Crossout Shotgun Overview
Shotgun are short range high-powered weapons. On average Shotguns have a low accuracy rating making then less useful at mid to long ranges. Shotgun come in two basic type fixed and Swivel guns. Mounted correctly shotguns can achieve a devastating one shot attack to enemies.
Crossout Shotguns
12
28
3
38
16
68
5
63
Bullet
22
29
3
38
17
54
8
93
Bullet
12
29
3
42
15
126
8
165
Bullet
12
31
2
38
17
90
5
128
Bullet
48
10
4
59
--
189
5
247
Bullet
25
29
3
39
17
65
5
114
Bullet
25
29
3
42
15
135
9
190
Bullet
71
10
4
59
--
378
12
280
Bullet
The projectile explodes after several meters and turns into pellets, increasing its effective range.
The projectile explodes after several meters and turns into pellets, increasing its effective range.
The projectile explodes after several meters and turns into pellets, increasing its effective range.
25
30
2
30
25
126
5
180
Bullet
When colliding with an enemy, the damage of the “Gremlins” increases up to 30% for 8 sec. The bonus depends on the strength of the hit and is equally distributed between all mounted “Gremlins”.
When colliding with an enemy, the damage of the “Gremlins” increases up to 30% for 8 sec. The bonus depends on the strength of the hit and is equally distributed between all mounted “Gremlins”.
When colliding with an enemy, the damage of the “Gremlins” increases up to 30% for 8 sec. The bonus depends on the strength of the hit and is equally distributed between all mounted “Gremlins”.
50
10
4
59
--
225
5
315
Bullet
While an armored vehicle moves, the weapon reduces its spread up to -40% at the speed of 60 km/h.
While an armored vehicle moves, the weapon reduces its spread up to -40% at the speed of 60 km/h.
While an armored vehicle moves, the weapon reduces its spread up to -40% at the speed of 60 km/h.
32
29
4
38
17
90
5
173
Bullet
For every 35m. the vehicle traverses, weapon damage increases by 33%. Stacks up to 3 times.
For every 35m. the vehicle traverses, weapon damage increases by 33%. Stacks up to 3 times.
For every 35m. the vehicle traverses, weapon damage increases by 33%. Stacks up to 3 times.
28
29
3
42
15
160
9
229
Bullet
The weapon’s resistance to all damage types increases by 15% while shooting.
The weapon’s resistance to all damage types increases by 15% while shooting.
The weapon’s resistance to all damage types increases by 15% while shooting.
50
10
4
58
--
260
18
320
Bullet
The damage of the next shot is increased by 3% for each pellet that hits the enemy.
The damage of the next shot is increased by 3% for each pellet that hits the enemy.
The damage of the next shot is increased by 3% for each pellet that hits the enemy.
60
10
4
62
--
290
8
357
Bullet
The higher your car’s speed, the faster the weapons reloads. Max. efficiency: 20% at 80 km/h.
The higher your car’s speed, the faster the weapons reloads. Max. efficiency: 20% at 80 km/h.
The higher your car’s speed, the faster the weapons reloads. Max. efficiency: 20% at 80 km/h.
25
29
5
38
16
122
5
221
Bullet
Every 100 m passed by the car give one charge that,s spent when shooting and guaranteed to disable the enemy’s weapon rotation for 0.5 sec. Stacks up to 1 times.
Every 100 m passed by the car give one charge that,s spent when shooting and guaranteed to disable the enemy’s weapon rotation for 0.5 sec. Stacks up to 1 times.
Every 100 m passed by the car give one charge that,s spent when shooting and guaranteed to disable the enemy’s weapon rotation for 0.5 sec. Stacks up to 1 times.
40
10
4
62
--
335
5
390
Bullet
If at least half of the pellets hit the enemy, the next shot will be fired with incendiary projectiles that heat up the parts on impact. Damage to these parts increases up to 100% depending on the heating level.
If at least half of the pellets hit the enemy, the next shot will be fired with incendiary projectiles that heat up the parts on impact. Damage to these parts increases up to 100% depending on the heating level.
If at least half of the pellets hit the enemy, the next shot will be fired with incendiary projectiles that heat up the parts on impact. Damage to these parts increases up to 100% depending on the heating level.
42
28
5
38
17
180
5
387
Bullet
When the weapon receives the fatal damage, it becomes invincible for 1 seconds. Cooldown 35 seconds.
When the weapon receives the fatal damage, it becomes invincible for 1 seconds. Cooldown 35 seconds.
When the weapon receives the fatal damage, it becomes invincible for 1 seconds. Cooldown 35 seconds.