History Main / ShortRangeShotgun

10th Feb '16 6:26:40 PM Kadorhal
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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 the 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 Saiga 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 the 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 Saiga 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.

* In ''VideoGame/MetalGearSolid4GunsOfThePatriots'' and its 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. ''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 load slugs, though, so one of these sights could conceivably turn the shotgun into a poor man's sniper rifle, but the way weapons 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.
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* 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.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.

*** And if we really want to destroy this trope the DLC adds a shotgun that shoots swords... that explode... into more swords... which also explode. Good range on that gun.
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*** And if we really want to destroy this trope the trope, DLC adds a shotgun that shoots swords... that explode... swords, which explode [[RecursiveAmmo into more swords... swords which also explode.explode]]. Good range on that gun.

* ''VideoGame/DukeNukem3D'' inverts this. The shotgun, despite having a fast reload, is kind of shitty at close range, due to most enemies (especially the Protector Drones), being MadeOfIron, making long range combat ''highly'' desirable. While it does somewhat less damage per shot at long range, like all the bullet-firing guns it will still [[HitScan automatically hit]].
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* ''VideoGame/DukeNukem3D'' inverts this. The shotgun, despite having a fast reload, is kind of shitty at close range, due to most enemies (especially the Protector Drones), being MadeOfIron, making long range combat ''highly'' desirable. While it does somewhat less damage per shot at long range, like all the bullet-firing guns it will still [[HitScan automatically instantly hit]].

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

* In the first ''Project: IGI'', the Spas-12 turns the player into a 10 meter circle zone of instant death. Then there's the Jackhammer which makes it a 30 meter zone of full-auto pellet death. These weapons do have some effect outside their ranges, but a particularly nasty cough is worse than the shotgun damage. Considering that the game levels are usually huge open world bases its usefulness is only for the indoor gunfights, the overpowered instant-kill-to-the-toe sniper rifle takes care of everything else.
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* In the first ''Project: IGI'', the Spas-12 turns the player into a 10 meter circle zone of instant death. Then there's the Jackhammer which makes it a 30 meter zone of full-auto pellet death. These weapons do have some effect outside their ranges, but a particularly nasty cough is worse than the shotgun damage. Considering that the game levels are usually huge open world bases its usefulness is only for the indoor gunfights, the overpowered overpowered, silent, instant-kill-to-the-toe sniper rifle takes care of everything else.

* The [[JokeItem Wide Cannon]] in ''VideoGame/BionicCommando''. "[[BlindIdiotTranslation You can shoot at wide range but reach is shoot]]".

* ''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. * 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 any real range was the DLC-only Geth Plasma Shotgun.
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* ''Microvolts'' 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. * 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.

