History Main / ShortRangeShotGun

28th Aug '16 8:26:24 PM Kadorhal
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*** The default combat shotgun can be used at surprising distances when lucky or sneak-attack {{critical hit}}s are taken into account - assuming you prefer aiming and firing your gun yourself. Trying to use the combat shotgun with VATS instead results in the perfect embodiment of this trope, with the same messy results while in hugging distance but piss-poor damage or even complete misses at anything further, even when the game itself tells you the shot has a 95% chance to hit (read: absolutely would hit with any other weapon type) and will be a one-hit kill.

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*** The Thanks to [[GoodBadBugs a glitch]] where the boosted damage from a {{critical hit}} is applied to every individual pellet rather than spread evenly across them, the default combat shotgun can be used at surprising distances when lucky or sneak-attack {{critical hit}}s criticals are taken into account - assuming you prefer aiming and firing your gun yourself. Trying to use the combat shotgun it with VATS instead results in the perfect embodiment of this trope, with the same messy results while in hugging distance but piss-poor damage or even complete misses at anything further, even when the game itself tells you the shot has a 95% chance to hit (read: absolutely would hit with any other weapon type) and will be a one-hit kill.



* ''VideoGame/CommandAndConquerRenegade'' has a shotgun, but it's notably absent from the singleplayer, only available to one of the most basic characters in multiplayer and the trope is in full effect, making it pretty much worthless. It's a decent base weapon against vehicles but considering most vehicles will just run you over when you try to get close enough, you'd be better off just trying to drop your charge of Timed C4 on it. Even then it falls short to the GDI Grenadier (another basic character) in almost every way except for being less likely to hurt the user with splash damage.

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* ''VideoGame/CommandAndConquerRenegade'' has a shotgun, but it's notably absent from the singleplayer, only available to one of the most basic characters in multiplayer and the trope is in full effect, making it pretty much worthless. It's a decent base weapon against vehicles but considering most vehicles will just run you over when you try to get close enough, you'd be better off just trying to drop your charge of Timed C4 [[TimeBomb timed C4]] on it. Even then it falls short to the GDI Grenadier (another basic character) in almost every way except for being less likely to hurt the user possibility of hurting themselves with splash damage.



* In ''VideoGame/{{Battlefield 3}}'', while you won't be able to snipe someone from the other side of the map like in Bad Company 2, shotguns do respectable damage even at mid range, especially if you equip flechette rounds or slugs. Though this is offset by most shotguns either having an awfully slow firing rate, or pitiful sized magazines, though the extended mags unlock can avert the latter issue. That said, if you can compensate for the bullet drop, the Remington 870 with a sniper scope and slugs is extremely deadly at extremely long range - a literal sniper shotgun. While it plays this trope when loaded with buckshot, when loaded with slugs it ties with some of the better sniper rifles as one of the most accurate weapons in the game.

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* In ''VideoGame/{{Battlefield 3}}'', while you won't be able to snipe someone from 3}}'' tones down the other side of the map like in Bad Company 2, shotguns do shotguns' ranges, but still allows them respectable damage even at mid range, especially if you equip flechette rounds mid-range, and respectable maximum ranges - the max range for shot, compared to the 10 feet or slugs. so in contemporary games, is 300 meters. For slugs, it's ''1,500''. Though this is offset by most shotguns either having an awfully slow firing rate, or pitiful sized pitifully-sized magazines, though the extended mags unlock can avert help with the latter issue. That said, if you can compensate for the bullet drop, the Remington 870 with a sniper scope and slugs is extremely deadly at extremely long range - a literal sniper shotgun. While it plays this trope when loaded with buckshot, when loaded with slugs it ties with some of the better sniper rifles as one of the most accurate weapons in the game.
26th Aug '16 11:33:41 AM Kadorhal
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** The SNES release of the original ''Videogame/{{Doom}}'' didn't have individual pellets, so the shotgun was more like a sniper rifle - if were aiming at something it would take the full force of the shot. This led to situations with enemies so far away you could only see them as ''a couple of alternating pixels in their idle animation'' suddenly becoming a non-alternating pixel with one shot.

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** The SNES release of the original ''Videogame/{{Doom}}'' ''Doom'' didn't have individual pellets, so the shotgun was more like a sniper rifle - if you were aiming at something it would take the full force of the shot. This led to situations with enemies so far away you could only see them as ''a couple of alternating pixels in their idle animation'' suddenly becoming a non-alternating pixel with one shot.



* ''VideoGame/SeriousSam'' follows the ''Doom'' example. The basic shotgun has a tight spread and can one-hit-kill a basic human soldier from several dozen feet away (assuming the headless soldiers are supposed to be equivalent to a human). Unfortunately, the vast majority of the enemies Sam faces are hardly basic or human; fortunately, most of them also love to run up to close range, which makes the Coach Gun (essentially the exact same weapon as Doom 2's Super Shotgun) so useful.

