History Main / ShortRangeShotgun

21st Apr '16 9:26:38 AM Kadorhal
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* The ''Videogame/{{Fallout}}'' series has an assortment of automatic Shotguns, which are devastating at point-blank range but much less effective at longer ranges, making them ideal for close-quarters combat but making you rely on lucky {{critical hit}}s to be anywhere near effective past that. There is also a sawn-off shotgun with an even shorter range, making it a half-step above a melee weapon.
* The special variant in ''VideoGame/{{Fallout 3}}'', The Kneecapper, is more or less a perfect example of this trope. The Kneecapper is more accurate and stronger than the standard sawed-off but less accurate than combat shotguns. Both sawed-off guns are still terrible in this game due to most enemies being out of melee range and those that are can take more damage than the sawed-off can deal, especially the ones found in the Broken Steel DLC.
* ''VideoGame/FalloutTacticsBrotherhoodOfSteel''
** The Double-barreled Shotgun is incredibly devastating at point-blank range early on. With a little luck, giving someone both barrels can result in an instant kill.

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* The ''Videogame/{{Fallout}}'' series has an assortment of automatic Shotguns, shotguns, which are devastating at point-blank range but much less effective at longer ranges, making them ideal for close-quarters combat but making you rely on lucky {{critical hit}}s to be anywhere near effective past that. There is also a sawn-off shotgun with an even shorter range, making it a half-step above a melee weapon.
* ** ''VideoGame/FalloutTacticsBrotherhoodOfSteel''[='=]s Double-barreled Shotgun is incredibly devastating at point-blank range early on. With a little luck, giving someone both barrels can result in an instant kill.
**
The special sawed-off variant in ''VideoGame/{{Fallout 3}}'', The Kneecapper, is more or less a perfect example of this trope. The Kneecapper is more accurate and stronger than the standard sawed-off but less accurate than combat shotguns. Both sawed-off guns are still terrible in this game due to most enemies being out of melee range and those that are can take more damage than the sawed-off can deal, especially the ones found in the Broken Steel DLC. \n* ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' \n** The Double-barreled Shotgun is incredibly devastating at point-blank range early on. With a little luck, giving someone both barrels can result in an instant kill.



** The Terrible Shotgun has the second highest damage of all Small Guns, but only if all pellets hit the target, and it has a spread on par with the Sawed-off Shotgun. That being said if one has the Better Critical perk and scores a point blank sneak attack headshot, The Terrible Shotgun can kill a Super Mutant Behemoth in a single shot. And since Evergreen Mills has one of the game's Super Mutants in a pen nearby it can be easy pickings as long as you have good sneak skills and a Stealth Boy.

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** The Terrible Shotgun has the second highest damage of all Small Guns, but only if all pellets hit the target, and it has a spread on par with the Sawed-off Shotgun. That being said said, if one has the Better Critical Criticals perk and scores a point blank sneak attack headshot, The Terrible Shotgun can kill even a Super Mutant Behemoth in a single shot. And since Evergreen Mills has one of the game's Super Mutants in a pen nearby it can be easy pickings as long as you have good sneak skills and a Stealth Boy.



* ''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 three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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.

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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, so only the default Remington 870 noticeably benefits from these changes (you can be standing within three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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.anyway.
** 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, 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.



** And if we really want to destroy this trope, DLC adds the SWORDSPLOSION, that fires a single (or three with the right accessory) in a surprisingly tight cone. Good range on that gun.

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** And if we really want to destroy this trope, DLC adds the SWORDSPLOSION, that fires a single (or three with the right accessory) sword, which explodes on impact [[RecursiveAmmo into three more swords]] in a surprisingly tight cone.cone (which also explode). Good range on that gun.
19th Apr '16 12:16:15 PM Kadorhal
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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. Note that dealing with it and dominating it are very different things.

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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. Note The weapon infamously has a rather glitchy range that dealing fluctuates between normal shotgun ranges and similar to the max full-damage range of the submachine guns; especially when combined with it and dominating it are very different things.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.



* ''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 three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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. When the KSG first appeared in ''Modern Warfare 3'', it wasn't popular due to its low damage capability and very slow pump action. ''Black Ops II'' speeds up the pump and makes it fire slugs that are an instant-kill nearly to the very edge of the series' normal shotgun range. Handy, except for one single thing: the slug ''still vanishes after a few metres'', so no long range use, even with the long barrel attachment. And since it only fires the one slug, there goes any real short range capability as well. In [=MW3=], it was only good at very close range; in [=BO2=], it's not good at ''any'' range, especially against the fast-firing, high-capacity [=SMGs=] that dominate the smallest maps.

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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, so only the default Remington 870 noticeably benefits from these changes (you can be standing within three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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. anyway.
** The KSG is another matter entirely.
When the KSG it first appeared in ''Modern Warfare 3'', it wasn't popular due to its low damage capability and very slow pump action. ''Black Ops II'' speeds up the pump and makes it fire slugs that are an instant-kill nearly to the very edge of the series' normal shotgun range. Handy, except for one single thing: the slug ''still vanishes after a few metres'', so no long range use, even with the long barrel attachment. And since it only fires the one slug, there goes any real short range capability as well. In [=MW3=], it was only good at very close range; in [=BO2=], without killstreaks to mark enemies on the map for ambushes, it's not good at ''any'' range, especially against the fast-firing, fast-firing and high-capacity [=SMGs=] that dominate the smallest maps.



* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-shotgun 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 pump-action one. ''Bizarrely,'' despite this, you can stick a red-dot or a 4X ACOG on the pump-shotgun, 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 15-20m range 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.

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* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-shotgun 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 pump-action one. ''Bizarrely,'' Remington. Bizarrely, despite this, you can stick a red-dot or a 4X ACOG on the pump-shotgun, 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 range 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.



* ''VideoGame/ArmyMen: Sarge's Heroes'' has this bad, but in an unusual way. The shot pattern doesn't spread at all on its own - you can literally see all the pellets the shotgun fires stay in perfect formation upon leaving the gun (the projectile being a flying sprite). The problem is weapon sway, which makes every gun except the sniper rifle inaccurate past about 50 meters. The shotgun has horrible sway in comparison to every other gun - you can aim straight at a target five feet away and still miss completely.

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* ''VideoGame/ArmyMen: Sarge's Heroes'' has this bad, but in an unusual way. The shot pattern doesn't spread at all on its own - you can literally see all the pellets the shotgun fires stay in perfect formation upon leaving the gun (the projectile being a flying sprite). The problem is weapon sway, which makes every gun except the sniper rifle inaccurate past about 50 meters. The shotgun has horrible sway in comparison to every other gun - you can aim straight at a target five feet away and still miss completely.completely if you fire at the wrong time.
15th Apr '16 1:41:27 AM Alceister
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* The shotgun is a close-range a weapon in ''VideoGame/HalfLife1'', but a but a capable long-range weapon in ''VideoGame/HalfLife2''

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* The shotgun is purely a close-range a close-ranged weapon in ''VideoGame/HalfLife1'', but a but is a capable long-range medium-ranged weapon in ''VideoGame/HalfLife2''
9th Apr '16 11:12:04 PM REV6Pilot
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* ''VideoGame/QuakeII'' is even worse, with the super shotgun having an effective range of about two yards. For the enemy to take the full brunt, you literally have to be touching him.

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* ''VideoGame/QuakeII'' is even worse, with the super shotgun having an effective range of about two yards. For the enemy to take the full brunt, you literally have to be touching him.it.



* The chrome shotgun in ''VideoGame/Left4Dead2'' in particular has a tight enough spread that it can quite easily kill at long ranges.

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* ''VideoGame/Left4Dead2'':
**
The chrome shotgun in ''VideoGame/Left4Dead2'' in particular has a tight enough spread that it can quite easily kill at long ranges.longer ranges.
** Certain {{game mod}}s reduce the cone of fire of the shotguns to those of their real life inspirators. This makes them deadly at medium ranges and veritable special infected killers, but with the tradeoff that they're all but useless in a zombie rush unless they're aimed at a chokepoint.
9th Apr '16 11:03:22 PM REV6Pilot
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* ''VideoGame/{{Borderlands 2}}'': Sledge's Shotgun returns, although with a bit of a stat rearrangement (it tends to have accuracy in the neighborhood of 30 instead of 0). Another unique shotgun is Captain Blade's Orphan Maker, which usually spawns with a decent accuracy stat -- however, because it only fires between two and four pellets per shot, it can be hard to hit anything that isn't right in your face. Some of the other unique shotguns, like the Octo (pellets converge at various points as they fly), the Flakker (designed specifically to combat aerial enemies), and the Striker (just really accurate, has a critical hit damage bonus) are better at range. And if we really want to destroy this trope, DLC adds a shotgun that shoots swords, which explode [[RecursiveAmmo into more swords which also explode]]. Good range on that gun. While Hyperion-brand shotguns are no more accurate than normal shotguns for the first two or so bursts, once the stabilizers present in most Hyperion weapons kick in, they provide a nice tight cone of fire that's as accurate at long range as most other weapons, if not moreso (with the exception of scoped Sniper Rifles) for as long as the shooter doesn't need to stop firing. They're quite a lifesaver during [[LastChanceHitPoint Fight For Your Life mode]] thanks to the reliable long-range burst damage, and are arguably among the most accurate weapons in the game while downed due to the inability to scope.

