QUOTE (psychophipps @ Oct 19 2008, 12:48 PM)
Which is still less than the six dice typically needed to counter the +2 power. Flechette ammo is full of win in DoT.
Don't forget that Flechette works against Impact armour, which is typically 2 less than Ballistic.
Some interesting comparisons:
Solid Slug (7P / -1 AP) vs Body 4 in Armor Jacket (8/6)
1 net hit on the attack roll for 8P damage.
11 dice soak for an average of 4 hits (approximately). 4 damage after soak.
2 Nuyen a shot.
Flechette (9P / +5 AP) vs same.
1 net hit for 10P damage.
15 dice soak, for an average of 5 hits. 5 damage after soak.
10 Nuyen a shot.
Explosive (8P / -1 AP) vs same.
1 net hit for 9P damage.
11 dice soak for an average of 4 hits (approximately). 5 damage after soak.
EX-EX (8P / -2 AP) vs same.
1 net hit for 9P damage.
10 dice soak for an average of 3 hits (approximately). 6 damage after soak.
10 Nuyen a shot.
So EX-EX wins, but Flechette comes close, and doesn't have that pesky "blow up when I glitch" effect. Still, for half the cost and the same damage, even with the glitch rule Explosive is a more tempting option.
I personally house rule that flechette rounds for shotguns cost the same as regular ammo, because that's kinda the point of shotguns. Also, it's often noted that shotgun "counts as" flechette, rather than actually being flechette.
Of course shotguns also have medium and wide choke, which is really unpleasant when combined with tight burst (though GM discretion is suggested for that one. I see it as trying to hold the gun steady rather than just painting buckshot everywhere, which would be wide burst).
Of course, if you ever do come up against unarmoured targets of any kind, load up flechette and go crazy. +AP only works if there is armour to add to.