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− | == Shotgun Similarities==
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− | As I mentioned on the TF2 Wiki, the Shotgun bears a serious similarity to the pistol grip version of a wood Smith & Wesson M3000 with a sawn off barrel. Here's a picture of an airsoft version ([http://www.thewarstore.org/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/3/2/32707lg.jpg]), a video of a synthetic M3000 with a stock and normal barrel (http://www.youtube.com/watch?v=k7TzvXRj2aQ), and a wooden version with a stock and normal barrel ([http://i419.photobucket.com/albums/pp275/Nobarai/pop_wm_1440669.jpg]). Please consider this. --[[User:Takeiuchi|Takeiuchi]] 07:39, 20 July 2010 (UTC)
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− | == Shotgun Reload Rates ==
| + | | arc1link = Talk:Shotgun/Archive 1 |
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− | Interesting, I never noticed the difference. I can't watch the video (Dial-up :/) so could you please fill out a 4-column table with each differing load speed then put it on the page? Thanks! -[[User:Firestorm|<font color=#FF6600><u>'''Firestorm'''</u></font>]] 17:33, 1 July 2010 (UTC)
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− | {| class="wikitable grid" | |
− | ! class="header" |
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− | ! class="header" | [[Heavy]]/[[Engineer]]
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− | ! class="header" | [[Soldier]]
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− | ! class="header" | [[Pyro]]
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− | |-
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− | | Attack Interval
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− | | 0.625
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− | | 0.625
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− | | 0.625
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− | |-
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− | | Base Reload
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− | | 1
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− | | 2 | |
− | | 3
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− | |-
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− | | Additional Reload
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− | | 4
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− | | 5
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− | | 6
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− | |}
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− | :Heavy and Pyro base reload has changed as of [http://wiki.teamfortress.com/wiki/October_6,_2010_Patch October 6 2010]. Pyro no longer double reloads the first shell and Heavy initial reload is sped up.--[[User:Mechlord|Mechlord]] 22:52, 8 October 2010 (UTC)
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− | ==Shotgun + Gunslinger==
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− | There isn't much difference between the picture of the shotgun with and without Gunslinger.At least make them with higher FOV to see the difference. --- [[File:User Mitko1239 Soldiertinpan.png|13px]] '''[[User:Mitko1239|Mitko1239]]''' ([[User_talk:Mitko1239|''Talk page'']]) --- 07:02, 12 September 2010 (UTC)
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− | == Renamed Shotguns ==
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− | The renamed ones reload slower? Why is that? It's like discouraging people from renaming a gun used by 4 classes.--[[User:Awesome Weegee|Awesome Weegee]] 19:43, 27 October 2010 (UTC)
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− | == Reload Glitch ==
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− | When Holding down the 'R' key (or what ever your reload key is) will make your class continue to reload. You do not gain or lose any extra shells for doing so, it is only visual. This can only be done when reload is available. Don't remember if this works for the frontier justice, but i do know for a fact that this glitch occurs as a pyro. M-NINJA 02:24, 3 November 2010 (UTC)
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− | *Does not happen at all with the engineer. [[User:M-NINJA|M-NINJA]] 17:45, 7 November 2010 (UTC)
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− | *Does happen with the pyro shotgun. [[User:M-NINJA|M-NINJA]] 17:45, 7 November 2010 (UTC)
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− | *Does happen with the heavy shotgun. [[User:M-NINJA|M-NINJA]] 22:54, 7 November 2010 (UTC)
