SG 500 Pump-Action
Killing Floor 2 item | |||
5
|
|||
MAGAZINE SIZE | 8 | ||
SPARE AMMO CAPACITY | 56 | ||
DAMAGE | 140 | ||
FIRE RATE | 78 | ||
ACCURACY | 20 | ||
PENETRATION | 2 | ||
• "Fire mode is pump-action only". • "The pump-action Mossberg SG 500 with the pistol grip is a wonderful close-quarters Zed-killer. Simple and effective." | |||
General Information | |||
Pricing | 200 | ||
Ammo Cost | 30 | ||
Weapon Type | Shotgun | ||
Weapon Information | |||
Starting Ammo | 8 + 24 | ||
The SG 500 Pump-Action is the Support's starting weapon. It is a pump-action shotgun modified with a muzzle break, heatshield, and pistol grip, firing 20-gauge shells.
It has a magazine size of 8, and each shell is individually loaded into the magazine tube. With a full supply of ammo, it can reload 7 times + its initial magazine.
Description & Flavor Text
- "Fire mode is pump-action only."
- "The pump-action Mossberg SG 500 with the pistol grip is a wonderful close-quarters Zed-killer. Simple and effective."
Technical Information
Damage:
- Damage per pellet = 20.
- Pellets amount = 7 (140 damage maximum).
- Buttstock bash = 25.
Damage Type = Ballistic.
Damage Type Group = Shotgun.
Spread factor = 0.07.
Rate of Fire:
- Primary fire = 77 RPM.
- Bash = 50.
Reload Time:
- Reloading from 0 shells:
- Normal = 1.39s.
- Elite = 1.18.
- If at least 1 shell is in the magazine:
- At first, a draw animation is played once:
- Normal = 0.45s.
- Elite = 0.39s.
- Then each shell is being inserted within these intervals:
- Normal = 0.48s.
- Elite = 0.34s.
- At first, a draw animation is played once:
Equip Time = 0.43s, Putdown Time = 0.48s.
Weapon Powers:
- Penetration power = 2.
- Stumble power = 10.
Upgrades
- Upgrade 1 (500): Base damage x1.25 (25 per pellet, 175 maximum), Base weight + 1 (6 total).
- Upgrade 2 (600): Base damage x1.5 (30 per pellet, 210 maximum), Base weight + 2 (7 total).
- Upgrade 3 (700): Base damage x1.75 (35 per pellet, 245 maximum), Base weight + 3 (8 total).
- Upgrade 4 (1500): Base damage x2 (40 per pellet, 280 maximum), Base weight + 4 (9 total).
Notes
- Player stance has no effect on pellet spread.
- Amount of recoil depends on player stance and movement. Crouching and aiming down sights gives the lowest possible amount of the recoil.
- Reloads each shell individually, and can be interrupted by pressing the fire button, aiming or bashing.
- Non-dry reloading (at least one shell in the tube) requires players to play a short animation where they draw and rotate the gun in order to prepare for shell insertion. This animation is not played during the dry reload where it is, instead, part of the "first shell insertion" animation.
- Costs 3300 Dosh to fully upgrade.
- Costs 240 Dosh to fully replenish ammo from 0 shells.
Skill Synergies
- The Support's level 5 skill High Capacity Magazines gives it an extra 4 shells at the beginning of the round, lessening the need to conserve ammo.
- The Support's level 10 skill Salvo adds additional damage to pellets that pierce, potentially killing more ZEDs behind the one you shot.
- The Support's level 15 skill Armor Piercing Shot helps deal with large crowds of Clots and Bloats that are bodyblocking your shots.
Strategy
A strong weapon to use at the beginning of the round, even for low-level Supports. Not only does it tear through crowds of Clots, it can kill Gorefasts and Gorefiends in about 1 or 2 solid bodyshots; given the Gorefasts' high body health, this can help lessen pressure on everyone, especially for Firebugs, who fare poorly against them.
Focus on crowds of Clots and Gorefasts. Avoid Bloats, Crawlers, and Stalkers if you can; Bloats will soak up a lot of shots unless you headshot them, Crawlers are difficult to hit effectively, and Stalkers will avoid your gunfire. If you're attacked in the middle of a reload, you can bash to stop reloading and shoot the offender in one swift action.
Trivia
- The flashlight on the muzzle break serves no purpose and can't be used, since all characters already have a flashlight equipped on their body.
Gallery
-
SG 500 Pump-Action