Difference between revisions of "Talk:Shotgun"

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<small>— ''The preceding unsigned comment was added by'' '''[[User:Shotgun Dude 37|Shotgun Dude 37]]''' ([[User talk:Shotgun Dude 37|talk]]) • ([[Special:Contributions/Shotgun Dude 37|contribs]]) </small>
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:Shotgun Dude 37|Shotgun Dude 37]]''' ([[User talk:Shotgun Dude 37|talk]]) • ([[Special:Contributions/Shotgun Dude 37|contribs]]) </small>
 
: This is just how Valve did the models, it's not notable trivia. --[[User:Omolong|Omolong]] ([[User talk:Omolong|talk]]) 09:29, 16 August 2014 (PDT)
 
: This is just how Valve did the models, it's not notable trivia. --[[User:Omolong|Omolong]] ([[User talk:Omolong|talk]]) 09:29, 16 August 2014 (PDT)
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: Okay, well was the ejection port being on the wrong side a mistake or a purpose? --[[User:Shotgun Dude 37|Shotgun Dude 37]]''' ([[User talk:Shotgun Dude 37|talk]])

Revision as of 03:57, 18 August 2014

Shotgun Similarities

As I mentioned on the TF2 Wiki, the Shotgun bears a serious similarity to the pistol grip version of a wood Smith & Wesson M3000 with a sawn off barrel. Here's a picture of an airsoft version ([1]), a video of a synthetic M3000 with a stock and normal barrel (http://www.youtube.com/watch?v=k7TzvXRj2aQ), and a wooden version with a stock and normal barrel ([2]). Please consider this. --Takeiuchi 07:39, 20 July 2010 (UTC)

Shotgun Reload Rates

Interesting, I never noticed the difference. I can't watch the video (Dial-up :/) so could you please fill out a 4-column table with each differing load speed then put it on the page? Thanks! -Firestorm 17:33, 1 July 2010 (UTC)

Heavy/Engineer Soldier Pyro
Attack Interval 0.625 0.625 0.625
Base Reload 1 2 3
Additional Reload 4 5 6


Heavy and Pyro base reload has changed as of October 6 2010. Pyro no longer double reloads the first shell and Heavy initial reload is sped up.--Mechlord 22:52, 8 October 2010 (UTC)

Shotgun + Gunslinger

There isn't much difference between the picture of the shotgun with and without Gunslinger.At least make them with higher FOV to see the difference. --- User Mitko1239 Soldiertinpan.png Mitko1239 (Talk page) --- 07:02, 12 September 2010 (UTC)


Renamed Shotguns

The renamed ones reload slower? Why is that? It's like discouraging people from renaming a gun used by 4 classes.--Awesome Weegee 19:43, 27 October 2010 (UTC)

It's most likely not intentional. It's a bug and valve will get around to it eventually. And tbh, I use a renamed shotgun the reload isn't noticeable for me.Flying Pyro

Huh, you expect Valve to fix it. Okay, you listening? Buggy game < Hats. SpaceAnimator 17:46, 11 June 2011 (GMT)



Reload Glitch

When Holding down the 'R' key (or what ever your reload key is) will make your class continue to reload. You do not gain or lose any extra shells for doing so, it is only visual. This can only be done when reload is available. Don't remember if this works for the frontier justice, but i do know for a fact that this glitch occurs as a pyro. M-NINJA 02:24, 3 November 2010 (UTC)

  • Does not happen at all with the engineer. M-NINJA 17:45, 7 November 2010 (UTC)
  • Does happen with the pyro shotgun. M-NINJA 17:45, 7 November 2010 (UTC)
  • Does happen with the heavy shotgun. M-NINJA 22:54, 7 November 2010 (UTC)
  • Does not happen with the soldier shotgun. M-NINJA 22:54, 7 November 2010 (UTC)


