking the time to make this video. It was very informative.
@@GitGudFox As a condition for you to use that gun. That is about it from what I see. Now the crossbow being a thing, it makes gunpowder weapons worthless the moment you get any type of the crossbow that isn't Hunting or Sniper crossbow. It one shot zed in the head, completely silent, recoverable ammo, building materials are plentiful, and holy shit how in the goddamn it can down Juggy within 20-30 shots? Repeater crossbow eats Juggy alive and you recover like 50% of the ammo you used on it. I don't use gunpowder weapons anymore. Those are exclusive for the AIs since they don't use up any ammo. Crossbow is a good addition to the game but it renders other weapons irrelevant. While I hate the independence day weapon pack, it does something different from any other firearms so I'm ok with it (just not with how powerful it is, decimate an entire hoard with little to no effort) It baffled me why UL focusing on the wrong spot of the game. I wouldn't hate more weapons but when it all does the same thing, then the only difference they have is the skin, not the functionality. I want more variety of weapon that do thing differently and serve their purpose while not overlapping or make the other irrelevant. I'm having a bad taste in my mouth the more I see UL keep releasing a new weapon pack. Please for Buddha's sake don't turn this game into Payday 2. It already pains me to see that the original team has left and the new team focusing on a thing that isn't the main strength of the game.
Rvid did a video compare gun calibers to kill juggies and plague hearts. Needless to say 7.62 takes the less shot but at the same time the least efficient. Use .357 magnum, it's most efficient and only cost slightly higher than .45 ACP.
I think you are making the most technical vids on this game anywhere. Very impressive! I had similar feelings on these guns, love that .22 revo. I think they would all be more effective with sharpshooting for the penetration up close, and nearly eliminating the sway problem.
Penetration is mainly useful on close combat weapons where stealth isn't as reliable. The accurate weapons can dispatch zombies from afar pretty safely.
21:10 or thereabouts: sharpshooting would give more impact from each shot, or gunslinging for the reload? Seems a useful backup weapon for a stealth sniper, perhaps. Edit: all covered around 24:00 👍🙏
@@jb-kp8go on that map I personally like the church it I have red talon bunkroom so 5 beds and my character has a perk plus 2 beds with 7 members red talon workshop infirmary trade Depot and hydroponics I believe that's it for me anyway I'm on a different map now
I obtained these through the bounty broker and didn't consider that the integrated suppressor meant the amount of wear on the weapon would be less than weapons that a suppressor was added via a mod. I'm new so I have a great deal to learn, but each video gives me a greater appreciation to pay attention more to the fine details and experiment on my own.
Fox i am officially proud of myself, got the container fort, loaded it up and well i have 8 members, with three spare beds, they only eat 6.4 food, i make a profit of 7.6 food a day
As a former Analyst (people actually paid me to analyze data...yea!) I say BRAVO!!!! A most outstanding, informative, and thorough video. Thanks for all of your hard work it shows in the finished product. I really like the S-4 for all of the reasons you stated. I like the information about caliber not mattering against a juggernaut (.50 Cal excluded). I came to this same conclusion as well and noticed this in play in one of your recent "Nightmare" videos. You used an "Eternal Guards Infinite Rage" to take down two juggernauts. It took approximately 80 7.62 rounds.
@@johnlove3505 I haven't counted melee yet but something to try out. The big differences here are difficulty. Fox tests on standard but plays on nightmare. I play/test in the middle on dred so we will have to collaborate.
I was worried the video would get too heavy, but the more I tested, the more parameters I came up with. The video was not recorded in a step 1, step 2, step 3, manner. I originally just went out to shoot some zombies, but the more I played, the more testing parameters I could think of, and the more limitations to the weapons arose, the more testing parameters became necessary to analyze. It became a bit like whack 'a mole. Questions kept arising, and I kept having to decide whether to test and address the problems or exclude them from the video.
It probably doesn't matter if it's automatic/burst. Any gun that can hit the juggernaut the required number of times will probably kill it at the same speed.
Hey Fox, very well put together video. Long time watcher but I don't really comment! Just wish these weapons were readily available in the main game rather than what they're giving us.
It's pretty annoying how they don't have the infrastructure in the game to allow you to actually use these guns without needing another player to transfer them over.
If Trash Beaumont was selling these Echo Guns, maybe only in Dread/Nightmare mode, he might get a warmer reception... UL can already program him to sell specific sets like WW2 at the moment, so they have no reason to say they can't outside of "You need Daybreak" or "Higher-Ups won't allow it".
