Thursday, December 6, 2012

TF2 Weapon Reviews: The Shortstop

The Shortstop is an unlockable primary weapon for the Scout. It holds four shots per clip, and carries 36 shots. This weapon fires shells with 4 pellets per shot, that do 24-48 damage at medium range, which means all four shots fired at medium range will do 96-192 damage, which enough to kill any class except the Heavy and the Soldier at max damage. At close range, the Shortstop does 69-72 damage per shot, and at long range the Shortstop does 6-12 damage per shot. Crits do 144 damage. The time between shots is 0.36 seconds, and the reload speed is 1.52 seconds. The Shortstop reloads by clips, reloading all chambers at the same time. The Shortstop uses the same pool of ammo as the Pistol, Lugermorph, Winger, and Pretty Boy's Pocket Pistol.

Pretty short for its stopping power.


Let me just get something out of the way at the beginning. I love this weapon. It's probably one of my all-time favorite Scout primaries to use. What's more, there are some very good reasons why I love it so. It fills a similar role to your Pistol of choice, without losing much of the power of a Scattergun. It does fire 60% fewer pellets per shot, but these pellets do much more damage. The Scattergun does 1-4 damage per pellet at medium range, while the Shortstop does 6-12 damage from the same distance. However, the damage does not ramp up nearly as quickly as the Scattergun. It carries 10 clips worth of rounds, that draw from the same pool as the Pistol. The similarities to the Pistol increase still more.

As do the similarities to the .357 Derringer. Hello concept art.


As a Scout, the Shortstop is basically a better version of a Pistol, and fills about the same role. You will be harassing enemies from a distance, doing fairly significant damage at medium range. Going into extremely close ranges, as you would be doing with any other Scout primary weapon, is less useful with the Shortstop. There are, however, two main things the Shortstop is good at. Helping you survive, or doing mid-range and consistent damage.

I'll talk about the surviving aspect of this weapon first. The Shortstop rewards staying at a further distance from your enemies than with his other primaries by making sure that Pyros, Heavies, and other sources of powerful close range damage cannot kill you nearly as easily. Pyros are a big problem for Scouts in general, due to the afterburn of the stock Flamethrower, which can easily take away half of your health with a single particle. The Shortstop allows you to deal plenty of damage to Pyros, often killing them, and your movement speed makes sure that they can't reach you. The Shortstop is also part of the Special Delivery set, which grants extra health. The Mad Milk, which is part of the set, also focuses a lot on survival, fitting in with the general theme of the set. Less damage, but you'll live a good deal longer.

Delivering milk and murder in equal shares, he is...Milk Man!


Speaking of damage, the Shortstop may seem a lot weaker initially because, well, it is weaker in close range. However, it is a lot stronger in longer ranges. The graph for damage reduction over distance is a little more horizontal, if smaller, making sure you can do reliable damage instead of powerful unreliable damage *coughcoughFaN*. The Shortstop is able to fire faster as well, making sure you can keep that damage coming like a vise made of bullets and milk.

In general, you don't want to be using Pistols that you plan on actually using with your Shortstop, simply because they draw from the same ammunition pool. However, there are still plenty of secondary weapons that don't use ammunition at all.
  • The Crit-a-Cola, to name one. Now, normally I hate this secondary, due to your increased sense of weakness and inferiority. Also the minicrits you take, but if you really want to put out some hardcore damage, while still having the speed and range of a Shortstop, the Crit-a-Cola can help you. If you're able to use the added movement speed of the Cola to your own ability to get out of the way(And may Gabe save you if you aren't), minicrits don't suffer from damage falloff. As such, you can do some ridiculous damage with a soda in hand.
  • The Flying Guillotine is ridiculous in general, but adds really quite well to a longer-range loadout. Use it with the Sandman or the Wrap Assassin(Aka the Bleedball Launcher) to deal accurate, high damage at long ranges(with the Sandman), or make everyone bleed. BLEEEEEED.
  • The Mad Milk makes perfect sense to be used with the Shortstop, due to the item set similarities. Like I may have already mentioned, the Mad Milk focuses on survival by allowing you to heal when you do damage. Even without the set bonus, the two weapons go well together, letting you stay away from your foes and heal any damage they can get on you. Loads of fun, but...
  • The Pretty Boy's Pocket Pistol is a good weapon, and the one I generally always use with the Shortstop. Now, I know what you may be thinking. "But you said that Pistols were useless with the Shortstop!" For the most part, that is true. However, the Pocket Pistol is weaker than a normal Pistol anyway, making it no big deal that they draw from the same ammo pool. The added health and lack of fall damage apply no matter the ammo you use, making it a very good bonus to a survivor's weapon.
  • The Candy Cane is probably my melee weapon of choice for Scout anyway, but it pairs nicely with a survival-based loadout, due to the health packs that drop from everyone you kill. Combine this with the Mad Milk for mad health. It's like having a Medic.
  • The Sandman is an interesting choice, due to its health penalty. However, the penalty can be countered with the extra health of the Pocket Pistol, as well as giving you a ball that can make people unable to stop you from destroying them from range. Or if you prefer sheer damage, use it with the Guillotine. Dem crits.
  • The Wrap Assassin is probably just as effective with this loadout as the Sandman. The ball will make sure that at least some damage will get done to the enemy, and since the Shortstop is primarily a medium range weapon, you can basically ignore the damage penalty with the tube of paper that somehow is used as a bat.
  • Overall, some good loadouts are Shortstop-Pocket Pistol/Mad Milk-Candy Cane for a health-based Scout, or Shortstop-Flying Guillotine-Sandman/Wrap Assassin for some consistent mid-range damage. 