The infinite reloading glitch was patched, I'm still testing the other things out, but so far nothing's changed below except for the infinite reloading glitch for pyro and heavy shotguns. --Pb 03:41, 20 November 2010 (UTC) This is especially annoying when using auto-reload with the heavy and pyro. One way around it is to hold down Alt-Fire (Right Click) immediately after firing. This simulates a regular shotgun and prevents the weapon from reloading [No Reloading Animation --Pb 23:07, 9 November 2010 (UTC)] until the mouse button is released or until the clip runs out. To clarify, after being held down, Alt-Fire (Right Click) must be released to fire. One way to shoot goes something like this: Shoot-HoldAltFire-ReleaseAltFire-Repeat. The Alt-Fire (Right Click) will be held down for the majority of the time, only releasing it briefly to fire. An alternate and simpler method is to: HoldAltFire + HoldPrimaryFire-ReleaseAltFire (Weapon Fires)-HoldAltFire. When the shotgun runs out of ammo in the clip, the shotgun will automatically reload, Alt-Fire (Right Click) cannot be used to prevent an empty clip from reloading (if there is more ammo available). Also, once the shotgun fully reloads the entire clip (6 Bullets), the Alt-Fire (Right Click) cannot be used to stop the reload animation, a shot needs to be fired first. Additionally, holding Alt-Fire (Right Click) does not stop the reload process once it starts. The Alt-Fire (Right Click) needs to register before the reload process occurs - right after a shot is fired. The only way to have a full clip without the infinite reload (after having fired a shot) is to switch to another weapon and switch back. I found that if you HoldAltFire -> PrimaryFire (Left Click) in quick succession, the weapon will still fire. The Alt-Fire blocking mechanism has a short period of delay before the "blocking" effect occurs (in all cases) [For Consistency, in these posts I will refer to this as Alt-Fire Delay - --Pb 22:17, 9 November 2010 (UTC)]. It would be interesting if anyone can find out more about this/look at code/do more testing. I've only done tests on the heavy's shotgun and the shortstop, but I assume all reloadable weapons (without an alternate fire ability/animation) share these traits. Spy Alt-Fire (Right Click/Cloak) also has the same property of preventing auto-reload. Spy is the only class that has an animation for Alt-Fire (That I have found), all other classes do not show an animation for Alt-Fire for reloadable weapons. Latest Update: --Pb 03:41, 20 November 2010 (UTC)

:Interesting finds that a search on reloading turned up:

