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Shotgun: Difference between revisions

From TF2 Classified Wiki
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Changed "gun salute" to "juggling"
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}}The '''Shotgun''' is the default primary weapon for the [[Engineer]] and the default secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It's a sawed-off, pump-action shotgun, with a dark metal barrel, and a wooden stock and forearm.
The '''Shotgun''' is the stock primary weapon for the [[Engineer]] and the stock secondary weapon for the [[Soldier]], [[Pyro]] and [[Heavy]]. It's a sawed-off, pump-action shotgun with a dark metal barrel, a wooden grip and forearm.


A consistent form of firepower can sometimes be all a Mann needs on the front lines, and the shotgun provides this to all classes who are permitted to equip it. The shotgun holds 6 shells at a time and carries 32 in reserve, with random weapon spread disabled each shell fires off 10 pellets in a 3 by 3 spread pattern with the 10th pellet overlapping the center pellet. Each Pellet does a base damage of 6 and at maximum ramp up 9 damage, making it a great close range weapon as well as being a decent option at medium range.
The Shotgun has the same statistics on all classes, with the exception of slightly different reload times. It holds 6 shells at a time, firing  10 bullets in a 9x9 pattern with the 10th bullet overlapping the center bullet. This naturally leads to the shotgun landing more bullets at closer ranges, making it an excellent option for dealing burst damage. This is supplemented by its large base damage of 6 per bullet, 150% damage ramp-up for 9 damage per bullet at point-blank, and a fast firing speed of about once every 0.6 seconds. Despite being relegated to a sidearm, the Shotgun is one of the most reliable weapons in the game, and its deadliness should not be underestimated.


Though the stats of the shotgun stay the same for every class, it's usage varies depending on who wields it.
The strategy and usage of the Shotgun is slightly different for each class, with a shared theme of increased mobility, mid-range viability, and close-range damage:


*[[Soldier]]'s shotgun is his weapon of choice if rockets and or splash damage is not viable in a situation. It can be used to kill a close range enemy to avoid taking self damage from rockets, finishing off a weak target, or attacking opponents who are too unpredictable to waste rockets on.
* On Soldier, the Shotgun is used to supplement the low clip size of the [[Rocket Launcher]], being a backup weapon in case he cannot reload his rockets in time, or if usage of such would cause him to explode. It is also used for finishing off enemies that are running away, where the slow velocity of the rockets may not reach them in time. In addition, it functions as an anti-Pyro weapon, countering the [[Flame Thrower]]'s ability to airblast away his rockets.
*[[Pyro]]'s shotgun serves as a way to counteract the shortcomings of his [[Flamethrower]], not only does it allow him to have a proper medium range option, it also lets him to effectively combat opponents who are resistant to fire such as enemy [[Pyro]]'s or underwater targets.
* On Pyro, the Shotgun is used to shoot enemies that are out of range of their Flame Thrower, in addition to dealing more damage per second than the Flame Thrower against a singular target. It is often used as the main weapon against an enemy that is suffering afterburn, and offers the Pyro a degree of mobility that is not viable when using the Flame Thrower. In addition, it is highly effective against enemy Pyros, or other enemies hiding [[water|underwater]].
*[[Heavy]]'s shotgun, while not as powerful as his [[Minigun]], can still be useful in emergency situations. As such, it should be primarily used if revving his primary weapon will take too long or if it's running low on ammunition.
* On Heavy, the Shotgun is used for mobile assaults, such as when chasing an enemy that is hiding out of sight of his [[Minigun]], or when travelling in a space where the Minigun cannot be spun-up in time. The high ammo consumption of the Minigun also makes usage of the Shotgun a necessity when sources of ammo are scarce.
*[[Engineer]]'s shotgun should be used in order to fight back against enemies who either catch him without his sentry gun at his side, or attempt to destroy his sentry gun at close range. It can also be useful against [[Spy]]'s if they attempt to sap an Engineer's buildings.
* On Engineer, the Shotgun is used as his primary weapon, and is his best source of damage when he is caught without a [[Sentry Gun]]. When defending his buildings from enemy assault, the Shotgun can supplement Sentry damage and kill enemies before they have a chance to destroy it. It is especially effective against enemy [[Spy|Spies]] who get too close to his encampment.


== Properties ==
== Properties ==
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== Names in other languages ==
== Names in other languages ==
{{Names
{{Names
|bg=Ловджийска пушка|bg_m=Shotgun
|bg=Ловджийска пушка|bg_m=Shotgun
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|tr=Av Tüfeği|tr_m=Shotgun
|tr=Av Tüfeği|tr_m=Shotgun
}}
}}
== Trivia ==
== Trivia ==
* In old versions of Team Fortress 2 Classic, the [[Medic]] used to have the Shotgun as an alternative primary weapon. However, it has been shown to be too powerful for a support class such as the Medic, players preferred to fight with the Shotgun instead of healing teammates, turning him into a combat class. As such it was removed.
* In old versions of Team Fortress 2 Classic, the [[Medic]] had the Shotgun as an alternative primary weapon. However, it was considered harmful for his class design, as players preferred to fight with the Shotgun instead of healing teammates.
{{nav allweapons}}
{{nav allweapons}}