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* ''VideoGame/{{Borderlands 2}}'': 2}}'':
**
Sledge's Shotgun returns, although with a bit of a stat rearrangement (it tends to have accuracy in the neighborhood of 30 instead of 0). 0).
**
Another unique shotgun is Captain Blade's Orphan Maker, which usually spawns with a decent accuracy stat -- however, because it only fires between two and four pellets per shot, it can be hard to hit anything that isn't right in your face. face.
**
Some of the other unique shotguns, like the Octo (pellets converge at various points as they fly), the Flakker (designed specifically to combat aerial enemies), and the Striker (just really accurate, has a critical hit damage bonus) are better at range. range.
**
And if we really want to destroy this trope, DLC adds a shotgun the SWORDSPLOSION, that shoots swords, which explode [[RecursiveAmmo into more swords which also explode]].fires a single (or three with the right accessory) in a surprisingly tight cone. Good range on that gun.
**
While Hyperion-brand shotguns are no more accurate than normal shotguns for the first two or so bursts, once the stabilizers present in most Hyperion weapons kick in, they provide a nice tight cone of fire that's as accurate at long range as most other weapons, if not moreso (with the exception of scoped Sniper Rifles) for as long as the shooter doesn't need to stop firing. They're quite a lifesaver during [[LastChanceHitPoint Fight For Your Life mode]] thanks to the reliable long-range burst damage, and are arguably among the most accurate weapons in the game while downed due to the inability to scope.scope.
** More generally, any single-barrel shotgun in the game tends to be usable at medium range at least. At least the ones that have sights or scopes.
7th Apr '16 8:30:34 AM CaptainCrawdad
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** ''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'' 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.
7th Apr '16 8:30:14 AM CaptainCrawdad
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* ''Videogame/{{Doom}}'' has some history with this: The original game's shotgun was depicted fairly realistically, with a reasonable range and a fairly tight spread that made it a very versatile gun, and [[ComplacentGamingSyndrome most players stuck to it through the whole game]]. ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage, but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames.

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* ''Videogame/{{Doom}}'' has some history with this: ''Videogame/{{Doom}}''
**
The original game's shotgun was depicted fairly realistically, with a reasonable range and a fairly tight spread that made it a very versatile gun, and [[ComplacentGamingSyndrome most players stuck to it through the whole game]]. game]].
**
''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage, but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames.



** It's one of the main reasons why mods for ''Doom 3'' are so popular. Interestingly enough, if only the spread angle is reduced and the number of pellets/damage per pellet aren't balanced as well, you get [[GameBreaker what pretty much amounts to the spread gun]] from ''{{VideoGame/Contra}}'' (one blast manages to be stronger than a rocket!)



** The ''Videogame/BrutalDoom'' and ''Project Brutality'' mods exaggerate the traits each of the shotguns had before - the standard shotgun becomes much stronger at distance, with an even tighter spread and more pellets, while the Super Shotgun has a ridiculously wide spread, but an insane damage boost at point blank range, almost making it a melee weapon. The latter mod also adds shotgun slugs for even better long-distance shooting.
*** Interestingly, the slugs are not penalized in any way at close range, but they don't need to be: with shot, one can score a grazing hit where just enough pellets connect for a kill, but the same shot with a slug is a total miss, so the spread rightly increases its accuracy.

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** The ''Videogame/BrutalDoom'' and ''Project Brutality'' mods exaggerate the traits each of the shotguns had before - the standard shotgun becomes much stronger at distance, with an even tighter spread and more pellets, while the Super Shotgun has a ridiculously wide spread, but an insane damage boost at point blank range, almost making it a melee weapon. The latter mod also adds shotgun slugs for even better long-distance shooting. \n*** Interestingly, the slugs are not penalized in any way at close range, but they don't need to be: with shot, one can score a grazing hit where just enough pellets connect for a kill, but the same shot with a slug is a total miss, so the spread rightly increases its accuracy.



** ''VideoGame/QuakeII'' is even worse, with the super shotgun having an effective range of about two yards. For the enemy to take the full brunt, you literally have to be touching him.
** In ''Videogame/QuakeIV'', the player's shotgun has a decent range, but shotgun-wielding Strogg prefer to blast you [[ShortRangeLongRangeWeapon at point-blank range]].

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** * ''VideoGame/QuakeII'' is even worse, with the super shotgun having an effective range of about two yards. For the enemy to take the full brunt, you literally have to be touching him.
** * In ''Videogame/QuakeIV'', the player's shotgun has a decent range, but shotgun-wielding Strogg prefer to blast you [[ShortRangeLongRangeWeapon at point-blank range]].



** Lampshaded in ''Machinima/RedVsBlue'' when Sarge tries to play the ''Firefight'' game mode in ''Halo: Reach'' with his usual shotgun:
-->'''Sarge:''' Uh, someone really needs to improve on the range of this weapon. Take that, take that! Come closer, and take that! Alright, nevermind, just take this (throws grenade).
** Lampshaded earlier when Grif is mocking Sarge (Neither is able to move since they are surrounded by mines) and Sarge shoots at him, but Grif is completely unharmed, even though they're just standing one-warthog apart from each other.
-->'''Grif:''' And you favor a weapon that has a much shorter range than most weapons.
* All ''Franchise/ResidentEvil'' games feature this, but because the vast majority of enemies in those games are [[PersonalSpaceInvader close-range attackers]] and most of the environments are small rooms and tight corridors anyway, the shotgun remains a sound choice for its crowd-controlling capability and incredible stopping power compared to other conventional weapons. Most games also include a shotgun with a tighter choke for more concentrated shots.

