Difference between revisions of "Scattergun"

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(Damage and function times)
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* 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.
  
== Unused Content ==
+
== Unused content ==
 
* 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 [[Double-Barrel Shotgun (Classic)|Super Shotgun]] from ''[[Team Fortress Classic]]''. These sound effects were recycled for the [[Force-A-Nature]].
 
* 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 [[Double-Barrel Shotgun (Classic)|Super Shotgun]] from ''[[Team Fortress Classic]]''. These sound effects were recycled for the [[Force-A-Nature]].
  

Revision as of 07:21, 2 August 2011

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

The Scattergun is the default primary weapon for the Scout. It is a short, double-barreled lever-action shotgun with a wooden handle and a metal barrel.

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 to become mediocre at medium range and near useless at a distance. This forces players to close in on enemies to effectively deal damage while utilizing the Scout's distinct speed to avoid retaliation.

The base damage per pellet, number of pellets fired per shot and ammunition per clip is equal to that of the Shotgun. The main difference is the increased positive damage-ramp; 175% compared to 150%. It also has a slightly slower firing speed and differing reload timings.

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 and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage
Maximum ramp-up 175% 10.5 / pellet
Base damage 100% 6 / pellet
Maximum fall-off 52.8% 3 / pellet
Pellet count 10
Point blank 90-105
Medium range 10-40
Long range 3-10
Critical 18 / pellet
Mini-crit 8 / pellet
Function times
Attack interval 0.625 s
Reload (first) 0.76 s
Reload (consecutive) 0.56 s
Values are approximate and determined by community testing.

Demonstration

Bugs

  • The weapon 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.
  • Shells are ejected the wrong way with the tube facing the firing pin instead of the primer.

Unused content

  • 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