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− | *Does not happen with the soldier shotgun. [[User:M-NINJA|M-NINJA]] 22:54, 7 November 2010 (UTC)
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− | This is especially annoying when using auto-reload with the heavy and pyro. One way around it is to hold down Alt-Fire (Right Click) immediately after firing. This simulates a regular shotgun and prevents the weapon from reloading [No Reloading Animation --[[User:Pb|Pb]] 23:07, 9 November 2010 (UTC)] until the mouse button is released or until the clip runs out. To clarify, after being held down, Alt-Fire (Right Click) must be released to fire. One way to shoot goes something like this: Shoot-HoldAltFire-ReleaseAltFire-Repeat. The Alt-Fire (Right Click) will be held down for the majority of the time, only releasing it briefly to fire. An alternate and simpler method is to: HoldAltFire + HoldPrimaryFire-ReleaseAltFire (Weapon Fires)-HoldAltFire. When the shotgun runs out of ammo in the clip, the shotgun will automatically reload, Alt-Fire (Right Click) cannot be used to prevent an empty clip from reloading (if there is more ammo available). Also, once the shotgun fully reloads the entire clip (6 Bullets), the Alt-Fire (Right Click) cannot be used to stop the reload animation, a shot needs to be fired first. Additionally, holding Alt-Fire (Right Click) does not stop the reload process once it starts. The Alt-Fire (Right Click) needs to register before the reload process occurs - right after a shot is fired. The only way to have a full clip without the infinite reload (after having fired a shot) is to switch to another weapon and switch back. I found that if you HoldAltFire -> PrimaryFire (Left Click) in quick succession, the weapon will still fire. The Alt-Fire blocking mechanism has a short period of delay before the "blocking" effect occurs (in all cases) [For Consistency, in these posts I will refer to this as Alt-Fire Delay - --[[User:Pb|Pb]] 22:17, 9 November 2010 (UTC)]. It would be interesting if anyone can find out more about this/look at code/do more testing. <del>I've only done tests on the heavy's shotgun and the shortstop, but I assume all reloadable weapons (without an alternate fire ability/animation) share these traits.</del> Spy Alt-Fire (Right Click/Cloak) also has the same property of preventing auto-reload. Spy is the only class that has an animation for Alt-Fire (That I have found), all other classes do not show an animation for Alt-Fire for reloadable weapons. Latest Update: --[[User:Pb|Pb]] 06:58, 9 November 2010 (UTC)
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− | :Interesting finds that a search on reloading turned up:
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− | :*"Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing" - [http://wiki.teamfortress.com/wiki/August_13,_2009_Patch] - This leads to the reloading property: Shooting/Firing has priority over reloading. (Seems obvious, but this patch made weapons such as Scout's Shortstop, Sniper's SMG, Medic's Blutsauger, Medic's Syringe Gun, and Scout's Force-A-Nature, all of which reload a full clip, have this same property.) --[[User:Pb|Pb]] 06:58, 9 November 2010 (UTC)
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− | :*"Fixed reload exploit that allowed plays to fire instantly after switching weapons" - [http://wiki.teamfortress.com/wiki/April_29,_2008_Patch] - I am not sure how the reload exploit worked, so I'm not sure if this is one of the causes of the reload glitch. --[[User:Pb|Pb]] 06:58, 9 November 2010 (UTC)
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− | :Also, I found another interesting property. Weapons that reload a full clip at a time *can* stop the reload when ammo reaches 0. I've tested using Alt-Fire (Right Click) on Scout's Shortstop, Scout's Force-A-Nature, Medic's Blutsauger, Medic's Syringe Gun, and Sniper's SMG, the weapons remain at 0 ammo and do not reload as long as Alt-Fire (Right Click) is held down. The same does not apply to weapons that reload one ammo at a time - Weapons such as Scout's Scattergun, Heavy's Shotgun, Soldier's Black Box (Are the ones I've tested so far) stick to what I've written in the previous blurb, that is, upon reaching 0 ammo in the clip, the weapon is forced to reload and Alt-Fire (Right Click) is unable to prevent the weapon from being reloaded. A side note - If a Spy uses Alt-Fire (Right Click/Cloak) right after he reaches 0 ammo, auto-reload will not occur and he will stay in stealth with 0 ammo in his revolver (Tested with L'Etranger, The Ambassador, and Revolver). The Spy is unable to auto-reload in stealth. Also, if timed right, the Spy can be made to look like he has three hands - Fire a shot->Wait for the right moment->Reload. You can see the Spy's left hand with his watch, and an extra left hand reloading (I think I've seen this mentioned before, I'm just adding it here for completion) --[[User:Pb|Pb]] 06:58, 9 November 2010 (UTC)
