History Main / ShortRangeShotgun

27th Apr '17 5:14:24 PM REV6Pilot
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** ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage[[labelnote:+]]it's more or less equal to a shot from the rocket launcher, with a more constant average on damage - for example, a Mancubus often needs to be shot four times with rockets to die, whereas as long as all pellets connect, the Super Shotgun can most of the time kill it in only three blasts[[/labelnote]], but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames. The low accuracy, in this case, doesn't disqualify the Super Shotgun from being good, as the environments are mostly cramped corridors, the demons are hardly long-ranged (they're either [[CloseRangeFighter limited to melee]], dish out PainfullySlowProjectiles, or [[ImperialStormtrooperMarksmanshipAcademy are inaccurate as all hell]]), each trigger pull clears a whole ''swathe'' of lesser enemies while hurting others within the cone of fire, and even if you're dealing with demons that are almost ImmuneToFlinching, the Super Shotgun has more than 50% chance of making them flinch in pain.

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** ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage[[labelnote:+]]it's more or less equal to a shot from the rocket launcher, with a more constant average on damage - for example, a Mancubus often needs to be shot four times with rockets to die, whereas as long as all pellets connect, the Super Shotgun can most of the time kill it in only three blasts[[/labelnote]], but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames. The low accuracy, in this case, doesn't disqualify the Super Shotgun from being good, as the environments are mostly cramped corridors, the demons are hardly long-ranged (they're either [[CloseRangeFighter limited to melee]], dish out PainfullySlowProjectiles, {{Painfully Slow Projectile}}s, or [[ImperialStormtrooperMarksmanshipAcademy are inaccurate as all hell]]), each trigger pull clears a whole ''swathe'' of lesser enemies while hurting others within the cone of fire, and even if you're dealing with demons that are almost ImmuneToFlinching, the Super Shotgun has more than 50% chance of making them flinch in pain.
27th Apr '17 5:13:59 PM REV6Pilot
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** ''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.
** ''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. Ironically, the Super Shotgun introduced in the ''Resurrection of Evil'' expansion pack actually has slightly ''better'' range than the regular shotgun (partially a JustifiedTrope, since it's explicitly shown ingame to be a tuned hunting shotgun).

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** ''Doom 2'', however, introduced the Super Shotgun, which fires two shells at once for ''triple'' damage, damage[[labelnote:+]]it's more or less equal to a shot from the rocket launcher, with a more constant average on damage - for example, a Mancubus often needs to be shot four times with rockets to die, whereas as long as all pellets connect, the Super Shotgun can most of the time kill it in only three blasts[[/labelnote]], but with the accuracy of a blind man in a hurricane, being quite possibly the earliest example of this type of shotgun in videogames.
videogames. The low accuracy, in this case, doesn't disqualify the Super Shotgun from being good, as the environments are mostly cramped corridors, the demons are hardly long-ranged (they're either [[CloseRangeFighter limited to melee]], dish out PainfullySlowProjectiles, or [[ImperialStormtrooperMarksmanshipAcademy are inaccurate as all hell]]), each trigger pull clears a whole ''swathe'' of lesser enemies while hurting others within the cone of fire, and even if you're dealing with demons that are almost ImmuneToFlinching, the Super Shotgun has more than 50% chance of making them flinch in pain.
** ''Videogame/{{Doom 3}}'''s shotgun has a shot pattern of 10 feet at a distance of about ''two'' yards. Needless ''two yards''; needless to say that say, it's pretty much worthless outside of point-blank range. Fortunately pretty much every encounter for 2/3rds of the game happens within a two yard radius, where it's often an instant kill. It's also worth noting that this tiny range was primarily for game balance - if the shotgun hits with all of its pellets, the shot actually does more damage than the rocket launcher. Ironically, the Super Shotgun introduced in the ''Resurrection of Evil'' expansion pack actually has slightly ''better'' range than the regular shotgun (partially a JustifiedTrope, since it's explicitly shown ingame to be a tuned hunting shotgun).
25th Mar '17 7:02:58 PM Shishkahuben
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* ''VideoGame/LeagueOfLegends'': Graves, the Outlaw, uses a [[MechanicallyUnusualFighter unique mechanic]] for his double-barreled shotgun. Unlike other marksmen, his autoattacks can be blocked by intervening targets, but each attack shoots four pellets in a cone - targets at point-blank range take up to 233% damage of his weapon damage, assuming all four hit. Longer-range attacks run the risk of getting blocked my minions, or possibly missing outright, though hitting with a single pellet will still inflict full damage. His other abilities are essentially ways to carefully manage spacing to inflict optimal damage from a safe damage.