He seems to have some healthy bones. Must be all that milk.



Basically, to summarize, if you want ridiculous amounts of power in your primary weapon, this is not the weapon for you. However, if you want to have some distance between you and a flamethrower, and still be able to deal consistent damage, then have a Shortstop. You may not be a force of nature, but you are still the Milkman.

There should be a Saturday morning cartoon starring Milk Man.
Here he is...MILK MAAAAAAAN! KING OF THE WILD BADLANDS!

Saturday, September 1, 2012

Some Tales: Dr. Kaen, Bezuph, Phillip Lasquit, and I Part 1.

This Some Tales episode will feature an ongoing story. I wrote the section you will read here when I was ten or so, with some slight modifications to make it more suited to my current writing style.

Prologue

Hi. My name is Kent Jetarus and I recently fought some monsters. I know that sounds like it belongs in a really bad science fiction story, but this isn’t. This is as real as it gets. I also know that you think that monsters don’t exist, particularly any large bear-like monstrosities, like Bezuph is. If you think that, then you might as well read some other story, like “Cutie-Pie The Happy Bunny”, because this story is about a the aforementioned monster, an evil scientist, two brainy boys (although one is brainier than the other,) 500 Bezites, a clever strategy, and some bottles of champagne. Now what might all this add up to? Well, you could either be a wimp and flip to the end of the story, or read the story. I’d read the story, because if you don’t, you’ll never know about the other characters. So, what are you waiting for? Read this story, and you’ll know about just what monsters there really are. Oh yeah, did I mention the dancing ballerina-hippo?
.......

“O.K.,” I said to my best friend and assistant, Phillip Lasquit. “Let’s try this uranium-powered nut-cracker again.”
“Do you think this will work?” asked Phillip. He had golden hair and dull blue eyes. He was 5’ 11” and a huge hit with the ladies. I have never understood how we managed to be friends, especially because I am a brown-haired, green-eyed boy, that’s five-foot-zero and every girl I meet rejects me. Phillip is also incredibly stupid, while I am a comparative genius. Anyway, back to the story.
“Sure it will.” I said confidently, but inside I was as nervous as a pig at a bacon festival. My nervousness was understandable, as in the past, Phillip and I have made 200 mistakes...just on this project! For example:
#2: Turned nut into LED, not sure how...
#17: Can you say KABOOM!?
#45: Let’s not even go there.
#77: First time nut turned into animal (a cat, thank god)
#131: Machine turned into squirrel, ate the nut. That was slightly expensive.
#172: Nut vanished into roaring fire.
#190-#200: Nut turned into hippo, seems to be a problem with temporal flux that got in there somehow.
I gulped and flipped the switch. The lasers fired, and the nut cracked open! We both cheered...until we saw the hippo and its tutu.
“Evacuate!!” I screamed. We ran out of there as fast as a greased lightning bolt.
“Well,” I thought to myself. “At least I have something new for the Mistake List:
# 201: Nut turned into ballerina/hippo”.
(See? I did warn you about the hippo.)

.......

