|Criminal Unlock:||Veronika Lee Level 4|
|Enforcer Unlock:||Chung-Hee Level 4|
|Rate of Fire:|
|1-Slot Unlock:||Pointman Rank 5|
|2-Slot Unlock:||Pointman Rank 10|
|3-Slot Unlock:||Pointman Rank 15|
|Weapon Data Incomplete due to in-game changes|
The Joker Gunworks shotgun is the undisputed king of close range shootouts and fully deserves its fearsome reputation. It only takes two clean shots to kill an enemy within its effective range, and even partial hits do enough damage so that it will never take many more shots than that to finish someone off. On top of the weapon's massive damage they also have the added bonus of never suffering accuracy degradation like other weapons do. While this does allow for continuous firing with no penalty, the biggest effect can be seen when firing on the move.
A JG is most easily compared to the NFAS being that they are the two shotguns that are available through the in-game contacts rather than the Armas marketplace. An immediate advantage is the aforementioned high damage rate of the JG, and given its rate of fire, the JG can make small time of an NFAS. OCA's, PMG's, machine pistol's, and other weapons used for close-quarters combat have very slim chances of surviving a JG attack if the user is skilled enough to use it.
The problem with JG's is their reloading system, range compared to other CQC weapons, and their inability to lean out of a car window. While a JG carries 8 rounds per clip, its reloading system is not through a detachable magazine; like traditional shotguns, a JG reloads through individual shells, which is a very time-consuming process mid-fight. If a player survives an 8-round JG attack, it is very possible that the player will luck out against a reloading JG, giving the opponent the kill instead of the JG user (unless the JG user switches to their secondary and finishes him off, which is surprisingly uncommon). The inability of the JG to lean out of a car window also drastically reduces the effectiveness of the weapon (if a player is equipped with a weapon they can't use to lean out of a window with, it is highly suggested that they drive). It is also unable to hit farther targets at range compared side-by-side with sub-machine guns and other shotguns. While a JG's effective range hits around 30 meters, players equipped with OCA's and PMG's can max out their range at around 10 meters more than a JG user (a skilled SMG user can land the first shot and kill a JG user before the JG user enters their effective range).
Despite all these consequences, a JG packs the same amount of damage as the N-HVR per bullet, which is not surprising. The only difference is the fact that a JG has a lower TTK than an N-HVR and kills within the same number of bullets. A JG in the hands of a skilled player dominates all the other CQC weapons on the battlefield.
Go to http://www.youtube.com/watch?v=WF1Ygs49dcc to see the JG-840 in action.
|Weapon Modification Rating|
|NOTE:The weapon modification rating is a player chosen rating attempting to give an idea of which mods work well with which weapons.|
The pre-modded series for the JG series of shotguns are the Firecracker shotguns. Starting with "Firecracker", then "Firecracker EX", "Firecracker EX-II", and ending with the "Firecracker EX-III", come modded with 3-Point sling first, Magazine Pull on the Firecracker EX onwards, and ending with the Cooling Jacket mods.