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* ''VideoGame/SeriousSam'' follows the ''Doom'' example. The basic shotgun has a tight spread and can one-hit-kill a basic human soldier from several dozen feet away (assuming the headless soldiers are supposed to be equivalent to a human). Unfortunately, the vast majority of the enemies Sam faces are hardly basic or human; fortunately, most of them also love to run up to close range, range (and a good deal of them are also the size of a barn), which makes the Coach Gun (essentially the exact same weapon as Doom 2's Super Shotgun) so useful.



** ''VideoGame/ResidentEvil4'' provides an inversion in the exclusive upgrade for the initial shotgun. If so much as ''one single pellet'' hits a foe it takes the same damage that it would take from a point-blank blast. From a distance you'll annihilate entire mobs with one shell. Not bad for a gun you get for free.

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** ''VideoGame/ResidentEvil4'' provides an inversion in the exclusive upgrade for the initial pump-action shotgun. If so much as ''one single pellet'' hits a foe it takes the same damage that it would take from a point-blank blast. From a distance you'll annihilate entire mobs with one shell. Not bad for a gun you get for free.
25th Aug '16 6:33:45 PM Kadorhal
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* The shotgun is purely a close-ranged weapon in ''VideoGame/HalfLife1'', but is a capable medium-ranged weapon in ''VideoGame/HalfLife2''

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* The shotgun is purely a close-ranged weapon in ''VideoGame/HalfLife1'', but is a capable medium-ranged weapon in ''VideoGame/HalfLife2''''VideoGame/HalfLife2''. Later Creator/ValveSoftware games have gradually shifted closer towards real-world ranges for shotguns.



* While ''VideoGame/GarrysMod'''s SPAS-12 from ''Half-Life 2'' fits the trope, Spy's Customizable Weaponry averts it completely. The pellets travel in a consistent, tight clump but the accuracy of said clump is affected like an individual bullet. This means you can miss with a shotgun completely at moderate range if you don't sight in but sighting in allows you to do a scary amount of damage against targets at ranges where most video game shotguns normally fall short.

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* While ''VideoGame/GarrysMod'''s SPAS-12 from ''Half-Life 2'' fits the trope, Spy's Customizable Weaponry averts it completely. The pellets travel in a consistent, tight clump but the accuracy of said clump is affected like an individual bullet. This means you can miss with a shotgun completely at moderate range if you don't sight in in, but sighting in aiming allows you to do a scary amount of damage against targets at ranges where most video game shotguns normally fall short.



* In ''VideoGame/MaxPayne 3'', all shotguns other than the sawed-off[[note]]Even the sawed-off can be pretty accurate if you get the golden version, which trades buckshot for solid slugs.[[/note]] can perform respectably at range, especially if you [[BoomHeadshot aim for the head]]. The two previous instalments play the trope straight, although it's not really noticeable because there's not much long-range combat.

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* In ''VideoGame/MaxPayne 3'', all shotguns other than the sawed-off[[note]]Even the sawed-off can be pretty accurate if you get the golden version, which trades buckshot for solid slugs.[[/note]] can perform respectably at range, especially if you [[BoomHeadshot aim for the head]]. The two previous instalments installments play the trope straight, although it's not really noticeable because there's not much long-range combat.



* ''Gears of War Judgement'' finally did something about this - while the sawed-off is still [[TierInducedScrappy less effective than the Gnasher]] at mid range, it now fires with the same spread, and can pump out [[DoubleTap two shots in quick succession]], and it reloads a lot faster. [[ComplacentGamingSyndrome Reliance on shotguns wasn't mitigated, per-se]], but it's no longer [[CrutchCharacter rewarded in casual play]] like it used to be, with public matches now [[CasualCompetitiveConflict resembling a less-finessed version of tournament play]] thanks to increased assault rifle (aka not-Markza) accuracy from the hip, and faster melee attacks and weapon switching, along with a lack of a reload damage boost, means that the Retro Lancer's [[BayonetYa secondary draw]] is now more than just [[CherryTapping a humiliation move]], and [[DeathOfAThousandCuts weakening opponents with rifle fire before they close]] won't [[PressXToDie screw you over]]. [[EmergentGameplay Wallbouncing is still a thing]], just [[CompetitiveBalance useful for everyone, not just shotgun warriors]].