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** Lampshaded in ''Machinima/RedVsBlue'' when Sarge tries to play the ''Firefight'' game mode in ''Halo: Reach'' with his usual shotgun:
-->'''Sarge:''' Uh, someone really needs to improve on the range of this weapon. Take that, take that! Come closer, and take that! Alright, nevermind, just take this (throws grenade).
** Lampshaded earlier when Grif is mocking Sarge (Neither is able to move since they are surrounded by mines) and Sarge shoots at him, but Grif is completely unharmed, even though they're just standing one-warthog apart from each other.
-->'''Grif:''' And you favor a weapon that has a much shorter range than most weapons.
* All ''Franchise/ResidentEvil'' games feature this, but because the vast majority of enemies in those games are [[PersonalSpaceInvader close-range attackers]] and most of the environments are small rooms and tight corridors anyway, the shotgun remains a sound choice for its crowd-controlling capability and incredible stopping power compared to other conventional weapons. Most games also include a shotgun with a tighter choke for more concentrated shots. Specific examples include:



** 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.
* The shotgun was a melee weapon in ''VideoGame/HalfLife1'', but Valve seems to be shifting away from this, as the shotguns become more capable long-range weapons in ''VideoGame/HalfLife2'', ''VideoGame/TeamFortress2'', and ''VideoGame/Left4Dead'' (though they're still outclassed at long range by other weapons).
** The chrome shotgun in ''VideoGame/Left4Dead2'' in particular has a tight enough spread that it can quite easily kill at long ranges.
** ''Half-Life'' and ''Half-Life 2'' allows you to fire two shells at once, for more firepower at the cost of less range, fitting this trope a bit better.
** As for the ''Team Fortress 2'' versions, 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, 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]].
** In the ''VideoGame/CounterStrike'' series, the pump-action shotguns are basically a one-hit kill weapon at point-blank, and trying to run-and-gun with any shotgun in the series generally results in little more than tickling your enemies with lead pellets. However, with the exception of ''Global Offensive'''s "Sawed-Off", most shotguns are effective at a similar range to pistols (i.e. mid-range by the game's standards) if used while stationary and crouching, and the spread is no worse than the [=SMGs=] in the game.
** 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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** * 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.
* The shotgun was is a melee close-range a weapon in ''VideoGame/HalfLife1'', but Valve seems to be shifting away from this, as the shotguns become more a but a capable long-range weapons weapon in ''VideoGame/HalfLife2'', ''VideoGame/TeamFortress2'', and ''VideoGame/Left4Dead'' (though they're still outclassed at long range by other weapons).
**
''VideoGame/HalfLife2''
*
The chrome shotgun in ''VideoGame/Left4Dead2'' in particular has a tight enough spread that it can quite easily kill at long ranges.
** ''Half-Life'' and ''Half-Life 2'' allows you to fire two shells at once, for more firepower at the cost of less range, fitting this trope a bit better.
** As for the ''Team Fortress 2'' versions,
* ''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, 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]].
** * In the ''VideoGame/CounterStrike'' series, the pump-action shotguns are basically a one-hit kill weapon at point-blank, and trying to run-and-gun with any shotgun in the series generally results in little more than tickling your enemies with lead pellets. However, with the exception of ''Global Offensive'''s "Sawed-Off", most shotguns are effective at a similar range to pistols (i.e. mid-range by the game's standards) if used while stationary and crouching, and the spread is no worse than the [=SMGs=] in the game.
** * 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.



* The ''Videogame/{{Fallout}}'' series has an assortment of automatic Shotguns, which are devastating at point-blank range but much less effective at longer ranges, making them ideal for close-quarters combat but making you rely on lucky {{critical hit}}s to be anywhere near effective past that.
** There is also a sawn-off shotgun with an even shorter range, making it a half-step above a melee weapon.
*** The special variant in ''VideoGame/{{Fallout 3}}'', The Kneecapper, is more or less a perfect example of this trope. The Kneecapper is more accurate and stronger than the standard sawed-off but less accurate than combat shotguns. Both sawed-off guns are still terrible in this game due to most enemies being out of melee range and those that are can take more damage than the sawed-off can deal, especially the ones found in the Broken Steel DLC.
** The Double-barreled Shotgun in ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' is incredibly devastating at point-blank range early on. With a little luck, giving someone both barrels can result in an instant kill.

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* The ''Videogame/{{Fallout}}'' series has an assortment of automatic Shotguns, which are devastating at point-blank range but much less effective at longer ranges, making them ideal for close-quarters combat but making you rely on lucky {{critical hit}}s to be anywhere near effective past that.
**
that. There is also a sawn-off shotgun with an even shorter range, making it a half-step above a melee weapon.
*** * The special variant in ''VideoGame/{{Fallout 3}}'', The Kneecapper, is more or less a perfect example of this trope. The Kneecapper is more accurate and stronger than the standard sawed-off but less accurate than combat shotguns. Both sawed-off guns are still terrible in this game due to most enemies being out of melee range and those that are can take more damage than the sawed-off can deal, especially the ones found in the Broken Steel DLC.
* ''VideoGame/FalloutTacticsBrotherhoodOfSteel''
** The Double-barreled Shotgun in ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' is incredibly devastating at point-blank range early on. With a little luck, giving someone both barrels can result in an instant kill.



** ''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]], just [[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]], just [[CompetitiveBalance useful for everyone, not just shotgun warriors]].



