History Main / ShortRangeShotgun

14th Feb '17 1:43:43 AM CountDorku
Is there an issue? Send a Message

Added DiffLines:

** Torgue shotguns tend to be more useful at short ranges, because the slow movement of Torgue gyrojet rounds mean that the target may well move before the shots actually reach them. The shots will still do a fair amount of damage to whatever they hit, though, for the simple reason that they're basically mini-rockets.
7th Feb '17 7:52:17 PM garthvader
Is there an issue? Send a Message

Added DiffLines:

** 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.
7th Feb '17 7:45:04 PM garthvader
Is there an issue? Send a Message


In RealLife combat, [[http://en.wikipedia.org/wiki/Combat_shotgun the advantages of the shotgun]] became obvious in UsefulNotes/WorldWarI, as the wide spread of large pellets was almost as deadly as a submachinegun salvo, and the short range [[IJustShotMarvinInTheFace prevented hitting unintended targets like one's own comrades]].

to:

In RealLife combat, [[http://en.wikipedia.org/wiki/Combat_shotgun the advantages of the shotgun]] became obvious in UsefulNotes/WorldWarI, as the wide spread of large pellets was almost as deadly as a submachinegun salvo, and the short range [[IJustShotMarvinInTheFace prevented hitting unintended targets like one's own comrades]].
comrades]]. Indeed, they proved so destructive in trench warfare that Germany tried to have them banned as a weapon of war (while the British Empire was trying to ban the torpedo as "ungentlemanly") and had such a lasting effect that even ''Nazi Germany'' only fielded one shotgun, a very rare Luftwaffe survival tool that was choked for slugs rather than shot.
17th Jan '17 2:27:04 PM Kadorhal
Is there an issue? Send a Message


* ''Gears of War 2'' reformed the Gnasher shotgun to being a semi-decent mid-range weapon, the low rate of fire won't inflict as much damage as a regular assault rifle but you can physically see the enemy flinching from your hits. As a result they also toned down the LudicrousGibs range so that you have to be much closer to make the OneHitKill. The balancing attempt is hurt, however, by the fact that the Lancer and Hammerburst need to be [[ImprobableAimingSkills tracked onto someone]] [[SuperSpeed sliding around the field like a]] [[{{Franchise/Pokemon}} Zigzagoon with 252 Speed EVs]], whereas the Gnasher's spread allows for near-misses without penalty in mid-range.
* ''Gears of War 3'' decided to play both sides of the coin, introducing the SawedOffShotgun next to the series staple Gnasher Shotgun. The Gnasher is just as [[FakeBalance "balanced"]] as the previous game, absurd range for a videogame shotgun and all, but the sawed off is absolutely ridiculous in melee range. If you aren't close enough to punch your multiplayer opponent, it won't hurt a bit. But if you [[CombatPragmatist leave revive bait around]] or just [[LuckBasedMission get lucky]], you can [[OneHitPolykill take down multiple foes in one blast]] (due to a glitch, one individual got '''five''' kills when everyone respawned in an extremely tight space). It is balanced out by having only one shot to use before a long reload time. According to the artbook, both it and the Retro Lancer were intended to balance the Gnasher.
* ''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]], but it's [[CompetitiveBalance useful for everyone, not just shotgun warriors]].

to:

* ** ''Gears of War 2'' reformed the Gnasher shotgun to being a semi-decent mid-range weapon, the low rate of fire won't inflict as much damage as a regular assault rifle but you can physically see the enemy flinching from your hits. As a result they also toned down the LudicrousGibs range so that you have to be much closer to make the OneHitKill. The balancing attempt is hurt, however, by the fact that the Lancer and Hammerburst need to be [[ImprobableAimingSkills tracked onto someone]] [[SuperSpeed sliding around the field like a]] [[{{Franchise/Pokemon}} Zigzagoon with 252 Speed EVs]], whereas the Gnasher's spread allows for near-misses without penalty in mid-range.
* ** ''Gears of War 3'' decided to play both sides of the coin, introducing the SawedOffShotgun next to the series staple Gnasher Shotgun. The Gnasher is just as [[FakeBalance "balanced"]] as the previous game, absurd range for a videogame shotgun and all, but the sawed off is absolutely ridiculous in melee range. If you aren't close enough to punch your multiplayer opponent, it won't hurt a bit. But if you [[CombatPragmatist leave revive bait around]] or just [[LuckBasedMission get lucky]], you can [[OneHitPolykill take down multiple foes in one blast]] (due to a glitch, one individual got '''five''' kills when everyone respawned in an extremely tight space). It is balanced out by having only one shot to use before a long reload time. According to the artbook, both it and the Retro Lancer were intended to balance the Gnasher.
* ** ''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]], but it's [[CompetitiveBalance useful for everyone, not just shotgun warriors]].



