Difference between revisions of "Scattergun"

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(Trivia)
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== 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 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]].
*If the Scattergun's ammo count is zero and the player taunts, the shells will seem to come out of the Scout's body.
 
 
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>

Revision as of 17:30, 8 February 2011

Yeah, come get some, ya frickin' wuss!
The Scout

The Scattergun is the primary weapon for the Scout. It is a short, double-barreled lever-action shotgun. It has a wooden handle and a metal barrel.

Delivering ten pellets per shot with increased 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.

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'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

See also: Damage
  • Base: 6 per pellet
  • Max Ramp Up: 175% (10.5 damage per pellet)
  • Max Fall Off: 50% (3 damage per pellet)
  • Pellet Count: 10
  • Point Blank: 90 - 105
  • Medium Range: 10 - 40
  • Long Range: 3 - 10
  • Mini-Crit: 8 per pellet
  • Critical hit: 18 per pellet

Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.64
  • Reload Base: 0.76
  • Additional Reload: 0.56

Reload base is the time it takes to reload the first round of ammo. Additional reload is the time it takes to reload each additional round of ammo after the first. All times are in seconds. Times are approximate and determined by community testing.

Demonstration

Bugs

  • 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.
  • Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.

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 Super Shotgun from Team Fortress Classic. These sound effects were recycled for the Force-A-Nature.

Gallery

See also