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KSG-12

KSG12 angled

569925D5-1BA7-4432-BD3F-6798A75775B3

Overview
Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 1
Damage 32 → 17
Range 50 max → 130 min
KSG-12graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 14, 15 with round in chamber
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 130 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.92 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (50 studs) Min (130 studs)
(x1.1) Head 35.2 18.7
(x1) Torso 32 17
(x1) Arms and Legs 32 17
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 32 -> 15.3 50 max -> 117 min
R2 Suppressor 30.4 -> 16.15 47.5 max -> 123.5 min
PBS-1 Suppressor 30.4 -> 16.15 47.5 max -> 123.5 min
PBS-4 Suppressor 30.4 -> 16.15 47.5 max -> 123.5 min
Suppressor 28.8 -> 17 45 max -> 130 min
Flechette 28.8 -> 17 55 max -> 130 min
Birdshot 28.8 -> 17 55 max -> 130 min
Slugs 96 -> 42.5 50 max -> 130 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 1.8

ACCURACY 23

Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 15
Weapon Recovery Speed 15
Weapon Recoil Damping 0.6

HIP ACCURACY 20

Min Camera Kick (3.00, -1.61, -0.31)
Max Camera Kick (4.19, -1.11, 0.30)
Min Recoil Displacement (0.10, 0.80, 12.19)
Max Recoil Displacement (0.40, 1.10, 12.80)
Min Recoil Rotation (6.19, -1.00, -0.31)
Max Recoil Rotation (7.09, 0.20, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.70

SIGHT ACCURACY 32

Min Camera Kick (2.29, -0.50, -0.50)
Max Camera Kick (2.70, -0.90, 0.50)
Min Recoil Displacement (-0.11, 0.69, 7.19)
Weapon Shot Displacement (0.10, 1.60, 7.80)
Min Recoil Rotation (2.20, -0.50, -0.81)
Max Recoil Rotation (3.40, -0.21, -0.50)
Sight Magnification 2.5x

WEAPON HANDLING

Reload Time 1.3 seconds
Empty Reload Time 1.3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 40
Crosshair Spread Rate 850
Crosshair Recover Rate 10

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 12 gauge
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills


Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills


Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills


Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Birdshot 1000 Kills
Fletchette 700 Kills
Slugs 2000 Kills

The KSG-12 is an American Shotgun. It is unlocked at Rank 1 or can be purchased with credits (CR).

History

The Kel-Tec KSG is a unique pump-action shotgun that entered production in 2011. It is a bullpup design, meaning that the gun's action is placed before the trigger, which is the same concept used in other bullpup designs such as the Steyr AUG. It feeds from two separate tube magazines that can be switched between manually using a lever; however, this feature is not reflected in-game. This gives the KSG a very high ammo capacity of 14+1, with seven (2.75in) shells in each magazine and one in the chamber.

The weapon is equipped with Picatinny rails on the top and sides of the forend, allowing accessories such as lasers and sights to be attached readily. The perpendicular forward grip and backup Iron Sights seen in most media are not included in the basic package.

In-Game

General Information

The KSG-12 is a pump-action shotgun with a high capacity and high rate-of-fire (RoF). At 130 rounds-per-minute (RPM), its RoF surpasses that of all other pump-action shotguns, firing almost 50% faster than the slowest firing shotgun, the KS-23M. However, it is still slower than the semi-automatic shotguns, outclassed by the Stevens DB , Saiga-12 , SPAS-12 and the DBV12 in regards to fireate.

Its capacity is the highest in-class, at 14 rounds. However, it is a tubular magazine, meaning each round must be inserted individually. This results in a very long empty reload time.

With standard buckshot or flechettes, the KSG-12 fires eight pellets from each shell. The damage per pellet is lower than the Remington 870, but higher than the Serbu Shotgun. The weapon's pellet spread is average between the Remington 870 (lower) and the Serbu Shotgun (higher). 

