"Warthog" Auto 210
|"Warthog" Auto 210|
|“||Living up to its name, this pig of a weapon never fails to satisfy. Holds six wide-spread shells for rapid-fire death dealing.||„|
|~ Weapon description|
The "Warthog" Auto 210 is a primary weapon for the Engineer. It is a sleek and powerful semi-automatic shotgun (its pump-action mechanism is only used to cycle the action during a reload) that performs best at close range, though it is serviceable at mid to long range. It is magazine-fed, meaning that reloading is quick and consistent, as dwarves do not need to load shells one by one. It can deal considerable damage in the right circumstances, though more generally it excels at cleaning up enemies who have taken damage from the Engineer's turrets and powerful secondaries. Overall, it is a great option in the hands of greenbeards and veterans alike.
It has fairly fast firing speed, and can be quite devastating against grunts and larger enemies if all pellets connect; it is often capable of one-shotting Grunts and Mactera Spawn when aiming for their weak spots. It also has a decent base chance of stunning enemies (which can be improved upon further with mods) which can help players keep glyphids at bay. On lower hazards the Warthog's ammo supply is quite generous, but in Hazard 5 ammo conservation and damage efficiency become much more important to stretch its reserves. As long as players use this weapon strategically, it is an excellent self-defense tool.
Despite its various strengths, the Warthog does carry with it some substantial drawbacks that players must be aware of. As a shotgun it is obviously limited by range; while the damage of each pellet remains the same, most pellets will miss at longer distances. Enemies such as Mactera Spawn, can easily keep their distance while firing back upon the Engineer. Weaker foes like Glyphid Web Spitters can still be killed from considerable range, although taking more shots to do so. The weapon also suffers slightly with its damage output. On higher difficulties it may fail to one-shot enemies even when aiming directly for their weakpoints. For this reason the Warthog should primarily be used as a self-defense weapon for protecting the Engineer himself. Finally, as previously mentioned, even while taking the extra ammo reserves mod, which is arguably a necessity in Hazard 5, many Engineers will find themselves frequently low on ammo in the higher hazard levels.
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclock calculations happen after modifiers.
Understanding the Weapon
Due to Weapon's stun Chance being per Pellet, the chance of a stun happening (before considering any resistances) increases when more Pellets hit a target.
Turret Whip is an upgrade for the Warthog that allows the Engineer to manually fire a powerful shot from a Sentry. If a single pellet from a shotgun with this upgrade hits a Sentry, it will cause the Sentry to consume 5 ammo from its reserves to fire a fast-moving projectile in the direction it is currently facing. If the Sentry does not have 5 ammo, it will not fire. The Sentry does not need to be targeting an enemy for this projectile to fire, and can be shot from the barrel while the Sentry is in its idle sweep. Turret Whip can be triggered on any Turret by any Engineer in the party that has the upgrade equipped.
- Damage: 160 Explosive
- Maximum Damage Radius: 1.5m
- Radius: 2m
- Stun Chance: 100%
- Stun Duration: 1.5s
- Fear Factor: 100%
- Friendly Fire: 50%
- Armor Break: 200%
- Cooldown: 3s
Each modification that is purchased advances a mastery bar by one unit.
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (12) modifications – The Company Special Weapon Paintjob
Full gallery of skins can be seen at Weapon Skins.