Difference between revisions of "Reserve Shooter"
(You'd think that they would have tested this, considering there was a similar issue with the Direct Hit.) |
|||
Line 21: | Line 21: | ||
The '''Reserve Shooter''' is a secondary weapon for the [[Soldier]]. It is a pump-action {{botignore|shotgun}} with army green metal on the barrel and receiver and tan-wooden fore-end and stock. | The '''Reserve Shooter''' is a secondary weapon for the [[Soldier]]. It is a pump-action {{botignore|shotgun}} with army green metal on the barrel and receiver and tan-wooden fore-end and stock. | ||
− | At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver [[mini-crits]] to airborne targets for 3 seconds after switching to it from another weapon. Unlike the [[Direct Hit]], which has a similar effect, the mini-crits are awarded even if the enemy | + | At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver [[mini-crits]] to airborne targets for 3 seconds after switching to it from another weapon. Unlike the [[Direct Hit]], which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage. |
== Damage and function times == | == Damage and function times == |
Revision as of 14:18, 26 June 2011
“ | And that is how you do it, men!
Click to listen
— The Soldier displays proper airshot technique
|
” |
The Reserve Shooter is a secondary weapon for the Soldier. It is a pump-action shotgun with army green metal on the barrel and receiver and tan-wooden fore-end and stock.
At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver mini-crits to airborne targets for 3 seconds after switching to it from another weapon. Unlike the Direct Hit, which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage.
Contents
Damage and function times
See also: Damage
Damage and function times | ||
---|---|---|
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 | 86-90 | |
Medium range | 24-67 | |
Long range | 3-26 | |
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. |
Item set
Main article: Item sets
The Airborne Armaments | |
---|---|
Effect |
No effect |
Related Achievements
Soldier
|
|
Crafting
See also: Crafting
Blueprint
Reclaimed Metal | Frontier Justice | Reserve Shooter | ||
x2 | + | = |
Class Token - Soldier | Slot Token - Secondary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
|
Update history
June 23, 2011 Patch (Uber Update)
- The Reserve Shooter was added to the game.
Bugs
- The Reserve Shooter mini-crits swimming targets.
- When taunting, the Shotgun sounds are used.
Unused Content
- There are 3 different firing sound effects, including crit variants, located in the GCF, for the Reserve Shooter, that are not used.
Trivia
- A Reserve Shooter is someone who provides backup for the front lines should any error occur.
Gallery
See also
|