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− | :Found that my previous statement that Alt-Fire (Right Click) cannot be used to stop the auto-reloading process once it has started is not entirely true (but it's not completely wrong). The auto-reloading process *can* be stopped (with Alt-Fire), but the *animation* cannot. Let me explain: Empty the clip in a Heavy's Shotgun. The Heavy will automatically start reloading his weapon. If you Alt-Fire (Right Click), the reload process and animation will both continue unimpeded. However! If you hold Alt-Fire (Right Click), then hold PrimaryFire after the Alt-Fire Delay, the process of reloading will be stopped. The animation continues, but no ammo is being reloaded into the clip. I assume this is because Shooting/Firing takes priority over reloading: Shooting/Firing is preventing the weapon from reloading, and Alt-Fire (Right Click) is preventing the weapon from shooting. I also found that PrimaryFire does not need to be held down. The process of preventing a weapon from auto-reloading goes something like this: Have the weapon Reload->HoldAltFire->Wait for Alt-Fire Delay->PressPrimaryFire. If PrimaryFire is released, the weapon continues to have the property of not reloading, but the animation for reloading continues. --[[User:Pb|Pb]] 22:17, 9 November 2010 (UTC)
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− | :I found that manually reloading (ReloadButton) takes priority over Alt-Fire (Right Click). For example, you've stopped the auto-reload by Shooting/Firing then holding Alt-Fire. If you press/hold the ReloadButton (R Key), it will override the Alt-Fire (Right Click) and reload the weapon. I'd like to remind whoever reads this section that for all of the above, I am referring to auto-reloading, the option found in Option->Multiplayer->Advanced. --[[User:Pb|Pb]] 22:39, 9 November 2010 (UTC)
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− | :Found an interesting (but useless) property for Medic's Syringe Gun and Blutsauger (And Scout's Shortstop). If Alt-Fire (Right Click) is used with right timing, each of those weapons (Syringe Gun, Blutsauger, Shortstop) can have the auto-reload process stop right after each piece of ammo. For example, you can halt the auto-reload process at 39, 38, etc. for the Syringe Gun and Blutsauger if you use the process described above, the one where you shoot (quickly tap PrimaryFire [Must Release Mouse Button]) and hold down Alt-Fire (Shoot-HoldAltFire-ReleaseAltFire-Repeat). However, the second process described (HoldAltFire + HoldPrimaryFire-ReleaseAltFire (Weapon Fires)-HoldAltFire) reveals interesting (but useless) details. The Blutsauger and Syringe Gun fire 6 syringes before Alt-Fire stops the weapon from firing. The Shortstop fires 2 bullets before Alt-Fire stops the weapon from firing. I am not sure what to make of this information, but it *might* tell us when the Alt-Fire button press registers and executes (If the weapon firing speed for each weapon is considered, an exact time can be estimated). --[[User:Pb|Pb]] 23:07, 9 November 2010 (UTC)
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− | :Please let me know if I'm writing too much about a topic nobody cares about, I couldn't find a "Reload" wiki page, so I'm just adding it all here. Also, everything I have written about I have not copied from anyone else, all of this is through testing and in-game experience. If I have made any errors, please let me know. If I find out more I'll keep adding stuff, but please try it out for yourself. --[[User:Pb|Pb]] 06:58, 9 November 2010 (UTC)
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− | ::Anyone have a resonible explanation as to why this not only occurs but only happens to the pyro and heavy [[User:M-NINJA|M-NINJA]] 22:44, 8 November 2010 (UTC)
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− | :::My guess is that it's tied to the reload speed fix. Valve must've left a loose end somewhere leading to this bug, since it only began after the fix. - [[User:Mistah Phoenix|Mistah Phoenix]] 23:12, 9 November 2010 (UTC)
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