“Let’s see,” said Dr. Kaen. “Which kind of evil laugh should I do when I conquer the world?”
Dr. Kaen was a tall, thin, bony, absentminded-looking man with an evil brain, a mustache, a goatee, and a lab coat that said: ‘WARNING! Mad Scientist with Ray Gun!’ on it. The brain did not look especially evil, however. It was just an ordinary-looking brain.
“A cackle or a chortle? I know! A…A…wait, what was I talking about?” Kaen thought for a minute. “Oh well, never mind,” The scientist grinned his evil grin. It wasn't especially good, as evil grins go.
“Anyway, it’s time to bring Bezuph to life.” Kaen flipped the switch. Electricity crackled, Dr. Kaen cackled, and the prone body of Bezuph sat up.
Dr. Kaen noted that Bezuph was a 16-foot tall, hairy thing with two foot horns, claws, fangs, and a big red nose. This was as planned. He also noted that the beast was thundering toward him. That was distinctly less so. “Don’t kill me, Bezuph!” happened to be the last words of Doctor Rayze Kaen.

..........

We were working in the lab, trying to fix the uranium-powered nut cracker and clean up the dead hippo, when the phone rang. I answered it casually.
“Lab of Idiots, Kent speaking.”
“Alert! Alert! There is an evil monster destroying the city! We need you and Phillip to stop it!” said the voice on the other end. The voice belonged to the mayor of the town.
“Well, calling me is a good plan, but why Phil? He's...well...not the brightest fellow I know,” I responded. Phillip didn't notice the insult, as he was cleaning up the lab and tended not to notice much.
“Well, to be honest, you aren't the strongest,” said the mayor. “You may need a meat shield or a heavy lifter.
“Solid point, I'll take him,” I said. “Do you have any weapons or teammates for us?”
“No weapons, the monster seems bulletproof,” said the mayor. “We're calling in the National Guard, and they may have some bombs or rocket launchers, but we're doubtful about that either.”
“All right, we'll get over and stop that beast,” I said cheerfully. I then hung up the phone, picked up a lightning pistol, and said “Hey Phil! Get your weapons together, we're going monster hunting!”

Friday, August 31, 2012

TF2 Weapon Reviews: The Force-A-Nature

   The Force-A-Nature(abbreviated to FaN) is an unlockable primary weapon for the Scout. It holds two shots per clip, and carries 32 shots. This weapon fires shells with 12 pellets per shot, that do 11-43 damage at medium range, which means both shots fired at medium range will do 22-86 damage, which is not enough to kill any class. At close range, the FaN does 92-113 damage per shot, and at long range the FaN does 3-11 damage per shot. Crits do 194.4 damage. The time between shots is 0.315 seconds, and the reload speed is 1.652 seconds. The FaN reloads by clips, reloading both chambers at the same time. The FaN also knocks back targets and the shooter when fired, allowing the Scout to use the knockback as a triple jump, as well as to knock targets away. If you reload the FaN without using both shots, both shots will be wasted anyway.

What, how do you kill Terminators?

    To be quite honest, I don't like the FaN. I think it's the worst Scout primary. However, it does has its occasional moment of glory, in the form of blasting enemies into environmental hazards, or doing ridiculous amounts of damage at close range. Seriously, it can kill any class but a Heavy in two point-blank shots. However, if it doesn't kill them, you may find yourself pressed for time while it reloads. It carries 17 clips, allowing you to sneak around without needing too many ammo boxes. The FaN is absolutely terrible at longer ranges, being even worse than the Scattergun in that regard. But if you can get in there, the damage and the knockback make this gun a more literal Force of Nature.

I may say this many more times into the future, but
sometimes, Valve is just awesome like this.
As a Scout, this weapon fits your role of ambushes and hit-and-run attacks very nicely. The increase in bullets means you don't have to be as accurate, while the high damage at close range can utterly destroy most classes before they can even react. And if they attempt to charge at you, the knockback can make sure you live to Scout another day. However, the small clip size and slow reload speed leaves you vulnerable once you unleash your shots. This weapon specializes in destroying close-range enemies, and using its knockback in a variety of ways.

At close range, unleashing both of your barrels can do between 184-226 damage before you have to reload, delivered in the same time it takes for the Scattergun to deliver one shot. Which is ridiculous, to say the least. Wow. However, this two-hit kill comes with a cost. The reload speed! Gasp! The reload speed is the same as the first shot reloaded of a Scattergun doubled, which is all well and good...but you can't fire while reloading. With a Scattergun, you take twice the time to fire, but half the time to reload, making running an essential part of your plans.