Man I wish 1st person view was a thing in this game or even a metal gear aiming would be good to just for those damm iron sights. It would be beautiful to see this game in a first person view tho maybe even scarier.
I loved the tier list and more importantly you showing your skills with Adobe Premier like the King 🦊 you are. Amazing analysis of the guns but sadly requiring you having to ask a friend to help move them to a base game save takes away all the pizzazz 😞
That's good. It means my efforts weren't wasted. This video probably took more effort than any other analysis video. Some data isn't as relevant today as the damage versus juggernauts was altered when Undead Labs buffed the Juggernauts. They also upped the Echo Shotgun's capacity to like 7 or 8. The Echo Shotgun is actually pretty good now. It's especially good in Nightmare Zone where the ferals can still be slain with a single headshot.
I agree with you on almost every part, very well done! The only thing to mention is about the shotgun. I use it in nightmare mode against ferals and esp. feral hordes when my used Char is not a gunslinger. You know I'm bad at meeleeing ferals so I take the shotgun with me in the trunk of the car. So I can kill them fast and the noise is quiet enough to battle the attracted zed without having to flee. That thing on the Juggernauts is very annoying, but now with the Juggernaut update they patched up on that so it would be very interesting what the calibers are doing now. :-)
I think you did a solid job on the breakdown of these weapons. How ever I would like to throw my 2¢ in and say automatic firing is best paired with a survivor with Assault (EchoS7/S4). The revolver (EchoS1) with gunslinging, and sharpshooting with (EchoS2/S4). The S4 seems the most balanced of all the Echo weapons, and sadly the shotty (ES3).....just no, which is heartbreaking because I love me some shotties.
It might seem like that but assault just kind of stinks for everything except the ammo carrying bonus. That's the only reason I'll use assault. Sharpshooting on the other hand? It's really only good with shotguns because it causes all of the pellets to penetrate zombies allowing the buckshot to pass through multiple zombies. But even then, being able to reload faster / auto lock onto people's heads is going to be the best skill because you don't need automatic fire. You need rapid headshots because only headshots matter against the zombies.
Thanks for putting the effort into making this extremely informative video. I searched your channel in hopes of finding this specific video. Echo weapons have become my favorite recently and while I have been very successful in using all of these weapons, (yes even the S6) this video brings out alot more clarification on their full capabilities. So again, thank you.
From what i can tell the power stat only affects the amount of shots it takes to kill a plauge heart, and that if you miss and stun ferals it gurantees the headshot, basically its stopping power as in stun power
That's the conclusion I came too myself. Seems like simple rapid fire 0.22 and 9mm weapons are perfectly good against juggs. It's telling since there are all these essentially redundant ammo types in the game that don't mean anything.
Recently did some testing on Dread Plague Juggernauts, and sadly some of the testing here is *slightly* flawed for one singular reason: effective range can aggressively affect your total required shots. But what's weirder is that, apparently according to Undead Brian, a bug might have slipped in that's not only causing headshots to not amplify damage (making gut shots just as effective,) but ranged weapon impact not functioning as intended, making everything short of heavy ordinance (.50cal, explosives) just as effective as any other caliber (.22 being just as effective as 7.62, etc.)
@@GitGudFox yes it might not even happen but i really believe that this game has so much potential and I'm excited for that to actually happen in the distant future. Let's hope for the best. I'll always support undead labs
Git Gud Fox That’s what puts you a side in my opinion from other SOD2 You tubers you put hard work and time into your video unlike others who just pop out videos just looking for views. Also congrats on 7.6k.
Wait where is the test against hostile survivor's... looks like you got more work to do lol... Your spot on with the ranking of them though there's only 2 that I would even bother taking into my nightmare community the Echo S4 SMG & the Echo S1 Revolver & the SMG has been pretty much negated by the SMG they included in the Bounty Broker Update... It's actually hilarious to know that the reason UL keeps giving us so many weapon updates is because there are gun enthusiast's amongst there rank's & they don't do a good job at differentiating the caliber's & the stopping power they should actually have. Good vid thou man I enjoyed it the minutiae remark had me dying at the end!!
The main thing I learned from this video is that bullets probably don't matter... why were they even included in the game to begin with? And why is UL making a fuss about ammo types when none of the ammo types appear to matter?
@@GitGudFox One of my best friends was a Marine during the capture of Baghdad. His biggest pet peeve was when using a rifle with a 2.23 round was that it usually took three shots to bring an enemy down. A 5.56 round however, would do the same job in one to two rounds.
