How much spread does a shotgun have




















Terraria Links. Wiki Community. Contribute Help contents Things to do. Rules Video policy Style guide. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 3. Weapon Crafting material. In Wasteland 2 , shotguns do tend to have shorter effective ranges than rifles, energy weapons, and machine guns. On the other, their effectiveness and damage output within that range is pretty much constant, plus they spray the pellets in cones, allowing them to do the same base damage to all enemies within the attack cone, which is especially useful at longest possible range, where the cone is at its widest.

To further complicate matters, there are shotgun mods that either shorten the range but widen the cone, or the opposite.

Inverted in 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.

They have more base damage than assault rifles and have a higher Critical Hit chance, but accuracy drops very sharply past a few meters — by contrast, the close range aim bonus is double that of a pistol or rifle. A loading screen tip advises that using a pistol will be more accurate than the shotgun at a lot of ranges for your shotgunner s if need be, such as Overwatch in large open areas. Shotguns make a return in XCOM 2 with essentially the same accuracy mechanics, only they're used by Rangers , who don't carry a pistol.

It even provides a unique one-shot-per-mission ability that never misses. Funnily, upgrading it to incorporate magnetic or plasma technology doesn't change anything about it firing grapeshot.

Girls Frontline invokes this in a manner of speaking. Tactical Dolls armed with shotguns don't actually have a reduced range compared to T-Dolls with any other weapon type, and the bonus to firing range you get for having anyone in the right-most column still applies for shotguns. Survival Horror Games.

In Alan Wake , this is actually a good thing, as you can take out multiple enemies with one blast if you're far enough away. Furthermore, enemies primarily use melee attacks, generally rendering range a near non-issue and making the shotguns typically more effective in most situations than the ridiculously-powerful but rarer and more-ammo-limited hunting rifle.

The budget game Land of the Dead: Road to Fiddler's Green strictly enforced the "close range only" rule by having shotgun pellets disappear once they've cleared about ten feet from the muzzle; anything outside that range won't be hit at all. All Resident Evil games feature this, but because the vast majority of enemies in those games are 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: Resident Evil 4 's Striker is an exaggerated example. It has absurd spread that requires it to be fired at near point blank to knock back enemies. The Riot Gun has it much better with its tight spread and low damage fall-off making it a medium range weapon that lets you line up headshots. The exclusive upgrade for the standard shotgun removes damage fall-off for the pellets but since the spread remains the same, the damage and knockback remain minimal past its usual range.

In Resident Evil 5 , one of the pellets will always go exactly where the players aims, so accurate players can effectively use a shotgun to pick off ranged-attack enemies. Resident Evil: Revelations has custom parts which boost the power of a gun when you hit something that's within a few feet of you. While it works for several of the guns, the shotguns are the clear intended recipient.

Resident Evil 7: Biohazard 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. Third-Person Shooters.

Alpha Protocol : With a low-grade shotgun and no skill in shotguns, they're next to useless except at short range. However, amp up your shotgun skills, buy a high-grade shotgun, and equip it with mods to reduce scatter, and the shotgun becomes a medium-range murder machine that can easily blow enemies off their feet and blast through their armor.

Even enemies all the way across the room will get knocked off their feet from a well-placed shotgun blast. Army Men : 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 if you fire at the wrong time. In Custom Robo , the Shotgun Gun Part deals fantastic damage, is near impossible to dodge, and near-guarantees the Overload of your target, but the shot instantly dissipates at a range of about two times the width of your Robo. Generally only useful for those models that can get in and out of range quickly. 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 pressing the style button while jumping.

Firefall : Shotguns the secondary optional weapons, Arsenal battleframe ability "Combat Shotgun", Plasma Cannon alt-fire — all have wide-angle conical spread.

A pretty big circle without reticles takes place of crosshair for shotguns and hints how short effective range is. In Gears of War , shotguns are useless at more than five to ten meters but completely destroy when closer. If you are caught in close range combat with your machine gun, the only reliable way to kill them is to get a chainsaw kill.

Since the cover and movement system makes closing in very easy, it doesn't need to effective from any further. 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 Ludicrous Gibs range so that you have to be much closer to make the One-Hit Kill.

