Difference between revisions of "Shotgun"
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* When the Heavy reloads the Shotgun, the last shell stutters and disappears. | * When the Heavy reloads the Shotgun, the last shell stutters and disappears. | ||
*While reloading, it is possible to force the reload animation to loop endlessly by holding both the left and right mouse button after reloading at least one shell. This can be similarly performed with the [[Frontier Justice]]. | *While reloading, it is possible to force the reload animation to loop endlessly by holding both the left and right mouse button after reloading at least one shell. This can be similarly performed with the [[Frontier Justice]]. | ||
− | * | + | *After shooting one bullet with the Shotgun while being a Heavy, reloading it will emmit the sound of 2 shells loaded and the pump sound will not play. |
== Trivia == | == Trivia == |
Revision as of 22:32, 9 June 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 sawed-off shotgun.
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 and function times
Damage and function times | ||
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Shot type | Hitscan | |
Damage | ||
Maximum ramp-up | 150% | 9 / pellet |
Base damage | 100% | 6 / pellet |
Maximum fall-off | 52.8% | 3 / pellet |
Pellet count | 10 | |
Point blank | 80-90 | |
Medium range | 10-30 | |
Long range | 3-10 | |
Critical | 18 / pellet | |
Mini-crit | 8.1 / pellet | |
Function times | ||
Attack interval | 0.625 s | |
Reload (first) | 1.0 s | |
Reload (consecutive) | 0.5 s | |
Values 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
June 19, 2008 Patch (Pyro Update)
- Pyro's Hadouken taunt now kills people it hits.
December 17, 2009 Patch (WAR! Update)
- Soldier's Shotgun taunt changed to 3 Volley Salute (previously was the Buff Banner's juggling taunt).
July 8, 2010 Patch (Engineer Update)
- [Undocumented] 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.
September 30, 2010 Patch (The Mann-Conomy Update)
- 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.
- [Undocumented] Nametagged Shotguns now properly use
c_model
technology. - [Undocumented] Fixed Engineer's first-person arms using the wrong bodygroup when having a renamed Shotgun equipped with the Gunslinger.
Bugs
- 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. Not only that, but the Shotgun, along with the Pistol and the Frontier Justice both appear incorrectly mirrored, in that the ejection port is on the left of the weapon, even though it should be on the right. Whether or not this is intentional is uncertain.
- After reloading with the Soldier's or the Heavy'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.
- While reloading, it is possible to force the reload animation to loop endlessly by holding both the left and right mouse button after reloading at least one shell. This can be similarly performed with the Frontier Justice.
- After shooting one bullet with the Shotgun while being a Heavy, reloading it will emmit the sound of 2 shells loaded and the pump sound will not play.
Trivia
- The Shotgun appears to be based heavily off of the Template:W and the Template:W.[1]
- In-game files indicate that there exist separate Shotguns for each class that can equip it. Renaming a stock Shotgun with a Name Tag will still allow 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
Soldier RED first-person view.
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.
References
See also
- Soldier's Shotgun strategy
- Pyro's Shotgun strategy
- Heavy's Shotgun strategy
- Engineer's Shotgun strategy
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