Difference between revisions of "Scattergun"

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The base damage per pellet, number of pellets fired per shot and [[ammo|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 differing reload timings.
 
The base damage per pellet, number of pellets fired per shot and [[ammo|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 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.
+
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 ==

Revision as of 01:51, 22 July 2016

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.

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 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

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 / pellet
Pellet count 10
Point blank 90-105
Medium range 10-40
Long range 3-10
Pellet spread 30:1
Critical 18 / pellet
Mini-crit 8.1 - 14.2 / pellet
Function times
Attack interval 0.625 s
Reload (first) 0.76 s
Reload (consecutive) 0.56 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Update history

July 8, 2010 Patch (Engineer Update)

January 7, 2011 Patch

  • The Scattergun's kill icon was updated.

July 12, 2011

December 15, 2011 Patch (Australian Christmas 2011)

December 16, 2011 Patch

  • Fixed colors on Christmas lights for the Blue 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 had existed in the game files since release. The Force-A-Nature now uses these sound effects when firing.

Gallery

See also