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===Weapons=== {| class="wikitable" style="text-align: center;" !rowspan="3" style="width:7em"| Category !colspan="3"| Cartridge shotguns !colspan="4"| Magazine shotguns |- !style=width:7em|[[Shotgun]] !style=width:7em|[[Hunting shotgun]] !style=width:7em|[[Combat shotgun]] !style=width:7em|[[HSG-1 shotgun]] !style=width:7em|[[Vlad the Impaler]] !style=width:7em|[[Multichamber zed thrower]] !style=width:7em|[[AA12]] |- |[[File:Trader Combat Shotgun.png|75x30px]] |[[File:Trader Hunting Shotgun.png|75x30px]] |[[File:Trader Beneli.png|75x30px]] |[[File:Trader KSG.png|75x30px]] |[[File:Trader Vlad9000.png|75x30px]] |[[File:Trader multichamber.png|75x30px]] |[[File:Trader AA12.png|75x30px]] |- ! Cost range | Β£500βΒ£150 || Β£750βΒ£225 || Β£2500βΒ£750 || Β£1250βΒ£375 || Β£1500βΒ£450 || Β£2000βΒ£600 || Β£4000βΒ£1200 |- ! Weight (blocks) | 8 || 10 || 8 || 6 || 8 || 10 || 10 |- ! Ammunition |8 [[File:Hud Single Bullet black.png|5px]] 40 |2 [[File:Hud Single Bullet black.png|5px]] 44 |6 [[File:Hud Single Bullet black.png|5px]] 42 |12 [[File:Hud Ammo Clip black.png|x18px]] 4 |6 [[File:Hud Ammo Clip black.png|x18px]] 7 |10 [[File:Hud Ammo Clip black.png|x18px]] 4 |20 [[File:Hud Ammo Clip black.png|x18px]] 3 |- ! Damage | 245β392 || 500β800 || 245β392 || 228β360 || 245β392 || 140-224 || 150β240 |- ! Ammo capacity | 48β62 || 48β62 || 48β62 || 48β62 || 48β62 || 50-65 || 80β104 |- style=background:#eee;text-align:center | | colspan="3" |<span style="text-align:center;font-size: smaller;width:50%">[[File:Hud Single Bullet black.png|5px]] Individual shot reload.</span> | colspan="4" |<span style="text-align:center;font-size: smaller;width:50%">[[File:Hud Ammo Clip black.png|x18px]] Magazine reload.</span> |} ====Weapon Analysis==== Note: Altough shotguns have a headshot multiplier of 1.5x, a headshot penetrates the head addtionaly hitting the target's body. This results in only 100% damage to the head and addtional damage to the body. '''Shotgun''' The basic pump-action Shotgun is a good starting weapon to have. It has a normal spread, allowing for both close and medium range use. It also, like most Support weapons, has a flashlight attached. This weapon is best used for groups of lower specimens, as its slow rate of fire limits its usefulness against stronger specimens. '''Hunting Shotgun''' This gem of a double-barreled shotgun is able to either fire a very powerful shotgun shell one at a time, or both at the same time, causing a massive spike of damage against the target. This is countered by it having a huge spread and its low ammo capacity. This weapon is most effective when used against large groups of specimens or mid-grade specimens. The Hunting Shotgun can also do a huge chunk of damage against stronger specimens as well, such as Scrakes or Fleshpounds, but this can easily rage them (see Tactics below for more details). The Hunting Shotgun cannot be reloaded unless both barrels have been fired. '''Horzine HSG-1 Shotgun''' This is a good all-rounder shotgun. Capable of either a tight or wide pellet spread and a faster pump-action, holding more rounds than the standard Shotgun with 12 rounds in the magazine, this is a very good "sidearm" to have for picking off those pesky smaller specimens. It also has a very low spread on tight mode, making it a good medium-range weapon. Its main drawbacks are a relatively low rate of fire and the inability to reload individual shells. '''Vlad 9000''' This high-powered nailgun is more suited to enclosed, dark areas. This shotgun has an extremely wide spread, giving it a very short range and limiting the damage it can do to a single target. However, its decent fire rate, fast reload speed, and ricocheting projectiles mean that it is very good at clearing corridors of weaker specimens such as Clots and Crawlers or hitting big targets multiple times. It also comes with a flashlight, like the pump-action and the combat shotgun. '''Combat Shotgun''' This semi-automatic beauty can fire as fast as you can pull the trigger, capable of turning groups of lesser specimens into chunky meat, and even giving the big boys a run for their money. This, however, is strongly countered by it taking a VERY long time to reload (35% slower than the pump-action shotgun), and its high price tag. This shotgun also has the second lowest magazine capacity of all the shotguns. '''AA-12 Shotgun''' Coming with both fully-automatic and semi-automatic fire modes along with a 20-round magazine, this weapon is capable of very high burst damage against single targets or rapid clearing of groups. Its spread, while not as small as that of the HSG-1, is still tight enough that it remains viable at medium range. Its main drawbacks are its relatively low damage per shell combined with the AA-12's high fire rate, meaning it burns through its ammunition supply quickly. It is best used against tougher enemies or for emergencies, with a backup weapon on standby for easier targets. '''Trenchgun''' A pump-action shotgun that fires incendiary Dragon's Breath shells. While not technically a Support Specialist weapon, the Trench Gun still benefits from the bullet penetration. This makes it a viable choice for most maps, especially ones full of cramped corridors where the Support piercing bonus combined with its ignition effect can deal an incredible amount of damage per shell. Its primary drawbacks are its slow reload speed, lower ammuniton and the fact that its damage counts toward the Firebug perk, not Support. '''Multichamber Zed Thrower''' The MZT is a fully automatic combat shotgun with rate of fire comparable to the AA12, but with lower total ammo count and mag size. It also has smaller spread than other shotguns and thus has a longer effective range. The MZT has the third largest ammo reserve of the shotguns at 50 shells by default. The MZT's alt-fire option can knock back enemies which is useful for evading damage, especially when the magazine is empty.
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