Combat shotgun

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Combat Shotgun
Trader Beneli.png
Statistics
Pricing: £2500 (£1875)
Weight: 8 blocks
Ammo: 6 Hud Single Bullet.png 42 (48)
Hud Flashlight.png 100 (recharges)
Ammo cost: £20 – £160
Power:
Range:
Speed:
Related achievements
Italian Meat Pasta.jpg Italian Meat Pasta

Support Specialists can get their hands on a semi-automatic combat shotgun. —Steam store description 

The combat shotgun is a semi-automatic shotgun for the support specialist perk, which comes equipped with a red-dot sight and a flashlight; the third weapon to do so, alongside the shotgun and 9mm tactical pistol, with the fourth being Vlad the Impaler. It bears several similarities to the pump shotgun but the combat shotgun fires semi-automatically, has a smaller magazine, and its reload time is approximately 35% slower per shell.

There is also a "Golden Combat Shotgun" available in the "Golden Weapons" DLC. Its statistics are identical to the normal Combat Shotgun.

Statistics[edit]

The support specialist perk receives bonuses and discounts for the combat shotgun.

Level  Discount Price Sale value Damage Ammo capacity
Base 0% £2500 £1875 245 48
0 10% £2250 £1687 245 48
1 20% £2000 £1499 269 52
2 30% £1750 £1312 294 57
3 40% £1500 £1124 318 60
4 50% £1250 £937 343 60
5 60% £1000 £749 367 60
6 70% £750 £562 392 62

Price and ammunition[edit]

The Combat shotgun has a base cost of £2500, the same price as the SCARMK17 and M14 EBR. The support specialist perk offers discounts on this cost at intervals of £250 per level in the perk, to a current minimum price of £750. The ammunition cost is £20 for six shots; £160 for a full refill at the base level and approximately £3.33 per shot.

Combat shotgun comes with 24 shells at the initial buy with 6 loaded and 18 spare cartridges. Maximum ammunition pool is standard 48 which mean one loaded with seven spare full tubes for the Combat shotgun. Support Specialist's maximum shotgun ammo carried bonus increases the ammo pool up to 62 which adds a little more than 2 spare tube full of shells to the weapon.

Damage[edit]

The combat shotgun has identical statistics per shot to the Shotgun; it differs only in its potential rate of fire, spread and tube capacity. Combat Shotgun spreads out seven pellets per shot and pellets deal 35 base damage each with 1.5x headshot multiplier. Each pellet spread out in 1125 radius circle compared to standard shotgun's max spread of 1000 unit radius. Combat shotgun shares the same pierce efficiency of 50% and capacity of piercing 2 targets per shot with standard Shotgun and Trenchgun. Support Specialist gains bonus to pierce efficiency with shotguns, diminishing this 50% loss per target pierced into 4% per target pierced and increases the target count you can pierce through at once.

Combat shotgun carries 6 shells and shoots them rather faster than the shotgun. Delay between shots are as short as 0.2 seconds which allow you to empty entire tube in a mere second. However its reload sequence is 35% slower than the standard shotgun, where it takes 0.9 second to slide in a single shell into the tube. This makes feeding a single shell into the tube only slightly faster than dumping the entire six shots without ever stopping. Only the Commando perk gains bonus to reload Combat Shotgun 35% faster making reloading the Combat shotgun on par with standard Shotgun, reducing the time required to load up one shell down to 0.667 second but falls short on damage output.

Due to its extended reload time, wider spread and reduced tube capacity, it is less efficient than the regular shotgun at medium range in situations where this additional rate of fire isn't utilised. Because of low ammo capacity of the tube and slow reload times for sustain, Combat Shotgun's pierce ability should be abused at close-medium range to reload the weapon without being disturbed.


