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Gun-by-Gun: Model 680 Shotgun Comprehensive Breakdown

Model 680

Welcome everyone to my new series that’s been in the works for a couple of months now. Back in 2016, I put together a handful of Advanced Warfare in-depth gun guides. The aim was to better provide players with detailed information on various weapons. What their purpose was, how good they were, and how to properly equip them for the best performance.

Four years later, having now gone through three years of university, I’m ready to give this another go. Of course, time has moved on and Advanced Warfare has long since passed. So this series will instead focus on Infinity Ward’s latest Call of Duty experience, Modern Warfare (2019).

As I’m sure you’ve already noticed, this first part will be focusing on a personal favorite of mine, the Model 680 Shotgun. Be sure to let me know what you think about this format as well as any potential improvements. Thanks and with no further delay, let’s get into it!

Model 680

Overview

Ah, the good ol’ Remington shotgun. A classic pump-action shotgun that has seen meta play in many FPS through the years like Bad Company 2 and Black Ops 2. The Model 680 fills CoD’s annual need for a generic one pump shotgun fairly well although it’s by no means one of the better entries in the series.

When compared to previous competitors, the Model 680 performs rather averagely. MW2’s SPAS-12, Advanced Warfare’s TAC-19, and Black Ops 2’s very own Remington all feel more reliable.

The Model 680 has a pretty impressive base one-shot range of 8m but this isn’t overly consistent. Often the exact same shot fired twice can deliver completely different outcomes. This is a theme of Modern Warfare’s shotguns which all seem to suffer from having far too much random spread.

Adding to its issues, the Model 680 has an atrocious base sprint out time of 267 ms. This might not sound too bad but keep in mind getting that first shot off is crucial to winning gunfights with any shotgun. These guns can flinch pretty badly so it can be difficult to recover after getting shot.

The takeaway from this is that the Model 680 is a sub-par shotgun out of the box. It’s inconsistency, poor sprint out speed, and tendency to two-shot makes the R9-0 a better choice when stock. However, with a few attachments here and there it can become very competitive.

Attachments

Barrels

With the Model 680, you realistically have two choices of barrels to pick from. The stock barrel lacks the effective range to be worthwhile and the SWAT barrel’s range just isn’t good enough. The mobility bonus it grants is nice but it doesn’t play to the 680’s strengths. If you want a close range, high mobility shotgun, opt for the Origin-12 instead. The Model 680 is best when tuned for range and handling.

Keeping that in mind, you can either go all-in on the 30″ Sport Barrel or keep some mobility with the 18″ Liberator Barrel. It’s worth noting that the Sport Barrel comes with a hefty 400 ms ADS Speed, making other attachments that lower ADS necessary. The Liberator Barrel has a far more manageable 350 ms ADS Speed.

The difference in movement speed is mostly negligible. My testing suggests that the Liberator Barrel lets you run roughly 6.5% faster than the Sport Barrel. Considering this, if you’re playing super aggressive 6v6 then the Liberator Barrel might be a better choice for you.

Muzzles

Similarly to the 725, the Choke is no-go. Instead, the better alternative is the Model 680’s signature attachment, the FSS Maurader. It performs similarly to the Choke but also increases your one-shot kill range by approximately 1.5m at the cost of ADS. Given that this ADS penalty is only one-frame, this is still the better option overall.

Most of the other muzzles focus on recoil control or stabilization. Since this is a pump-action shotgun, neither of these are important. By the time you’ve got around to pumping your gun, your aim will have already fully reset.

Lasers/Stocks

I’d highly recommend the 5mW Laser and No Stock attachments as both of these are going to help a lot with mobile playstyles. The 1MW Laser only reduces the sprint out speed by a single frame, whilst the 5MW Laser drops it by 100 ms.

A great demonstration of how the 5MW Laser can be a lifesaver. Notice after landing I can instantly shoot without hesitation. Without the laser, I’d be awkwardly standing there and likely have died.

As a quick tip, you can hide the laser by sprinting, aiming down sights or pointing your crosshair at a nearby wall. It’s ill-advised to aim around a corner with your laser on full display. Not only are you giving away your position, but it’ll make it less likely for an enemy to close the gap on you.

