Point-blank mutilator
Ever since I've started this blog, I've revealed my secrets in the use of handguns and Submachine guns- I hope they were useful for you to mow down 3 at once. Today, I'm moving on to one of perhaps the most brutal weapons, that is, if used correctly- I'm moving on to the Shotguns section. But in CSS, so far I've only tried one shotgun, the M3 Super 90, aka the 'Shotty'. The weapon by itself is an old design, but is still immensely effective. Here is a good picture of a standard issue M3:
Shotguns date back to the 19th century, used with success by generations upon generations of America's army, from the civil war, to World War 1, 2 up till today. Its existence nowadays is testament of its usefulness. In real life, the shotgun, respecially the modern varieties, are highly versatile, able to fire not just slugs, but also bean bags, rubber shells, Sabot shells. Plenty of flavors for the person or thing at the receiving end of the barrel. But in Counter-strike Source, this is not reflected- but just as well. A normal shell is way better than a Sabot- it splits into pieces, and could easily split a head. Despite the slow rate of fire, I have made one of my favorite weapons. Written below are my reasons for it:
Firepower: The shotgun is an interesting one. The amount of damage done is dependent on so many factors, and fluctuates much more than any other guns. It could vary according to where you shot your enemy, how far you are from the target, and how many pellets went into him (which is linked to the first two factors), and very much on the target's armor. The shotgun, for every shell, would release around ten pellets, and each pellet pretty much does as much damage as a 9mm bullet from a glock. I've seen how it works numerous times, and if every pellet hits, it could do around 86-90+ damage with Armor without hitting the head.
The shotgun works very well against flesh, but not metal and kevlar. By wearing an armor, the damage done would be reduced significantly, though I have seen how ineffective a helmet is against a shotgun pellet- for some strange reason. Even from far, without a vest and helmet, a guy could die easily from a shotgun blast, partly because the pellets loves tucking themselves into heads.
Accuracy: In the Counter-strike context, a Shotgun can be said to be highly accurate. It is difficult to miss with a shotgun at point-blank to medium range, due to the number of pellets that would mean a hit even if your sight is not aligned with your enemy. But that's only half of it- unlike most if not all the guns, the M3 Super 90 is perhaps the only gun that works very well while you're jumping. The accuracy drops very much if not none at all whenever you jump. This has lead to many Super Marios jumping around while shooting. At far range however, it would be difficult to hurt, much much less to kill with a shotgun like this, unless the enemy happens to be limping away from a rocket explosion.
It is useless to aim for the head with the Shotgun at medium and far range. The pellets does not go where you were aiming at- you could only rely on chance to do it for you. However, it is easy to shoot a head at close range.
Range: Due to the nature of its spread, the Shotgun is best used from point-blank range to medium range. Shooting from afar is to be shunned- unless you wanted to die a hero. At close range, a pellet could easily hit a head, so chances are, you could kill with one shot easily, provided that you aim in the right direction.
Clip Size: The shotgun could hold 8 shells at one time, which is enough for you to survive, what with the ability to slot in single shells now and then.
Ammo Pool: 32 spare shells comes with the gun, which would be loaded with 8 shells, making up a total of 40 shells. 32 spares is more than enough to keep you shooting, and so far, there are no pistols that uses shotgun shells, so you don't even have to look at the spare ammo count.
Rate of fire: THe M3 shotgun has the worst rate of fire ever due to the pump time. After the first shot, the shotgun could barely fire a shell within a second, maybe 0.9 or 0.8 seconds. A useful tactic would be to hide everytime you need to pump the gun, then go out, shoot and hide again. Jump behind a wall or box if you have to. But if you can't hide, then strafe, jump and do whatever it takes to avoid the stinging of the bullet.
Reload Time: The reloading period however, is appalling. It would take around 5 or 6 seconds to load 8 shells. However, on the bright side, there is rarely the need for that. More often, you would only need to put in several shells at one time, reducing the reloading period immensely. Then, to make the day brighter, while reloading, you could stop quickly and fire the gun when needed, without reloading the shotgun to full.
Cost: This shotgun costs a mere $1700, which is affordable. Highly cost effective if you could bring the situation to your favor by staying within small rooms, alleys. Places where the shotgun would work well.
Weight: The shotgun is extremely heavy, slightly more so than the M4A1 rifle. You would slow down unfortunately, and evasion, jumping would be harder, making you a good target practice if you're out in the open.
The shotgun to me, is a good weapon for quick kills and collateral damage- good for whittling down large groups as well. But this gun is not for those who discharges quantity, but shoots quality bullets, much like a Sniper, but at close range. It is highly conditional, if you're looking to win with this gun. Just follow these tips if you want to stay above and not below:
1) Aim for the head at close range- it doesn't even have to be directly aligned with the head. The spread would naturally pop a few pellets there if you aim the neck or the chest if he is far enought.
2) At medium range, it would be useless to aim for the head. Just pump all you can into his chest. The pellets would slap him in the cheeks sooner or later. The aim is to get as many pellets as possible into your enemy, with headshots as bonuses instead of an obligation.
3) Forget about using the shotgun at far range, unless your target is unarmored- though it would still be risky.
4) The shotgun is best against unarmored targets. It would be an instant kill if most of the pellets entered a person regardless of whether there are any headshots.
5) To survive longer, you could always hide whenever you fired a shell, and go back out again to fire another. Many could not react fast enough, and you would have made the shotguns' slow rate of fire negligible.
6) You could jump and shoot if you want, if there are any high walls short enough for you to peek over. This could also work as an evasion technique.