Difference between revisions of "Scattergun"

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{{Other uses|this=the Scout's primary weapon|for=other scatterguns|Scattergun (disambiguation)}}
 
{{Item infobox
 
{{Item infobox
| type         = weapon
+
| type           = weapon
| image       = Wiki_scattergun.png
+
| image         = Wiki scattergun.png
| used-by     = [[Scout]]
+
| 3d-image-1    = Scattergun
| slot         = primary
+
| 3d-image-2    = Scattergun Festive
| availability = Stock
+
| 3d-image-4    = Scattergun Festivized
| medieval     = no
+
| 3d-image-6    = Scattergun Australium
| ammo-loaded = 6
+
| 3d-image-7    = Scattergun Australium Festivized RED
| ammo-carried = 32
+
| 3d-image-8    = Scattergun Australium Festivized BLU
| reload       = Single
+
| 3d-image-9    = Scattergun Botkiller Rust
| loadout     = yes
+
| 3d-image-10    = Scattergun Botkiller Blood
   | quality    = Normal
+
| 3d-image-11    = Scattergun Botkiller Carbonado
   | level     = Level 1 Scattergun
+
| 3d-image-12    = Scattergun Botkiller Diamond
 +
| 3d-image-13    = Scattergun Botkiller Silver Mk.I
 +
| 3d-image-15    = Scattergun Botkiller Gold Mk.I
 +
| 3d-image-17    = Scattergun Botkiller Silver Mk.II
 +
| 3d-image-19    = Scattergun Botkiller Gold Mk.II
 +
| 3d-button-1    = default
 +
| 3d-button-2    = colored_pair
 +
| 3d-button-4    = colored_pair
 +
| 3d-button-6    = australium
 +
| 3d-button-7    = australium_half
 +
| 3d-button-8    = australium_half
 +
| 3d-button-9    = default_half
 +
| 3d-button-10  = default_half
 +
| 3d-button-11  = default_half
 +
| 3d-button-12  = default_half
 +
| 3d-button-13  = colored_pair
 +
| 3d-button-15  = colored_pair
 +
| 3d-button-17  = colored_pair
 +
| 3d-button-19  = colored_pair
 +
| 3d-viewname-1  = Default
 +
| 3d-viewname-2  = Festive
 +
| 3d-viewname-4  = Festivized
 +
| 3d-viewname-6  = Australium
 +
| 3d-viewname-7  = Australium Festivized<br>(RED)
 +
| 3d-viewname-8  = Australium Festivized<br>(BLU)
 +
| 3d-viewname-9  = Rust
 +
| 3d-viewname-10 = Blood
 +
| 3d-viewname-11 = Carbonado
 +
| 3d-viewname-12 = Diamond
 +
| 3d-viewname-13 = Silver Mk.I<br>
 +
| 3d-viewname-15 = Gold Mk.I<br>
 +
| 3d-viewname-17 = Silver Mk.II<br>
 +
| 3d-viewname-19 = Gold Mk.II<br>
 +
| used-by       = {{used by|Scout}}
 +
| slot           = primary
 +
| availability   = {{avail|stock|crate23-strange|crate35-festive|crate49-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}}
 +
| marketable    = yes
 +
| numbered      = no
 +
| medieval       = no
 +
| ammo-loaded   = 6
 +
| ammo-carried   = 32
 +
| reload         = Single
 +
| loadout       = yes
 +
   | quality     = normal
 +
  | item-kind   = {{item kind|Scattergun}}
 +
   | item-level   = 1
 
}}
 
}}
{{Quotation|'''The Scout'''|Yeah, come get some, ya frickin' wuss!|sound=Scout_taunts06.wav}}
 
The '''Scattergun''' is the default [[primary]] weapon for the [[Scout]]. It is a short, double-barreled, lever-action {{botignore|shotgun}}. It has a wooden handle and a metal barrel.
 
  
Delivering ten pellets per shot with increased [[Damage#Distance and Randomness Modifier | ramp-up]], this weapon is deadly at close range, requiring only two shots to take down most classes. A wide cone of fire causes it to become mediocre at medium range and near useless at a distance. This forces players to close in on enemies to effectively deal damage while utilizing the Scout's distinct speed to avoid retaliation.  
+
{{Quotation|'''The Scout'''|Yeah, come get some, ya frickin' wuss!|sound=Scout taunts06.wav}}
  
The base damage per pellet, number of pellets fired per shot and ammunition per clip is equal to that of the [[Shotgun]]. The main difference is the increased positive damage-ramp; 175% compared to 150%. It also has a slightly slower firing speed and differing reload timings.
+
The '''Scattergun''' is the default [[Weapons#scoutprimary|primary weapon]] for the [[Scout]]. It is a short, [[w:Double-barreled shotgun|double-barreled]], lever-action {{botignore|shotgun}} with a wooden handle and foregrip.
 +
 