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* ''Gears of War Judgement'' finally did something about this - while the sawed-off is still [[TierInducedScrappy less effective than the Gnasher]] at mid range, it now fires with the same spread, and can pump out [[DoubleTap two shots in quick succession]], and it reloads a lot faster. [[ComplacentGamingSyndrome Reliance on shotguns wasn't mitigated, per-se]], but it's no longer [[CrutchCharacter rewarded in casual play]] like it used to be, with public matches now [[CasualCompetitiveConflict resembling a less-finessed version of tournament play]] thanks to increased assault rifle (aka not-Markza) accuracy from the hip, and faster melee attacks and weapon switching, along with a lack of a reload damage boost, means that the Retro Lancer's [[BayonetYa secondary draw]] is now more than just [[CherryTapping a humiliation move]], and [[DeathOfAThousandCuts weakening opponents with rifle fire before they close]] won't [[PressXToDie screw you over]]. [[EmergentGameplay Wallbouncing is still a thing]], just but it's [[CompetitiveBalance useful for everyone, not just shotgun warriors]].



* ''Elite Force II'' features the Federation Assault Rifle with shotgun-like properties. The SecondaryFire is a condensed burst but it fires out as a projectile instead of hitscan.

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* ''Elite Force II'' ** The sequel features the Federation Assault Rifle with shotgun-like properties. The SecondaryFire is a condensed burst but it fires out as a projectile instead of hitscan.



** The SPAS-12, the first shotgun unlocked in the game, is a pump-action with long enough range to deal with the majority of maps. The weapon infamously has a rather glitchy range that fluctuates between normal shotgun ranges and similar to the max full-damage range of the submachine guns; especially when combined with Stopping Power, this allows for one-hit-kills at ranges that any other shotgun in any other game of the series could only ''dream'' to reach.

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** The SPAS-12, the first shotgun unlocked in the game, is a pump-action with long enough range to deal with the majority of maps. The weapon infamously has a rather glitchy range that fluctuates between normal shotgun ranges and similar to the max full-damage range of the submachine guns; especially when combined with Stopping Power, this allows for one-hit-kills at ranges that any other shotgun (other than the one just below) in any other game of the series could only ''dream'' to reach.
18th Aug '16 7:18:42 AM REV6Pilot
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* ''VideoGame/{{Borderlands}}'' also features an utterly ridiculous example in the form of Sledge's Shotgun. It's an over-under that fires two rounds sequentially, has a range of literally four or five feet and has a spread only about twenty degrees shy of being able to shoot sideways. Anything in the shot cone vanishes. Not to mention that it's one of the only three guns in the game that can (and will always) have 0.00 accuracy. The other two are [[http://www.youtube.com/watch?v=FieYrFvUFHA The Chopper]] and [[http://www.youtube.com/watch?v=NTVYiXIWIRM The Boomstick]], which are both shotguns of a sort -- except the Chopper shoots 18 machine gun rounds per second, and the Boomstick imitates a shotgun effect with rockets. That being said, shotguns can be extremely deadly at range depending on their parts; some shotguns have a very tight spread or fire in a pattern that ignores the accuracy stat -- or both. These can easily be used to snipe ''very'' distant targets, especially if they have a scope.

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* ''VideoGame/{{Borderlands}}'' also features an ''VideoGame/{{Borderlands}}'':
** Scatterguns, Matadors, Shredders and Sweepers all trade relatively high damage for pathetic range.
** An
utterly ridiculous example in the form of is Sledge's Shotgun. It's an over-under that It fires two rounds sequentially, in a burst, has a range of literally four or five feet and has a spread only about twenty degrees shy of being able to shoot sideways. Anything However, anything in the shot cone vanishes. Not to mention that it's one of the only three guns in the game that can (and will always) have 0.00 accuracy. The other two are [[http://www.youtube.com/watch?v=FieYrFvUFHA The Chopper]] and [[http://www.youtube.com/watch?v=NTVYiXIWIRM The Boomstick]], which are both shotguns of a sort -- except the Chopper shoots 18 machine gun rounds per second, and the Boomstick imitates a shotgun effect with rockets. rockets.
**
That being said, shotguns can be extremely deadly at range depending on their parts; some shotguns have a very tight spread or fire in a pattern that ignores the accuracy stat -- or both. These can easily be used to snipe ''very'' distant targets, especially if they have a scope. Shotguns titled "Death" or with the prefix "Hunter's" are so accurate they're actually impractical to use at short range, Mashers are revolvers that fire scattershot with accuracy above 61.0 (rivaling the best shotguns), and the Skullmasher is a scattershot-firing ''sniper rifle''.
13th Aug '16 4:06:00 AM Morgenthaler
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* In the ''TabletopGame/{{Warhammer 40000}}'' roleplaying games (''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade''), shotguns tend to have maximum ranges of around 100 m. They also only get their signature 'scatter' attack bonus (which grants extra auto-hit attacks on your target when you roll a good attack roll) when fired point-blank range (3m or less).

