Difference between revisions of "Scattergun"

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*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]].
 
*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]].
 
*A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the [[Shotgun]]. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square.
 
*A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the [[Shotgun]]. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square.
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*The Scattergun Shells can be see under the gun during taunt
  
 
== Gallery ==
 
== Gallery ==

Revision as of 00:40, 9 October 2010

Template:Weapon infobox

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

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

Delivering ten pellets per shot, this weapon has a wide cone of fire and high damage falloff. While deadly at close range, requiring only two shots to take down most classes, the Scattergun becomes mediocre at medium range and near useless at a distance. This forces players to move close to enemies and deal sufficient damage whilst utilising the class's distinct speed to avoid retaliation.

Other than a slightly increased damage and wider spread, the Scattergun is equal to the standard Shotgun in all regards. If fired from a position close to a target, the attack is capable of causing knockback. The Scattergun's first shell will fire at least one pellet straight down the crosshair before 'bullet-spread' takes effect.

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.

Trivia

  • The Scattergun has Developer weapon variants.
  • 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.
  • 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.
  • A server console command can be used to disable random bullet spread for the Scattergun, along with other pellet weapons like the Shotgun. When activated, any shots with these weapons will fire their 9 pellets in a perfect 3x3 square.
  • The Scattergun Shells can be see under the gun during taunt

Gallery

See also