You heard the man. Buy the freakin' shirt!

Thursday, August 30, 2012

TF2 Weapon Reviews: The Scattergun

The Scattergun is the stock primary weapon for the Scout. It holds 6 shots when fully loaded, and carries 32 ammo. This weapon fires shells with 10 pellets per shot, that do 10-40 damage at medium range, which means a full clip emptied at medium range will do 60-240 damage, which is enough to kill any class except the Heavy at maximum damage. At close range, the Scattergun does 90-105 damage per shot, and at long range the Scattergun does 3-10 damage per shot. Crits do 180 damage per shot. The time between shots is 0.625 seconds, and the reload speed is 0.56 seconds per shell. The Scattergun reloads shell by shell.

Where do you think you are? You're in the Badlands, baby!
(Guns and Roses begins blasting)


The Scattergun is the default Scout primary weapon, and as such, shows you what it means to be a Scout. A close-range Scattergun blast can even more damage than the Shotgun. No other weapon slot can compare to the sheer amount of close-range damage. However, it is weaker than the Pistol at longer ranges, making it hard to get foes at the back lines without switching weapons. It carries the equivalent of 6.34 'clips.' It is best used at point-blank range, doing enough damage to kill any foe within five direct point-blank shots, including a fully overhealed Heavy, presuming it isn't being pocketed by a Medic. Good lord.

You're kinda screwed. Actually, everyone on your team is kinda screwed.


As a Scout, the Scattergun is your most simply effective weapon, dealing enough damage at close range to kill most classes in two or three shots. This often makes your melee weapon useless, as the Scattergun does much more damage. However, once the enemy flees to even medium range, the Scattergun becomes even worse than the Shotgun, making it a good idea to have a longer-range weapon like the Pistol. There are two things this weapon can help with: close-range destruction, and distracting enemies.

At close range, the Scattergun does between 90 and 105 damage per shot. Two shots with this will kill a Soldier at full health. It's a little bit ridiculous in that respect. However, in order to do that kind of damage, you have to be within melee range or very close to it, making Pyros, Heavies, and other classes that can pump out far too much damage per second a big problem. Luckily, you can probably kill them before they kill you because of the second thing this weapon is good at.

Wait, Scout actually looks like a badass in this concept art.
This is SCOUT. Rainbows make him cry. He is not meant to be badass...right?
The second thing that the Scattergun excels at is distracting and annoying foes. Well, to be fair, that is what Scout is meant to do anyway, but this weapon is especially good at it. You see, once you get into melee range, that enemy you've been stalking has the chance you kill you before you can close in for the kill. However, your speed and jumping ability allows you to run around making sure he can't do much damage to you before your Scattergun kills him. Three shots and he's out, and you live to fight another day.

Catch a Heavy by the toe, if he hollers SHOOT HIM IN THE FACE.
Also that bottom concept art reminds me of the Baby Face's Blaster,
while the one above it looks like the FaN.
Seeing as the Scattergun is a stock weapon, pretty much anything can go well with it. However, I think I can narrow it down a little more...
  • The Pistol. Well, it's the Scout's stock secondary. Of course they work well together, because they were made to work well together. For a more specific reason, the Scattergun is only effective at close range. It needs a source for reliable ranged damage, and the Pistol is more than willing to oblige.
  • Bonk! Atomic Punch is a more situational soda. However, the situation it is meant to be used in is people shooting at you, and due to your annoying Scout nature, that will show up a lot more than you'd think. Once you're invincible, dash past all of those sentries, Heavies, and whatever else may be in your way, to shoot that one spawn-camping Sniper in the back of the line. The Bonk! can help you get in there and kill whatever annoyances are greater than you.
  • The Flying Guillotine is an incredibly helpful weapon in general, but it fills a role that the Scattergun can't fill: ranged damage. If you are accurate with your shots, the Guillotine can fill the role of your Pistol more effectively than the Pistol can, due to the increased damage of the initial hit, as well as the bleed over time. It even recharges fairly quickly. What's not to love?
  • The Sandman pairs nicely with the Scattergun, due to its stun ball. Once you hit your foe upside the head with a baseball, you can run in there and kill the guy with your Scattergun before the stun wears off. Plus, if you use it with the Guillotine, the sheer damage can take care of a foe without even needing to waste your Scattergun ammo. How d'you like that, Heavy? Not so smart without your 200-dollar bullets firing away, are ya?!
  • The Atomizer is a generally good melee weapon for the Scout. Since your Scattergun will far outperform your melee weapon in melee range anyway, the penalty for using it is negligible. The triple jump that it grants, however, is absolutely worth the damage you take for doing it. Anything that makes you more mobile will also make you more annoying to the other team, and annoyance is how the Scout works.
  • Some of the best loadouts for the Scattergun are Scattergun-Pistol/Pocket Pistol-Atomizer and Scattergun-Flying Guillotine-Sandman.

