History Main / ShortRangeShotGun

13th Nov '17 11:58:21 AM REV6Pilot
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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two yards''; needless to say, it's pretty much worthless outside of point-blank range. Fortunately pretty much every encounter for 2/3rds of the game happens within a two yard radius, where it's often an instant kill. It's also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does more damage than the rocket launcher. Ironically, the Super Shotgun introduced in the ''Resurrection of Evil'' expansion pack actually has slightly ''better'' range than the regular shotgun (partially a JustifiedTrope, since it's explicitly shown ingame to be a tuned hunting shotgun).

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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two yards''; needless to say, it's pretty much worthless outside of point-blank range. Fortunately pretty much every encounter for 2/3rds of the game happens within a two yard radius, where it's often an instant kill. It's also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does more damage than the rocket launcher. Ironically, the Super Shotgun introduced in the ''Resurrection of Evil'' expansion pack actually has slightly ''better'' range than the regular shotgun (partially a JustifiedTrope, since it's explicitly shown ingame to be a tuned hunting shotgun).shotgun.
6th Nov '17 10:35:16 PM Linda58
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* In the film ''Looper'', the "blunderbuss" is this, apparently by design. It's meant to kill a single (tied-up) person at close range.

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* In the film ''Looper'', In ''Film/{{Looper}}'', the "blunderbuss" is this, apparently by design. It's meant to kill a single (tied-up) person at close range. Kid Blue even mocks Joe for using it, citing it as proof of how unskilled those who use it are, whereas he and other gat men use a precise revolver. Both sides of this are shown in the climax, where [[spoiler:Joe kills Kid Blue with a blind shot once he gets close enough (but Kid Blue can't make a precise shot), but is unable to anything to [=Old!Joe=] who's out of range]].
2nd Nov '17 12:22:01 AM Kadorhal
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* In ''VideoGame/Overwatch'', Roadhog and Torbjorn wield shotgun-like weapons; both of them have a short-ranged scatter mode and an alternate fire for longer-ranged combat.

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* In ''VideoGame/Overwatch'', ''VideoGame/{{Overwatch}}'', Roadhog and Torbjorn wield shotgun-like weapons; both of them have a short-ranged scatter mode and an alternate fire for longer-ranged combat.



* In the first ''Project I.G.I.'', the Spas-12 turns the player into a ten-meter circle zone of instant death. Then there's the Jackhammer, which makes it a 30-meter zone of full-auto pellet death. These weapons do have some effect outside their ranges, but a particularly nasty cough is worse than the shotgun damage. Considering that the game levels are usually huge, open-world bases, its usefulness is only for the indoor gunfights. The overpowered, silent, instant-kill-to-the-toe sniper rifle takes care of everything else.

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* In the first ''Project I.G.I.'', the Spas-12 SPAS-12 turns the player into a ten-meter circle zone of instant death. Then there's the Jackhammer, which makes it a 30-meter zone of full-auto pellet death. These weapons do have some effect outside their ranges, but a particularly nasty cough is worse than the shotgun damage. Considering that the game levels are usually huge, open-world bases, its usefulness is only for the indoor gunfights. The overpowered, silent, instant-kill-to-the-toe sniper rifle takes care of everything else.



** [[VideoGame/{{Quake I}} The first game]] follows the same pattern as ''Doom'', with the normal shotgun having good range but the double-barrel being a short-range gun.

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** [[VideoGame/{{Quake I}} The first game]] follows the same pattern as ''Doom'', with the normal shotgun having good range but the double-barrel being a short-range gun.gun that feels more like an upgrade to the axe than to the regular shotgun.



** Mechanically, it's less a matter of the shotguns themselves (all but the sawed-off shotgun have similar accuracy to assault rifles) then the the ''ammo'': while all the other ammo types in the games don't affect spread, buckshot takes the weapon's spread and multiplies it by a factor of ''fifteen''. Even the most accurate one (the hunting shotgun) will have its pellets spread out about a foot for every ten traveled; not as extreme as some examples on this page, but still several times wider than what's typically used in real life.

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** Mechanically, it's less a matter of the shotguns themselves (all but the sawed-off shotgun have similar accuracy to assault rifles) then the the ''ammo'': while all the other ammo types in the games don't affect spread, buckshot takes the weapon's spread and multiplies it by a factor of ''fifteen''. Even the most accurate one (the hunting shotgun) will have its pellets spread out about a foot for every ten traveled; not as extreme as some examples on this page, but still several times wider than what's typically used in real life.



* ''VideoGame/TeamFortress2'': most classes have much more effective weapon choices at longer ranges (except for the Pyro, whose main weapon has an even shorter effective range), and the class updates so far have shifted several classes away from shotguns by making the alternate weapon something completely different, such as the Flaregun and the Sandvich. The Scout remains loyal to his shotgun-ish Scattergun, though. Shotguns actually can be used at the same ranges as other medium range weapons with the "technically" same damage - the problem is that the game doesn't just have Short Range Shotguns, it has Short Range ''Everything''. Every single bullet weapon save the Sniper Rifle experiences damage falloff affecting damage by up to a factor of three, and the shotguns are no exception. While natural spread will brutally weaken each shotguns's effectiveness even more, it is still quite possible to use a shotgun to finish off a low-health enemy or mess with the aim of a sniper from a reasonable distance[[note]]in fact, it does a better job at this than most, due to the chance of hitting being multiplied by the number of pellets[[/note]].

