KS-23
More actions
| KS-23 | |
|---|---|
| Weapon Quote |
|
| Profile | |
| Build | H Heavy |
| Type | Shotgun |
| Unlock | Strategist |
| Damage | |
| Body | 100 |
| Environmental | 1000 |
| Damage Falloff | |
| Min Range | 18m |
| Max Range | 23m |
| Multiplier | 0.70 |
| Technical | |
| RPM | 78 |
| Magazine | 6 |
| Empty Reload | 4.36s |
| Tactical Reload | Segmented |
The KS-23 (Karabin Spetsialniy 23mm) is a Heavy class slug shotgun designed to deal high damage per slug at close to moderate distances, also dealing significant damage to structures.
Usage
The KS-23 can be selected as the weapon of any Heavy build loadout.
The trigger can be pulled to fire one projectile that damages an opponent. The weapon does not deal additional damage on headshots but deals significant structure damage. The trigger must be released before firing again. Zooming in with the secondary trigger slightly increases the KS-23's accuracy. Moving decreases accuracy.
The KS-23 reloads by inserting one round at a time, making its reload extremely slow. However, the reload can be interrupted before the magazine is full to reload less rounds.
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 KS-23 | 1 | Weapon | ||
| Fire slug (Tap) | R2 | RT | Primary fire | |
| Zoom (Hold) | L2 | LT | Secondary fire | |
| Tactical reload | R | Reload |
Stats
Damage Profile
| Shells to kill | Time to kill (s) | Shells to kill | Time to kill (s) | Shells to kill | Time to kill (s) | |
|---|---|---|---|---|---|---|
| Body | 2 | 0.769 | 3 | 1.538 | 4 | 2.308 |
Values are approximate and determined by community testing (10.6.0).
Segmented Reload
Reload time can be expressed as , where if .
| Missing ammo | Time to completely reload |
|---|---|
| 1 | 1s |
| 2 | 1.75s |
| 3 | 2.5s |
| 4 | 3.25s |
| 5 | 4s |
| 6 | 4.36s |
Properties
Weapon






Bullet






Guide
Strengths
- The KS-23 can break through any surface with a few shots, giving the user a way to destroy the enviroment without having to rely on charges of explosive Gadgets like the C4 and RPG-7 or Charge 'N' Slam.
- Dealing up to a 100 damage per shot (as this weapon has no headshot multiplier) makes the KS-23 great at dealing high, single-shot burst damage while not being reliant on hitting heads.
- Because of it's single-shot nature, if the user is able to predict their target's movements, the KS-23 can deal significant poke damage at long ranges compared to other heavy class weapons.
- In Terminal Attack, the maximum health Light contestants can regenerate to is 100 health. This is exactly the damage of the KS-23, giving the weapon a slight advantage against that build in the game mode.
Weaknesses
- Reloading the KS-23's shells takes a long time, leading to significant downtime between firing.
- Due to the this downtime between firing and having no way to increase the damage per shot, the KS-23 has a slightly longer time-to-kill compared to other weapons of the class.
- In a direct fight against most automatic or semi-automatic weaponry with headshot multipliers, the KS-23 user will be noticeably disadvantaged if the enemy hits their shots.
- The time-to-kill combined with the KS-23's small magazine size makes missing a shot very punishing.
Tactics
- The KS-23's hip-fire and ADS accuracy, unlike how other shotguns like the SA1216 or Model 1887 function, is not the same. The user should zoom before firing, significantly decreasing bullet dispersion.
- While hip-firing is still applicable in close quarters, with the KS23's high time-to-kill, the user should try to minimize the chance of missing if possible.
- Due to the long downtime between firing, it is important for the KS-23 user to utilise cover through the enviroment or Gadgets in order to hide between shots and mitigate damage taken while the KS-23 cycles its next shot.
- The Barricade and Dome Shield are great Gadgets to pair with the KS-23 to have very quick and durable cover available.
- The Goo Gun can quickly create a piller of two to three Goo blobs for similar effect, although less durable and less wide in size.
- The Goo Grenade creates big walls and is also useful for mobility around the map, but switching to and deploying it takes a decent amount of time and the wall that spawns might not form in a way the user wanted it to.
- A concrete wall takes three shots to breach. You can fire two, reload, then fire the last shot to engage a potential fight with 5/6 shots in your magazine.
- Walls and floors can be prematurely shot with the KS-23 to make them easily breakable later on. This can, for example, be utilized to shoot the ground near the Cashout Station during defense preparation, to later quickly drop it by shooting the floor when necessary, potentially stalling a steal and also preserve charges of explosive Gadgets if the user has any.