In the end, the Scattergun is a solid weapon for doing what a Scout does best. You can jump around, end up right behind an enemy, and shoot their face in before they can see you. Then flee before the Pyro can chase you down and incinerate you. Good times.

His face. LOOK AT HIS FACE. IT ISN'T REAL.

Wednesday, August 29, 2012

TF2 Weapon Reviews: The Shovel/Stock Melee Weapon

   This weapon review will be different from any other weapon review, as it will be explaining three basic weapons, as opposed to a specific weapon from a specific class. These weapons are the Shotgun, the Pistol, and the Shovel. The Shovel is just an example, the same stats apply to the stock melee weapons of the Pyro, Demoman, Heavy, Medic and Sniper. This Weapon Review is about the Shovel/Fire Axe/Lollichop/Bottle/Scottish Handshake/Fists/Apoco-Fists/Bonesaw/Kukri/Saxxy/Conscientious Objector/Frying Pan, as all of those weapons have the same stats.

   The stock melee weapon is exactly what it sounds like, namely the stock melee weapon, for the Soldier, Pyro, Demoman, Heavy, Medic, and Sniper. It does 65 damage per swing, which can kill a Scout, Engineer, Sniper, or Spy in two hits. Crits do 195 damage, which can kill any class except Soldier and Heavy in one hit. The time between swings is 0.8 seconds, making it slower than the Shotgun and less damaging. As I mentioned, stats are the same across the Shovel, Fire Axe, Bottle, Fists, Bonesaw, and Kukri. The Lollichop has the same stats, but will take you to Pyroland. The Scottish Handshake is just a reskin of the Bottle. The Apoco-Fists have the same stats as the Fists, but make enemies explode, or gib, when you kill them. The Saxxy can be used by any class, has the same stats as the default melee weapon of that class, and turns enemies into Australium statues on a kill. The Conscientious Objector is a reskin of the default melee weapon of every class but Engineer and Spy. The Frying Pan is a reskin of the default melee weapon of every class except the Engineer and Spy, as well as having unique sounds.
   The stock melee weapon is a good player's last resort. Once you run out of all other ammo, or manage to get it close without having a Shotgun loaded, a well-timed swing can usually keep foes at bay long enough to get reinforcements or to load a weapon. As it is only a close-range weapon, the stock melee weapon should only be used as an ambush weapon, or any time when the opponent cannot counterattack.
   As a Soldier, the Shovel is surprisingly helpful, as your Rocket Launcher reloads very slowly. However, a well-placed Shotgun blast is often more helpful. As usual with your melee weapon, use it only when nothing else is available, or when your Shotgun runs out after backing them into a corner. As a Pyro, the Fire Axe is next to useless, as both of your other weapons are superior at close range, and your Flamethrower has a surprising amount of ammo. As a Demoman, your Bottle or Scottish Handshake is actually quite useful, as both of your other weapons are medium range, and deal self-damage within melee range, making a good Bottle smash good for ambushes, if not as good as a Stickybomb trap. As a Heavy, your fists are less powerful and fast than your Shotgun, which itself is worse than your Minigun. Do not use your Fists unless you have no other choice. As a Medic, your Bonesaw can find occasional use in emergencies, as your Syringe Gun does more damage than it in close-range situations, but can be bad for ambushes. As a Sniper, your melee weapon does less damage per second than your SMG, but your SMG runs out of ammo relatively quickly, forcing you to your melee weapon often enough.
   Keep your use of the stock melee weapon to emergencies and ambushes, and it will be a useful tool indeed.

Tuesday, August 28, 2012

TF2 Weapon Reviews: The Pistol

   This weapon review will be different from any other weapon review, as it will be explaining three basic weapons, as opposed to a specific weapon from a specific class. These weapons are the Shotgun, the Pistol, and the Shovel. The Shovel is just used as an example, the same stats apply to the stock melee weapons of the Pyro, Demoman, Heavy, Medic, and Sniper. This Weapon Review is about the Pistol.

