Difference between revisions of "Shotgun"

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m (Previous Changes: Added shotgun animation change after engineer update)
m (Minor corrections and tweaking)
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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 primary weapon for the [[Engineer]], and the secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It is a pump action style Shotgun with a small stock.
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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 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, which is suitable for close range skirmishes. Usage and strategies will vary between [[class]]es.
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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, which makes it most suitable for close range skirmishes. Usage and strategies will vary between [[class]]es.
  
As the Engineer's most powerful weapon, players will use it primarily for defending their [[buildings]] from nearby attackers, or for helping a low-leveled Sentry Gun finish off a kill. Pyros may use the Shotgun for engaging targets unreachable via the [[Flamethrower]]. Soldier players will often rely on the Shotgun if out of rockets, and possibly for closed spaces where explosions would cause self-damage. On the other hand, users of the Heavy will employ the Shotgun to take down an enemy if he doesn't have the time to rev up his own [[Minigun]] or when mobility while firing is most crucial.
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As the Engineer's most powerful weapon, players will use it primarily for defending their [[buildings]] from nearby attackers, or for helping a low-level Sentry Gun finish off an enemy. Pyros may use the Shotgun to engage targets outside the range of the [[Flamethrower]]. Soldiers will often rely on the Shotgun if they are out of rockets, cannot take the time to reload, and possibly for closed spaces where explosions would cause self-damage. On the other hand, Heavies will employ the Shotgun to take down an enemy if he doesn't have the time to rev up his own [[Minigun]] 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.
 
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.
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==Previous Changes==
 
==Previous Changes==
*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 [[Soldier taunts#Secondary | 21 Gun Salute]], with a portion of [[Wikipedia:Taps|Taps]] playing in the background.
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*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 [[Soldier taunts#Secondary | 21 Gun Salute]], with a portion of [[Wikipedia:Taps|Taps]] playing in the background.
 
*The Engineer update 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.
 
*The Engineer update 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.
*Before the Mann-Conomy update, Shotguns used by different classes used a different reload speed. (Engineer and the Heavy reloaded their Shotguns the fastest whilst the Pyro reloaded the slowest). After the Mann-Conomy update, every class uses the fastest reload speed.
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*Before the Mann-Conomy update, Shotguns used by different classes used a different reload speed. (Engineer and the Heavy reloaded their Shotguns the fastest whilst the Pyro reloaded the slowest). Since the Mann-Conomy update, every class's shotgun uses the fastest reload speed.
**A Renamed Shotgun will use the old reload speeds.
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**A renamed Shotgun will use the old reload speeds however.
 
*Fixed the Shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
 
*Fixed the Shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.
  
 
== Bugs ==
 
== Bugs ==
* A renamed Shotgun makes the Engineer hold it with his regular gloves even if he has the Gunslinger equipped
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* A renamed Shotgun makes the Engineer 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.
 
* After reloading with the Soldier's Shotgun, the pump afterwards does not emit a sound.
 
* When the Pyro reloads the Shotgun, the shells are missing.  
 
* When the Pyro reloads the Shotgun, the shells are missing.  
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== Trivia ==
 
== Trivia ==
* The Shotgun appears to be based heavily off of the [[Wikipedia:Remington 870|Remington 870]] and the [[Wikipedia:Ithaca 37|Ithaca 37]]. ([http://www.youtube.com/watch?v=ul1QDc19veM YouTube video of the Remington 870].)
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* The Shotgun appears to be based heavily off of the [[Wikipedia:Remington 870|Remington 870]] and the [[Wikipedia:Ithaca 37|Ithaca 37]]. ([http://www.youtube.com/watch?v=ul1QDc19veM YouTube video of the Remington 870])
 
* When pumped, the shell ejects from the right of the Shotgun, the opposite side of the ejection port.
 
* When pumped, the shell ejects from the right of the Shotgun, the opposite side of the ejection port.
 
* Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.  
 
* Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.  

Revision as of 03:54, 16 December 2010

The Shotgun is the primary weapon for the Engineer, and the 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, which makes it most suitable for close range skirmishes. Usage and strategies will vary between classes.

As the Engineer's most powerful weapon, players will use it primarily for defending their buildings from nearby attackers, or for helping a low-level Sentry Gun finish off an enemy. Pyros may use the Shotgun to engage targets outside the range of the Flamethrower. Soldiers will often rely on the Shotgun if they are out of rockets, cannot take the time to reload, and possibly for closed spaces where explosions would cause self-damage. On the other hand, Heavies will employ the Shotgun to take down an enemy if he doesn't have the time to rev up his own Minigun 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.

Renaming a Shotgun with a Name Tag allows the renamed version to be used and shared by the Engineer, the Soldier, the Pyro, and the Heavy.

Damage

See also: 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

Bomb Squaddie
Bomb Squaddie
Destroy 10 sticky bombs with the shotgun in a single life.


For Whom the Shell Trolls
For Whom the Shell Trolls
Bounce an opponent into the air with a rocket and then kill them with the shotgun before they land.
Worth a Thousand Words
Worth a Thousand Words
Provide the enemy with a freezecam of your 21 gun salute.

Pyro

Combined Fire
Combined Fire
Use your shotgun to finish off 20 players you've ignited.


Freezer Burn
Freezer Burn
Provide enemies with freezecam shots of each of your taunts.
OMGWTFBBQ
OMGWTFBBQ
Kill an enemy with a taunt.

Heavy

Rationing
Rationing
Kill an enemy with your shotgun while you're out of minigun ammo.

Engineer

Texas Two-Step
Texas Two-Step
Use your shotgun to finish off an enemy recently damaged by your sentry gun.

Previous Changes

  • 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 a portion of Taps playing in the background.
  • The Engineer update 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.
  • Before the Mann-Conomy update, Shotguns used by different classes used a different reload speed. (Engineer and the Heavy reloaded their Shotguns the fastest whilst the Pyro reloaded the slowest). Since the Mann-Conomy update, every class's shotgun uses the fastest reload speed.
    • A renamed Shotgun will use the old reload speeds however.
  • Fixed the Shotgun reload animations for the Soldier/Pyro/Heavy looping endlessly.

Bugs

  • A renamed Shotgun makes the Engineer 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, the shells are missing.
  • 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)
  • When pumped, the shell ejects from the right of the Shotgun, the opposite side of the ejection port.
  • Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.
  • The Heavy's hand is so large that he pumps the Shotgun with his thumb and index finger.

Gallery

See also