- A KS-23 user may need to lead their target at longer distances, i.e. firing at the location where they will be when the projectile arrives. This is because the KS-23's attack uses a projectile instead of a hitscan beyond 25m.
- A full reload has a long wind-up time, but then reloads much more quickly. For this reason, the full reload should preferably not be interrupted by firing, but the tactical reload can be interrupted.
- Once either reloading animation is started, it can only be cancelled with a Quick Melee attack until at least one shell has been loaded, after that you can fire at any point, instantly cancelling the animation.
- In a desperate situation, it can be worth to only reload a single shot and then shoot the enemy through hip-fire.
- Dealing a clean 100 damage within effective range, pairing up the KS-23 with Gadgets, Specializations and attacks with similar damage values in order to combo off them and achieve certain breakpoints can be very useful.
- A Quick Melee attack in close range right after a KS-23 hit, dealing 40 damage, can make the difference between winning a fight and losing it or the enemy getting away. The KS-23 still needs to cycle its shots however, so the user needs to be aware that they will be stuck in the cycling animation before being able to shoot again. Not being reliant on Gadgets or Specializations makes this the most applicable attack to combo with.
- The RPG-7, Explosive Mine, C4 as well as Explosive Canisters can all shave off one shot of the KS-23 time-to-kill.
- The Charge 'N' Slam deals 100 damage on the initial and 40 damage on subsequent hits. While it has great combo potential, the user has to be mindful with where they end up after the charge, as they may land in a direct fight with no cover and subsequently be in a disadvantaged position. To help with this, the user should be observant of cover in the vicinity to run to after the charge. They can also cancel the charge at any time if they think they have dealt enough damage to safely follow up with the KS-23. Additionally, if they have it equipped, placing a Barricade right at the end of a charge helps with regaining cover quickly.
- Throwing Arena Carriables deals at least 55 damage to other contestants, which is enough damage for the KS-23 to require a shot less against any given class depending on their health, saving ammunition. While a niche tactic, this can prove particularly useful when being caught off-guard while carrying the Vault, throwing it at the enemy and following up with the KS-23 instead of simply dropping it first.
Item Mastery
Item mastery XP can be earned by damaging and eliminating opponents with the KS-23.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
| Source | XP Reward |
|---|---|
| Damage dealt by the KS-23 | 0.2 × Damage Dealt |
| Opponent eliminated by the KS-23 | 50 |
| Assist on an opponent damaged by the KS-23 | 20 |
Cosmetics
Skins
Animations
| Name | Rarity | Source | Description |
|---|---|---|---|
| PRAIRIE TWIRL | EPIC
|
250
|
For contestants with precision and panache. |
| Name | Rarity | Source | Description |
|---|---|---|---|
| CARTRIDGE JOLT | RARE
|
125
|
When every shot counts you make sure cartridge does too. |
| Name | Rarity | Source | Description |
|---|---|---|---|
| HOT LEAD RELOAD | EPIC
|
250
|
Heavy shots, heavier fame. Reload and repeat. |
| Name | Rarity | Source | Description |
|---|---|---|---|
| FLICKSHOT RELOAD | EPIC
|
250
|
A quick flick and you're back in the game. |
| Name | Rarity | Source | Description |
|---|---|---|---|
| JUGGLE JAM | EPIC
|
250
|
Perfect timing. Perfect catch. Perfect aim? |
Trivia
- The KS-23 exists in real life as the KS-23 shotgun, meaning Karabin Spetsialny—Russian for "Special Carbine". It was designed in the 1970s, under the Soviet Union by TsNIITochMash (Tsentral'nyy nauchno-issledovatel'skiy institut tyazhelogo mashinostroyeniya; tr. Central Scientific - Research Institute for Precision Machine Engineering) for the Ministry of Internal Affairs. It was designed with the purpose of suppressing prison riots. It has the capability to fire several different types of ammunition. It is still in service to this day.
- The 23 in KS-23 refers to its 23mm caliber.
- See also: List of Gun Origins.
- After version 6.0.0, the weapon's RPM was only 75 instead of the advertised 85. After version 8.6.0, the weapon's RPM decreased to 73 for unknown reasons. Patch 10.6.0 effectively increases the RPM of the KS-23 to 78.
History
| Patch | |
|---|---|
| 10.6.0 |
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| 9.0.0 |
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| 7.6.0 |
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| 7.3.0 |
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| 7.0.0 |
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| 6.9.0 |
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| 6.0.0 |
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| 5.9.0 |
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| 5.0.0 |
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| 3.0.0 |
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| 2.5.0 |
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| 2.2.0 |
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| 2.0.0 |
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