Difference between revisions of "Shotgun"

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[[File:Shotgun_sights.jpg|thumb|right|The ghost ring sights of the shotgun.]]
[[File:Shotgun_sights.jpg|thumb|right|The ghost ring sights of the shotgun.]]
{{Weapon values by level
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== Tactics ==
== Tactics ==

Revision as of 23:15, 5 December 2011

Trader Combat Shotgun.png
Pricing: £500 (£375)
Weight: 8 blocks
Ammo: 8 Hud Single Bullet.png 40 (48)
Hud Flashlight.png 100 (recharges)
Ammo cost: £20 – £120

The shotgun is the basic weapon for support specialists. Due to pellet spread, it is most effective at short to medium range. It is less powerful than the hunting shotgun, and has a lower rate of fire and capacity than the AA12, although it wins over the hunting shotgun with ammo capacity and reload speed, and over the AA12 in terms of damage per shot. It is also the only weapon other than the 9mm to include a flashlight, making it almost a necessity in absolute darkness. The Shotgun, like all primary weapons, may be found lying on the ground, randomly spawned by the game.

Shotgun has 1.65x headshot multiplier.


The support specialist perk gives various bonuses and discounts for the shotgun, and spawns with one at level 5.

Level  Discount Price Sale value Damage Ammo capacity
Base 0% £500 £375 245 48
0 10% £450 £337 245 48
1 20% £400 £299 269 52
2 30% £350 £262 294 57
3 40% £300 £224 318 60
4 50% £250 £187 343 60
5 60% £200 £149 367 60
6 70% £150 £112 392 62

Price and ammunition

The base price of the shotgun is £500. This can be reduced at intervals of £50 with the support specialist perk, down to £150 at level 6. The cost of ammunition per shell is £2.50, although the 50 pence is never represented in game. The total amount of shells held, providing a player is using the support specialist perk, is determined by their level; between 48 and 62 total shells, with the number of loaded shells remaining constant at 8. This leaves with ammo costs at £20 per 'mag' and between £120 and £155 for full refill.

The ghost ring sights of the shotgun.


  • If the first shell does not kill the specimen, it's safer to step back and wait for the Shotgun's cooldown to expire before attacking again.
  • Use the flashlight as a makeshift iron sight. The light gives a good indication where the center of your screen is and doesn't reduce your movement speed. The flashlight will run out of battery power, so turn it off when it is not needed.
  • Using the 9mm tactical pistol would be stronger and far more accurate for targets at long and even medium range.
  • The Shotgun is ineffective against fleshpounds, so it is usually better to let your team handle these specimens, and not risk enraging them.
  • Reloading the Shotgun whenever you have the time is important as players usually won't have much time to reload in later waves.
  • To take advantage of penetration and spread, crouch before firing into a large group of weaker specimens. The flatter trajectory will pass through more enemies than while standing.
  • Firing at a large group of specimens from a moderate distance is a good way to soften up or kill many of them before they close in.
  • At higher difficulty levels, waiting for enemies to close in and line up is a much more efficient use of the costly ammo. With practice, you should be able to judge the risk and reward of this technique appropriately.


The shotgun was one of the earliest additions to the Killing Floor mod. The actual shotgun it is based on is the Benelli M3 Super 90, which is a combination pump action and semi-automatic shotgun, with a Surefire dedicated forend weaponlight attachment.

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