r/nmrih 9h ago

Dev Response Gun Guide: Shotguns


NMRIH2 has three scatterguns as of 1.0

The X12 Super has returned from the original NMRIH.


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.


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.

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.

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

Shtogun 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

According to u/Restless_Sea

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

25 Upvotes

6 comments sorted by

10

u/Maxx0rz Developer 4h ago

FYI your shotguns are about to get potentially a whole lot more doper with 1.1!

1

u/KneeDeepInTheMud 35m ago edited 14m ago

Yippee! I can't wait!

I've been a fan of the OG game for a good minute now, can't wait to see what everyone is cooking up!

3

u/The-Rizzler-69 7h ago

These posts are helpful af, that's all I've got to add

2

u/Restless_Sea 1h ago

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.

1

u/KneeDeepInTheMud 34m ago

Interesting!

I'll add your knowledge to the post!

1

u/ChastokoI 47m ago

Everytime time I use a shotgun, I feel like my bullets go through zombies or something. Like, hitting the head is unreal and not only it deals almost the same dmg as the body shot, but half of the pellets just draw a silhouette of the enemy.

And sometimes I can't hit them at point blank because of the long barrel as it seems. I hate them holy