History Main / ShortRangeShotgun

27th Jun '16 9:47:49 PM Odacon_Spy
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* The ''VideoGame/Marathon'' series averts this hard, with the WSTE-M shotguns actually being among the most accurate weapons in the game, firing tight spreads over huge ranges. Oh, and you can [[DualWielding dual-wield]] them. And they [[UnorthodoxReload reload extremely quickly]], via [[GunTwirling twirling them]] of all things. Multiplayer free-for-alls often devolve into races for WSTE-Ms, on maps where the rocket launcher isn't available.

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* The ''VideoGame/Marathon'' ''VideoGame/{{Marathon}}'' series averts this hard, with the WSTE-M shotguns actually being among the most accurate weapons in the game, firing tight spreads over huge ranges. Oh, and you can [[DualWielding dual-wield]] them. And they [[UnorthodoxReload reload extremely quickly]], via [[GunTwirling twirling them]] of all things. Multiplayer free-for-alls often devolve into races for WSTE-Ms, on maps where the rocket launcher isn't available.
23rd Jun '16 2:31:59 PM EternalLurker
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* The ''VideoGame/Marathon'' series averts this hard, with the WSTE-M shotguns actually being among the most accurate weapons in the game, firing tight spreads over huge ranges. Oh, and you can [[DualWielding dual-wield]] them. And they [[UnorthodoxReload reload extremely quickly]], via [[GunTwirling twirling them]] of all things. Multiplayer free-for-alls often devolve into races for WSTE-Ms, on maps where the rocket launcher isn't available.
27th May '16 7:28:09 PM EricNeoMatrix
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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say 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 also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does ''more damage than the rocket launcher.''

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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say 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 also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does ''more more damage than the rocket launcher.''launcher. Ironically, the Super Shotgun introduced in the ''Resurrection of Evil'' expansion pack actually has slightly ''better'' range than the regular shotgun (partially a JustifiedTrope, since it's explicitly shown ingame to be a tuned hunting shotgun).



** ''VideoGame/Doom2016'' zigzags this trope. At the start of the game, the regular shotgun has decent range and spread, while the Super Shotgun has very low range but massive damage. However, getting enough upgrades for the Super Shotgun (in particular, the Mastery which allows it to [[GameBreaker fire a full blast twice before reloading]]) increases the range to the point where it outclasses the regular shotgun.

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** ''VideoGame/Doom2016'' zigzags this trope. At the start of the game, the regular shotgun has decent range and spread, while the Super Shotgun has very low range but massive damage. However, getting enough upgrades for the Super Shotgun (in particular, the Mastery which also allows it to [[GameBreaker fire a full blast twice before reloading]]) increases the range to the point where it outclasses the regular shotgun.
27th May '16 7:10:23 PM EricNeoMatrix
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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say 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 also worth noting that this was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does ''more damage than the rocket launcher.''

to:

** ''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 also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does ''more damage than the rocket launcher.''


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** ''VideoGame/Doom2016'' zigzags this trope. At the start of the game, the regular shotgun has decent range and spread, while the Super Shotgun has very low range but massive damage. However, getting enough upgrades for the Super Shotgun (in particular, the Mastery which allows it to [[GameBreaker fire a full blast twice before reloading]]) increases the range to the point where it outclasses the regular shotgun.
27th May '16 7:06:26 PM EricNeoMatrix
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** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless to say 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.

to:

** ''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 also worth noting that this was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does ''more damage than the rocket launcher.''
1st May '16 2:28:57 PM WillKeaton
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* Most of VideoGame/MassEffect2's shotguns had painfully short damage/range attenuation, and very wide shot cones; the absolute worst being the Claymore, which was almost completely useless outside melee range (which is invaluable for a [[FoeTossingCharge Vanguard]], but problematic for everyone else). The only one with any real range was the DLC-only Geth Plasma Shotgun.
** This was thankfully fixed in VideoGame/MassEffect3. While most of the returning shotguns from Mass Effect 2 are just as useless, several new shotguns are viable at medium range. To even further enhance their range power, a [[GunAccessories "Smart Choke" mod]] can be installed to further tighten the shot spread. There's even a couple of shotguns that fire slug rounds. One of these, the N7 Crusader, is actually ''the'' most accurate weapon in the entire game.

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* Most of VideoGame/MassEffect2's ''VideoGame/MassEffect2'''s shotguns had painfully short damage/range attenuation, and very wide shot cones; the absolute worst being the Claymore, which was almost completely useless outside melee range (which is invaluable for a [[FoeTossingCharge Vanguard]], but problematic for everyone else). The only one with any real range was the DLC-only Geth Plasma Shotgun.
** This was thankfully fixed in VideoGame/MassEffect3. ''VideoGame/MassEffect3.'' While most of the returning shotguns from Mass Effect 2 are just as useless, several new shotguns are viable at medium range. To even further enhance their range power, a [[GunAccessories "Smart Choke" mod]] can be installed to further tighten the shot spread. There's even a couple of shotguns that fire slug rounds. One of these, the N7 Crusader, is actually ''the'' most accurate weapon in the entire game.
1st May '16 2:26:56 PM WillKeaton
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In the real world, shotguns are a weapon with an effective range anywhere from 20 to 40 meters ([[UsefulNotes/AmericanCustomaryMeasurements 66 to 131 feet]]), depending on the choke used and amount of charge in the shell[[note]]A shotgun of ''very'' good quality is regarded as able to hit a target the size of a rabbit or pheasant with most pellets from the first shot at 50 meters[[/note]]. This is laughably short compared to any rifle or carbine (even a tiny .22), but comparable to the effective range of a standard, non-custom semi-auto handgun or revolver (usually about 25 to 50 meters), enough to be lethally dangerous for game or [[IJustShotMarvinInTheFace whichever people happen to be in vicinity]].

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In the real world, shotguns are a weapon with an effective range anywhere from 20 to 40 meters ([[UsefulNotes/AmericanCustomaryMeasurements 66 to 131 feet]]), depending on the choke used and amount of charge in the shell[[note]]A shell.[[note]]A shotgun of ''very'' good quality is regarded as able to hit a target the size of a rabbit or pheasant with most pellets from the first shot at 50 meters[[/note]]. meters.[[/note]] This is laughably short compared to any rifle or carbine (even a tiny .22), but comparable to the effective range of a standard, non-custom semi-auto handgun or revolver (usually about 25 to 50 meters), enough to be lethally dangerous for game or [[IJustShotMarvinInTheFace whichever people happen to be in vicinity]].
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''
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