Difference between revisions of "Scattergun"
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* 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. | * 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. | * 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. | ||
+ | |||
== 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]]. |
Revision as of 15:15, 30 March 2011
“ | Yeah, come get some, ya frickin' wuss!
Click to listen
— The Scout
|
” |
The Scattergun is the default 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 and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage | ||
Maximum ramp-up | 175% | 10.5 / pellet |
Base damage | 100% | 6 / pellet |
Maximum fall-off | 52.8% | 3 / pellet |
Pellet count | 10 | |
Point blank | 90-105 | |
Medium range | 10-40 | |
Long range | 3-10 | |
Critical | 18 / pellet | |
Mini-crit | 8 / pellet | |
Function times | ||
Attack interval | 0.64 s | |
Reload (first) | 0.76 s | |
Reload (consecutive) | 0.56 s | |
Values 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.
- 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.
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.