M500

M500  
General  
Class Shotgun
Caliber 12g
Fire modes Semi-automatic
Performance  
Fire rate 120 rounds/min
Muzzle velocity 480 m/s
Effective range 70 m
Standard magazine M500 Internal Mag
Availability  
Vendor price 1200
Unlock level 1
Internal name M500

The M500 is a shotgun chambered in 12g. It fires semi-automatic at 120 rounds/min. Its standard magazine is the M500 Internal Mag.

Overview

Shotguns are the shotgun class in the weapon data. They fire shells rather than single bullets.

It takes the shells described on the Ammunition page: Buckshot, Rifled slug. Each has a tracer version.

Stats

Stat Value
Fire modes Semi-automatic
Fire rate 120 rounds/min
Muzzle velocity 480 m/s
Effective range 70 m

Damage

Figures are for Buckshot at point blank range, per pellet (8 pellets per shot), against a character without armor, before any falloff.

By body part (no armor)

Body part Damage
Head 37.5
Neck 28.1
Upper torso 24.8
Middle torso 22.5
Upper arm 15.8
Thigh 15.8

Armor (torso and head hits)

Armor class Torso Head
No armor 24.8 37.5
Light 10.4 18.4
Medium 8.9 15.7
Heavy 7.4 13.1
Super heavy 3.6 10.5

Range falloff (upper torso, no armor)

Distance Damage
0 m 24.8
50 m 24.8
100 m 24.1
200 m 19.0
300 m 15.6
400 m 12.8
600 m 8.4
800 m 5.3
1000 m 3.2

Upper torso, no armor, by ammo type

Ammo Damage per hit
Buckshot 24.8 (8 pellets)
Rifled slug 104.0

See Ammunition for how each type does against armor, and Weapon Damage for the full tables.

Recoil and spread

Each bullet leaves the barrel in a random direction inside a cone around the point you aim at. Hip fire uses a wide cone that grows when you move. Aiming down the sights uses a very narrow one. Every shot also pushes the view up and to the side, following the weapon’s recoil pattern.

Spread

Situation Still Moving at full speed
Standing, hip fire 3.0° 6.0°
Crouching, hip fire 2.0° 4.0°
Prone, hip fire 1.0° 2.0°
In the air, hip fire 10.0° 10.0°
Aimed down sights 0.0430° 0.0430°

Cone half-angles in degrees: a bullet can land up to that far from the aim point. At 100 m, standing hip fire has a radius of 5.2 m when still and 10.5 m at full speed; aimed, it is 0.08 m. Half of the shots land within half that radius.

Accuracy is 1.5 mrad, a full cone angle; the aimed row is half of it, in degrees.

Buckshot fires several pellets per shot. For a multi-pellet round the hip spread rows above are not used; the pellet pattern comes from the weapon’s shotgun data instead (see Weapon Spread pipeline). The hip rows apply to single-projectile ammunition such as the rifled slug.

  • The data has no per-shot bloom and no recovery timer: nothing found in the spread data makes firing widen the spread, and spread changes only with speed, stance, being in the air and aiming. This comes from reading the game files, not from testing in game.
  • Hip spread eases toward its new value with a time constant of about 0.04 s (a native default found by static reading).
  • The 10° in-air figure is a native default found by static reading; only the grenade launcher’s data sets it, to the same 10°.
  • At full aim (aim blend exactly 1.0) hip spread is set to zero, so only the aimed row applies. A partly aimed weapon counts as hip fire.
  • “Full speed” means 4 m/s standing, 2.5 m/s crouching and 0.5 m/s prone; between still and that speed the hip spread is a straight line.
  • The figures are before attachments, which can change spread (see Attachments).

Recoil

Measure Value
Shots in the recoil pattern 7
Kick on the first shot 1.80° up
Climb after 10 shots 17.6° up
Climb after 30 shots 42.5° up
Average climb per shot over 30 shots 1.42° up
Sideways drift after 30 shots 0.3° left
Pattern resets after 1 s without firing
Vertical kick crouching / prone, compared with standing 0.85× / 0.70×
Default-loadout recoil multiplier, vertical / horizontal 1 / 1

Climb and drift figures are computed from the pattern points, before the recoil multiplier. The game turns each authored kick by up to 24° per shot, so the real sideways drift varies from burst to burst. After shot 7 each kick is random inside the post-pattern range.

Season 2 did not change the recoil pattern.

To see the whole pattern as a picture, open the Weapon Spray Viewer and pick the M500 in the viewer.

Ammunition

Ammo types for this weapon: Buckshot, Rifled slug. See Ammunition.

Attachments

Slots on this weapon: Barrel, Grip, Magazine, Sight, Stock, Underbarrel. See Attachments for what each part changes.

Default parts: magazine (M500 Internal Mag).

Cost and unlocking

  • Vendor price: 1200. The data pages do not decode the currency, so the price is shown as a plain number.
  • Unlock level: 1.

Season 2 changes

The Season 2 changes page lists no changes for this weapon.

See also

Sources