Tactics[edit]

  • When emptied you can't hipfire it until you slide at least 2 shells in tube. That can be painfully slow in case you're swarmed. In an emergency you can cancel it by going down on ironsights as you loaded at least one shot. Unless you can sweep lined up targets in one single shot or need to dispatch a close up target, it's always better to wait for chambering more shots before getting stuck in two shell reload animation by emptying it again. When squeezing an extra shot won't cut the deal for you, the best option is canceling the emptied reloading by going down on iron sights to switch to your sidearm of choice quickly.
  • Don't let the tube run out of shells and try to spare shells before reloading by using a reliable sidearm like a MK23, Handcannon or a Lever-action rifle. Keep it loaded all the time and be disciplined to draw your sidearm before it goes dry. As reloading them is rather slow, sparing shells for lined up specimen and high threats by utilizing a side-arm, may save you crucial seconds and allow you to time your reloads and unload them when required to do so. In the dire times, keeping the Combat shotgun loaded really pays off when you have a dedicated zed time extender in team to empty it as slow motion extends.
  • If used right Combat Shotgun can offer damage spikes on par with Hunting shotgun while combo utilization is similar to AA12 with some pre-damage. Almost any combo that can be pulled against Fleshpound or Scrake with Hunting or AA12, can be done with Combat Shotgun as well. As a level 6 Support Specialist, a Scrake supposed to drop in 3 shots to its throat from a flinching uppercut combo. Similarly, as a level 6 Support Specialist, Fleshpound can be enraged right away with two shots as you tossed the first grenade to follow up for more as a grenade combo. At high difficulties such as Hell on Earth with high player counts, Fleshpound capable of tanking the initial chain of explosions and still require a finishing shot. Remember to keep Combat shotgun reloaded after you're done with grenade throws.
  • Combat shotgun comes packed with a flashlight, shining light on smoke will help you to distinguish enemies behind after grenade volleys and see them in the dark areas for scouting while leading your team back to a safe spot. Flashlight also will help for a makeshift reticle to aim from hip and estimating the spread by the distance.
  • In case you need to volley Combat shotgun onto something really quick, going down on iron sights will help you to mitigate kickback. Aiming down the sight reduces throwing the view on repetitive shots for better accuracy and higher after reload damage per second. No shotgun in the game have such a feature to get kickback mitigation from going down on iron sights, but this accepted as a feature besides a bug for Combat shotgun. Crouching may give a larger angle of view to track specimen but it doesn't help spread or recoil.

Advantages & Disadvantages[edit]

Advantages[edit]

  • Powerful, capable of killing multiple weak specimens with one shot;
  • Pierce increases damage further on aligned hitboxes;
  • Comes with a flashlight, to mitigate smoke screen or illuminate the darkness;
  • Semi-automatic fire rate to create a damage spike;
  • Sweeps clear ranged medium-threats with bursts;
  • Generous ammo reserve;
  • Easy to use red-dot sight;
  • Interruptible reload allows you to switch weapon or go down on iron sights;
  • Pierces targets better with Support Specialist perk.

Disadvantages[edit]

  • Inaccurate due to spread, especially at longer ranges;
  • Repetitive shots have massive recoil;
  • Mitigating recoil means diminishing your own movement options as there's no perk bonus;
  • Too close up shots do not pierce and deal base damage like every other shotgun;
  • Low magazine capacity of only 6;
  • When emptied, you can not interrupt reload until you load two shells in tube from hipfire;
  • Expensive compared to standard pump Shotgun;
  • Relatively long reload (35% longer than the pump Shotgun to chamber a single shot);
  • Loses dps output where its rate of fire and pierce capability isn't utilized well.

Origins and history[edit]

Basically designed as an upgraded, lighter-weight version of the M3, the Benelli M4 Super 90 was designed as a combat shotgun suitable for extreme CQB situations and door-breaching. It was added to Killing Floor in the second Twisted Christmas event, which was released on 8 December 2011.

Bugs[edit]

  • Jumping does not lower the weapon if it is being aimed while jumping.

Gallery[edit]

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