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* ''VideoGame/LeagueOfLegends'': Graves, the Outlaw, uses a [[MechanicallyUnusualFighter unique mechanic]] for his double-barreled shotgun. Unlike other marksmen, his autoattacks can be blocked by intervening targets, but each attack shoots four pellets in a cone - targets at point-blank range take up to 233% damage of his weapon damage, assuming all four hit. Longer-range attacks run the risk of getting blocked my minions, or possibly missing outright, though hitting with a single pellet will still inflict full damage. His other abilities are essentially ways to carefully manage spacing to inflict optimal damage from a safe damage.distance.
25th Mar '17 7:02:20 PM Shishkahuben
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* ''VideoGame/LeagueOfLegends'': Graves, the Outlaw, uses a double-barrel shotgun that has four modes of shooting - normal auto-attacks are single-barrel shots that hit one person, and the range is a bit lower than other ranged characters (except maybe Vayne and Twitch, who both use crossbows). His Q ability fires in a cone 3 bullets (remind you - it only has 2 barrels), the more bullets hit, the more damage it deals - at release you could one-hit people the second you hit level 2, if they came into melee with little to no armor (it was later reduced from 50% bonus damage per bullet to 30%, which makes point-blank not-so-overpowered). The farther the target is, the lesser the chance of hitting with more than one bullet. The range is, however, shorter than his normal auto-attack by few units and anything immediately outside of the cone takes no damage.

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* ''VideoGame/LeagueOfLegends'': Graves, the Outlaw, uses a double-barrel shotgun that has four modes of shooting - normal auto-attacks are single-barrel shots that hit one person, and the range is a bit lower than [[MechanicallyUnusualFighter unique mechanic]] for his double-barreled shotgun. Unlike other ranged characters (except maybe Vayne and Twitch, who both use crossbows). His Q ability fires marksmen, his autoattacks can be blocked by intervening targets, but each attack shoots four pellets in a cone 3 bullets (remind you - it only has 2 barrels), the more bullets hit, the more damage it deals - targets at release you could one-hit people the second you hit level 2, if they came into melee with little to no armor (it was later reduced from 50% bonus damage per bullet to 30%, which makes point-blank not-so-overpowered). The farther range take up to 233% damage of his weapon damage, assuming all four hit. Longer-range attacks run the target is, the lesser the chance risk of getting blocked my minions, or possibly missing outright, though hitting with more than one bullet. The range is, however, shorter than his normal auto-attack by few units and anything immediately outside of the cone takes no a single pellet will still inflict full damage. His other abilities are essentially ways to carefully manage spacing to inflict optimal damage from a safe damage.
24th Mar '17 7:58:23 PM Miracle@StOlaf
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** ''VideoGame/ResidentEvil7Biohazard'' plays this straight with its pump-action M37 shotgun, which has a rather large spread outside of point-blank range. You can find and repair a second shotgun, the M21, an over-under gun with half the capacity but a full choke, making it a lot more effective at longer distances.
16th Mar '17 11:30:13 PM go7hdic4x
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* In ''Microvolts'', shotguns are most effective when you're so close up that you could just as easily use your melee weapon. "Most effective" meaning "instant kill" -- as long as you're accurate, at least, because all available shotguns have a pretty nasty spread.

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* In ''Microvolts'', ''Videogame/{{Microvolts}}'', shotguns are most effective when you're so close up that you could just as easily use your melee weapon. "Most effective" meaning "instant kill" -- as long as you're accurate, at least, because all available shotguns have a pretty nasty spread.
28th Feb '17 5:14:52 PM dlchen145
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** Considering the fluff of these shotguns has them loading 8-guage 3.5" magnum shells full of tungsten Quad-0 buck. Compared to a normal 12-guage 00, you may as well be firing an artillery cannister round, so the original's power was more than justified.

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** Considering the fluff of these shotguns has them loading 8-guage 8-gauge 3.5" magnum shells full of tungsten Quad-0 buck. Compared to a normal 12-guage 12-gauge 00, you may as well be firing an artillery cannister round, so the original's power was more than justified.
14th Feb '17 1:43:43 AM CountDorku
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** Torgue shotguns tend to be more useful at short ranges, because the slow movement of Torgue gyrojet rounds mean that the target may well move before the shots actually reach them. The shots will still do a fair amount of damage to whatever they hit, though, for the simple reason that they're basically mini-rockets.
7th Feb '17 7:52:17 PM garthvader
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** Before the nerf, using any shotgun with an amp shield (adds damage to every shot as long as it is full) made them about the most powerful weapons in the game, since the full amp bonus was added to each individual pellet. Regardless of spread, you could just point the shotgun in the general direction of enemies. Post-nerf, it's instead divided between them.
7th Feb '17 7:45:04 PM garthvader
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In RealLife combat, [[http://en.wikipedia.org/wiki/Combat_shotgun the advantages of the shotgun]] became obvious in UsefulNotes/WorldWarI, as the wide spread of large pellets was almost as deadly as a submachinegun salvo, and the short range [[IJustShotMarvinInTheFace prevented hitting unintended targets like one's own comrades]].

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