** It gets worse in ''World at War'', as most maps are much larger with farther ranges than that of ''Modern Warfare''. Both games allow you to carry two primary weapons (non-pistol guns) with the Overkill perk, meaning you could use an assault or sniper rifle with that shotgun - however, both games require you take time to receive that by the RPGElements (even more so in ''World at War''), and even with it, it doesn't become any less hindering to run around holding a shotgun out at all time as opposed to another gun. Unless you like camping, which will frequently make you very hindering to your team in many objective-based game modes.
** In ''Modern Warfare 2'', the Shotgun's usefulness is improved by making it a secondary weapon - almost giving you the Overkill perk for free. The shotguns in ''Modern Warfare 2'' all had slightly different (but still infuriatingly short) maximum ranges:
*** The Ranger (or, even more pitifully, [[GunsAkimbo two Rangers]]) has such a wide spread that it stops being effective ''before'' the bullets 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 (or, if you only have one, you have two barrels anyways).
*** The AA-12 ''[[NoKillLikeOverkill fully-automatic shotgun]]'', which should be the most incredibly awesome weapon in the game but is instead literally useless outside knife range indeed, you may fire off an entire magazine at an enemy without effect, only for him to Commando-lunge at you from outside your shotgun's maximum range and knife you. Firing it essentially creates a cone of instant death 3 feet wide at its widest and 7 feet long spread out in front of you until your ammo runs out, which can be very useful for room-clearing and snap-firing but is completely pointless if employed any other way. It also has 8-shell box magazines, which are far too small for effective sustained fire (the only tactic that's even remotely useful with a range that poor) instead of the 20- or 32-round drum mags it ''could'' have. You could also attach a suppressor to it, reducing the range from "knife range" to "[[JokeItem you might as well just shoot yourself]]."
*** The Striker, a semiautomatic, drum-fed weapon with the shortest range of all "viable" shotguns.
*** 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. Note that dealing with it and dominating it are very different things.
*** The glorious Model 1887. Before the nerf, people ran about wielding akimbo lever-action shotguns with incredible range (and yes, the animations for cocking the lever when used akimbo are [[Film/Terminator2JudgmentDay exactly what you think they are]]). Now they run about wielding a single lever-action shotgun with incredible range, or akimbo lever-action shotguns with not-so-incredible range.
** ''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.]]
*** ''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 three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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.
*** When the KSG first appeared in ''Modern Warfare 3'', it wasn't popular due to its low damage capability and very slow pump action. ''Black Ops II'' speeds up the pump and makes it fire slugs that are an instant-kill nearly to the very edge of the series' normal shotgun range. Handy, except for one single thing: the slug ''still vanishes after a few metres'', so no long range use, even with the long barrel attachment. And since it only fires the one slug, there goes any real short range capability as well. In [=MW3=], it was only good at very close range; in [=BO2=], it's not good at ''any'' range, especially against the fast-firing, high-capacity [=SMGs=] that dominate the smallest maps.
** Same for the ''VideoGame/MedalOfHonor'' series, where the shotgun can't hit the side of a barn at more than 6 or so meters.

to:

** It gets worse in * In ''World at War'', as most maps are much larger with farther ranges than that of ''Modern Warfare''. Both games allow you to carry two primary weapons (non-pistol guns) with the Overkill perk, meaning you could use an assault or sniper rifle with that shotgun - however, both games require you take time to receive that by the RPGElements (even more so in ''World at War''), and even with it, it doesn't become any less hindering to run around holding a shotgun out at all time as opposed to another gun. Unless you like camping, which will frequently make you very hindering to your team in many objective-based game modes.
** * In ''Modern Warfare 2'', the Shotgun's usefulness is improved by making it a secondary weapon - almost giving you the Overkill perk for free. The shotguns in ''Modern Warfare 2'' all had slightly different (but still infuriatingly short) maximum ranges:
*** ** The Ranger (or, even more pitifully, [[GunsAkimbo two Rangers]]) has such a wide spread that it stops being effective ''before'' the bullets 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 (or, if you only have one, you have two barrels anyways).
*** ** The AA-12 ''[[NoKillLikeOverkill fully-automatic shotgun]]'', which should be the most incredibly awesome weapon in the game but is instead literally useless outside knife range indeed, you may fire off an entire magazine at an enemy without effect, only for him to Commando-lunge at you from outside your shotgun's maximum range and knife you. Firing it essentially creates a cone of instant death 3 feet wide at its widest and 7 feet long spread out in front of you until your ammo runs out, which can be very useful for room-clearing and snap-firing but is completely pointless if employed any other way. It also has 8-shell box magazines, which are far too small for effective sustained fire (the only tactic that's even remotely useful with a range that poor) instead of the 20- or 32-round drum mags it ''could'' have. You could also attach a suppressor to it, reducing the range from "knife range" to "[[JokeItem you might as well just shoot yourself]]."
*** ** The Striker, a semiautomatic, drum-fed weapon with the shortest range of all "viable" shotguns.
*** ** 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. Note that dealing with it and dominating it are very different things.
*** ** The glorious Model 1887. Before the nerf, people ran about wielding akimbo lever-action shotguns with incredible range (and yes, the animations for cocking the lever when used akimbo are [[Film/Terminator2JudgmentDay exactly what you think they are]]). Now they run about wielding a single lever-action shotgun with incredible range, or akimbo lever-action shotguns with not-so-incredible range.
** * ''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.]]
*** * ''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 three feet with a Long Barrel S12 or M1216, or within ''knife range'' with a Long Barrel Executioner, 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.
***
anyway. When the KSG first appeared in ''Modern Warfare 3'', it wasn't popular due to its low damage capability and very slow pump action. ''Black Ops II'' speeds up the pump and makes it fire slugs that are an instant-kill nearly to the very edge of the series' normal shotgun range. Handy, except for one single thing: the slug ''still vanishes after a few metres'', so no long range use, even with the long barrel attachment. And since it only fires the one slug, there goes any real short range capability as well. In [=MW3=], it was only good at very close range; in [=BO2=], it's not good at ''any'' range, especially against the fast-firing, high-capacity [=SMGs=] that dominate the smallest maps.
** Same for the * ''VideoGame/MedalOfHonor'' series, where series: the shotgun can't hit the side of a barn at more than 6 or so meters.