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* In the ''TabletopGame/{{Warhammer 40000}}'' roleplaying games (''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade''), ''TabletopGame/BlackCrusade''), shotguns tend to have maximum ranges of around 100 m. They also only get their signature 'scatter' attack bonus (which grants extra auto-hit attacks on your target when you roll a good attack roll) when fired point-blank range (3m or less).
12th Aug '16 8:42:21 AM PixelKnight
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In the real world, shotguns are a weapon with an effective range anywhere from 20 to 40 meters ([[UsefulNotes/AmericanCustomaryMeasurements 66 to 131 feet]]), depending on the choke used and amount of charge in the shell.[[note]]A shotgun of ''very'' good quality is regarded as able to hit a target the size of a rabbit or pheasant with most pellets from the first shot at 50 meters.[[/note]] This is laughably short compared to any rifle or carbine (even a tiny .22), but comparable to the effective range of a standard, non-custom semi-auto handgun or revolver (usually about 25 to 50 meters), enough to be lethally dangerous for game or [[IJustShotMarvinInTheFace whichever people happen to be in vicinity]].

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In the real world, shotguns are a weapon with an effective range anywhere from 20 to 40 meters ([[UsefulNotes/AmericanCustomaryMeasurements 66 to 131 feet]]), depending on the choke used and amount of charge in the shell.[[note]]A shotgun of ''very'' good quality is regarded as able to hit a target the size of a rabbit or pheasant with most pellets from the first shot at 50 meters.meters, or about 160 feet.[[/note]] This is laughably short compared to any rifle or carbine (even a tiny .22), but comparable to the effective range of a standard, non-custom semi-auto handgun or revolver (usually about 25 to 50 meters), enough to be lethally dangerous for game or [[IJustShotMarvinInTheFace whichever people happen to be in vicinity]].
9th Aug '16 10:10:21 PM UmbrellasWereAwesome
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* ''{{Franchise/Halo}}'' is a prime offender here, though the first game was an exception - the shotgun was notoriously overpowered in range and reach. In later games though, it's an absolute joke. Supposedly, it was nerfed to balance the energy sword.
** One of your NPC allies in ''VideoGame/HaloReach'', [[BloodKnight Emile]], uses a shotgun as their signature weapon, but seems to believe that it has a much further range than it actually does, shooting at enemies from a range where the shotgun will do absolutely no damage.

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* ''{{Franchise/Halo}}'' is a prime offender here, though the first game ''VideoGame/HaloCombatEvolved'' was an exception - the shotgun was notoriously overpowered in range and reach. In later games though, it's an absolute joke. Said range and reach got nerfed pretty severally in subsequent games, though the devs eventually started to buff it again (it can even use a scope in ''VideoGame/Halo5Guardians''). Supposedly, it this was nerfed done to balance make the energy sword.
sword more viable.
** One of your NPC allies in ''VideoGame/HaloReach'', [[BloodKnight Emile]], uses a shotgun as their his signature weapon, but seems to believe that it has a much further range than it actually does, shooting at enemies from a range where the shotgun will do absolutely no damage.
7th Aug '16 5:08:00 PM Morgenthaler
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* In the ''TabletopGame/{{Warhammer 40000}}'' roleplaying games (''DarkHeresy'', ''RogueTrader'', ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade''), shotguns tend to have maximum ranges of around 100 m. They also only get their signature 'scatter' attack bonus (which grants extra auto-hit attacks on your target when you roll a good attack roll) when fired point-blank range (3m or less).

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* In the ''TabletopGame/{{Warhammer 40000}}'' roleplaying games (''DarkHeresy'', ''RogueTrader'', (''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade''), shotguns tend to have maximum ranges of around 100 m. They also only get their signature 'scatter' attack bonus (which grants extra auto-hit attacks on your target when you roll a good attack roll) when fired point-blank range (3m or less).
27th Jul '16 9:43:19 PM CountDorku
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* The Scatter Gun in ''VideoGame/JakIIRenegade'', which is essentially an energy shotgun, has an effective range of, ooh, somewhere between five and ten feet. On the bright side, it does its damage to every target within the shot cone, and can be combined fairly effectively with melee attacks, and has a decent ammo clip, meaning that you'll be using it a lot more often than, for example, the Peace Maker.
21st Jul '16 9:19:24 PM EternalLurker
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* The ''VideoGame/{{Marathon}}'' series averts this hard, with the WSTE-M shotguns actually being among the most accurate weapons in the game, firing tight spreads over huge ranges. Oh, and you can [[DualWielding dual-wield]] them. And they [[UnorthodoxReload reload extremely quickly]], via [[GunTwirling twirling them]] of all things.
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