Ammunition Type: Shells
Ammunition Expended Per Discharge: Two Shells
Rate Of Fire: One discharge per second
Most Effective Range: Point Blank to Short
Best Strategy: Dogfight, exposed only during firing cycle
The super shotgun fires the near equivalent of two shotgun blasts (one out of each of two barrels). The two blasts are varied by a 5 degree yaw to the left and right of the center. The wide spread of the pellets from the double barrels provide lots of reward for near misses even at close range.
Because of it's wide spread of pellets, the weapon is most effective at close range and will always kill an un-armored, normally healthy (100%) human player when every pellet impacts the target. Because of the wide spread of the pellets, the weapon is almost completely ineffective at long range.
The most recommended strategy for using the super shotgun in a deathmatch is equipping the weapon in tight hallway areas exposing yourself to your opponent for the shot only during the instant of the weapons firing cycle, and ducking around corners while the weapon reloads. Timing this cycle (about 1 second long) is an art.
The super shotgun kicks even more wildly than the shotgun and is physically larger. Therefore, it obscures even more of the edge of the screen during the cocking phase.
When fighting against a player with the ssg, most of the other weapons can be effective as long as you carefully take advantage of the enemy's ssg reload time as this is when that player is most vulnerable. A grenade can be particularly effect as an ssg player will usually try to close the distance between combatants.