Alternative stocks are not worth your time as the No Stock attachment is too good to pass on. Its drawbacks of aim stability loss and less recoil control don’t matter on a pump-action shotgun. Meanwhile, the improvements to movement speed and ADS time are crucial for faster playstyles.

Underbarrel

It’s debatable if under barrels are worth your time, but there’s at least an argument for the XRK Truegrip Tactical. Another signature attachment for the Model 680, it decreases movement speed but improves ADS. For the 680, ADS speed is very important. Being able to aim quickly and narrow your spread increases your effective range considerably.

When properly kitted, the ADS difference between barrels in negligible. This means unless you really value movement speed, the 30″ Sport Barrel is the best overall choice.

It’s worth noting the Truegrip is basically just a marginally better Merc Foregrip. It has less of a movement penalty and slightly better ADS by around a frame. Therefore it is only worth running the Merc Foregrip until you unlock the Truegrip at gun level XX.

Once again, all of the other grips focus purely on recoil control and stabilization. I don’t need that. You don’t need that. Nobody needs that. Commando, Tactical, Lockwood, and Operator are all no-nos.

Optics, Slugs, and Perks

For the most part, you don’t want to be using any of these. The 680 may be best built for range, but going all-in on the slugs doesn’t make much sense. After all, if there is a viable slug shotgun, which is debatable in itself, it’s the 725. Slugs are inconsistent and unreliable. On Ground War, they can serve a niche just to have some fun but even then I’d consider otherwise.

Optics are completely unnecessary as the Model 680 has very clean iron sights that do the job just fine. It isn’t worth wasting an attachment slot here when other things are so much more important. If you care that much, get The Ejector variant at level 65 from the Battle Pass. It has some beautiful sights and looks pretty slick.

The biggest reason slugs are a waste of time? The Model 680 has great range anyway. There’s no need to jeopardize that with the slug’s irritatingly slow bullet velocity.

A standard full reload takes 5.96 seconds. Sleight of Hand reduces this to 4.45 seconds, which is roughly a 25% decrease in total reload time. This is decent but isn’t generally worthwhile.

In the midst of a fight, you’ll only have to reload a few shots making the Sleight of Hand reduction negligible. If you’re reloading all eight shots, you’re probably not in danger anyway. It’s not going to kill you to wait an extra second or so.

Running Recon is an option if you’re using slugs, although it’s probably overkill. Fully Loaded is a niche option for those looking to go on big streaks. Especially, since it’s tough to pick up ammo for this gun on the go. Other than that, most of the available perks are simply not good on the Model 680.

Field Upgrades

Do not, under any circumstances, even consider running Stopping Power Rounds on the Model 680. Whilst they do benefit the gun and minimize the likelihood of two-shot kills, it isn’t worth having to individually load all eight, or ten if you’re using the Sport Barrel, shots every time.

Model 680
Whilst the reloading here isn’t as bad as the 725, it can be somewhat frustrating to conserve ammo with the Model 680. Expect to see this animation an awful lot.

Instead, a better alternative is Dead Silence. Firstly, it will help you close the gap on unsuspecting enemies. Secondly, the added 5% movement speed buff benefits shotguns more than any other weapon. Being able to get slightly closer to your enemy before they notice you can easily be the difference between a kill or a death.

Shotguns are extremely strong in general for objective game modes such as Hardpoint, Headquarters, and Domination. Enemies have to funnel into you to prevent you from capping, putting themselves well within your effective range. The Trophy System can be a great option to prevent teams from spamming equipment to get around this.

Final Verdict

All in all, the Model 680 is a fine shotgun when properly equipped. Its one-shot kill range is very respectable and by minimizing sprint out speed you can easily play aggressively without being punished. However, it is generally outclassed by the 725, especially as a secondary switch.

Equally, it isn’t the most forgiving shotgun either. Players less familiar with shotgun mechanics may find either the R9-0 or Origin-12 easier to get value with. The Model 680 is a high skill ceiling weapon that relies on good aim, reactions, and prediction. Finally, good map knowledge is a must to get the most out of this like any other shotgun.