 +
The Scattergun is extremely similar to the [[Shotgun]] available to other classes, possessing the same base damage per pellet, number of pellets fired per shot, and [[ammo]] capacity. However, the Scattergun has increased [[Damage#Distance modifier|damage ramp-up]] at distances of under 512 [[Hammer unit]]s, allowing it to deal more damage than the Shotgun at close range.
 +
 
 +
The Scattergun's first shell fires at least one pellet straight down the [[Heads-up display|crosshair]] before "bullet spread" takes effect. Random bullet spread, enabled in [[Casual Mode]], causes the bullets to spread out in a random pattern. When random bullet spread is disabled, the pellets instead disperse in a fixed three-by-three grid pattern, with two pellets overlapping in the center of the grid.
  
The Scattergun's first shell fires at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets land forming a three by three grid pattern.
 
 
== Damage and function times ==
 
== Damage and function times ==
 
{{Damage table
 
{{Damage table
| type               = [[Hitscan]]
+
| type             = [[Hitscan]]
 +
| damagetype      = Bullet
 +
| rangetype        = Ranged
  
| damage             = yes
+
| damage           = yes
pellet count      = 10
+
ramp up        = {{tooltip|10.5|Point blank}} / pellet
|  base             = 6 / pellet
+
|  base           = 6 / pellet
|  fall off         = 3 / pellet
+
|  fall off       = {{tooltip|3.168|Long range}} / pellet
ramp up %        = 175
+
pellet count    = 10
|  ramp up           = 10.5 / pellet
+
|  pellet spread  = 30
|  point blank       = 90-105
+
|  ramp up %      = 175
|  medium range     = 10-40
+
|  point blank     = 11-105
|  long range       = 3-10
+
|  medium range   = 6-60
|  crit             = 18 / pellet
+
|  long range     = 3-32
|  minicrit         = 8 / pellet
+
|  crit           = 18 / pellet
 +
|  minicrit       = {{tooltip|8.1|Long range}} - {{tooltip|14.1|Point blank}} / pellet
  
| function times     = yes
+
| function times   = yes
|  attack interval   = 0.64 s
+
|  attack interval = 0.625 s
|  reload first     = 0.76 s
+
|  reload first   = 0.7 s
|  reload more       = 0.56 s
+
|  reload more     = 0.5 s
 
}}
 
}}
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
 +
{{clr}}
 +
== Strange variant ==
 +
{{Strange item info
 +
| item-type = {{item kind|Scattergun}}
 +
| rankson = kills
 +
| rankson2 =
 +
| festive = yes
 +
| botkiller = yes
 +
| australium = yes
 +
| can deal damage =
 +
| can deal gib damage = no
 +
| can headshot = no
 +
| can reflect projectiles = no
 +
| can deal posthumous damage = no
 +
| can extinguish = no
 +
| can deal long range damage = yes
 +
| notes =
 +
}}
 +
 +
== Update history ==
 +
{{update history|
 +
'''{{Patch name|12|11|2008}}'''
 +
* The Scattergun can now break apart the [[Demoman]]'s [[Stickybomb Launcher|stickybombs]].
  
== Bugs ==
+
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
* The weapon is never actually reloaded; when the 6 round clip is empty, the handle lever is used to eject the rounds without loading fresh ones in. There is also no location on the model for shells to be replaced.
+
* {{Undocumented}} Updated the [[kill icon]].
* Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.
+
 
*While reloading, it is possible to force the reload animation to loop endlessly by holding both the Left mouse button ,and the right mouse button after reloading at least 1 shell.
+
'''{{Patch name|1|7|2011}}'''
 +
* The Scattergun's kill icon was updated.
 +
 
 +
'''{{Item schema|7|12|2011}}'''
 +
* Added [[Strange]] Quality.
 +
 
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|12|16|2011}}'''
 +
* Fixed colors on Christmas lights for the [[BLU]] team Scout Festive Scatterguns.
 +
 
 +
'''{{Patch name|12|19|2011}}'''
 +
* Festive Scatterguns can now be [[Gift Wrap|gifted]].
 +
 
 +
'''{{Patch name|7|5|2012}}'''
 +
* Added more detail to the reloads for the Scattergun, the [[Baby Face's Blaster]], the [[SMG]], and the [[Cleaner's Carbine]].
 +
 
 +
'''{{Patch name|8|15|2012}}''' ({{update link|Mann vs. Machine (update)}})
 +
* {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
 +
 
 +
'''{{Patch name|10|9|2012}}'''
 +
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added Silver and Gold Botkiller Mk. II variants.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 +
* Converted the Scattergun models to use the <code>c_models</code> system.
 +
 
 +
'''{{Patch name|08|27|2014}}'''
 +
* Fixed the Australium Scattergun material looking pixelated.
 +
 
 +
'''{{Patch name|03|31|2015}}'''
 +
* Fixed the Australium Scattergun using the fire material.
 +
 
