SA1216

SA1216 Sideview.png
SA1216
Weapon Quote
“Rapid-fire, semi-automatic shotgun with a quad-tube magazine”
// Profile //
BuildHeavy
TypeShotgun
// Damage //
Body13x6 (78 total)
CritN/A
DPS156
// Technical //
Mag Size16
Firing Time200RPM
Reload Time3

The SA1216 (SRM Arms Model 1216) is a Heavy class automatic shotgun with a four-tube magazine designed to deal damage in quick bursts at a close distance.

Usage

The SA1216 can be selected as the weapon of any Heavy build loadout.

The trigger can be pulled to fire a spread of pellets that each deal a small amount of damage. The trigger can also be held to continuously fire shots. The weapon does not deal additional damage on headshots. Aiming down sights does not increase the SA1216's accuracy, but the weapon keeps a stable accuracy when moving and going airborne.

The SA1216 has a special firing pattern of being able to quickly fire up to four shots in a row, but then needing to go through a brief magazine rotation to prepare the next four shots.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip SA1216
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Properties

Weapon

FeatIcon Ranged.png Ranged — Strikes targets by aiming and firing at them from a distance.

FeatIcon Automatic Fire.png Automatic Fire — Continues to fire automatically until the trigger is released.

FeatIcon Burst Fire.png Burst Fire — Fires four shots quickly, then switches to the next barrel.

FeatIcon Multi-Shot.png Multi-Shot — Releases multiple rounds at the same time with each shot, each dealing minor damage.

FeatIcon Stable Accuracy.png Stable Accuracy — Keeps a stable accuracy (pellet spread), even while moving and going airborne.

FeatIcon Full Reload.png Full Reload — Replaces the entire magazine in one animation on reload.

FeatIcon Aim Down Sights.png No Aiming Down Sights — Has iron sights, but using them does not affect accuracy (pellet spread).

Bullet

FeatIcon Hitscan.png Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

FeatIcon Minor Structure Damage.png Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

FeatIcon Critical Hit.png No Critical Hit — Does not critically hit for increased damage, even if the target was struck on the head.

Strategy

Strengths

  • A single tube (four shots) of the SA1216 can deal up to 300 damage if hit well, eliminating a Light or Medium build.
  • Compared to the Model 1887, the SA1216 has the advantage of firing much faster (and automatically firing) and having a full magazine reload rather than shell reloading.
  • The SA1216's accuracy is mostly unaffected by moving, and does not need to aim down sights to attain maximum accuracy. This makes it possible to strafe around an opponent while hip-firing at them, all while maintaining high accuracy.

Weaknesses

  • High pellet dispersion means that enemies that are not close to the user will not take much damage from a shot.
  • The SA1216 has a hard time taking out traps from a safe distance, such as explosive mines being difficult to deal enough damage to from outside of its radius.

Tactics

  • An SA1216 user should take care, when pausing their fire, to preferably end on a multiple of four. Having less than four shots available in a burst can be very punishing. This mindset takes some practice to get used to.

Mechanics

Spread

Hitscan

For each pellet in a shot fired by the weapon, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs for each pellet. Since the shotgun has a fixed low accuracy, the random deviation of the pellets causes them to spread out into a fan.

Immediately, the closest contestant, structure, object or shield intersecting the hitscan of each pellet will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the SA1216.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the SA1216
Opponent eliminated by damage from the SA1216
(Does not count quick melee finishers)
Assist on an opponent damaged by the SA1216
Level 1
SA1216 Rank 1.png
0 XP
SA1216
Level 2
SA1216 Rank 2.png
9,000 XP
Dye Job (Yellow)
Level 3
SA1216 Rank 3.png
9,000 XP
Dye Job (Blue)
Level 4
SA1216 Rank 4.png
36,000 XP
Dye Job (Red)
Level 5
SA1216 Rank 5.png
54,000 XP
Dye Job (White)
Level 6
SA1216 Rank 6.png
162,000 XP
Triangle Twinkle
Level 7
SA1216 Rank 7.png
144,000 XP
Striped Grazer
Level 8
SA1216 Rank 8.png
136,000 XP
Painted Predator

Trivia

  • The SA1216 exists in real life as the SRM Arms Model 1216, a delayed blowback semi-automatic shotgun developed in 2009 by SRM Arms, a United States arms company. The magazine is made up of four tubes. The operator can flip a switch and manually rotate the magazine in either direction, to choose which tube feeds into the receiver.
    • The "SA" in SA1216 stands for SRM Arms, the manufacturer.
    • The 1216 in SA1216 is the model number.
    • See also: List of Gun Origins.

Weapon Skins

Change History

2.1.0

  • Damage changed: 7 -> 6 (Per pellet)
  • Decreased fire rate from 230RPM to 200RPM

1.4.0

  • Damage changedː 8 -> 7 (Per pellet)
  • Pellet dispersion increased slightly
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