   The Pistol is the stock secondary weapon for the Scout and the Engineer. It holds 12 shots per clip, and carries either 36 ammo(for Scout) or 200 ammo(for Engineer). This weapon fires bullets that do 13-17 damage at medium range, which means a full clip emptied at medium range will do 156-204 damage, which is enough to kill any class except the Heavy at max damage. At close range, the Pistol does 22 damage per shot, and at long range, the Pistol does 8-10 damage per shot. Crits do 45 damage per shot. The time between shots is 0.17 seconds, and the reload speed is 1.36 seconds for the Engineer, 1.25 for the Scout. The Pistol reloads by clips. The bullet spread recovery time is 1.25 seconds, which means that if you wait that amount of time between shots, each bullet will be perfectly accurate. The Lugermorph has exactly the same stats as the Pistol.
   The Pistol is a surprisingly useful long-range weapon. It fires faster and more accurately than the primary weapons of the classes that use it, making it helpful for hitting moving targets or covering your retreat. It can be surprisingly effective at close range, dealing around 220 DPS at point-blank range, and has a faster reload speed than the Shotgun, which only does 138-144 DPS at point-blank range. It carries 4 spare clips for the Scout, and 16.67 spare clips for the Engineer. At longer ranges, both the Scattergun and Shotgun do less damage than the Pistol, making it very useful indeed.
   As a Scout, the Pistol is more of a last resort while retreating. At close range, your Scattergun will deal more damage, but the Scattergun is inaccurate at longer ranges. Use the Pistol to deal consistent damage to close-range specialists from a distance, or spray a barrage of Pistol shots to cover a retreat. As an Engineer, your Pistol has more than enough clips to keep you firing for a long time. Use the Pistol to check for Spies at longer ranges, or to take out Stickybombs near your buildings. If you use it right, the Pistol is an incredibly versatile tool to help you and your team survive.

TF2 Weapon Reviews: The Shotgun

TF2 Weapon Reviews will be exactly what they sound like.

   This weapon review will be different from any other weapon review, as it will be explaining three basic weapons, as opposed to the loadout slot of a specific class. These weapons are the Shotgun, the Pistol, and the Shovel. The Shovel is just used as an example, the same stats apply to the stock melee weapons of the Pyro, Demoman, Heavy, Medic, and Sniper. I will be reviewing those three weapons over the next three Weapon Reviews.

   The Shotgun is the primary weapon for the Engineer, and the stock secondary weapon for Soldier, Pyro, and Heavy. It hold six shots when fully loaded, and carries 32 ammo.This weapon fires 10 pellets per shot that each do 6 damage per pellet for base damage, dealing 24-67 damage at medium range per shot. At close range, the Shotgun can do up to 90 damage if all pellets hit, which makes it able to kill even a full-health Heavy in four shots. Crits do 18 damage per pellet, dealing 180 damage if all hit, which is enough damage to kill any class except the Soldier and Heavy in one direct hit. The time between attacks is 0.6 seconds, and the reload time for all six rounds is 3.5 seconds. The Shotgun reloads shell by shell.
   The Shotgun is a powerful and underrated weapon that newer players will ignore completely. However, an experienced player knows to be wary, as an accurate shooter can easily kill almost any class at close range, while still being able to do solid damage to crowds at medium range, due to the large pellet spread of the weapon. It carries six full 'clips,' including the six shots you start with, as well as two extra shots. That is more than enough rounds to do serious damage with such a basic weapon. At long ranges, however, the power of this weapon becomes less than that of a Pistol shot, making it bad for precise, powerful shots.
   As a Soldier, the Shotgun is incredibly useful in close combat, as it does more damage than your Shovel, and your Rocket Launcher would do just as much damage to you. The Shotgun is not nearly as good for the Pyro, due to the Flamethrower being mainly a close range weapon anyway, however it is quite effective against enemy Pyros. The Shotgun is pretty much useless for the Heavy compared to the Minigun at similar ranges. However, when your Minigun runs out of ammo, a Shotgun can be your greatest ally. The Shotgun is the Engineer's base weapon and the basis behind all of the Engineer's primary weapons (except the Pomson, but that will be discussed later.) As such, it is your primary source of damage when your Sentry isn't built, or for defending against Spies. As I said, the Shotgun is a powerful weapon at close ranges, making it worthy of use when it is needed.