** The Trench Gun in the original two games was actually pretty good - it wasn't going to beat the instant-kill-anywhere bolt-action rifles at long ranges, but it was still at least worth using.
** Starting from [[VideoGame/ModernWarfare the fourth game]], however, every shotgun in the series has shared an effective range of about seven paces. Regular walking paces, not the big leaping ones. Inside this range (which is also within the enemy's InstantDeathRadius on higher difficulties and in multiplayer), almost guaranteed one-hit kill. Outside, the pellets ''disappear,'' causing not even slight damage. In ''Modern Warfare'' particularly shotguns are almost useless for this reason, most firefights happening inside a range where a real-life shotgun would be frighteningly lethal but the in-game versions are literally harmless. There is something indescribably appalling about being shot from the other side of a small room with the game's weakest pistol, when all you can do is fire off shell after shell in a futile gesture of defiance, willing your pellets to stop invisibly dissipating for no reason. It's made especially apparent as the developers seem to ignore ''actual'' bugs and game-balance issues with other weapon types in favor of nerfing the shotguns' range even further at least once per game.

to:

** The Trench Gun in the original two games was actually pretty good - it wasn't going to beat the instant-kill-anywhere bolt-action rifles at long ranges, but it was still at least worth using.
using when you could get reasonably close.
** Starting from [[VideoGame/ModernWarfare the fourth game]], however, every shotgun in the series has shared an effective range of about seven paces. Regular walking paces, not the big leaping ones. Inside this range (which is also within the enemy's InstantDeathRadius on higher difficulties and in multiplayer), almost guaranteed one-hit kill. Outside, the pellets ''disappear,'' causing not even slight damage. In ''Modern Warfare'' particularly many of the games, shotguns are almost useless for this reason, most firefights happening inside a range where a real-life shotgun would be frighteningly lethal but the in-game versions are literally harmless. There is something indescribably appalling about being shot from the other side of a small room with the game's weakest pistol, when all you can do is fire off shell after shell in a futile gesture of defiance, willing your pellets to stop invisibly dissipating for no reason. It's made especially apparent as the developers seem to ignore ''actual'' bugs and game-balance issues with other weapon types in favor of nerfing the shotguns' range even further at least once per game.



*** The Ranger (or, even more pitifully, [[GunsAkimbo two Rangers]]) has such a wide spread that it stops being effective ''before'' the pellets disintegrate. This is "balanced" by giving it the single highest damage-per-shot (assuming all pellets hit) of any weapon in the game. And you get two of them, which can be reload-cancelled for quick reloading (or, if you only have one, you have two barrels).

to:

*** The Ranger (or, even more pitifully, [[GunsAkimbo two Rangers]]) has such a wide spread that it stops being effective ''before'' the pellets disintegrate. This is "balanced" by giving it the single highest damage-per-shot (assuming all pellets hit) of any weapon in the game. And game - plus, you get two of them, which can be reload-cancelled for quick reloading (or, if you only have barrels with a single one, and you have two barrels).can [[GunsAkimbo double them up]] to get four (which reload-cancelling allowing for lightning-quick reloads).



*** The Striker, a semiautomatic, drum-fed weapon with the shortest range of all "viable" shotguns that competes with the highest capacity (12 unmodified, 18 with extended mags).
*** The M1014, which actually has a decent range and fires quickly enough to offset pellet spread simply by shooting more little balls of metal at the target, but compensated with an even more ridiculously-small magazine of 4 shells.
*** 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.

to:

*** The Striker, a semiautomatic, drum-fed weapon with the shortest range of all "viable" shotguns that competes with the highest capacity (12 unmodified, 18 with extended mags).
mags) but also gets potentially the slowest reload of them all (since it's not a detachable box like the AA-12).
*** The M1014, which actually has a decent range and fires quickly enough to offset pellet spread simply by shooting more little balls of metal at the target, but compensated with an even more ridiculously-small magazine of 4 shells.
shells, which after the same 400 kills as mentioned above can only be increased to a measly 6.
*** 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.reach, as long as the glitch is working in your favor.



