SA1216
More actions
| SA1216 | |
|---|---|
| Weapon Quote |
|
| Profile | |
| Build | H Heavy |
| Type | Shotgun |
| Unlock | Free |
| Damage | |
| Body | 6×12 |
| Environmental | 1×12 |
| Damage Falloff | |
| Min Range | 12.5m |
| Max Range | 20m |
| Multiplier | 0.62 |
| Technical | |
| RPM | 190 |
| Magazine | 4×4 |
| Empty Reload | 3.25s |
| Tactical Reload | 2.35s |
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 | Weapon | ||
| Fire shot (Tap) Continuous fire (Hold) | R2 | RT | Primary fire | |
| Aim down sights (Hold) | L2 | LT | Secondary fire | |
| Tactical reload | R | Reload |
Stats
- Quick reload is 0.80s long. It triggers when you have emptied a magazine, and when you have a "quick magazine" available (indicated by the bars near your ammo count). Otherwise, a normal reload will occur.
Damage Profile
- Values are approximate and determined by community testing. (6.6.0)
| Shells to kill | Time to kill (s) | Shells to kill | Time to kill (s) | Shells to kill | Time to kill (s) | |
|---|---|---|---|---|---|---|
| Body | 3 | 0.63 | 4 | 0.95 | 5 | 1.75 |
Properties
Weapon







Bullet



Guide
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.
- If paired with the Winch Claw, you can bring opponents close to you, and utilize the relatively fast fire rate of the SA1216 to quickly kill your enemies.

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.
| Source | XP Reward |
|---|---|
| Damage dealt by the SA1216 | 0.2 × Damage Dealt |
| Opponent eliminated by the SA1216 | 50 |
| Assist on an opponent damaged by the SA1216 | 20 |
Weapon Skins
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FRACTAL DISGUISE - PS Plus Exclusive
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FRACTAL DISGUISE - PS Plus Exclusive
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ISEUL-T STYLE SYNC - Sponsor Contract
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MOMENTUM MARKER - S4 BP Level 4
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PAINTED EGGCELLENCE - Event Contract
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PREDASHEEN - Weapon Level 9
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TRIANGLE TWINKLE - Weapon Level 6
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VAIIYA ENCRYPTION - S2 BP Level 99
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VOLPE RENDERED - PS Plus Exclusive
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PAINTED PREDATOR - Weapon Level 8
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DYE JOB - Weapon Level 2
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DYE JOB - Weapon Level 3
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DYE JOB - Weapon Level 4
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DYE JOB - Weapon Level 5
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STANDARD ISSUE
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ZEBRA KICK - GOLDEN - ?
-
ZEBRA KICK - GREY - ?
-
SQUARE SCREEN - GREEN - ?
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SQUARE SCREEN - PURPLE - ?
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SQUARE SCREEN - RED - ?
-
GOO VINES - ORANGE - ?
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GOO VINES - YELLOW - ?
-
DYE JOB - CYAN - FREE
-
DYE JOB - PINK - FREE
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.
History
| Patch | |
|---|---|
| 7.3.0 |
|
| 6.6.0 |
|
| 6.0.0 |
|
| 2.1.0 |
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| 1.4.0 |
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