 +
'''{{Patch name|1|7|2016}}'''
 +
* Fixed the Australium Scattergun materials.
 +
}}
  
 
== Trivia ==
 
== Trivia ==
*Sound effects exist in the game files labeled "double shot". It is possible that the weapon may have had, or was going to have, a double-barreled firing mode, possibly similar to the [[Double-Barrel Shotgun (Classic)|Super Shotgun]] from ''[[Team Fortress Classic]]''. These sound effects were recycled for the [[Force-A-Nature]].
+
* Sound effects intended for the Scattergun, labeled <code>scatter_gun_double_shoot.wav</code>, have existed in the game files since release. The [[Force-A-Nature]] now uses these sound effects when firing.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
File:Scattergun 1st person.png|First-person view.
 
File:Scattergun 1st person.png|First-person view.
 +
File:Festive Scattergun 1st person red.png|[[RED]] [[Festive weapons|Festive]] variant.
 +
File:Festive Scattergun 1st person blu.png|[[BLU]] Festive variant.
 +
File:Botkiller Scattergun 1st person.png|[[Botkiller weapons|Botkiller]] variant.
 +
File:Australium scattergun.png|[[Australium weapons|Australium]] variant.
 +
File:Scattergun First Person Festivized RED.png|RED [[Festivizer|Festivized]] variant.
 +
File:Scattergun First Person Festivized BLU.png|BLU Festivized variant.
 +
File:Scattergun First Person Festivized Australium RED.png|RED Festivized Australium variant.
 +
File:Scattergun First Person Festivized Australium BLU.png|BLU Festivized Australium variant.
 +
File:Sawed off.jpg|The Scout, with conceptual Scatterguns.
 +
File:Standard icon Scattergun.png|Icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
 +
 
== See also ==
 
== See also ==
*[[Scout strategy#Scattergun|Scattergun strategy]]
+
* [[Basic Scout strategy#Scattergun + reskins|Scattergun strategy]]
 +
* [[Festive weapons]]
 +
* [[Botkiller weapons]]
 +
* [[Australium weapons]]
  
 +
{{Standard Weapons Nav}}
 
{{Allweapons Nav}}
 
{{Allweapons Nav}}
 
{{Scout Nav}}
 
{{Scout Nav}}
 +
 +
[[Category:Weapons using the CommunityWeapon material proxy]]

Latest revision as of 17:18, 3 June 2024

This article is about the Scout's primary weapon. For other scatterguns, see Scattergun (disambiguation).
Yeah, come get some, ya frickin' wuss!
The Scout

The Scattergun is the default primary weapon for the Scout. It is a short, double-barreled, lever-action shotgun with a wooden handle and foregrip.

The Scattergun is extremely similar to the Shotgun available to other classes, possessing the same base damage per pellet, number of pellets fired per shot, and ammo capacity. However, the Scattergun has increased damage ramp-up at distances of under 512 Hammer units, allowing it to deal more damage than the Shotgun at close range.

The Scattergun's first shell fires at least one pellet straight down the crosshair before "bullet spread" takes effect. Random bullet spread, enabled in Casual Mode, causes the bullets to spread out in a random pattern. When random bullet spread is disabled, the pellets instead disperse in a fixed three-by-three grid pattern, with two pellets overlapping in the center of the grid.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 175% 10.5 / pellet
Base damage 100% 6 / pellet
Maximum fall-off 52.8% 3.168 / pellet
Pellet count 10
Point blank 11-105
Medium range 6-60
Long range 3-32
Pellet spread 30:1
Critical 18 / pellet
Mini-crit 8.1 - 14.1 / pellet
Function times
Attack interval 0.625 s
Reload (first) 0.7 s
Reload (consecutive) 0.5 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Update history

December 11, 2008 Patch

July 8, 2010 Patch (Engineer Update)

January 7, 2011 Patch

  • The Scattergun's kill icon was updated.

July 12, 2011 [Item schema update]

December 15, 2011 Patch (Australian Christmas 2011)

December 16, 2011 Patch

  • Fixed colors on Christmas lights for the BLU team Scout Festive Scatterguns.

December 19, 2011 Patch

  • Festive Scatterguns can now be gifted.

July 5, 2012 Patch

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

November 21, 2013 Patch (Two Cities Update)

June 18, 2014 Patch (Love & War Update)

  • Converted the Scattergun models to use the c_models system.

August 27, 2014 Patch

  • Fixed the Australium Scattergun material looking pixelated.

March 31, 2015 Patch

  • Fixed the Australium Scattergun using the fire material.

January 7, 2016 Patch

  • Fixed the Australium Scattergun materials.

Trivia

  • Sound effects intended for the Scattergun, labeled scatter_gun_double_shoot.wav, have existed in the game files since release. The Force-A-Nature now uses these sound effects when firing.

Gallery

See also