Twin Barrel
Twin Barrel | |
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Basic Information | |
Used by | Pyro |
Slot | Secondary |
Ammo | |
Ammo loaded | 1 |
Ammo carried | 12 |
Loadout Stats | |
The Twin Barrel Double Barrel Shotgun Knockback on target and shooter Has horizontal spread This weapon will reload when not active
"(After market modification evades the warranty)" |
Twin Barrel publicity blurbYou didn't listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you "listen, mack, shotguns don't come any shorter than that! It's not safe!" So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?
The Twin Barrel is an alternative secondary weapon for Pyro. It is a sawed-off double-barreled shotgun with a seared muzzle, wooden stock, and foregrip held together with a belt.
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the Shotgun's square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel's ammo capacity and clip size is significantly smaller, only holding 12 reserve ammo, and only being able to hold one shot at a time. Like the Flare Gun, it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy's current velocity are the only things that affect knockback power; damage and range have no effect.
In addition, if the user fires the weapon, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user's current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. Crouching has no effect on the velocity gained.
Properties
Properties | ||
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Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee? | Ranged | |
Taunt | Hadouken | |
Damage | ||
Maximum ramp-up | 150% | 120 6 |
Base damage | 100% | 80 4 |
Maximum fall-off | 52.8% | 42 2.1 |
Critical | 240 12 | |
Mini-crit | 108 5.4 | |
Mini-crit (ramp-up) | 162 8.1 | |
Bullet count | 20 | |
Ammo | ||
Loaded | 12 | |
Reload type | Passive | |
Function Times | ||
Attack interval | 1.6s | |
Activation time | Instant | |
All values are approximate. |
Related achievements
Trivia
- Part of the Twin Barrel's publicity blurb, "Jumping the Gun", refers both to using this weapon as a mobility tool and the phrase "Jumping the Gun", meaning to do something without thinking.
Gallery
Weapons | |||||
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Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |