Difference between revisions of "Shotgun"
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{{Quotation|'''The Engineer'''|Son, I'm gonna blow that dumb look right off your stupid face.|sound=Engineer_taunts12.wav}} | {{Quotation|'''The Engineer'''|Son, I'm gonna blow that dumb look right off your stupid face.|sound=Engineer_taunts12.wav}} | ||
− | The '''Shotgun''' is the | + | |
+ | The '''Shotgun''' is the default [[primary]] weapon for the [[Engineer]] and the default [[secondary]] weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It is a pump action-style {{botignore|shotgun}} with a small stock. | ||
The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range but has a high damage falloff over distance. Usage and strategies will vary between [[class]]es. | The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range but has a high damage falloff over distance. Usage and strategies will vary between [[class]]es. |
Revision as of 22:41, 13 February 2011
“ | Son, I'm gonna blow that dumb look right off your stupid face.
Click to listen
— The Engineer
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The Shotgun is the default primary weapon for the Engineer and the default secondary weapon for the Soldier, Pyro, and Heavy. It is a pump action-style shotgun with a small stock.
The weapon fires 10 pellets at a time every 0.6 seconds and can deliver high damage at close range but has a high damage falloff over distance. Usage and strategies will vary between classes.
As the Engineer's most powerful weapon, players will use it primarily for defending buildings from nearby attackers, checking suspicious players, or for helping a low-level Sentry Gun finish off an enemy. Pyros may use their Shotgun to engage targets outside the range of their Flamethrower. Soldiers will often rely on the Shotgun if they are out of rockets, cannot take the time to reload, and for closed spaces where explosions would cause self-damage. On the other hand, Heavies will employ the Shotgun where there is no time to use the Minigun effectively, or when mobility while firing is most crucial.
Like the Scattergun, Shortstop, 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. 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: 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 length from the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as the length from 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: 0.625
- Reload Base: 1.0
- Additional Reload: 0.5
Reload base is the time it takes to reload the first shell. Additional reload is the time it takes to reload each shell after the first. All times are in seconds. Times are approximate and determined by community testing.
Demonstration
Related Achievements
Soldier
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Pyro
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Heavy
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Engineer
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Update history
- Soldier's Shotgun taunt changed to 21 Gun Salute (previously was the Buff Banner's juggling taunt).
- Introduced a unique switching animation for the Engineer's Shotgun and Frontier Justice. Previously he used the same switching animation for the Pyro, Heavy and Soldier.
- Fixed Engineer Shotgun and Pistol not using team skins for the Engineer's arms.
- Every class's Shotgun now reloads at the same speed.
- Fixed being unable to equip customized shotguns on some classes.
- Fixed the Shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
- This weapon's kill icon was updated.
Bugs
- Although the stock Shotgun was patched so all classes reload at the same speed, renamed Shotguns use the old reloading speeds. E.G. a Pyro or Soldier reloads slower than an Engineer.
- When pumped, shells are ejected from the right of the Shotgun as opposed to the ejection port on the left. Additionally, shells appear to be ejected the wrong way, with the tube facing the firing pin instead of the primer.
- Using a renamed Shotgun causes the Engineer to hold it with his regular gloves even if he has the Gunslinger equipped.
- After reloading with the Soldier's Shotgun, the pump afterwards does not emit a sound.
- When the Pyro reloads the Shotgun, no shells are actually loaded into the gun. Additionally, the last shell will be reloaded twice with a sound and animation error.
- When the Heavy reloads the Shotgun, the last shell stutters and disappears.
Trivia
- The Shotgun appears to be based heavily off of the Remington 870 and the Ithaca 37. (YouTube video of the Remington 870)
- Renaming a Shotgun with a Name Tag allows the renamed version to be used and shared by all aforementioned classes.
- The Heavy's hand is so large that he pumps the Shotgun with his thumb and index finger.
Gallery
- Shotgun Soldier 1st person RED.png
Soldier RED first-person view.
- Shotgun Soldier 1st person BLU.png
Soldier BLU first-person view.
Pyro first-person view.
Heavy first-person view.
Engineer first-person view.
Engineer first-person view with the Gunslinger equipped.
See also
- Soldier's Shotgun strategy
- Pyro's Shotgun strategy
- Heavy's Shotgun strategy
- Engineer's Shotgun strategy
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