** ''Modern Warfare 3'' 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.]]

to:

** ''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.]]



*** Due to its small size, the Executioner is the most pure embodiment of this trope in the game. Within knife range, 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 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.

to:

*** Due to its small size, the Executioner is the most pure embodiment of this trope in the game. game, if not the series. Within knife range, 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.



** ''VideoGame/CallOfDutyBlackOps3'' overall plays this the same as ''Black Ops II'', but there's a standout in the Argus, a futuristic lever-action shotgun that benefits from a combination of its own gimmick and the new shotgun mechanics. The other shotguns all deal a semi-fixed amount of damage that is affected by range if any of the pellets connect with a target, before adding on a little extra damage for each of the pellets that does hit. The Argus works differently, with a fixed 50 damage if any pellet hits, then noticeably-higher, range-affected extra damage for each connecting pellet. What makes this good is that it has a tight spread when hip-fired, ensuring that except at the very extreme of its maximum range you're just about guaranteed a one-shot kill. What makes it ''great'' is that firing while aiming down the sights removes the spread, effectively turning it into a slug-firing weapon like the above KSG - but it still fires all eight pellets, all of which even at the shotgun's maximum range deal enough combined damage that you ''will'' be getting one-shot kills with it.

to:

** ''VideoGame/CallOfDutyBlackOps3'' overall plays this the same as ''Black Ops II'', but there's a standout in the Argus, a futuristic lever-action shotgun that benefits from a combination make it less apparent by way of its own gimmick and the new shotgun mechanics. The other Almost all shotguns all in this game deal a semi-fixed amount of damage that is affected by range if any of the pellets connect with a target, before adding on a little small, fixed amount of extra damage for each of the pellets that does hit. actually connect. The Argus works differently, with Argus, however, is the closest thing to an aversion because of how differently it works: a fixed 50 damage (i.e. half a player's health) if any pellet hits, then noticeably-higher, range-affected extra damage for each connecting pellet. What makes this good is that it has a tight spread when hip-fired, ensuring that except at the very extreme of its maximum range you're just about guaranteed a one-shot kill. What makes it ''great'' is that firing while aiming down the sights removes the spread, effectively turning it into a slug-firing weapon like the above KSG in ''II'' - but it still fires all eight pellets, all of which even at the shotgun's maximum range deal enough combined damage that you ''will'' be getting one-shot kills with it.



* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-action Remington 870 and semi-automatic Saiga 12 play this trope straight, doing very little damage beyond close range, and also with the caveat for semi-auto shotguns so the Saiga is actually ''worse'' at range despite having a longer barrel than the Remington. Bizarrely, despite this, you can stick a red-dot or a 4X ACOG on the 870, but the buckshot's effective range makes them completely unnecessary. You can also load slugs, though, so one of these sights could conceivably turn the shotgun into a poor man's sniper rifle, but the way weapons and attachments are handled in-game (switch between them on the fly in single-player, buy a different one next round in multiplayer) makes this pointless, since it's easier to just take a real sniper rifle. Hilariously, the shortened Masterkey shotgun attachment for assault rifles has an instant death range of 15-20m while the other shotguns only have 10-15m. Even worse, the shotguns in the online portion are physically incapable of getting a one shot kill without slugs. Even a point blank shot will only take half health.
* Averted in ''VideoGame/MetalGearSolidVThePhantomPain'', where shotguns have a surprisingly good range and accuracy, making them effective up to some 50 meters. This probably was implemented because unlike previous games ''The Phantom Pain'' takes place in a huge open world environment. It's also possible to use slugs, making the effective range even better.

to:

* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-action Remington 870 and semi-automatic Saiga 12 play this trope straight, doing very little damage beyond close range, and also with the caveat for semi-auto shotguns so the Saiga is actually ''worse'' at range despite having a longer barrel than the Remington. Bizarrely, despite this, you can stick a red-dot or a 4X ACOG on the 870, but the buckshot's effective range makes them completely unnecessary. You can also load slugs, though, so one of these sights could conceivably turn the shotgun into a poor man's sniper rifle, but the way weapons and attachments are handled in-game (switch between them on the fly in single-player, buy a different one next round in multiplayer) makes this pointless, since it's easier to just take a real sniper rifle. Hilariously, the shortened Masterkey shotgun attachment for assault rifles has an instant death range of 15-20m while the other shotguns only have 10-15m. Even worse, the shotguns in the online portion are physically incapable of getting a one shot kill without slugs. Even slugs - even a point blank shot will only take away half health.
* ** Averted in ''VideoGame/MetalGearSolidVThePhantomPain'', where shotguns have a surprisingly good range and accuracy, making them effective up to some 50 meters. This probably was implemented because unlike previous games ''The Phantom Pain'' takes place in a huge open world environment. It's also possible to use slugs, making the effective range even better.



* The shotguns in ''VideoGame/StarWarsBattlefront'' are much shorter-ranged than most weapons, but not cripplingly so; on enclosed maps (Tantive IV, Death Star, Coruscant, the like) they are at least as good as the assault rifle.

to:

* The shotguns in ''VideoGame/StarWarsBattlefront'' are much shorter-ranged than most weapons, but not cripplingly so; on enclosed maps (Tantive IV, Death Star, Coruscant, the like) they are at least as good as the assault rifle.rifle, especially in ''[[VideoGame/StarWarsBattlefrontII Battlefront II]]'' with the unlockable Flechette Shotgun.



* In ''WebAnimation/{{Haloid}}'', the shotgun is a melee weapon; Most of the victims were practically touching it before getting BlownAcrossTheRoom by the blast.

to:

* In ''WebAnimation/{{Haloid}}'', the shotgun is used like it's a melee weapon; weapon. Most of the victims were practically touching it before getting BlownAcrossTheRoom by the blast.
17th Jan '17 1:34:05 AM Kadorhal
Is there an issue? Send a Message


* * The shotgun in ''Killzone 2'' actually has a decent range... but you can't go into aiming mode with it, so it's still most effective at extremely close ranges.

to:

* * ** The shotgun in ''Killzone 2'' actually has a decent range... but you can't go into aiming mode with it, so it's still most effective at extremely close ranges.
16th Jan '17 9:51:11 PM Kadorhal
Is there an issue? Send a Message


* ''VideoGame/SoldierOfFortune II: Double Helix'' actually predates ''Call of Duty'' in "[[ArbitraryMaximumRange disintegrating pellets past a distance]]". A close-range shotgun blast is instant death with a surprisingly tight cone, making other guns seem like peashooters, but past ten or so yards, they vanish completely and inexplicably, possibly leaving you in a lethal situation with an USAS-12 ineffectually shooting at an enemy with a 1911 who'll chew you up and spit you out with total impunity. The best multiplayer strategy when it was still up was to run straight into a hail of gunfire and get shot repeatedly in the chest, so long as you got to squeeze off your one lethal shotshell. Ditto for the first game, where you're better off using the [[SniperPistol 9mm]] or HandCannon for medium range shots.

to:

* ''VideoGame/SoldierOfFortune II: Double Helix'' actually predates ''Call of Duty'' in "[[ArbitraryMaximumRange disintegrating pellets past a distance]]". A close-range shotgun blast is instant death with a surprisingly tight cone, making other guns seem like peashooters, but past ten or so yards, they vanish completely and inexplicably, possibly leaving you in a lethal situation with an a USAS-12 ineffectually shooting at an enemy with a 1911 who'll chew you up and spit you out with total impunity. The best multiplayer strategy when it was still up was to run straight into a hail of gunfire and get shot repeatedly in the chest, so long as you got to squeeze off your one lethal shotshell. Ditto for the first game, where you're better off using the [[SniperPistol 9mm]] or HandCannon for medium range shots.



