Shotgun — weapon¶
Shotgun concentrates a pellet shell at short range.
Status: Current. Availability: Authored five-weapon roster.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: weapon:4
Behaviour and interactions¶
Authored 12 damage × 8 pellets = 96 ideal unmodified trigger damage if all pellets hit in range. Pellets aggregate per target/trigger before core procs; Focus/Rail and Last Round consume/apply once per shell. Spread and falloff sharply affect practical damage.
Weapon tuning¶
Damage is authored per pellet. Fire rate is rounds/second; reload is seconds; falloff distances are metres. These fields do not include loadout/core/stage modifiers.
| Serialized field | Authored value |
|---|---|
displayName |
Shotgun |
weaponId |
4 |
pelletCount |
8 |
spreadDegrees |
6 |
falloffStart |
7 |
falloffEnd |
18 |
minimumDamageFraction |
0.15 |
damage |
12 |
headshotMultiplier |
1.5 |
magazineSize |
6 |
rateOfFire |
1.25 |
reloadDuration |
2.4 |
range |
60 |
automatic |
0 |
recoilDegrees |
3.2 |
recoilRecovery |
8 |
aimFieldOfView |
65 |
tracerColor |
{"r": 1, "g": 0.8, "b": 0.4, "a": 1} |
Ideal unmodified trigger: 12 damage/pellet × 8 pellets. Accuracy, falloff and target state change applied damage.
Roster and handling · Precision and damage · Weapon cores
Where to change or verify¶
- Authoring: Shotgun.asset
- Runtime/design owner: HitscanWeaponDefinition.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.