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Page Contents Current As of Patch: 2023-05-17
HSG-400
Labeled a "heavy" shotgun, the slow-firing HSG-400 can down close-range infantry targets in a single shot. While magazine size is limited, the weapon still takes advantage of a standard mag-fed reload system.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Shotgun
Fire Rate: 75 RPM
Muzzle Velocity: 275m/s
Effective Range: Short
Fire Modes: Semi-Auto
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Equip Time: 750 ms
Damage[?]
Max Damage:
100x11
1100
before 5m
Min Damage:
63x11
693
after 18m
Reload Speed
Short Reload: 3s
Long Reload: 3.45s
Ammunition
Magazine Size: 4
Ammunition Pool: 28
Pellet Count: 11
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 3.5
Recoil[?]
Vertical: 1
Horizontal, Min/Max: 0.2
Horizontal Tolerance: 0.4
Angle Min/Max: 0°/0°
Bias: ??
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

HSG-400 API Data

Census LF API source: HSG-400 API Data

The HSG-400 is a shotgun available to Nanite Systems Operatives. It is unlocked through purchase with Certification Points and Daybreak Cash.

The HSG-400 is the Operative equivalent to the other empires' heavy pump-action shotguns such as the Deimos VA29, LA39 Bruiser, and TAS-16 Blackjack, sharing their damage profile, magazine size, and accuracy characteristics, but trading a tube-fed reload for a simple box magazine reload and removing the pump action entirely, making the weapon semi-automatic.

Due to it being a semi-automatic weapon, the HSG-400's enforces an 800ms delay after each shot before the user can reload or switch weapons, unlike pump-action shotguns which can do so immediately, however, the weapon only prevents sprinting for a reduced 250ms delay after being fired. Additionally, it is considered a semi-automatic shotgun for the purposes of Slug Ammunition, but not Flechette Ammunition, which applies the heavy pump-action penalty of 3 pellets.

Attachments[]

Attachments
Optic
THM-1

29 OR 30
This low-range thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
ABLE 1.0

29 OR 30
The ABLE 1.0 uses a blue dot reflex for snappy target acquisition at close range.
More reticles for this sight available, see full article.
ABLE 2.0

29 OR 30
This enhanced ABLE optic increases zoom depth by up to two times, and uses a simple blue dot for close-mid range accuracy.
More reticles for this sight available, see full article.
ABLE 3.4

29 OR 30
The ABLE 3.4x optic provides more zoom depth than a standard reflex, with a blue dot reticle for mid-range engagements.
More reticles for this scope available, see full article.
Barrel
Smart-Choke

49 OR 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

99 OR 200
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL

49 OR 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition

49 OR 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 3.
Slug Ammunition

49 OR 100
The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range.

Effectiveness[]