  • "Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing" - [3] - This leads to the reloading property: Shooting/Firing has priority over reloading. (Seems obvious, but this patch made weapons such as Scout's Shortstop, Sniper's SMG, Medic's Blutsauger, Medic's Syringe Gun, and Scout's Force-A-Nature, all of which reload a full clip, have this same property.) --Pb 06:58, 9 November 2010 (UTC)
  • "Fixed reload exploit that allowed plays to fire instantly after switching weapons" - [4] - I am not sure how the reload exploit worked, so I'm not sure if this is one of the causes of the reload glitch. --Pb 06:58, 9 November 2010 (UTC)
Also, I found another interesting property. Weapons that reload a full clip at a time *can* stop the reload when ammo reaches 0. I've tested using Alt-Fire (Right Click) on Scout's Shortstop, Scout's Force-A-Nature, Medic's Blutsauger, Medic's Syringe Gun, and Sniper's SMG, the weapons remain at 0 ammo and do not reload as long as Alt-Fire (Right Click) is held down. The same does not apply to weapons that reload one ammo at a time - Weapons such as Scout's Scattergun, Heavy's Shotgun, Soldier's Black Box (Are the ones I've tested so far) stick to what I've written in the previous blurb, that is, upon reaching 0 ammo in the clip, the weapon is forced to reload and Alt-Fire (Right Click) is unable to prevent the weapon from being reloaded. A side note - If a Spy uses Alt-Fire (Right Click/Cloak) right after he reaches 0 ammo, auto-reload will not occur and he will stay in stealth with 0 ammo in his revolver (Tested with L'Etranger, The Ambassador, and Revolver). The Spy is unable to auto-reload in stealth. Also, if timed right, the Spy can be made to look like he has three hands - Fire a shot->Wait for the right moment->Reload. You can see the Spy's left hand with his watch, and an extra left hand reloading (I think I've seen this mentioned before, I'm just adding it here for completion) --Pb 06:58, 9 November 2010 (UTC)
Found that my previous statement that Alt-Fire (Right Click) cannot be used to stop the auto-reloading process once it has started is not entirely true (but it's not completely wrong). The auto-reloading process *can* be stopped (with Alt-Fire), but the *animation* cannot. Let me explain: Empty the clip in a Heavy's Shotgun. The Heavy will automatically start reloading his weapon. If you Alt-Fire (Right Click), the reload process and animation will both continue unimpeded. However! If you hold Alt-Fire (Right Click), then hold PrimaryFire after the Alt-Fire Delay, the process of reloading will be stopped. The animation continues, but no ammo is being reloaded into the clip. I assume this is because Shooting/Firing takes priority over reloading: Shooting/Firing is preventing the weapon from reloading, and Alt-Fire (Right Click) is preventing the weapon from shooting. I also found that PrimaryFire does not need to be held down. The process of preventing a weapon from auto-reloading goes something like this: Have the weapon Reload->HoldAltFire->Wait for Alt-Fire Delay->PressPrimaryFire. If PrimaryFire is released, the weapon continues to have the property of not reloading, but the animation for reloading continues. --Pb 22:17, 9 November 2010 (UTC)
I found that manually reloading (ReloadButton) takes priority over Alt-Fire (Right Click). For example, you've stopped the auto-reload by Shooting/Firing then holding Alt-Fire. If you press/hold the ReloadButton (R Key), it will override the Alt-Fire (Right Click) and reload the weapon. I'd like to remind whoever reads this section that for all of the above, I am referring to auto-reloading, the option found in Option->Multiplayer->Advanced. --Pb 22:39, 9 November 2010 (UTC)
Found an interesting (but useless) property for Medic's Syringe Gun and Blutsauger (And Scout's Shortstop). If Alt-Fire (Right Click) is used with right timing, each of those weapons (Syringe Gun, Blutsauger, Shortstop) can have the auto-reload process stop right after each piece of ammo. For example, you can halt the auto-reload process at 39, 38, etc. for the Syringe Gun and Blutsauger if you use the process described above, the one where you shoot (quickly tap PrimaryFire [Must Release Mouse Button]) and hold down Alt-Fire (Shoot-HoldAltFire-ReleaseAltFire-Repeat). However, the second process described (HoldAltFire + HoldPrimaryFire-ReleaseAltFire (Weapon Fires)-HoldAltFire) reveals interesting (but useless) details. The Blutsauger and Syringe Gun fire 6 syringes before Alt-Fire stops the weapon from firing. The Shortstop fires 2 bullets before Alt-Fire stops the weapon from firing. I am not sure what to make of this information, but it *might* tell us when the Alt-Fire button press registers and executes (If the weapon firing speed for each weapon is considered, an exact time can be estimated). --Pb 23:07, 9 November 2010 (UTC)
Found a shotgun glitch on youtube: Shotgun Glitch. This is a counter bug, I just tried it and reproduced it. The video shows: Engi empties clip, switches weapons, holds PrimaryFire when switching back to shotgun, Engi looks like he fires directly from reserve ammo without the clip counter moving from 0. To reproduce this bug, switching weapons is unnecessary. Hold down PrimaryFire without releasing it. Once the clip reaches 0, the reload animation will show, but the clip counter will remain at 0, and 1 ammo is deducted from the reserve ammo. Sometimes the counter will show what is really happening: the weapon actually reloads because the clip increases to 1 before being fired, but sometimes the counter fails to register the reload. Again, a useless reload counter bug, but I guess I'm compiling them here. --Pb 07:09, 10 November 2010 (UTC)
Please let me know if I'm writing too much about a topic nobody cares about, I couldn't find a "Reload" wiki page, so I'm just adding it all here. Also, everything I have written about I have not copied from anyone else, all of this is through testing and in-game experience. If I have made any errors, please let me know. If I find out more I'll keep adding stuff, but please try it out for yourself. --Pb 06:58, 9 November 2010 (UTC)