* The shotgun in ''Killzone 2'' actually has an okay range, but you can't go into aiming mode with it... so it's still most effective at extremely close ranges.

to:

* * The shotgun in ''Killzone 2'' actually has an okay range, a decent range... but you can't go into aiming mode with it... it, so it's still most effective at extremely close ranges.



* ''VideoGame/RedFaction'' has a shotgun that can fire one single shell in automatic mode with a ''lot'' of spread, or two shells in a more concentrated shot. The 'aiming' mode available to all weapons basically works by reducing the weapon's spread to 0, meaning all shots land ''exactly'' where the reticle is pointed. This also applies to the pellet spread of the shotgun, making an aimed double-barrelled blast [[GameBreaker the single most devastating attack in the game]], at any range.

to:

* ''VideoGame/RedFaction'' has a shotgun that can fire one single shell in automatic mode with a ''lot'' of spread, or two shells in a more concentrated shot. The 'aiming' mode available to all weapons in the console version basically works by reducing the weapon's spread to 0, meaning all shots land ''exactly'' where the reticle is pointed. This also applies to the pellet spread of the shotgun, making an aimed double-barrelled blast [[GameBreaker the single most devastating attack in the game]], at any range.
5th Jan '17 5:06:31 PM Jake18
Is there an issue? Send a Message


* While guns in ''VideoGame/{{Far Cry 2}}'' deal far less damage than they do in real life, with a three-round burst from a full-sized 7.62x51mm battle rifle not even having a good chance of making a kill, the shotguns can still deal relatively decent damage up to 30 or 40 meters. It's perfectly viable while driving a boat under a bridge checkpoint to shoot up at the bridge with a shotgun and potentially make a kill.

to:

* While guns in ''VideoGame/{{Far Cry 2}}'' generally deal [[IncrediblyDurableEnemies far less damage than they do in real life, life]], with a three-round burst from a full-sized 7.62x51mm battle rifle not even having a good chance of making a kill, the shotguns can still deal relatively decent damage up to 30 or 40 meters. It's perfectly viable while driving a boat under a bridge checkpoint to shoot up at the bridge with a shotgun and potentially make a kill.
1st Jan '17 8:31:27 PM AgentTasmania
Is there an issue? Send a Message


** Considering the fluff of these shotguns has the loading 8-guage 3.5" magnum shells full of tungest Quad-0 buck. Compared to a normal 12-guage, you may as well be firing n artillery cannister round, so the original's power was more than justified.

to:

** Considering the fluff of these shotguns has the them loading 8-guage 3.5" magnum shells full of tungest tungsten Quad-0 buck. Compared to a normal 12-guage, 12-guage 00, you may as well be firing n an artillery cannister round, so the original's power was more than justified.
1st Jan '17 8:26:21 PM AgentTasmania
Is there an issue? Send a Message

Added DiffLines:

** Considering the fluff of these shotguns has the loading 8-guage 3.5" magnum shells full of tungest Quad-0 buck. Compared to a normal 12-guage, you may as well be firing n artillery cannister round, so the original's power was more than justified.
28th Dec '16 2:50:01 AM Omeganian
Is there an issue? Send a Message


* ''VideoGame/StarWarsTheOldRepublic'' does this strangely. Scoundrels are the only player character class that can use scatterguns as their secondary weapon. It is used by certain abilities, and can shoot from 10 meters away at most, where it deals minimal damage and cripples the target's legs, and is generally used at 4 meters, the same range melee weapons are used in. On the other hand, Kaliyo and NPC enemies can shoot their scatterguns from up to 30 meters away, which doesn't sound like much until one realizes that sniper rifles have a maximum range of 35 meters.

to:

* ''VideoGame/StarWarsTheOldRepublic'' does this strangely. Scoundrels are the only player character class that can use scatterguns as their secondary weapon. It is used by certain abilities, and can shoot from 10 meters away at most, where it deals minimal damage and cripples the target's legs, and is generally used at 4 meters, the same range melee weapons are used in.in (in fact, the Imperial counterpart, the Operative, does use melee weapons for the same purposes). On the other hand, Kaliyo and NPC enemies can shoot their scatterguns from up to 30 meters away, which doesn't sound like much until one realizes that sniper rifles have a maximum range of 35 meters.
This list shows the last 10 events of 472. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ShortRangeShotgun