Buckshot[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 18m
Infantry Head 11
Torso 1(1)2(2)
Legs 2(2)2(2)
Infiltrator Head 11
Torso 1(1)2(2)
Legs 1(1)2(2)
Heavy Assault Overshield Head 12
Torso 2(2)3(3)
Legs 2(2)3(3)
MAX Head 710
Torso 10(12)15(19)
Legs 11(13)17(21)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 18m
Link=FlashFlash - 7 (on fire @ 6) 11 (on fire @ 9)
Composite Armor 4 - 9 (on fire @ 8) 15 (on fire @ 12)
Link=HarasserHarasser - 18 (on fire @ 14) 28 (on fire @ 23)
Composite Armor 4 - 21 (on fire @ 17) 34 (on fire @ 27)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 11 (on fire @ 9) 18 (on fire @ 14)
Composite Armor 4 - 12 (on fire @ 10) 20 (on fire @ 16)
Valkyrie Front/Side/Top/Rear 28 (on fire @ 22) 44 (on fire @ 35)
Bottom 55 (on fire @ 44) 87 (on fire @ 70)
Composite Armor 4 Front/Side/Top/Rear 32 (on fire @ 26) 50 (on fire @ 40)
Bottom 63 (on fire @ 51) 100 (on fire @ 80)
Dervish - 22 (on fire @ 17) 34 (on fire @ 27)
Composite Armor 4 - 24 (on fire @ 19) 38 (on fire @ 30)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Flechette Ammunition[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 54m
Infantry Head 12
Torso 2(2)2(2)
Legs 2(2)3(3)
Infiltrator Head 12
Torso 2(2)2(2)
Legs 2(2)2(2)
Heavy Assault Overshield Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
MAX Head 914
Torso 13(16)20(25)
Legs 14(18)23(28)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 54m
Link=FlashFlash - 10 (on fire @ 8) 15 (on fire @ 12)
Composite Armor 4 - 13 (on fire @ 10) 20 (on fire @ 16)
Link=HarasserHarasser - 25 (on fire @ 20) 39 (on fire @ 31)
Composite Armor 4 - 29 (on fire @ 24) 46 (on fire @ 37)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 15 (on fire @ 12) 24 (on fire @ 20)
Composite Armor 4 - 17 (on fire @ 14) 27 (on fire @ 21)
Valkyrie Front/Side/Top/Rear 38 (on fire @ 30) 60 (on fire @ 48)
Bottom 75 (on fire @ 60) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 44 (on fire @ 35) 69 (on fire @ 55)
Bottom 87 (on fire @ 69) 137 (on fire @ 110)
Dervish - 30 (on fire @ 24) 47 (on fire @ 38)
Composite Armor 4 - 33 (on fire @ 26) 51 (on fire @ 41)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Slug Ammunition[]
Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 18m
Infantry Head 22
Torso 2(2)2(2)
Legs 2(2)3(3)
Infiltrator Head 12
Torso 2(2)2(2)
Legs 2(2)2(2)
Heavy Assault Overshield Head 22
Torso 3(3)3(3)
Legs 3(3)4(4)
MAX Head 1114
Torso 16(20)20(25)
Legs 18(22)23(28)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 18m
Link=FlashFlash - 12 (on fire @ 10) 15 (on fire @ 12)
Composite Armor 4 - 15 (on fire @ 12) 20 (on fire @ 16)
Link=HarasserHarasser - 30 (on fire @ 24) 39 (on fire @ 31)
Composite Armor 4 - 36 (on fire @ 29) 47 (on fire @ 37)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 19 (on fire @ 15) 24 (on fire @ 20)
Composite Armor 4 - 21 (on fire @ 17) 27 (on fire @ 22)
Valkyrie Front/Side/Top/Rear 47 (on fire @ 37) 60 (on fire @ 48)
Bottom 93 (on fire @ 74) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 54 (on fire @ 43) 69 (on fire @ 56)
Bottom 107 (on fire @ 85) 138 (on fire @ 111)
Dervish - 36 (on fire @ 29) 47 (on fire @ 38)
Composite Armor 4 - 40 (on fire @ 32) 52 (on fire @ 42)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the HSG-400. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
HSG-400
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the HSG-400 contribute towards the Shotguns directive tree.

History[]

November 17, 2022 Update (10-Year Anniversary)

  • Maximum damage from 125 to 100.
  • Minimum damage from 50 to 63.
  • Maximum damage range from 8m to 5m.

Dev Note: Similar to the above, this heavily reduces these weapons' effectiveness, and will likely need to get tuned upward after this update to make them more competitive with the semi-autos.


March 30, 2022 Update (The Arsenal Update)

  • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
  • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
  • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
  • Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.
  • Undocumented: Now has access to the Smart-Choke, MPL, and Flechette Ammunition.
  • Undocumented: No longer has access to the Forward Grip or Laser Sight.

September 29, 2021 Update (Nanite of the Living Dead 2021)

  • The delay between firing and being able to sprint again has been reduced for the following weapons:
    • HSG-400 (NSO only Shotgun)
  • Undocumented: Sprint and Cloak-after-firing delay reduced from 800ms (refire time) to 250ms.

July 1, 2021 Update (_Integration)

  • Added to the game.