The Shotgun is the Pyro’s secondary weapon. It is normally used to finish off burning targets who are running away and is well suited for the task. Its range is better than the Flamethrower's but only marginally so.
The Shotgun is also commonly used to attack enemy Pyros because of the limited effectiveness of the Flamethrower in engaging them.
Out of all the classes to equip the Shotgun, the Pyro is the only one to have an associated tauntkill: the Hadouken.
As the Soldier is in a constant struggle to keep his primary weapon loaded, he is in need of a backup weapon more than most, and the shotgun is just that weapon. In situations where a rocket would be easily dodged it can provide a light amount of ranged fire, but it's real power is as a finishing weapon. When your fourth rocket has been expended but that Heavy is just still standing, reloading might not cut it, but the Shotgun probably will.
When under the effects of an Übercharge or more importantly a Kritzkreig, the Shotgun can also be important to use the effect to its full potential. With 10 seconds to work with, 4 rockets and 6 shells fill the time nicely.
The Shotgun should only be used when the Heavy is out of Minigun ammo; it is simply not powerful enough to use offensively when considerations such as the Heavy's speed (slow) and size (huge) are taken into account. It can kill an injured pursuer, but should never be counted on for such things. Use it to get back to base for more Minigun shells.
The Shotgun is the Engineer's best gun in his arsenal (excluding the Sentry). At close- to medium-range, the Shotgun can be an effective deterrent to lighter enemy classes before a Sentry nest can be established and is commonly used to spycheck any friendlies hanging around the Dispenser.
One might think that since the Shotgun is his primary weapon, an Engineer would have to worry about running out of ammunition, but most Engineers don't roam too far away from the safety (and ammo) of their Dispenser.
|Bullets Per Shot||10|
|Damage (Medium Range)||24-67|
|Damage (Long Range)||3-26|
|Mini Crit Damage||8 per bullet (80 total)|
|Critical Hit Damage||18 per bullet (180 total)|
|Rate of Fire||Medium|
|Reload Type||One at a time|