Shotguns
Judge
In one line: The automatic shotgun: fires several shells quickly and dominates tight spaces. Since patch 12.09 it is less effective on the move.
- Cost
- 1850 credits
- Magazine
- 7
- Wall penetration
- Low
Damage and range
The Judge costs 1850 credits, holds 7 shells and fires a spread of pellets on every shot, in full-auto. Up close it can kill several enemies in moments; with distance damage drops quickly. Patch 12.09 increased its spread and made shots on the move, running and jumping far less accurate: today it is best used standing or crouching, waiting for the enemy to come.
When to buy it
On defense, on sites or areas with very tight angles and entrances where attackers arrive within a few meters, for the anchor who wants to hold a closed space. Sometimes on attack too, on force rounds, on maps and sites with close quarters.
When not to
On open sites or when fights will happen at mid range. It costs almost as much as a rifle: if you end up fighting at range, you paid a lot for a useless gun.
What it beats and what beats it
It beats anyone entering a tight space, even two at once. It loses to any rifle or sniper at mid and long range, and to utility that flushes you out before the attack comes in.
How to use it
- Wait: it is a gun for holding an angle, not for chasing.
- Aim at the upper chest and shoot standing still.
- After your first shots, if the enemy backs off, do not chase them into open space.
- Call your position: it works best when a teammate covers the long lines.