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SA1216: Difference between revisions

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added 6.0.0 patchnotes and update infobox
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|price={{Prices|800}}
|price={{Prices|800}}
|wtype=[[:Category:Shotgun|Shotgun]]
|wtype=[[:Category:Shotgun|Shotgun]]
|bodydamagebar=13×6
|bodydamagebar=6×12
|falloffmin=10m - ?%
|falloffmin=12.5m
|falloffmax=15m - 67%
|falloffmax=20m
|falloffmulti=0.67
|dps=?
|dps=?
|rpm=200
|rpm=200
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{| class="wikitable"
{| class="wikitable"
!Patch !!<center>Changes</center>
!Patch !!<center>Changes</center>
|-
|[[Update:6.0.0|6.0.0]] ||
*Decreased pellet count from 13 to 12
*Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
*Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
*Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
*Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
*Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines. 
|-
|-
|[[Update:2.1.0|2.1.0]] ||
|[[Update:2.1.0|2.1.0]] ||

Revision as of 16:23, 20 March 2025

SA1216
“Rapid-fire, semi-automatic shotgun with a quad-tube magazine”
-
Magazine Size16
Price 800
General Data
Related Quests


The SA1216 (SRM Arms Model 1216) is a Heavy class automatic shotgun with a four-tube magazine designed to deal damage in quick bursts at a close distance.

Usage

The SA1216 can be selected as the weapon of any Heavy build loadout.

The trigger can be pulled to fire a spread of pellets that each deal a small amount of damage. The trigger can also be held to continuously fire shots. The weapon does not deal additional damage on headshots. Aiming down sights does not increase the SA1216's accuracy, but the weapon keeps a stable accuracy when moving and going airborne.

The SA1216 has a special firing pattern of being able to quickly fire up to four shots in a row, but then needing to go through a brief magazine rotation to prepare the next four shots.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip SA1216
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Stats

Damage Profile

Build HP Shots to kill Time to kill (Body)
Light 150 2 0.3
Medium 250 4 0.9
Heavy 350 5 2.0
Values are approximate and determined by community testing.

Properties

Weapon

Ranged — Strikes targets by aiming and firing at them from a distance.

Automatic Fire — Continues to fire automatically until the trigger is released.

Burst Fire — Fires four shots quickly, then switches to the next barrel.

Multi-Shot — Releases multiple rounds at the same time with each shot, each dealing minor damage.

Stable Accuracy — Keeps a stable accuracy (pellet spread), even while moving and going airborne.

Full Reload — Replaces the entire magazine in one animation on reload.

No Aiming Down Sights — Has iron sights, but using them does not affect accuracy (pellet spread).


Bullet

Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

No Critical Hit — Does not critically hit for increased damage, even if the target was struck on the head.

Guide

Strengths

  • A single tube (four shots) of the SA1216 can deal up to 300 damage if hit well, eliminating a Light or Medium build.
  • Compared to the Model 1887, the SA1216 has the advantage of firing much faster (and automatically firing) and having a full magazine reload rather than shell reloading.
  • The SA1216's accuracy is mostly unaffected by moving, and does not need to aim down sights to attain maximum accuracy. This makes it possible to strafe around an opponent while hip-firing at them, all while maintaining high accuracy.

Weaknesses

  • High pellet dispersion means that enemies that are not close to the user will not take much damage from a shot.
  • The SA1216 has a hard time taking out traps from a safe distance, such as explosive mines being difficult to deal enough damage to from outside of its radius.

Tactics

  • An SA1216 user should take care, when pausing their fire, to preferably end on a multiple of four. Having less than four shots available in a burst can be very punishing. This mindset takes some practice to get used to.
  • If paired with the Winch Claw, you can bring opponents close to you, and utilize the relatively fast fire rate of the SA1216 to quickly kill your enemies.
10m Spread pattern

Hitscan

  • For each pellet in a shot fired by the weapon, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs for each pellet. Since the shotgun has a fixed low accuracy, the random deviation of the pellets causes them to spread out into a fan.
  • Immediately, the closest contestant, structure, object or shield intersecting the hitscan of each pellet will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the SA1216.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the SA1216 0.2 × Damage Dealt
Opponent eliminated by the SA1216 50
Assist on an opponent damaged by the SA1216 20
Level 1
0 XP
SA1216
Level 2
9,000 XP
Dye Job (Yellow)
Level 3
9,000 XP
Dye Job (Blue)
Level 4
36,000 XP
Dye Job (Red)
Level 5
54,000 XP
Dye Job (White)
Level 6
162,000 XP
Triangle Twinkle
Level 7
144,000 XP
Striped Grazer
Level 8
136,000 XP
Painted Predator
Level 9
200,000 XP
Predasheen


Weapon Skins

Trivia

  • The SA1216 exists in real life as the SRM Arms Model 1216, a delayed blowback semi-automatic shotgun developed in 2009 by SRM Arms, a United States arms company. The magazine is made up of four tubes. The operator can flip a switch and manually rotate the magazine in either direction, to choose which tube feeds into the receiver.
    • The "SA" in SA1216 stands for SRM Arms, the manufacturer.
    • The 1216 in SA1216 is the model number.
    • See also: List of Gun Origins.

History

Patch
Changes
6.0.0
  • Decreased pellet count from 13 to 12
  • Therefore, total damage per shot decreased from 78 to 72 (due to pellet count change)
  • Increased damage falloff minimum range from 10m to 12.5m, giving the weapon a slightly longer effective range
  • Increased damage falloff max range from 15m to 20m, giving the weapon a slightly longer effective range
  • Pellet pattern has been adjusted, to move it towards a better closer-range role after the removal of a pellet
  • Added a new element to the ammunition HUD that shows the number of ‘feed modules’ the weapon has and how many have been used, to make it clearer when the player has rotated the magazine. This same HUD element is also used for the new ARN-220 with its dual magazines.
2.1.0
  • Decreased fire rate from 230RPM to 200RPM
  • Decreased damage per pellet from 7 to 6
1.5.0
  • Fixed an issue that allowed the weapon to be fired faster than intended
1.4.0
  • SA1216 pellet dispersion increased slightly
  • SA1216 damage per pellet reduced to 7 from 8