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Re: Regarding PS4 version shotgun underutilization, AR and SMG hip fire strength.


@soraoka623 wrote:

I'm a apex player in the PS4 version. I think the PS4 version has too weak a shotgun. I don't think the shotgun's performance is a problem. However, since the carSMG and flatline will kill you with one magazine, there is no chance to shoot two shotguns. Shotgun usage is obviously low in the CS version. This narrows the player's weapon selection. If you look at the apex clip, you can see that even master players don't try to match the right stick aim point on the opponent, but AR and SMG hip fire hit almost all bullets. Also, the elements I mentioned show that close range combat is short-lived, and these are tedious elements. Also, the inability to retrieve shotgun ammo from deathboxes is a problem. Thank you for reading this long article. I hope there will be adjustments such as 0.4 aim assist in the CS version. This issue is dictated by the CS version shotgun usage rate.


While I can't speak to Ar and SMG hipfire cause I am terrible at remembering to hipfire anything, I can speak to shotguns.

One of the things I really like about Apex as a guy who owns multiple guns and regularly shoots at the range in real life, is that Apex shotguns (other than the perfectly regular patterns or the "line" pattern of the Mastiff, more on those later) is that the designers actually did some research into how real shotguns (and the concept of "choke") works.

As such, it's not just a "point left and everything within 5 meters dies" weapon like every other game that gets shotguns wrong. Like real life, shot has an optimal range of 20-25 meters, but is still viable up to 70 meters with a good aim (more notable with the Mozam, which has a real tight choke and the Peacekeeper if you let the aimed choke hit max before firing).

Now, as for hipfire, you are likely used to the super wide and very random pattern of shot in most other shooters. Apex doesn't do they. They keep a tighter pattern (like I said, more like real life, where you actually do have to aim shotguns( 1 ) ).

What they didn't do accurate, and I expect this made the coding and longer range easier to make work, is shotgun patterning. Shot has different patterns from the same gun depending on choke, shot size, and even the manufacturer (my Mossberg hates Remington ammo for example, likes to "shoot donuts" with their #7 shot). For Apex though, each shotgun has a unique pattern and a magic future tech choke that goes from cylinder to full when aiming. You can find youtube videos on it, but if you just want to read about it, you can find info at the fan wiki here: 

https://apexlegends.fandom.com/wiki/Weapon#Shotguns 

Each shotgun has it's own pattern, but to sum up:

Eva-8 - Is, well, 8 pellets in a figure 8 pattern. Aim center mass at about 20 meters and I usually hit legs, body, and one pellet to the head. Too close, and it's all body. Too far and it's just a few to body while rest goes over their head and then they one clip me with a R-99.

Peacekeeper-- kinda like a star pattern with 11 pellets. When aimed, it slowly chokes up to max choke. A center mass hit with max choke will often do about 91 damage. Manage a head shot and it can be instant knock. But if you're off just a bit, it's just as likely to be 9 damage from one pellet hitting. This might be the best for hip firing.

Mozambique- This is 3 pellets only (I actually imagine it less as pellets as more as firing 3 .410 slugs at the same time). In a triangle formation, 1 top 2 bottom (part of the name background). This is the only shotgun that when aimed (which pulls in the choke a little) can land all the pellets in the head. Headshots with Hammerpoints can be brutal. I actually prefer a Mozam over the Wingman just because I can hit with this at about the same ranges and ammo is easier to find mid to late game.

Mastiff ( 2 ) - this has the weirdest choke. It's literally a horizontal line of 8 pellets. The line is wider hipfired, the choke constricts when aimed. A headshot can be brutal (I usually see about 88 damage with a headshot by the time in late game when you can find these in care packages currently).

I recommend trying each shotgun out at the firing range. Shoot a wall to see the pattern, then shoot another wall while aiming to see how it constricts. Get used to shooting speed and reload times. They are a great option to open a fight (then swap to a proper bullet gun) or close a fight after cracking the armor with an auto gun.

As a side note, I would really like to see them add a Slug Shotgun (call it "The Breacher") that has one big slug for high damage at short to mid range (15-50 meters) and can shatter open the doors in one shot. Also, cause the only other game that uses Slug Shotguns a lot is Destiny 2.


1) Don't believe me, go find a trap range that can rent you a shotgun and shoot 25 rounds and see how low your hit rate is until you get the hang of it. I have been shooting trap for 4 years and only recently broke 20/25.

2) I personally love this shotgun for the reload animations alone, which as a semi-auto recoil operated shotgun, is different based on if you are topping off or full empty. Try it at the firing range.

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