From what my very brief hand testing provided me with, it seems that the Argus fires 8 pellets per shot... obviously.
However, those 8 pellets converge into a single point when aiming down sights, providing 100% accuracy.
Furthermore, I think that the Argus's damage per pellet may be 15-12.5, if not 12.5 flat, possibly 13?
The reason I think this is because, despite the Argus' tight hipfire, hitmarkers are frequent, more than they should be. So, it may seem you need exactly ALL 8 pellets to hit in order to kill, if not 7/8. OR maybe it is 17 - 12.5? Requiring 6/8 to kill? Moving on... lets talk about balancing.
Now, with such weak damage output for a pump(lever), whether it be 12.5, or 15, or 17 up close... it requires a large majority of those pellets to hit. For comparison, the Remington from BO2 only need 2/8 up close, and I'm sure that the KRM is similar.
So, with such low damage, giving it "normal" shotgun hipfire would completely diminish any kind of very close range potential. And so, it would be logical to give it a smaller hipfire. Is this good? Yes. Better than KRM? No. Why? I'll explain:
Lets give the KRM the same stats as the Remington, which requires 2/8 pellets to kill up close (this is just reasonable speculation, there is no confirmation this is right).
Now, the KRM has a large hipfire, but only needs 2/8 to kill up close. Meanwhile, the Argus needs, lets say, 6/8 pellets to kill, but with small hipfire.
Small hipfire is good for shotguns, but with the KRM, the hipfire is large so target acquisition is VERY easy up close, and the 2 pellet kill provides for a good chance they'll die up close. Rather, the Argus, with its small hipfire, it is very possible to be "too accurate". Your target, despite being close, may not be completely within your hipfire box. So, you need to adjust, or shoot hoping 6/8 will hit, which maybe be unlikely. However, if they are in the box, you have a good chance as well, but it takes more effort and close range will require much more attention. This isn't to say laser sight is a bad choice, however, it is a good one in fact, I'm just explaining why these hipfire and damage models make sense for balance. When the Argus hipfire is on target, however, there is a very very high chance they will die. Nevertheless, people are always on the move, and it is hard to center a hipfire box on a moving target at CQC... that the main point.
KRM: 2/8 kill, large hipfire, easy CQC fights.
Argus: 6/8 kill, small hipfire, not so easy due to needing more pellets to kill, and possibility of being "too accurate."
So, the KRM seems much better yes? Well, again: balance.
No, the Argus does not fire a slug, rather, it converges all 8 pellets to a single point.
Now, from my testing, even at the maximum pellet range (before they disappear into nothingness), the Argus can and will 1HK.
What does this mean?
It means that the pellets drop to a minimum of 12.5 damage, allowing for a 8/8 shot kill, and while aiming down sights, all 8 will indeed hit, as long as they are close enough so that the pellets don't disappear.
Now, what about body multipliers and actually getting hitmarkers while ADS?
From my testing, you CANNOT get hitmarkers while FULLY ADS, I'll explain why:
Given that it does not fire a slug, rather 8 pellets clumped up, and thus preforming like any other shotgun, I do not think that Treyarch assigned body multipliers. I am unsure of whether or not they existed for the KSG, but that is irrelevant because the Argus is NOT a slug shotgun. And coding for two kinds of fire that change in a matter of seconds is just a mess... so it makes logical sense that there ARE NO body multipliers.
And I can confirm this, I shot friends during my hand testing in the foot near maximum range and they dropped.
To give you an example of this maximum range, imagine the garden side of Nuk3town. If you just exit the garden so that you are beside the front of the giant bushes on your right and you shoot at the orange wall of the garage in front of you, you will see the bullet strike the wall and leave a mark. With long barrel, it a bit farther, but not very much... instead of front of the bushes, its more like next to the front wall of the garden, if not against it (thats like 1-2 steps away)... so, I kind of decided Long Barrel isn't very useful on the Argus. Yes it extends the maximum range, but it is very small.
While Long Barrel is usually good for shotguns, you are already getting 100% 1HK when ADSing, there isn't any range at which you are getting hitmarkers. And in terms of hipfiring, while Long Barrel should increase your maximum damage range, the difference from maximum to minimum must be a very small difference, as it is already very inconstant up close, suggesting the damage per pellet is maybe 20 maximum, if not 17, 15, or 12.5... but 20, allowing for 5/8, seems like it would be more consistent, or maybe not?
Anywho, at longer ranges, you MUST ADS, and when you ADS, you always get that 1HK, so Long Barrel isn't as usefull.
Nevertheless, do not use suppressor. I've noticed it is actually possible to get hitmarkers with those while ADS, and it cuts your maximum range too. I do not know why or how this happens.
Anyways, so yeah, without suppressor, ADS should guarantee a 1HK.
However, sometimes I don't get it...
Why?
It is because I am not 100% ADS. Sometimes we fire without being fully ADS, allowing for even 1 pellet to miss. Since this happens, I kind of concluded that minimum damage was indeed 12.5.
For this reason, quickdraw is a very, very viable choice.
Finally, this is just hand testing. I could be completely wrong. Maybe it DOES turn to slug when you aim, maybe not. Anything I have said to absolute or 100% true, do not take it as such.
Again, the hand testing was somewhat brief, so I may have mad mistakes. But I hope this helps until someones gets the actual coding
Imo, run it with Quickdraw and Stock. Quickdraw allows you to get those 1HK more consistently as you can aim, shoot, and drop your sights very quick, reducing your chance to fire mid-ADS and not get the 1HK. Trust me, it is noticeable without it.
Stock is also very nice because it allows you to keep your momentum when aiming, firing, and dropping your aim. Stock gives you 100% walk speed, so the transition feels ever so smooth. It isn't a huge difference, but it is still a considerable difference. Unsure about Rapid Fire... Extended Mags may be a nice choice too
EDIT
Rereading your OP, are you sure its 28m? That sounds a bit far... and are you sure there is a max 1HK range, and hitmarkers after?
Hmm... well, hand testing is hand testing lol, I guess I was't 100% right.