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KSG-12
File:KSG12Slim.png
Overview
Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 1
Damage 30 → 20
Range 40 max → 80 min
KSG-12graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 14
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 120 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (40 studs) Min (80 studs)
(x1.1) Head 33 22
(x1.00) Torso 30 20
(x1.00) Limbs 30 20
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
R2 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
ARS Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-1 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-4 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
Flechette
(8 pellets)
27 -> 20 44 max -> 80 min
Birdshot
(16 pellets)
27 -> 20 44 max -> 80 min
Slugs
(1 pellet)
90 -> 50 40 max -> 80 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 1.8

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

ACCURACY 23

Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 15
Weapon Recovery Speed 15
Weapon Recoil Damping 0.6
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

WEAPON HANDLING

Reload Time 1.5 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 Template:Weapon/Chamber
Shot Suppression Range None

The KSG 12 is a bullpup shotgun in Phantom Forces. It is unlocked at rank 1 or it can be purchased with Credits.

History


Desgined by Kel-Tec in 2011, The KSG-12 is a pump action, bullpup shotgun, which is an uncommon setup for shotguns. It has two tube magazines that hold a total of 14 12 Gauge rounds with fully ambidextrous use. The user can also use a lever to switch tube magazines.

It also has a Picatinny rail above/near the barrel, where optics can be mounted.

The perpendicular forward grip and back-up iron sights seen in most media are not included in the basic package.

In-Game

The KSG-12 is a powerful pump action shotgun chambered in 12 Gauge with a high capacity and Rate of Fire. Comparatively, it has a higher Rate of Fire (RoF) and capacity than the Remington 870 and Serbu Shotgun.

However, the high capacity is not necessarily an advantage, since the time to grab and load a round into the KSG-12 is similar/same as other shotguns, the high capacity renders the reload time very long. Since shotguns do not lose already loaded ammo when reloading, tactical reloads can get rid of this problem. 

The KSG fires 8 pellets from each shell/round, but the damage per pellet is lower than the Remington 870, but higher than the Serbu Shotgun, and the pellet spread is average between the R870 and Serbu Shotgun.

Optics, barrel, under-barrel, canted sight, and laser attachments do not affect the pellet spread. But optics are generally recommended for a better field of view, and lasers can aid in hip firing.

While barrel attachments may decrease recoil or visibility, note that certain suppressors can hinder the 1 hit kill damage of the KSG-12 in close quarters range.

As is with all other shotguns, the KSG-12 is best used in Close Quarters Battles (CQB). Its effective 1 hit kill range is similar to that of the R870, but it might take more shots to kill a full health enemy at higher ranges.

But with the recent addition of Slug shells, it can be used effectively in all ranges, even long range too.

In very close quarters battles, it is recommended to aim down your sights/optic.

The reason for this is that, should the player hip-fire, the bullet mechanism of Phantom Forces will cause all pellets to be fired towards the bottom left corner of the screen, again, lasers can help solve this, as they show exactly where the fired round will go.

With the addition of the shotgun ammo update, the KSG-12 became way more powerful with the added ammunition.

With the KSG's fast rate of fire and good/high capacity, using the Birdshot round will make the KSG a devastating weapon in close quarters. However this option will hinder medium/long range performance even more, since the birdshot round increases the pellet spread, and in turn, pellet "drop."

The KSG-12 is also very good with slug ammunition. Again, because of it's high capacity and rate of fire, the player can kill a player at any range in a quick succession, however it is generally not recommended to use the it for long range. However, because of the Remington 870's lower ROF and higher damage, the R870 can avoid ammo spamming and also has a higher usability at range than the KSG.

Overall, since the update, the KSG-12 had become from the obselete counterpart to the Remington 870 to a potential monstrosity and competitor to the R870.

The KSG favors rate of fire and damage at the cost of higher pellet spread, lesser pellet damage, and some of the other aforementioned disadvantages. But it's overall a good weapon of it's type, though not the best by any means.

Ammunition

  • Without any attachments, only with the different type of ammunitions.

Birdshot:

x0.9 max damage - x1.1 max range - x3 pellets

Hitbox Range
Max (44 studs) Min (70 studs)
(x0.99 - x1.1)(x24 pellets) Head 29.7 (712.8) 22 (528)
(x0.9 - x1)(x24 pellets) Torso 27(648) 20 (480)
(x0.9)(x24 pellets) Arms and Legs 27(648) 20 (480)
Yellow color signifies when all of the pellets hit the target.

Flechette:

x0.9 max damage - x1.1 max range - x5 penetration

Hitbox Range
Max (38.5 studs) Min (80 studs)
(x0.99 - x1.1)(x8 pellets) Head 29.7 (237.6) 22 (176)
(x0.9 - x1)(x8 pellets) Torso 27 (216) 20 (160)
(x0.9 - x1)(x8pellets) Arms and Legs 27 (216) 20 (160)
Yellow color signifies when all of the pellets hit the target.

Slugs:

x3 max damage - x2.5 min damage - x5 penetration - One projectile - Special multipliers

Hitbox Range
Max (35 studs) Min (80 studs)
(x1.8) Head 162 90
(x1.5) Torso 135 75
(x1) Arms and Legs 90 50
Red color signifies a fatal hit.

Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.

Pros and Cons

Pros:

  • Higher capacity compared to the Remington 870.
  • Higher Rate Of Fire than the Remington 870.
  • Becomes devastating when used with slug or birdshot ammo.

Cons:

  • Very loud gun noise.
  • More pellet spread than the Remington 870
  • Less damage than the R870
  • Long reload due to capacity (Though reload can be canceled by pressing left click again)

Trivia

  • The sights are the same as the normal iron sights but the front post is little bit thicker.
  • It is the first gun and shotgun to be unlocked in-game.
  • It has 2 tubes that need to be switched in real life. However, for the ease of development and usability, it is not included in the game.
  • It's the only shotgun in the game that is bullpup.
  • Because the KSG is smaller and has a shorter barrel than the Remington 870, it can be concluded that this is the reason it deals less damage and has a bigger spread.
  • There is a feature exclusive to shotguns which allows the player to look over the optics by pressing "T". Attaching Canted sights deactivates this.
  • It doesn't have ballistic tracker attachment, unlike Remington 870 and even Serbu Shotgun.

Gallery

Screen Shot 2016-07-25 at 8.36

The KSG-12 in-game.

Weaponry
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A1 - M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - Colt MARS - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130 - BWC-9

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - HAMR IAR - RPK74 - MG3KWS - Stoner 96 - ChainSAW - MG42 - M1918A2

Sniper Rifles

Intervention - Model 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300 - M1903

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126 - Can Cannon

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR - M21

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3A3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14 - HCAR

Shotguns

KSG-12 - Model 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - M17 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol - ASMI - PP-2000

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

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Reference

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