Great vid Fox, also I have a theory on something idk if it’s a glitch mechanism with jugg but I’ve noticed that the jugg goes down faster when hitting him directly at his back, I think it’s a weak spot maybe. I’ve tried this with melee weapons and he seems to stagger faster and dies quickly, I’ve also noticed in this vid you shot him with the revolver directly at his back and he instantly staggered. It’s interesting I wonder if that’s why it takes that many bullets at the front to kill him cause it’s like a front shield and the weaker part could be his back maybe
Thank you! This video took a ton of time to create. During the time of this video's upload, shooting a juggernaut in the head didn't do anything different. They would die from the same amount of shots regardless UNTIL Undead Labs eventually patched this.
@@GitGudFox yep. Kills PlqHearts/ hordes/Ferals/infestation clear. Tho med. Range is dangerous AF To engage Hostile communitys on nitemare. Be careful eh
Even worse is that the damage system appears largely fluff based considering weapon ammo types don't appear to matter. UL makes a big fuss about ammo types, and most of them are irrelevant.
@@GitGudFox very critical insight. As far as your analysis goes, quiteness, scope and reload times are most relevant. To an extent weapon damage. Ammo and gun type are irrelevant isnt it. Unless it is a 50 cal of course, with has limited use.
The SMG is basically the best weapon in the game IMO. I like others better but, that thing has never let me down. I still have a ton from the Trumball pack last year on a few characters and my Farm save. The Blackout from the recent bounty pack is amazing as well, 20 round 7.62 laser gun.
I finally got this game last week, and while I'm loving it my main issue is how quickly weapons breakdown. I could understand it with some weapons, especially improvised ones, say a kitchen knife or baseball bat, but crowbars, axes and such should last much longer than they do. Firearms breakdown is insane, I had an autoshottie, and a 10/22 that each went from brand new to completely destroyed after only about two mags, and needs double as many parts to repair as a vehicle repair kit. Maybe they should add some sort of "weapon maintenance," which would be very low cost, but if used fairly regularly, after saw after a few mags, would greatly extend the life of the weapon.
@@GitGudFox Yeah, but only getting two mags out of it seems a bit crazy. Especially when it's early game and my characters aren't leveled enough to be able to change the selector to semi automatic (strange thing to lock behind a skill)
Just to update, the Bounty Broker has all the weapons from this video in the Trumbell Valley Section in the standard game. So you don't need to worry about transferring from friends and such out of Heartland...though you will still need to use influence and unlock them by completing their bounties in the standard game.
Hey Fox, have a Tip for a great new game for you. This Is Our Land...... Native American resistance game, hard learning curve because its in Alpha but it updated a lot, beautiful environment, hundreds of hours of play ability , each new game has an entire random map. Recommend taking the time to check out the available how to videos that are out there because there is no in game training. Even the name you pick is important.
There are no instructions yet it's being released in November but you can buy in early out the website this is our Land just Google it. It's got a huge learning curve when you're gonna be start lot as you learn things you didn't know CK generations is RU-vidr to has made a lot of how to and demonstration videos for the green check him out to see what the game looks like I'm addicted 7 played this game since I got it. And there aren't too many RU-vid is playing this game. Love to see you try it even if it's just a first time trying game I love your style
"There is a chance they might steal your weapons" Dude, I never even think of this since I always ask my brother for stuff like this. Dang, yeah, gotta be tough not having a brother you can rely on or who's not into games for this kinda stuff.
Yeah that really is the issue with the echo s3 shotgun, it has potential to be the GREATEST SHOTGUN EVER, but it’s hampered by its magazine size and range. Although for me, the issue with using it in close combat for is is fire rate. I always felt like the fire rate made the gun a little clunky. But a magazine size increase and a little range buff would be nice. I love some tightness in my shotguns!
Well, it's the pump action shotgun similar to the common model 870. If it had a tighter spread, you could "snipe" with it a bit more, and if it had more than... 4 shells, it'd be more sustainable.
Git Gud Fox yeah. But if the echo guns are literally designed to kill zombies....why would the clip be so small? Hell, It’s the only shotgun I use in nightmare cause...well you use one without scentblock and you might as well be screaming,”KIIIILLLLL MEEEE!” But that’s why I’m not a big fan of that freaking go pack....no suppressed shotgun make Jackie angry.
Git Gud Fox yeah they already messed up with standard mode. Plus, it’s better to have something that stands out rather than a bunch of medicore garbage.
The thing that bothers me is that all the weapons' ammo types are basically the same. UL makes this fuss about ammo types, but none of the ammo types matter except for the really exotic ammo like 0.50 caliber and pyrolauncher munitions.