Anyone have a resonible explanation as to why this not only occurs but only happens to the pyro and heavy M-NINJA 22:44, 8 November 2010 (UTC)
My guess is that it's tied to the reload speed fix. Valve must've left a loose end somewhere leading to this bug, since it only began after the fix. - Mistah Phoenix 23:12, 9 November 2010 (UTC)
Just out of curiosity, is the reload speed fix you're referring to, "Fixed an exploit where you could reload The Huntsman faster than intended" in the Classless Update? --Pb 00:03, 10 November 2010 (UTC)
No, I'm referring to the recent update that made shotgun reload times the same for all shotguns. It was quite recent, but I don't think it was announced in the patch notes. - Mistah Phoenix 00:39, 10 November 2010 (UTC)
Ok. If you find a source somewhere, please let us know, thanks. Nvm, the info's updated on the shotgun's wiki page, haha. --Pb 07:09, 10 November 2010 (UTC)
  • The info isn't completely true. it says the glitch is exclusive to the pyro when the glitch also occurs with the heavy's shotgun M-NINJA 11:37, 12 November 2010 (UTC)
Patched!--Pb 03:41, 20 November 2010 (UTC)
Thats mildly disappointing, i enjoyed the endless reloading sequence :3 -= M-NINJA Burger Gib.png =- 23:16, 26 November 2010 (UTC)


Heavy's Baby Gun has no trigger

just want to know if I should put the Heavy's Shotgun lacking a trigger and trigger guard in the article. Seems like it'd be a bug, but it's a minor graphical thing. which I remember not supposed to be in the bug or trivia listing. Thoughts? The preceding unsigned comment was added by BraveTriforcer (talk) • (contribs) 2010-12-07T14:10:48

I don't know what you mean. The w and c models have both triggers and guards. If you're referring to the animations when used by the Heavy, it does have a guard but the trigger cannot be seen due to his large finger.--Focusknock 11:49, 19 February 2011 (UTC)


Engineer's glove is gone in the first person view

I noticed you can see his bare right hand in the first person view when it should be a glove. Don't if this should be noted. -HimitsuNoRyu 02:18, 6 August 2011 (PDT)

Nevermind. It may just be the picture they used on the wiki is wrong or it just looks that way from the lighting. Looking at it in-game, he clearly has his glove

-HimitsuNoRyu 02:27, 6 August 2011 (PDT)

It's not an Ithaca37 at all.

It'll be easier to use images but first and foremost: the Ithaca37 is a bottom ejecting shotgun, it doesn't have an ejection port on either side.

[[5]] [[Inconsistencies1]] [[Inconsistencies2]]

Foxyb (talk) 13:43, 16 March 2014 (PDT)

If you read the trivia correctly, It says it "Appears to be" Doesn't mean it IS. That and the description even mentions of some modifications. Remember, Some guns aren't direct replicas but instead are used as reference. Also the above uploads really aren't necessary. Ashes (talk) 13:46, 16 March 2014 (PDT)

Remington 870 Shotgun, Not an Ithaca M37

Something I feel needs to be changed is the basis behind the shotgun. The Shotgun shows no similarities to the Ithaca M37 other than the pump. On close examination, the Shotgun shows more visual similarities to the Remington 870 Shotgun than the Ithaca.

Reference Pictures for Comparison:

-TF2 Shotgun:

Shotgun_item_icon_TF2.png

-Remington 870:

remington-870-p.jpg

-Ithaca M37:

Ithaca_37.jpg

Comparing the two models, it seems that the Remington bears more similarities to the Shotgun, with a sawed off barrel and modified stock, than that of the Ithaca, and could be changed in the Trivia section of the Shotgun to replace the Ithaca M37 or alongside it..

-ColinTheAwesomest (talk) 11:12, 24 July 2014 (PDT)

The shotgun is based off Itacha 37, as can be seen on this image which the concept art is very similar to.

Ithaca_m37sawedoff.jpg Spython (talk) 00:16, 27 July 2014 (PDT)

Missing Trivia

There are two things about the Shotgun that I think should be in the trivia:

1. The fact that the shells eject from the right side even though the ejection port is on the left side and why that may be.

2. The fact that even though the shells are loaded forward, they eject backwards and why that may be, too. The preceding unsigned comment was added by Shotgun Dude 37 (talk) • (contribs)

This is just how Valve did the models, it's not notable trivia. --Omolong (talk) 09:29, 16 August 2014 (PDT)
Okay, well was the ejection port being on the wrong side a mistake or a purpose? --Shotgun Dude 37 (talk)