Add distance
Pellet spread rapidly lowers delivered damage; force it to cross open ground.
A semi-automatic shotgun with six pellets and quarter-second follow-ups.
Each XM1014 shot launches six pellets at 20 base damage apiece. Its 0.25-second cycle is far faster than the M3, making it forgiving in close multi-target fights, but spread and no wall penetration make every extra meter and obstacle costly.
Drag to inspect // XM1014
Counter-Strike 1.6 values
Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.
Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.
Live telemetry
Aim upper torso at close range so all six pellets can contribute to the 120 base-damage ceiling.
The shell reload can be interrupted, so add one or two behind cover instead of waiting for a full tube.
Pellet spread rapidly lowers delivered damage; force it to cross open ground.
Rifles can return damage through cover the XM1014 must walk around.