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* ''VideoGame/TeamFortress2'': most classes have much more effective weapon choices at longer ranges (except for the Pyro, whose main weapon has an even shorter effective range), and the class updates so far have shifted several classes away from shotguns by making the alternate weapon something completely different, such as the Flaregun to increase the Pyro's range and the Sandvich.Sandvich to let the Heavy have more autonomy with the ability to heal himself at the cost of a backup gun. The Scout remains loyal to his shotgun-ish Scattergun, though. Shotguns actually can be used at the same ranges as other medium range weapons with the "technically" same damage - the problem is that the game doesn't just have Short Range Shotguns, it has Short Range ''Everything''. Every single bullet weapon save the Sniper Rifle experiences damage falloff affecting damage by up to a factor of three, and the shotguns are no exception. While natural spread will brutally weaken each shotguns's shotguns' effectiveness even more, it is still quite possible to use a shotgun to finish off a low-health enemy or mess with the aim of a sniper from a reasonable distance[[note]]in fact, it does a better job at this than most, due to the chance of hitting being multiplied by the number of pellets[[/note]].



* The SLY 2020 shotgun in ''VideoGame/GoldeneyeWii'' plays with this trope. It has good range for a shotgun but since it is a SawnOffShotgun, its accuracy leaves a lot to be desired, meaning it is probably best suited to close quarters or medium range when firing at someone.

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* The SLY 2020 shotgun in ''VideoGame/GoldeneyeWii'' plays with this trope. It has good range for a shotgun shotgun, being able to hit at surprising distances considering how its ''Call of Duty''-derived engine usually handles shotguns, but since it is a SawnOffShotgun, it's [[SawedOffShotgun shorter than the other shotguns]] its accuracy leaves a lot to be desired, meaning it is probably best suited to close quarters or medium range when firing at someone.
1st Nov '17 8:44:50 AM Kadorhal
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** In ''Modern Warfare 2'', the Shotgun's usefulness is improved by making it a secondary weapon -- almost making the now-removed Overkill perk an inherent part of the game -- but in turn, most of them are locked away until ridiculously-high ranks. Not to mention they all had slightly different (but still infuriatingly short) maximum ranges:

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** In ''Modern Warfare 2'', the Shotgun's shotguns' usefulness is improved by making it a them secondary weapon weapons -- almost making the now-removed Overkill perk an inherent part of the game -- but in turn, most of them are locked away until ridiculously-high ranks. Not to mention they all had slightly different (but still infuriatingly short) maximum ranges:



*** 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, as long as the glitch is working in your favor.

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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, but only as long as the glitch is working in your favor.favor - and as long as you actually hit, since the pump-action delay is long enough that only a healthy dose of luck will keep you alive long enough to get through it and fire again.



** ''VideoGame/CallOfDutyBlackOps2'' fixes this better with the Long Barrel attachment, which has the same effects as the above "Range" proficiency but is the ''second'' attachment unlocked for shotguns, on top of both a somewhat-longer InstantDeathRadius overall which was never touched in patches and the small size of most maps making it very easy to get into close range. The game does, however, have the usual issue that automatic shotguns are even weaker than pump-action, so only the default Remington 870 noticeably benefits from these changes (you can be standing within five feet with a Long Barrel S12 or M1216 and still not kill someone with one hit) -- and if lag compensation isn't in your favor, it really doesn't matter ''what'' you use, anyway. There are two standouts for uselessness, however:
*** Due to its small size, the Executioner is the most pure embodiment of this trope in the game, if not the series. Within knife range (minus the lunge, which you only get when eschewing one of your two guns for a knife on its own in this game), so long as every pellet connects with the target's chest or above, it's a one-hit-kill. '''Any''' further back than that, and at ''best'' you need the entire five-round cylinder to kill someone, even with the Long Barrel. It's by far the least popular sidearm in the game because of this.

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** ''VideoGame/CallOfDutyBlackOps2'' fixes this better with the Long Barrel attachment, which has the same effects as the above "Range" proficiency but is the ''second'' attachment unlocked for shotguns, on top of both a somewhat-longer InstantDeathRadius overall which was never touched in patches and the small size of most maps making it very easy to get into close range. The game does, however, have the usual issue that automatic shotguns are even weaker than pump-action, pump-action ones for balance, so only the default Remington 870 noticeably benefits from these changes (you can be standing within five feet with a Long Barrel S12 or M1216 and still not kill someone with one hit) -- and if lag compensation isn't in your favor, it really doesn't matter ''what'' you use, anyway. There are two standouts for uselessness, however:
*** Due to its small size, the The Executioner is the most pure embodiment of this trope in the game, if not the series. Within knife range (minus the lunge, which you only get when eschewing one of your two guns for a knife on its own in this game), so long as every pellet connects with the target's chest or above, it's a one-hit-kill. '''Any''' further back than that, and at ''best'' you need the entire five-round cylinder to kill someone, even with the Long Barrel. It's by far Ostensibly, it's supposed to combine the least popular sidearm in advantages of a shotgun with the game because practicality of this.a sidearm, but it makes [[MasterOfNone too many sacrifices]] to fit into its role, losing all of the practical advantages of either weapon class - for all the trouble you'd be just as well off using the Overkill perk to pack a full-size shotgun as a secondary weapon.
31st Oct '17 9:15:25 PM Kadorhal
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** Before the nerf, using any shotgun with an amp shield (adds damage to every shot as long as it is full) made them about the most powerful weapons in the game, since the full amp bonus was added to each individual pellet. Regardless of spread, you could just point the shotgun in the general direction of enemies. Post-nerf, it's instead divided between them.

