Difference between revisions of "Shotgun"
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*Although it cannot physically be seen by the player in-game, use of the Source SDK model viewer reveals that the Engineer taps the pump of his Shotgun whilst it is not in use. | *Although it cannot physically be seen by the player in-game, use of the Source SDK model viewer reveals that the Engineer taps the pump of his Shotgun whilst it is not in use. | ||
*A server console command can be used to disable random bullet spread for the Shotgun, along with other pellet weapons like the [[Scattergun]]. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square. | *A server console command can be used to disable random bullet spread for the Shotgun, along with other pellet weapons like the [[Scattergun]]. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square. | ||
+ | *Even though they appear to be identical the four shotguns have slightly different reload rates among the classes. Heavy and Engineer being the fastest, Soldier being slightly slower, and Pyro being the slowest. | ||
==See also== | ==See also== |
Revision as of 17:18, 1 July 2010
“ | Son, I'm gonna blow that dumb look right off your stupid face.
Click to listen
— The Engineer on Disciplinary Action
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” |
The Shotgun is the primary weapon for the Engineer, and the secondary weapon for the Soldier, Pyro, and Heavy. It is listed in the loadout menu for all of them as a Level 1 Shotgun. It fires fairly rapidly, 10 bullets per 1 ammo, every 0.6 seconds, and can deliver high damage at close range but has a high damage falloff. As the Engineer's most powerful weapon, he uses it primarily for defending his Dispenser or Teleporter and for engaging an enemy attempting to exploit a weakness in his Sentry gun. The Pyro uses his Shotgun for engaging targets unreachable by his Flamethrower while the Soldier may rely on the Shotgun if he's out of rockets, needs a weapon that won't cause damage to himself (as rockets do) or if rockets simply won't work in a specific situation. On the other hand, the Heavy may use the Shotgun to take down an enemy if he doesn't have the time to rev up his own Minigun. For more information on Shotgun tactics, see the Shotgun strategy links at the bottom of the page. Like the Scattergun and the Force-A-Nature, the Shotgun's first shell will fire at least one pellet straight down the crosshair before 'bullet-spread' takes effect.
Taunting with your Shotgun equipped as a Pyro will activate the special Hadouken taunt attack.
Damage
- Base: 6 per pellet
- Max Ramp Up: 150% (9 damage per pellet)
- Max Fall Off: 50% (3 damage per pellet)
- Pellet Count: 10
- Point Blank: 80-90
- DPS(damage per second): 133-150
- Medium Range: 10-30
- DPS(damage per second): 17-50
- Long Range: 3-10
- DPS(damage per second): 5-17
- Mini-Crit: 8.1 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 ctf_2fort. Long range is defined as battlement to battlement on ctf_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: 0.625
- Reload Base: 1.0
- Additional Reload: 0.5
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
- Unlike other classes, the Pyro pumps his Shotgun after switching to it, which also serves as a visual indicator of the one second delay before you are able to fire.
- The Heavy holds the Shotgun in a different position than the other classes, presumably due to his large hands (he holds the grip in between his index finger and thumb).
- The Shotgun has Developer weapon variants.
- The Shotgun appears to be based heavily off of the Remington 870 and the Ithaca 37.
- After the WAR! Update, the Soldier's Shotgun taunt changed. Before, the Soldier would juggle explosives (this is now the Buff banner's taunt). Now, he does a 21 Gun Salute, with inspiring music playing in the background. When it is used, the Shotgun appears to fire, but does not use ammo, hurt enemies, nor has a muzzleflash.
- The Shotgun, Pistol, and Pain Train are the only weapons in the game to be used by more than one class.
- The Engineer obtained his Shotgun from the sentry kit he designed in collaboration with TF Industries. The Soldier probably obtained his Shotgun during World War II and was one of the many weapons he learned to load and fire by himself. It is unknown where the Heavy and Pyro got their shotguns, although because of both of their love for weapons, it is possible they acquired them independently or simply bought one from TF Industries.
- Although it cannot physically be seen by the player in-game, use of the Source SDK model viewer reveals that the Engineer taps the pump of his Shotgun whilst it is not in use.
- A server console command can be used to disable random bullet spread for the Shotgun, along with other pellet weapons like the Scattergun. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square.
- Even though they appear to be identical the four shotguns have slightly different reload rates among the classes. Heavy and Engineer being the fastest, Soldier being slightly slower, and Pyro being the slowest.
See also
- Soldier's Shotgun strategy
- Pyro's Shotgun strategy
- Heavy's Shotgun strategy
- Engineer's Shotgun strategy
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