** ''VideoGame/GrandTheftAutoIVTheBalladOfGayTony'' throws this trope to hell by introducing the fully-automated [=AA-12=] with [[StuffBlowingUp FRAG-12 grenade shells]], which obviously don't have the spread of buckshot.

to:

** * ''VideoGame/GrandTheftAutoIVTheBalladOfGayTony'' throws this trope to hell by introducing the fully-automated [=AA-12=] with [[StuffBlowingUp FRAG-12 grenade shells]], which obviously don't have the spread of buckshot.



* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-shotgun 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 pump-action one. ''Bizarrely,'' despite this, you can stick a red-dot or a 4X ACOG on the pump-shotgun, 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 15-20m range 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.

to:

* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its now-defunct multiplayer component ''Metal Gear Online,'' both the standard pump-shotgun 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 pump-action one. ''Bizarrely,'' despite this, you can stick a red-dot or a 4X ACOG on the pump-shotgun, 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.
**
rifle. Hilariously, the shortened Masterkey shotgun attachment for assault rifles has an instant death 15-20m range 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.



* ''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.
** In [[VideoGame/{{Borderlands 2}} the sequel]], Sledge's Shotgun returns, although with a bit of a stat rearrangement (it tends to have accuracy in the neighborhood of 30 instead of 0). Another unique shotgun is Captain Blade's Orphan Maker, which usually spawns with a decent accuracy stat -- however, because it only fires between two and four pellets per shot, it can be hard to hit anything that isn't right in your face. Some of the other unique shotguns, like the Octo (pellets converge at various points as they fly), the Flakker (designed specifically to combat aerial enemies), and the Striker (just really accurate, has a critical hit damage bonus) are better at range.
*** And if we really want to destroy this trope, DLC adds a shotgun that shoots swords, which explode [[RecursiveAmmo into more swords which also explode]]. Good range on that gun.
*** While Hyperion-brand shotguns are no more accurate than normal shotguns for the first two or so bursts, once the stabilizers present in most Hyperion weapons kick in, they provide a nice tight cone of fire that's as accurate at long range as most other weapons, if not moreso (with the exception of scoped Sniper Rifles) for as long as the shooter doesn't need to stop firing. They're quite a lifesaver during [[LastChanceHitPoint Fight For Your Life mode]] thanks to the reliable long-range burst damage, and are arguably among the most accurate weapons in the game while downed due to the inability to scope.
** In both games, the individual pellets do not have [[ArbitraryMaximumRange a fixed limit as to how far they can go]] or even do less damage from farther away. Because of this, even the lower accuracy shotguns can be used from quite a distance against larger targets like [[MechaMooks Loaders]] or Bullymongs.

to:

* ''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.
**
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.
** In [[VideoGame/{{Borderlands 2}} the sequel]], * ''VideoGame/{{Borderlands 2}}'': Sledge's Shotgun returns, although with a bit of a stat rearrangement (it tends to have accuracy in the neighborhood of 30 instead of 0). Another unique shotgun is Captain Blade's Orphan Maker, which usually spawns with a decent accuracy stat -- however, because it only fires between two and four pellets per shot, it can be hard to hit anything that isn't right in your face. Some of the other unique shotguns, like the Octo (pellets converge at various points as they fly), the Flakker (designed specifically to combat aerial enemies), and the Striker (just really accurate, has a critical hit damage bonus) are better at range.
***
range. And if we really want to destroy this trope, DLC adds a shotgun that shoots swords, which explode [[RecursiveAmmo into more swords which also explode]]. Good range on that gun.
***
gun. While Hyperion-brand shotguns are no more accurate than normal shotguns for the first two or so bursts, once the stabilizers present in most Hyperion weapons kick in, they provide a nice tight cone of fire that's as accurate at long range as most other weapons, if not moreso (with the exception of scoped Sniper Rifles) for as long as the shooter doesn't need to stop firing. They're quite a lifesaver during [[LastChanceHitPoint Fight For Your Life mode]] thanks to the reliable long-range burst damage, and are arguably among the most accurate weapons in the game while downed due to the inability to scope.
** In both games, the individual pellets do not have [[ArbitraryMaximumRange a fixed limit as to how far they can go]] or even do less damage from farther away. Because of this, even the lower accuracy shotguns can be used from quite a distance against larger targets like [[MechaMooks Loaders]] or Bullymongs.
scope.



