
Shotgun · 12 Gauge
Fire rate: Only as fast as you can click, so this is the ceiling. In a real fight you will be slower than this.
Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 70m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat. Shotgun values are per pellet.
Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.
Base damage×Distance×Hit area×SHOTGUN class×Armour| Body part | Hit area | SHOTGUN | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 1.50 | 0.60 | 0.90 | 20.7 | 1 | 0.00s |
| Neck | 0.75 | 1.50 | 0.60 | 0.67 | 15.5 | 1 | 0.00s |
| Clavicle | 1.00 | 0.90 | 0.60 | 0.54 | 12.4 | 1 | 0.00s |
| Chest | 1.10 | 0.90 | 0.60 | 0.59 | 13.7 | 1 | 0.00s |
| Upper stomach | 1.00 | 0.90 | 0.60 | 0.54 | 12.4 | 1 | 0.00s |
| Lower stomach | 0.95 | 0.90 | 0.60 | 0.51 | 11.8 | 1 | 0.00s |
| Pelvis | 1.00 | 0.90 | 0.60 | 0.54 | 12.4 | 1 | 0.00s |
| Upper arm | 0.60 | 1.05 | — | 0.63 | 14.5 | 1 | 0.00s |
| Forearm | 0.50 | 1.05 | — | 0.53 | 12.1 | 1 | 0.00s |
| Hand | 0.30 | 1.05 | — | 0.32 | 7.2 | 2 | 0.29s |
| Thigh | 0.60 | 1.05 | — | 0.63 | 14.5 | 1 | 0.00s |
| Calf | 0.50 | 1.05 | — | 0.53 | 12.1 | 1 | 0.00s |
| Foot | 0.30 | 1.05 | — | 0.32 | 7.2 | 2 | 0.29s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the SHOTGUN column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there. Hits to kill assumes all 9 pellets connect. I'm currently trying to work out how to account for the pellet spread, as obviously all 9 pellets won't hit the same exact body part at normal distances, so more realistic shotgun damages coming soon!
Every change we have recorded for the S12K, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Now world spawns on all maps
New aim punch system: shotguns apply a lot of aim punch (less than SRs), falling off sharply with distance
Buckshot spread increased by about 5%
Base damage decreased
2423
World spawn rates adjusted to narrow the variation in shotgun quantities across maps
Spawn rate of weapon and the ammo reduced by about 30% in Normal Match and 20% in Ranked, on every map
Open the S12K in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.