It'd be awesome if you did a video like this for the CLEO weapons offered by Daybreak! There's a lot of debate as to if there's any actual advantage to them over the default weapons in game.
Another thing they need to give us in State Decay 3 is inventory and backpack management so that we're able to put things in storage areas as we need them and pockets and maybe have bigger backpacks say 10 or 12 slots plus a slot for rucksacks.
I usually find a spot to snipe when me friends and I find a infestation or horde and let my friends do the leg work while I take out the bigger dangers love the echo sniper
Kinda sad to see the shotgun so low. Was thinking of using it on my sharpshooter guy for nightmare as an alternative to riling up everything in ear shot with the Devgru X12.
@@GitGudFox yes and no it's a silent shotgun so it wins vs all others why use a shotgun that attracts more zombies when you can use this to kill a few. I actually had a friend grab it for me fory main game and it is so good especially on nightmare or other difficulty when you have a lot of 12g rounds
The fact you was sitting there shooting a door when someone asked for help was funny. Like the exchange went "Hey need some help." Can't busy. "With what?" a huge trouble we have I am taking care of. "Oh gods is it an invasion?" No this door just looked at me side eyed and I have to teach it a lesson. "I. what?" Ya I all ready put 6 clips into it but it's will is too strong.
I've always hated silencers (technically suppressors) reducing the range and power of weapons in games, because in reality, their effect on range and power is so minuscule, it's basically nonexistent. EDIT: I also hate iron sights on AR pattern rifles. I can't wait to put a red dot on my M&P-15.
Something they need to give us in State of Decay 3 is, weapon modification similar to call of duty war zone. but maybe more defined more mod-able I guess is what I'm saying.
Kinda wish for a DLC called operation echo,where only echo weapons are able to be used,goal is to take out plague hearts and a large private army of raiders,echo soldiers with custom uniforms are the only people available
If there was an organization using exclusively Echo weapons, I'd suspect that they'd be some kind of PMC outfit being hired by the government or some kind of research institute. All of the Echo series weapons were developed by some kind of mysterious zombie research institute.
Honestly, SMGs are kings in a zombie apocalypse. Lighter, easier to handle, less noisy, easier to craft ammo. Full length battle rifles with higher power only matter to overpower human npc with their dmg on the headshot. Shotguns, revolvers and etc are just cute due to low ammo in magazines.
The most powerful ranged weapons are fire based weapons and crossbows for general combat. Crossbows can reuse their ammo. Fire can destroy humongous quantities of zombies for the cost of a single incendiary. It's why the Pyrolauncher is the ultimate weapon.
I believe the Echo S6 Pistol is modeled after the Silencerco Maxim 9, because they are the same weapons and that it’s the only handgun in real life to have a integrated suppressor. Look it up and see what I mean.
2-round burst on the Echo SMG would be great for taking out Blood Ferals in Heartland, and possibly, armored zombies (since you can pop the helmet off if you shoot them enough times/with enough force).
Auto on any weapon is pretty much best used on Pledge Hearts or walls mostly the hearts if you choose to go that Direction but your better off using the Improvised AR or the Infinite Rage if your scared of sound.
Supposedly, they also made his face take more damage as you blast his face away, so aiming for the head is more valuable. Thing is the way you should really kill juggernauts is with bouncing borises because a direct hit will blow them up in 1 grenade.
You said the X-36C was better than the Echo-S7 stats wise at the 34:30 mark. That's a mistake as your video shows that it isn't. Recheck your video as it's got more red stats than the Echo.
Yeah, that greatly improved it. It's actually really good in Nightmare Zone where it is very useful for killing ferals since the buckshot makes scoring headshots easy while still be very quiet by shotgun standards.
@@GitGudFox Oh snap, I should have went to him already. I haven't made my way over because I am on nightmare and wasn't really sure what he did, just looked it up and I better get on that. Thanks again for the info and response!
@@GitGudFox nabbed the smg, revolver and working on some others. Both are super nice, especially on nightmare. Thanks for the tip on the bounty broker, made my life a lot easier lol
It wouldn't be as hard as you'd imagine. Would would happen is that I'd run out of ammo because it would make dozens and dozens of zombies appear. After I run out of ammo, it would be quiet and business as usual again.
I’m not sure if you’re aware, but once a zombie from a horde is killed, they may become alerted to your general area. It’s bullshit but I shot a zombie from a hoard with a suppressed rifle from more than far enough away and yet they all instantly knew where I was. For melee stealth kills, picking off a straggler will always instantly alert the rest of the hoard.
The only way to obtain it is through doing mysterious quests until you get it. I guess you could also obtain it from another player if they give it to you.