** To say nothing of the tabletop wargame itself, where shotguns have the same range as most pistols (half the range of a lasgun or bolter).
*** Except for the Redeemer, the shotgun of Uriah Jacobus, one special character for the Sisters of Battle. The Redeemer has the same profile as a stormbolter, except with better armor penetration, which gives it the standard range for non-sniper personal weapon, and an insanely powerful damage for a shotgun.
* In the ''VideoGame/RainbowSix'' games, shotguns are quite deadly. But so is every other weapon, and if it is a pump action shotgun, the first shot must kill, because you WILL be dead before you can fire again if your target survives. In the ''Vegas'' games, this made the weapon bad to have outside of extremely cramped and cover-heavy areas, since it doesn't always kill your target in one shot, but dangerous for the computer to have, since it can kill YOU in one shot even on low difficulty.
** And worse, some enemies have [[TheComputerIsACheatingBastard rapid-fire shotguns]] that they can ''snipe'' you with.
** The player also has no option for non-buckshot rounds in ''Vegas'', meaning sticking anything other than maybe the red dot or laser on it is entirely pointless. ''Raven Shield'' at least lets you use slugs to actually make use of the 4x scope, but for the slow rate of fire and reloading you'd be better off packing an assault rifle.
** The original games actually went for realism. A shotgun still isn't as accurate at long range as an assault rifle or a silenced [=MP5=], but it's quite an effective medium-range weapon. According to the developer, later games went to this trope on basis of TheCoconutEffect: to wit, FPS players ''expect'' this trope.

to:

** To say nothing of the tabletop wargame itself, where shotguns have the same range as most pistols (half the range of a lasgun or bolter).
*** Except for the Redeemer, the shotgun of Uriah Jacobus, one special character for the Sisters of Battle. The Redeemer has the same profile as a stormbolter, except with better armor penetration, which gives it the standard range for non-sniper personal weapon, and an insanely powerful damage for a shotgun.
* In the ''VideoGame/RainbowSix'' games, shotguns are quite deadly. But so is every other weapon, and if it is a pump action shotgun, the first shot must kill, because you WILL be dead before you can fire again if your target survives. In the ''Vegas'' games, this made the weapon bad to have outside of extremely cramped and cover-heavy areas, since it doesn't always kill your target in one shot, but dangerous for the computer to have, since it can kill YOU in one shot even on low difficulty.
**
difficulty. And worse, some enemies have [[TheComputerIsACheatingBastard rapid-fire shotguns]] that they can ''snipe'' you with.
**
with. The player also has no option for non-buckshot rounds in ''Vegas'', meaning sticking anything other than maybe the red dot or laser on it is entirely pointless. ''Raven Shield'' at least lets you use slugs to actually make use of the 4x scope, but for the slow rate of fire and reloading you'd be better off packing an assault rifle.
** The original games actually went for realism. A shotgun still isn't as accurate at long range as an assault rifle or a silenced [=MP5=], but it's quite an effective medium-range weapon. According to the developer, later games went to this trope on basis of TheCoconutEffect: to wit, FPS players ''expect'' this trope.
rifle.



* The [[JokeItem Wide Cannon]] in ''VideoGame/BionicCommando''. "[[BlindIdiotTranslation You can shoot at wide range but reach is shoot]]".
** In the remake, if you're too far away you won't hit anything at all. An upgrade increases the distance slightly.

to:

* The [[JokeItem Wide Cannon]] in ''VideoGame/BionicCommando''. "[[BlindIdiotTranslation You can shoot at wide range but reach is shoot]]".
**
shoot]]". In the remake, if you're too far away you won't hit anything at all. An upgrade increases the distance slightly.
8th Mar '16 10:24:11 PM DastardlyDemolition
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** The Terrible Shotgun has the second highest damage of all Small Guns, but only if all pellets hit the target, and it has a spread on par with the Sawed-off Shotgun.

to:

** The Terrible Shotgun has the second highest damage of all Small Guns, but only if all pellets hit the target, and it has a spread on par with the Sawed-off Shotgun. That being said if one has the Better Critical perk and scores a point blank sneak attack headshot, The Terrible Shotgun can kill a Super Mutant Behemoth in a single shot. And since Evergreen Mills has one of the game's Super Mutants in a pen nearby it can be easy pickings as long as you have good sneak skills and a Stealth Boy.
5th Mar '16 6:12:23 PM radiaki
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* ''Videogame/{{Doom}}'' has some history with this: The original game's shotgun was depicted fairly realistically, with a reasonable range and a fairly tight spread[[note]]for video games; about equal to a real-life sawn-off[[/note]] that made it a very versatile gun, and [[ComplacentGamingSyndrome most players stuck to it through the whole game]]. ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage, but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames.
** Doom 3's shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say that 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 one of the main reasons why mods for Doom 3 are so popular. Interestingly enough, if only the spread angle is reduced and the number of pellets/damage per pellet aren't balanced as well, you get [[GameBreaker what pretty much amounts to the spread gun]] from ''{{VideoGame/Contra}}'' (one blast manages to be stronger than a rocket!)

to:

* ''Videogame/{{Doom}}'' has some history with this: The original game's shotgun was depicted fairly realistically, with a reasonable range and a fairly tight spread[[note]]for video games; about equal to a real-life sawn-off[[/note]] spread that made it a very versatile gun, and [[ComplacentGamingSyndrome most players stuck to it through the whole game]]. ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage, but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames.
** Doom 3's ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say that 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 one of the main reasons why mods for Doom 3 ''Doom 3'' are so popular. Interestingly enough, if only the spread angle is reduced and the number of pellets/damage per pellet aren't balanced as well, you get [[GameBreaker what pretty much amounts to the spread gun]] from ''{{VideoGame/Contra}}'' (one blast manages to be stronger than a rocket!)



