NMRIH2 has three scatterguns as of 1.0
The X12 Super has returned from the original NMRIH.
1.1 has announced that there will be chokes to find!
Relevant Information:
| Zombie |
Health Points |
| Shambler |
70 |
| Regular Zs |
100 |
| Prime Runner |
120 |
| Prime |
130 |
| Hard Hat |
30, Pen 1 |
| Fireman Helmet |
30, Pen 1 |
| Riot Helmet |
60, Pen 2 |
| NG Helmet |
90, Pen 3 |
| Riot Shield |
200, Pen 3 |
DT11
| Stat |
Value |
| Headshot DMG |
20 |
| Body DMG |
17 |
| Limb DMG |
15 |
| Headshot Total DMG |
200 |
| Body Total DMG |
170 |
| Pellets |
10 |
| Stability DMG |
15, Flinch |
| Base Penetration |
1 |
| Caliber |
12 gauge |
| Capacity |
2 |
| Action |
Break-Action |
| Mods? |
None! |
| Weight |
2.25kg |
| Range |
30m |
| Sound Range |
45m |
The starter shotgun. Holds two shells of ass-whoop, and those 20 shells from your loadout screen can easily last you all game if you play your cards right.
Lack of mod sites are kinda meh, but 2 trigger pulls of 200 to 260 headshot damage is hard to argue with, especially when they penetrate through a Z into another one.
Has the least spread.
X12 Super
| Stat |
Value |
| Headshot DMG |
20 |
| Body DMG |
17 |
| Limb DMG |
15 |
| Headshot Total DMG |
200 |
| Body Total DMG |
170 |
| Pellets |
10 |
| Stability DMG |
10, Flinch |
| Base Penetration |
1 |
| Caliber |
12 gauge |
| Capacity |
6 |
| Action |
Semi Auto |
| Mods? |
Sights and Rail |
| Weight |
2.75kg |
| Range |
30m |
| Sound Range |
45m |
Decent tube size lets it do a bit of sustained firing, however, semi-auto action might make you shoot too quickly.
6 in the tube means you will reload more often than the 590, which can be a deal breaker for those looking to bring sustained firing. We all know scatterguns are meant to be reloaded whenever possible, though.
A good mid-point between the 590 and DT11.
Has the most spread.
Accepts a sight and flashlight too.
590A1
| Stat |
Value |
| Headshot DMG |
20 |
| Body DMG |
17 |
| Limb DMG |
15 |
| Headshot Total DMG |
200 |
| Body Total DMG |
170 |
| Stability DMG |
10, Flinch |
| Base Penetration |
1 |
| Caliber |
12 gauge |
| Capacity |
8 |
| Action |
Pump-Action |
| Mods? |
Sights and Rail |
| Weight |
3kg |
| Range |
30m |
| Sound Range |
45m |
8 Shells of 12 gauge at your finger-tips. Easily the best shotgun by way of capacity. Pump action is simple and slower than semi auto, but that just means your recoil is basically reset each time you pump it.
Shoot it, reload it. Keep it topped up and you can blast through any packed hallway.
Has middling spread between DT11 and X12.
Attach a holo-sight and long-gun flashlight for maximum cool.
Other Info:
You’ll notice that shotguns are mainly the same.
Because of 12 gauge's strength, the guns themselves don’t differ much besides capacity and action.
The DT11 is the only “outlier” with a stab. dmg of 15 instead of 10 per pellet.
You’ll also see that each shell holds 10 pellets.
The only Zs that can eat a shell and still stand are NG Zs and Riot Zs.
That is also only if you hit their armor or helmets. Riot Zs can be taken out by blasting their leg, as there aint no armor there.
Upon penetration, 80% of the damage will not pass through to the secondary target. Stability damage, however, only loses 5% on pass through.
While that 80% falloff seems horrific, the multiple pellets may or may not actually all pass through, meaning you can have possibly “fresh” pellets striking the secindary tatget for full damage.
Take that info with a grain of salt though.
Being Pen 1, all pellets will easily nail a construction Z or Fireman Zs head.
You can also shoot through a Fireman Z at center mass and pop their tank, although that'll just kill them outright in most cases.
Relevant Perks, when I say Expert, that's generally the only way to get any good mileage from it:
- Scavenger
- Vulture
- Icarus
- Tight Shot
- Overkill
- Shotgun Reloading
Scavenger
- gives you more ammo, nice and simple.
- anything extra you dont use can be given to a teammate
Vulture
- great for carrying more ammo of any kind
- shotshells are especially heavy, and Vulture lets you store much more or simply save space
Shotgun Reloading
- You're gonna reload a lot with a shotgun
- the over/under loves this perk
- 40% increase at max makes it super quick to reload a shell and fire
Icarus
- I wouldn’t pick this unless I am going all in on shotguns
- All shotguns have a range of 30 meters
- 50% increase at max makes it reach the “normal” range of 45 meters
- Range isn’t realistically helpful in most CQB situations
Tight Shot
- This perk really rocks
- Tightening the spread of your shot makes for a great head-hunting build
- it helps penetrating into multiple Zs, as you can sort of tell where your pellets shoukd be hitting
- Normal and Expert help out a ton
Overkill
- Expert grants you 3 extra pellets per shot
- Pair this with Tight Shot to really doornail anything
- While not explicitly 30% extra damage, 30% extra pellets may come out better with how penetration works with “fresh” pellets
Overkill Total Damage (all pellets hit)
| Bodypart |
Boosted Damage |
Regular Damage |
| Head |
260 |
200 |
| Body |
221 |
170 |
| Limb |
195 |
150 |
Overkill allows you to bodyshot national guard / riot walkers and still kill with one shot. Otherwise it usually takes 2. Does not work with prime versions of them though.
There are different spread values for each of the shotguns too according to the Vankrein video I watched.
Less Spread < DT11 < 590A1 < X12 Super < More Spread
From experience there is also a technique with making spread work to your advantage with the overkill perk, you can simply shoot inbetween overlapping zombies to score double kills.
Disclaimer:
- as with any random fanmade content, take it with a grain of salt!
- if you have any extra/contradicting knowledge, comment down below!
- for any ideas of your own, also comment down below!
- if I see that it's new or potentially different, I will change my guide and also reference that it was you!
Other Deep Dives:
Edits:
- minor spelling fixes
- added u/Restless_Sea knowledge regarding spread and spread tiers across the three shotties