Difference between revisions of "Scattergun"
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(→Trivia: Clarification on the fixed bullet spread, indicating that it does not nerf the Scattergun, as it might first appear to.) |
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*The Scattergun 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 Scattergun 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. | ||
*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]]. | *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]]. | ||
− | *A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the [[Shotgun]]. When activated, any shots with these weapons will fire their | + | *A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the [[Shotgun]]. When activated, any shots with these weapons will fire their 10 pellets in a perfect 3x3 square. The tenth pellet actually fires in the middle of the square, effectively having a double-pellet. |
== Gallery == | == Gallery == |
Revision as of 03:36, 25 October 2010
Template:Targeted Template:Weapon infobox
“ | Yeah, come get some, ya frickin' wuss!
Click to listen
— The Scout
|
” |
The Scattergun is the stock primary weapon for the Scout class. It is a short, double-barreled lever-action Shotgun.
Delivering ten pellets per shot, this weapon has a wide cone of fire and high damage falloff. While deadly at close range, requiring only two shots to take down most classes, the Scattergun becomes mediocre at medium range and near useless at a distance. This forces players to move close to enemies and deal sufficient damage while utilising the class's distinct speed to avoid retaliation.
Other than a slightly increased damage and wider spread, the Scattergun is equal to the standard Shotgun in all regards. If fired from a position close to a target, the attack is capable of causing knockback. The Scattergun's first shell will fire at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets will land forming a three by three grid pattern.
Contents
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 ammo. Additional reload is the time it takes to reload each ammo after the first. All times are in seconds. Times are approximate and determined by community testing.
Trivia
- The Scattergun 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.
- 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.
- A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the Shotgun. When activated, any shots with these weapons will fire their 10 pellets in a perfect 3x3 square. The tenth pellet actually fires in the middle of the square, effectively having a double-pellet.
Gallery
- Scattergun 1st person cropped.png
1st person view.
See also