Scattershot

Scattershot is a commander from the Black Penguin Oil faction. His theme is ballistics and burst-fire weaponry.

## Abilities - Passive

Burst weapons gain 1 projectile.

Projectile deviation increased by 20%.

## Abilities - Active

Projectile deviation reduced by 65%.

Projectile weapons show a partial trajectory preview.

Snipers fire two rounds.

20mm Cannon fires 5 projectiles at a time.

### Overview

Scattershot's ability kit in general affects burst-fire projectile weapons, and makes few of them in particular much more desirable.

The first one of his passive abilities bolsters burst-fire weapons by giving them an extra projectile in each salvo. Weapons most significantly affected by this perk are those with small burst size to begin with - such as Flak, Buzzsaw or the Smoke Bomb, turning the former into a stronger anti-air option and even more effective Mortar killing tool, while dramatically increasing the already ruinous damage the Buzzsaw deals against wooden structure. Note that the Smoke Bomb, with its fixed spread pattern, will fire the additional projectile to the top of the normal barrage, making the smokescreen extended towards the top.

Notably, Swarm Missiles, Deckgun, or the payload dropped by the Thunderbolt are not affected by the passive ability.

The second passive ability increases shot deviation by 20%.

Perhaps Scattershot's most notable asset is his fearsome active ability. While it affects all weapons by displaying their trajectory preview (making aiming them trivial), as well as decreasing their shot deviation by 65%, its unique feature is how it amplifies the 20mm Cannon, turning it into an exceptionally deadly weapon. Its heavy damage - otherwise dispersed over a large area - is focused by the ability into 2 accurate shotgun-like salvos of 5 shots each. With a potential to deliver more concentrated damage than a Cannon into a vulnerable spot (aided by the trajectory preview), a barrage from a battery of 20mm Cannons can be absolutely lethal.

During the active ability, the spread of 20mm Cannon barrage can be regulated by positioning the cursor closer or further from the weapon, similarly to the Shotgun.

His Snipers become far more dangerous while the active ability is engaged. With their double-shot perk, they are capable of killing all but the heaviest weapons in a single burst.

Note that while almost none of his other abilities synergize with the Plasma Laser, Firebeam, or the Magnabeam in any way, these weapons are still affected by the trajectory preview active ability.

### Playstyle

Typically, playing Scattershot involves using 20mm Cannons as the main weapons, taking advantage of the powerful synergy with his active ability. While working towards the heavy weapons, Buzzsaws may be placed along the way for pressure and harassment of the opponent. Flak guns are a good defensive option, should the opponent go for weapons vulnerable to anti-air, particularly Mortars, against which Scattershot-boosted Flak guns are especially devastating.

Although Cannons or beam weapons can be used in place of 20mm Cannons, they do not benefit from Scattershot's abilities as much, receiving only the reduced deviation and trajectory preview during the active. Regardless, it may be worthwile to place at least one Cannon, in order to help cracking the Energy Shields, should the opponent use them to counter the 20mm Cannons.

Tying into the above, in some situations one should consider keeping the Armoury tech on hand while playing Scattershot, as an opponent making extensive use of Energy Shields or Portals might otherwise present a predicament difficult to deal with.

### Counters

As Scattershot's abilities focus on a specific weapons type, he sometimes suffers from crippling overspecialization. Because his ability kit heavily incentivizes use of 20mm Cannons, an opponent anticipating a 20mm attack can adequately prepare and defend. Extensive use of Energy Shields or Portals by the opponent can cause a 20mm attack to falter, depriving Scattershot of his strongest means of offense. Moonshine in particular is an exceptionally strong counter to Scattershot.

20mm Cannons themselves maintain most of their inherent weaknesses. Having relatively low total HP compared to the rest of heavy weapons, they are very vulnerable to suppression and counterattack, especially to being sniped while charging the ability by firing in their unboosted mode. Outside of the active ability, they struggle to deal enough focused damage to a vulnerable weak spot in the opponent's base.

Another way to protect important parts of the base against Scattershot's active is a tight Sandbag wall, since Sandbags are very effective at absorbing 20mm barrage, due to the 0.6 reduction in damage from this particular weapon. This serves as a very cost effective defense, although one that's APM intensive to build and maintain during a heated battle.

Double-firing Snipers - while frighteningly effective at destroying medium and heavy weapons - are hampered in sniper duels by their slower reload, putting Scattershot at a slight disadvantage when fighting for the map control.

Scattershot's effectiveness is heavily diminished on very large maps, where he is unable to utilize the full power of his vicious 20mm Cannon attack due to the distance causing the otherwise concentrated damage from the shells to slightly spread, enough to dissipate it over.

### Notes

* Scattershot makes an appearance in the very first mission of the Black Gold campaign, as a boot camp instructor to another recruit, establishing himself a sort of rival to Shockenaugh.
* Scattershot serves as the antagonist in the Moonshot campaign.