*** There are, however, two new shotguns that play this trope completely straight: the Reegar Carbine and the N7 Piranha. The Reegar shoots a [[LightningGun spray of electricity]], rather than normal projectiles and has less range than the flamethrowers used by some enemies, but will absolutely shred anything that isn't armored within range. ([[EliteTweak Armored targets are also fair game if you use]] [[KillItWithFire Incendiary ammunition, and]] [[DamageOverTime wait for the burn]].) The N7 Piranha has such a large spread that the crosshair almost covers the entire screen, but it's the most powerful shotgun in the game at point blank and fully automatic. *** An then we have the M-358 Talon, a revolver, shotgun, '''pistol''. Massive damage but you have to practical feel the enemies breath on your face to use it effectively. * In ''VideoGame/{{Blood}}'' the [[SawedOffShotgun sawed-off]], despite its nature, has a surprisingly tight spread when firing single shots. Secondary fire and the version of the gun in the sequel are more in line with the trope, but the shotgun's still a bit more accurate than average; as in the aforementioned example of ''Duke Nukem 3D'', this is at least partially because the Build engine has a limited autoaim feature for everything and effectively negates the vertical part of the spread. Its high power and lightning-quick reload (at least in the first game) help make it, like the original ''Doom'' shotgun before it, possibly the most versatile weapon in the game. * In the ''{{VideoGame/Tribes}}'' series, shotguns are very ineffective when the range of the target is anything more distant than point-black. This is especially problematic in a game where you're skiing across the terrain at over 100 km/h so it's doubtful you ever get that close to a target.
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*** There are, however, two new shotguns that play this trope completely straight: the Reegar Carbine and the N7 Piranha. The Reegar shoots a [[LightningGun spray of electricity]], rather than normal projectiles and has less range than the flamethrowers used by some enemies, but will absolutely shred anything that isn't armored within range. range ([[EliteTweak Armored targets are also fair game game]] if you use]] use [[KillItWithFire Incendiary ammunition, and]] ammunition]], and [[DamageOverTime wait for the burn]].) burn]]). The N7 Piranha has such a large spread that the crosshair almost covers the entire screen, but it's the most powerful shotgun in the game at point blank and fully automatic. *** An then we have the M-358 Talon, a revolver, shotgun, '''pistol''. Massive damage but you have to practical feel the enemies enemy's breath on your face to use it effectively. * In ''VideoGame/{{Blood}}'' the [[SawedOffShotgun sawed-off]], despite its nature, has a surprisingly tight spread when firing single shots. Secondary fire and the version of the gun in the sequel are more in line with the trope, but the shotgun's still a bit more accurate than average; as in the aforementioned example of ''Duke Nukem 3D'', 3D'' example, this is at least partially because the Build engine has a limited autoaim feature for everything and which effectively negates the vertical part of the spread. Its high power and lightning-quick reload (at least in the first game) help make it, like the original ''Doom'' shotgun before it, possibly the most versatile weapon in the game. * In the ''{{VideoGame/Tribes}}'' series, shotguns are very ineffective when the range of the target is anything more distant than point-black.point-blank. This is especially problematic in a game where you're skiing across the terrain at over 100 km/h so it's doubtful you ever get that close to a target.

* While EVE Online doesn't have shotguns per se, the Gallente Blaster turrets are treated like shotguns. Their damage potential, out of all Turret weapons, is in theory monstrous, but their range/falloff makes them flatly unusable if your ship isn't literally point-blank with the enemy.
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* While EVE Online VideoGame/EVEOnline doesn't have shotguns per se, the Gallente Blaster turrets are treated like shotguns. Their damage potential, out of all Turret weapons, is in theory monstrous, but their range/falloff makes them flatly unusable if your ship isn't literally point-blank with the enemy.

** A hunting shotgun modified for accuracy ( without replacing the barrel with a rifled one ) however has a more realistic spread, being able to put most pellets in someone or something's face at well over 50 yards when using buckshot.
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** A hunting shotgun modified for accuracy ( without (without replacing the barrel with a rifled one ) however one), however, has a more realistic spread, being able to put most pellets in someone or something's face at well over 50 yards when using buckshot.

* In ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R]]'', the Vollmer shotguns (first game's VK-12 and second game's Ultra92), very realistically, remain murder machines at medium range, and only lose effectiveness from some 40 meters and beyond. It's not because of the spread, though, as it remains a tight cone; the culprit is damage falloff - again, something quite realistic, as a shotgun's pellets don't resist drag as well as actual bullets. The SHO Series-3 pump action from ''Project Origin'' plays the trope a bit straighter, with less range and more spread than the Ultra92, but dealing slightly more damage because it's a pump-action; at the very least this is justified by having it load slightly larger 10-gauge shells rather than the ubiquitous 12-gauge.
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* In ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R]]'', the Vollmer shotguns (first game's VK-12 and second game's Ultra92), very realistically, remain murder machines at medium range, and only lose effectiveness from some 40 meters and beyond. It's not because of the spread, though, as it remains a tight cone; the culprit is damage falloff - again, something quite realistic, as a shotgun's pellets don't resist drag as well as actual bullets. The SHO Series-3 pump action from ''Project Origin'' plays the trope a bit straighter, with less range and more spread than the Ultra92, but dealing slightly more damage because it's a pump-action; at the very least this is justified by having it load slightly larger 10-gauge shells rather than the Ultra92's ubiquitous 12-gauge.12-gauge (also explaining why you [[UniversalAmmunition can't exchange ammo]]).

* 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 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.
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* 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.

