Shotgunner
Shotgunner | |
---|---|
Faction | Both |
Function | Anti-Personnel Infantry |
Health | 100 |
Armor | 100 |
Armor Type | Kevlar |
Primary Weapon | Shotgun |
Sidearm | Silenced Pistol |
Speed | 100 |
Explosives | Timed C4 x1 |
Cost | $0 |
The Shotgunner is suited for close proximity battles. Both Global Defense Initiative and Brotherhood of Nod have access to this infantry.
Appearance
GDI
GDI Shotgunners wear military suits, along with armor plates covering the torso, kneepads, and a helmet paired with orange goggles. They carry several small bags and a radio communication device on the back.
Nod
Nod Shotgunners wear black colored military suits, along with a tactical vest covering both torso and legs, and a helmet paired with a gas mask with red googles. They carry a small bag and a radio communication device on the back.
Function
Shotgunners are equipped with a Shotgun as their main weapon. It does not cost anything to get the Shotgunner class. Assuming that the range is suitable and the aiming correct, a Shotgunner will usually dish heavy damage even to advanced infantries, generally taking all of their Armor in one burst, or straightforward killing them should all the shotgun shells hit the head.
Shotgunners will do little damage to light armored vehicles, but no visible damage to heavy armored vehicles and buildings. They are also equipped with a backup Silenced Pistol and a Timed C4 for armors and buildings destruction.
Strategy
Usage
A Shotgunner should not be underestimated. While they are basically useless in open field and far away from the opponents, they shine in close range combat. A good shotgun blow can severely damage basic and advanced infantries. Considering that shotguns have to reload after firing once, reckless shooting will dramatically decrease the efficiency of a Shotgunner; therefore, it is advisable to fire only when the enemy is in direct range of the shotgun.
A veteran Shotgunner will prefer to fight in enclosed spots, such as tunnels or chokepoints, leaving less space for snipers to spot him and more chances to jump out of a corner to ambush opponents passing by, closing in toward them in order to maximize his damage output. He will also know the best opportunity to fire the shotgun and when to sidestep around the enemy instead.
The no-cost of Shotgunners also makes it a nice scout in the field, in the same way as the other free infantries.
Counters
Shotgunners are dangerous only when they are close to you; consider employing sniper infantry to take them out from afar. If sniping is not an option, as most probably will be not, due to Shotgunners prioritizing closed spaces, try to avoid their first burst to minimize damage, and fire on them when they have to reload. Circling them around might be a viable option to avoid shotgun fire.
Always be on lookout in tunnels, and move slowly but steadily through any corners and intersections, since Shotgunners are more likely to be setting up ambushes behind corners. Consider employing third-person view to possibly spot them in order to not get caught off guard.
If you are an Engineer, you can drop Remote C4 to either blow the Shotgunner up or make him circumvent them; both will give you more time to react.