Difference between revisions of "Scattergun"

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Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most classes. A wide cone of fire causes it become mediocre at medium range and near useless at a distance. This forces players to move close to enemies to effectively deal damage while utilising the class's distinct speed to avoid retaliation.  
 
Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most classes. A wide cone of fire causes it become mediocre at medium range and near useless at a distance. This forces players to move close to enemies to effectively deal damage while utilising the class's distinct speed to avoid retaliation.  
 
 
The base damage per pellet and number of pellets fired per shot is equal to that of the [[Shotgun]], but with ramp-up it usually deals slightly more damage. It also has slightly slower reload and firing times.
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The base damage per pellet, number of pellets fired per shot, and ammunition in a clip is equal to that of the [[Shotgun]], but with ramp-up it usually deals slightly more damage. It also has slightly slower reload and firing times.
  
 
The Scattergun's first shell fires at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets land forming a three by three grid pattern.  
 
The Scattergun's first shell fires at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets land forming a three by three grid pattern.  

Revision as of 23:18, 23 November 2010

Yeah, come get some, ya frickin' wuss!
The Scout

The Scattergun is the default primary weapon for the Scout class. It is a short, double-barreled lever-action Shotgun.

Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most classes. A wide cone of fire causes it become mediocre at medium range and near useless at a distance. This forces players to move close to enemies to effectively deal damage while utilising the class's distinct speed to avoid retaliation.

The base damage per pellet, number of pellets fired per shot, and ammunition in a clip is equal to that of the Shotgun, but with ramp-up it usually deals slightly more damage. It also has slightly slower reload and firing times.

The Scattergun's first shell fires at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets land forming a three by three grid pattern.

Damage

See also: Damage
  • Base: 6 per pellet
  • Max Ramp Up: 175% (10.5 damage per pellet)
  • Max Fall Off: 50% (3 damage per pellet)
  • Pellet Count: 10
  • Point Blank: 90 - 105
  • Medium Range: 10 - 40
  • Long Range: 3 - 10
  • Mini-Crit: 8 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 2Fort. Long range is defined as 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: 0.64
  • Reload Base: 0.76
  • Additional Reload: 0.56

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.

Demonstration

Trivia

  • The Scattergun is never actually reloaded: when the 6 round clip is empty, the handle lever is used to eject the rounds without loading fresh ones in. There is also no location on the model for shells to be replaced.
  • Sound effects exist in the game files labeled "double shot". It is possible that the weapon may have had, or was going to have, a double-barreled firing mode, possibly similar to the super Shotgun from Team Fortress Classic. These sound effects were recycled for the Force-A-Nature.

Gallery

See also