* ''{{Vanquish}}'''s shotgun only deals ScratchDamage beyond about 2 or 3 meters.
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* ''{{Vanquish}}'''s ''VideoGame/{{Vanquish}}'''s shotgun only deals ScratchDamage beyond about 2 or 3 meters.
8th Feb '16 9:07:59 PM DastardlyDemolition
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* ''Double Action: Boogaloo'' has the SPAS-12 from ''VideoGame/HalfLife2''. While it has decent range the way the game functions, gaining "style points" for every shot that lands, getting close grants the highest points for the weapon plus the style points gained from [[DoubleJump pressing the style button while jumping.]]
21st Jan '16 9:33:11 PM DarkMask
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* From the SpectacleFighter ''{{VideoGame/Bayonetta}}'' are the Onyx Roses, a pair ([[ArmedLegs or quartet]]) of [[BlingOfWar black and gold]] sawed-off shotguns fueled by the souls of [[OurFairiesAreDifferent demonic fairies]]. Despite the fact they are guns, they have very short range and are best used as a melee-option weapon.
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* From the SpectacleFighter ''{{VideoGame/Bayonetta}}'' are the Onyx Roses, a pair [[DualWield pair]] ([[ArmedLegs or quartet]]) of [[BlingOfWar black and gold]] sawed-off shotguns fueled by the souls of [[OurFairiesAreDifferent demonic fairies]]. Despite the fact they are guns, they have very short range and are best used as a melee-option weapon.
21st Jan '16 9:30:34 PM DarkMask
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* From the SpectacleFighter ''{{VideoGame/Bayonetta}}'' are the Onyx Roses, a pair ([[ArmedLegs or quartet]]) of [[BlingOfWar black and gold]] sawed-off shotguns fueled by the souls of [[OurFairiesAreDifferent demonic fairies]]. Despite the fact they are guns, they have very short range and are best used as a melee-option weapon.
3rd Jan '16 1:50:27 AM TARINunit9
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** 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 each pellet from the shotgun deals its own damage when it hits a target. While natural spread will brutally weaken each shot's effectiveness, it is still quite possible to use a shotgun to finish off a low health enemy or mess with the aim of a sniper from a reasonable distance[[note]]in fact, it does a better job at this than most, due to the chance of hitting being multiplied by the number of pellets[[/note]].
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** 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 each pellet from the shotgun deals its own game doesn't just have Short Range Shotguns, it has Short Range ''Everything''. Every single bullet weapon save the Sniper Rifle experiences damage when it hits a target. falloff, and the shotguns are no exception. While natural spread will brutally weaken each shot's effectiveness, 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]].
28th Dec '15 8:20:01 AM Gitman
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* 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.
14th Dec '15 2:56:51 AM NozzDogg
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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.
9th Dec '15 3:21:47 AM zaqq
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* On the contrary, in ''VideoGame/MetalGearSolidVThePhantomPain'' every shotgun has a surprisingly good range and accuracy, making them effective up to 50 meters (about 165 feet), which must be a result of the addition of huge open-world environments. As in the previous game, it's possible to equip slugs, making the effective range even better.
5th Dec '15 11:44:11 AM nombretomado
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* ''SeriousSam'' follows the ''Doom'' example. The basic shotgun has a tight spread and can one-hit-kill a basic human soldier from several dozen feet away (assuming the headless soldiers are supposed to be equivalent to a human). Unfortunately, the vast majority of the enemies Sam faces are hardly basic or human; fortunately, most of them also love to run up to close range, which makes the Coach Gun (essentially the exact same weapon as Doom 2's Super Shotgun) so useful.
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* ''SeriousSam'' ''VideoGame/SeriousSam'' follows the ''Doom'' example. The basic shotgun has a tight spread and can one-hit-kill a basic human soldier from several dozen feet away (assuming the headless soldiers are supposed to be equivalent to a human). Unfortunately, the vast majority of the enemies Sam faces are hardly basic or human; fortunately, most of them also love to run up to close range, which makes the Coach Gun (essentially the exact same weapon as Doom 2's Super Shotgun) so useful.
23rd Nov '15 5:10:35 AM REV6Pilot
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A subtrope of ShortRangeLongRangeWeapon. May affect whether ShotgunsAreJustBetter.
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A subtrope of ShortRangeLongRangeWeapon. May How appropriate the cone of fire is for the situation may affect whether ShotgunsAreJustBetter.
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