Usage & Tactics

While the weapon's high capacity can be advantageous in a prolonged firefight, it is still reloads each shell individually, which can result in a very long reload time when reloading the weapon from empty. However, because the weapon can be fired readily as long as there is any ammunition in the magazine, this does not necessarily become an issue if a user is able to do partial reloads when not engaged in combat. Like the other shotguns, the KSG-12 is best used in close-quarters-combat (CQC). Its effective one-shot-kill (1SK) range is similar to that of the Remington 870, but it may take more shots to kill a full health enemy at further ranges. 

Conclusion

In conclusion, the KSG-12 is a potent CQC weapon. It boasts a higher RoF and higher ammunition capacity than nearly all other shotguns at the cost of a higher pellet spread, less damage per pellet at range and short effective range.

Damage Table for Ammunition Attachments

Hitbox for Birdshot Range
Max (48 studs) Min (80 studs)
(x1) (x24 pellets) Head 31.5 (756) 21 (504)
(x1)(x24 pellets) Torso 31.5 (756) 21 (504)
(x1)(x24 pellets) Arms and Legs 31.5 (756) 21 (504)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Flechette Range
Max (48 studs) Min (80 studs)
(x1) (x8 pellets) Head 31.5 (252) 21 (168)
(x1)(x8 pellets) Torso 31.5 (252) 21 (168)
(x1)(x8 pellets) Arms and Legs 31.5 (252) 21 (168)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Slugs Range
Max (40 studs) Min (80 studs)
(x1.8) (x1 pellet) Head 189 94.5
(x1.5)(x1 pellet) Torso 157.5 78.75
(x1)(x1 pellet) Arms and Legs 105 63
Note: Red color signifies a fatal hit. All values calculated in-game are rounded down. (e.g. 99.99 to 99)

Pros & Cons

Pros:

  • Highest ammunition capacity of any shotgun.
  • Highest fire rate of any pump action shotgun.
  • Very low unlock rank.
  • High close-range damage - three-pellet kill in CQC.
  • Can aim above sights by pressing T.

Cons:

  • Higher-than-average pellet spread for its class.
  • Lower-than-average damage per pellet for its class.
  • Not able to 1SK with Slugs at long range.
  • Long empty reload.
  • Bad at long ranges.

Trivia

  • The KSG-12 is the first shotgun and non-starting weapon to be unlocked in-game.
  • The weapon has two tubes that need to be switched in real life. However, for the ease of development and usability, this feature is not reflected in-game.
    • It is likely that an extended tube selector is being actuated halfway through firing with the shooter's wrist, which is how a similar effect to the near-bottomless magazines of the KSG in video games can be replicated in real life.
  • The KSG-12 is the only bullpup shotgun in-game.
  • There is a feature exclusive to shotguns which allow a player to look over the optics by pressing T. Attaching Canted sights deactivates this.
  • The KSG-12 was only shotgun to not get a range buff in version 3.2.1a, however, it did receive a damage increase to a three-pellet kill at close range.
  • The KSG-12 is one of the most hated weapons throughout the community. This is due to players considering it overpowered, and is seen as giving new players an unfair advantage.
    • This is mainly due to its fire-rate being the highest out of all pump-action shotguns, along with having the largest standard magazine out of all shotguns available.
  • This is the only shotgun in-game where the shells cannot be visually seen being put into the shotgun when reloading or ejecting without a high field of view.
  • All the pump action shotguns, KS-23M excluded, had their firerate and slug damage nerfed in an attempt to balance them against the semi auto shotguns as they were competing too much against them. This was reverted due mainly because in the case of the KSG, with its lower damage, made it near useless as far as it being a shotgun was concerned and the community backlash from the nerfs in general.
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M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - HK416
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Personal Defense Weapons

MP5K - UMP45 - MP7 - MAC10 - P90 - MP5 - Colt SMG 635
L2A3 - MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
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Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW
RPK - HK21 - SCAR HAMR - RPK74 - MG3KWS

Sniper Rifles

M107 - Intervention - Remington 700 - Dragunov SVU - AWS
BFG 50 - L115A3 - Mosin Nagant - Dragunov SVDS
Hecate II - Steyr Scout

Carbines

M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105

Designated Marksman Rifles

MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00

Shotguns

KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911

Revolvers

Redhawk .44 - MP412 REX - Mateba 6 - 1858 New Army

Other

Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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