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** Before the nerf, using any shotgun with an amp shield (adds damage to every shot as long as it is full) made them about the most powerful weapons in the game, since the full amp bonus was added to each individual pellet. Regardless of spread, you could just point the shotgun in the general direction of enemies. Post-nerf, it's instead divided between them.them; this only applies to actual shotguns, though, and other weapons that fire multiple projectiles exactly like a shotgun [[ExactWords but are not explicitly shotguns]] still apply the full boost to every bullet.



** In ''Modern Warfare 2'', the Shotgun's usefulness is improved by making it a secondary weapon -- almost giving you the Overkill perk for free -- but in turn, most of them are locked away until ridiculously-high ranks. Not to mention they all had slightly different (but still infuriatingly short) maximum ranges:

to:

** In ''Modern Warfare 2'', the Shotgun's usefulness is improved by making it a secondary weapon -- almost giving you making the now-removed Overkill perk for free an inherent part of the game -- but in turn, most of them are locked away until ridiculously-high ranks. Not to mention they all had slightly different (but still infuriatingly short) maximum ranges:



** ''Modern Warfare 3'' more or less keeps the same theme as in ''2'' (in particular fixing the ranges on the SPAS and 1887 -- they're still unusually long, but not nearly as much as before), with the caveat that some particularly poor shotguns like the USAS-12 actually had their ranges ''increased'' in patches, but also fixes this somewhat with its new Weapon Proficiencies -- the "Range" proficiency, for shotguns and submachine guns, increases the range you can still deal maximum damage with a weapon, and in the case of shotguns increases the maximum range their pellets actually go as well. Unfortunately, like the above Overkill perk, you can't use it until you level up the shotgun you want to use it with to level 23 - by that point you'll be good enough with the damn thing you don't ''need'' increased range. Unless you like the AA-12, which returned in this game with terrible range only very slightly improved - which is good, because the AA-12 is the shotgun enthusiast's answer to [[MoreDakka akimbo FMGs.]]

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** ''Modern Warfare 3'' moves the shotguns into primary weapons again and more or less keeps the same theme as in ''2'' (in particular fixing the ranges on the SPAS and 1887 -- they're still unusually long, but not nearly as much as before), with the caveat that some particularly poor shotguns like the USAS-12 actually had their ranges ''increased'' in patches, but also fixes this somewhat with its new Weapon Proficiencies -- the "Range" proficiency, for shotguns and submachine guns, increases the range you can still deal maximum damage with a weapon, and in the case of shotguns increases the maximum range their pellets actually go as well. Unfortunately, like the above Overkill perk, you can't use it until you level up the shotgun you want to use it with to level 23 - by that point you'll be good enough with the damn thing you don't ''need'' increased range. Unless you like the AA-12, which returned in this game with terrible range only very slightly improved - which is good, because the AA-12 is the shotgun enthusiast's answer to [[MoreDakka akimbo FMGs.]]
22nd Sep '17 11:30:24 AM Locoman
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* In ''VideoGame/Overwatch'', Roadhog and Torbjorn wield shotgun-like weapons; both of them have a short-ranged scatter mode and an alternate fire for longer-ranged combat.
22nd Sep '17 12:24:09 AM shawnvw
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* In the film ''Looper'', the "blunderbuss" is this, apparently by design. It's meant to kill a single (tied-up) person at close range.
21st Sep '17 9:05:50 PM Ambaryerno
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* In the Western film ''Lightning Jack'', when Ben Doyle proves to be a helpless shot with a revolver Jack gives him a SawedOffShotgun. At close range in disintegrates a board in the side of a barn. However Jack then has him shoot again from only a few paces further away, and the board barely even rattles.
18th Sep '17 6:49:29 AM nighttrainfm
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*** An then we have the M-358 Talon, a revolver, shotgun, '''pistol''. Massive damage but you have to practical feel the enemy's breath on your face to use it effectively.

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*** An then we have the M-358 Talon, a revolver, shotgun, '''pistol''. '''pistol'''. Massive damage damage, but you have to practical practically feel the enemy's breath on your face to use it effectively.
6th Sep '17 7:23:33 PM Pseudoname
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* Averted with ''Videogame/{{Evolve}}''. Both shotguns that appear in the game keep track of individual pellets, resulting in realistic damage at close range as more pellets hit and falloff as they spread over distance.
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