** The Brutal Doom and Project Brutality mods exaggerate the traits each of the shotguns had before - the standard shotgun becomes much stronger at distance, with an even tighter spread and more pellets, while the Super Shotgun has a ridiculously wide spread, but an insane damage boost at point blank range, almost making it a melee weapon. The latter mod also adds shotgun slugs for even better long-distance shooting.

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** The Brutal Doom ''Videogame/BrutalDoom'' and Project Brutality ''Project Brutality'' mods exaggerate the traits each of the shotguns had before - the standard shotgun becomes much stronger at distance, with an even tighter spread and more pellets, while the Super Shotgun has a ridiculously wide spread, but an insane damage boost at point blank range, almost making it a melee weapon. The latter mod also adds shotgun slugs for even better long-distance shooting.



* ''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 pile 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.

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* ''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 pile 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.



* Averted in ''VideoGame/HotlineMiami'', due to the OneHitPointWonder nature of the game. It can actually be ''inverted'' in a strategic sense since firing multiple bullets at distant enemies creates less room for error and can kill multiple enemies per shot, compared to single-shot guns like an assault rifle.



* Averted in ''VideoGame/KillingFloor''. The double barrel may spread like crazy at long range, but individual pellets are still capable of taking off specimen heads and killing them. The other shotguns all keep a fairly tight pattern. While ''better'' at close range, they're still halfway decent at reasonably long ranges. In an inversion, the AA-12 is actually better at mid- to long-range than close up, since its [[MoreDakka high capacity and fast rate of fire]] is balanced by firing fewer pellets per shell than the others. Same for the "HSG", which has an adjustable choke to widen or tighten the spread with the alt-fire button, but the number of pellets isn't affected and so makes a wide shot on multiple close-in enemies overall less effective than using tight shots to hit them one at a time before they get close.



* In ''TabletopGame/{{Malifaux}}'', where shotguns have even less range than pistols, and in fact less than the charge range of most models.

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* In ''TabletopGame/{{Malifaux}}'', where shotguns have even less range than pistols, and in fact less than the charge range of most models.



* [[InvertedTrope Inverted]] in ''{{VideoGame/Worms}}'', where the shotgun works in the same way a ''sniper rifle'' would in any other game. It fires a super-accurate projectile that does the same amount of damage at any range, making it the best weapon for high-precision long-range shots, especially since you can sometimes add a laser sight for even more precision.

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* [[InvertedTrope Inverted]] Inverted in ''{{VideoGame/Worms}}'', where the shotgun works in the same way a ''sniper rifle'' would in any other game. It fires a super-accurate projectile that does the same amount of damage at any range, making it the best weapon for high-precision long-range shots, especially since you can sometimes add a laser sight for even more precision.



* A [[TabletopGames non video game example]]. Shotguns in ''TabletopGame/RocketAge'' have a ridiculously short range in comparison to rifles and using shot as opposed to slugs shortens the range even further. However, shotguns can hit multiple targets.
* VideoGame/BattlePirates has Scatterguns, which are a ship-mounted version of this. However, their base ranges are actually in the 70's, among the highest in the game. Conventional ballistic weaponry and rockets mostly have ranges in the 40's and 50's, with missiles getting into the 60's and 70's and mortars in the 80's. The catch is that the range of scatterguns can't be upgraded, while some specials and hulls can improve ballistic and missile ranges to over 90.

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* A [[TabletopGames non video game example]]. Shotguns in ''TabletopGame/RocketAge'' have a ridiculously short range in comparison to rifles and using shot as opposed to slugs shortens the range even further. However, shotguns can hit multiple targets.
* VideoGame/BattlePirates ''VideoGame/BattlePirates'' has Scatterguns, which are a ship-mounted version of this. However, their base ranges are actually in the 70's, among the highest in the game. Conventional ballistic weaponry and rockets mostly have ranges in the 40's and 50's, with missiles getting into the 60's and 70's and mortars in the 80's. The catch is that the range of scatterguns can't be upgraded, while some specials and hulls can improve ballistic and missile ranges to over 90.
21st Feb '16 7:12:10 PM REV6Pilot
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* [[InvertedTrope Inverted]] in {{VideoGame/Worms}}; where the shotgun works in the same way a ''sniper rifle'' would in any other game. It fires a super-accurate projectile that does the same amount of damage at any range, making it the best weapon for high-precision long-range shots, especially since you can sometimes add a laser sight for even more precision.

to:

* [[InvertedTrope Inverted]] in {{VideoGame/Worms}}; ''{{VideoGame/Worms}}'', where the shotgun works in the same way a ''sniper rifle'' would in any other game. It fires a super-accurate projectile that does the same amount of damage at any range, making it the best weapon for high-precision long-range shots, especially since you can sometimes add a laser sight for even more precision.
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