The Twin Barrel
Double Barrel Shotgun
Knockback on target and shooter
Has horizontal spread
This weapon will reload when not active
"(After-market modification voids the warranty.)"
Twin Barrel publicity blurb
You 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, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.
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.
When the user fires the Twin Barrel, 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 vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a Scout. Crouching has no effect on the velocity gained.
Taunting with the Twin Barrel will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, and can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal critical hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on.
|Ranged or Melee?||Ranged|
|Attack interval||1.6 s|
|All values are approximate.|
|Rabbit Season||Hit a Scout with every pellet from a Twin Barrel shot.|
|Rip and Tear!||Get 10 meat-shot kills with the Twin Barrel.|
|Bringing the Heat||Kill 5 enemies after closing the distance with a Twin Barrel jump.|
- Added the Twin Barrel
- 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.
- The Twin Barrel does not have any knockback against ÜberCharged enemies.