The balancing attempt is hurt, however, by the fact that the Lancer and Hammerburst need to be tracked onto someone sliding around the field like a Zigzagoon with 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 Sawed-Off Shotgun next to the series staple Gnasher Shotgun. The Gnasher is just as "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 leave revive bait around or just get lucky , you can 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 less effective than the Gnasher at mid range, it now fires with the same spread, it can pump out two shots in quick succession , and it reloads a lot faster. Reliance on shotguns wasn't mitigated, per-se , but it's no longer rewarded in casual play like it used to be, with public matches now 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 secondary draw is now more than just a humiliation move , and weakening opponents with rifle fire before they close won't screw you over.

Wallbouncing is still a thing , but it's useful for everyone, not just shotgun warriors. The absolute worst was the Claymore, which was almost completely useless outside melee range which is invaluable for a Vanguard , but problematic for everyone else. This was thankfully fixed in Mass Effect 3. 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 "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. There are, however, two new shotguns that play this trope completely straight: the Reegar Carbine and the N7 Piranha. The Reegar shoots a 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 Armored targets are also fair game if you use Incendiary ammunition , and 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. And then we have the M Talon, a revolver, shotgun, pistol. Massive damage, but you have to practically feel the enemy's breath on your face to use it effectively.

That said, a fully upgraded Talon X is a viable weapon up to mid-range, especially since even a single pellet striking a human oid enemy's head is often enough for a One-Hit Kill , so the gun's spread can actually be an advantage. The effort of getting it to that level, however, is what puts the Talon back into this territory most of the time. While initially conceived as a sniper class, an Infiltrator's Tactical Cloak allows them to get right under the enemy's nose unseen.

Tactical Cloak also significantly increases damage, meaning that the high base damage of most shotguns turns into a One-Hit Kill against most enemies. Shotgun Infiltrators are actually very popular in multiplayer for exactly that reason and some nasty bugs that screwed primarily with Vanguards. The shotgun in The Matrix: Path of Neo has the "about 5 or so meters" range, but is actually quite accurate.

In Max Payne 3 , all shotguns other than the sawed-off note Even the sawed-off can be pretty accurate if you get the golden version, which trades buckshot for solid slugs. The two previous installments play the trope straight, although it's not really noticeable because there's not much long-range combat. Metal Gear : In Metal Gear Solid 4: Guns of the Patriots and its now-defunct multiplayer component Metal Gear Online , both the standard pump-action Remington and semi-automatic Saiga 12 play this trope straight, doing very little damage beyond close range, and also with the caveat for semi-auto shotguns so the Saiga is actually worse at range despite having a longer barrel than the Remington.

Bizarrely, despite this, you can stick a red-dot or a 4X ACOG on the , even if 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 m while the other shotguns only have m. 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 away half health. In Metal Gear Solid V: The Phantom Pain , shotguns have a surprisingly good range and accuracy, making them effective up to some 50 meters.

This probably was implemented because unlike previous games The Phantom Pain takes place in a huge open world environment.

It's also possible to use slugs, making the effective range even better. In Microvolts , shotguns are most effective when you're so close up that you could just as easily use your melee weapon. In Psi-Ops: The Mindgate Conspiracy , the shotgun is extremely powerful at close range, but practically worthless beyond that. It is crippled by its inaccuracy and low ammo capacity.

Splinter Cell: Blacklist zigzags this trope. Unmodified shotguns do huge damage at close range but barely touch enemies if you're further away. Loading them with slugs, however, upgrade their effective range to only slightly less than that of an assault rifle. The shotguns in Star Wars: Battlefront are much shorter-ranged than most weapons, but not cripplingly so; on enclosed maps Tantive IV, Death Star, Coruscant, the like they are at least as good as the assault rifle, especially in Battlefront II with the unlockable Flechette Shotgun.

Vanquish 's shotgun only deals Scratch Damage beyond about two or three meters. In Warframe , shotguns suffered from this until Update 17, which put a cap on damage falloff and buffed their damage.

They're still best at close range, but they're not completely ineffective at distances anymore. In the rebooted Tomb Raider trilogy , shotguns won't deal their full damage until the target is close enough to stick their finger s in the barrel s. Allowing the enemy to get that close makes the difference between expending one shell or two to take it down note Shadow in particular has extremely scarce ammo pickups, so every shot that doesn't kill hurts in more than one way , but if you miss, things can get ugly fast, especially on higher difficulty settings where a single hit in melee is enough to almost kill Lara.

Top-Down Shooters. Shotguns in Alien Shooter tend to follow the trope. If you're firing at a single target, and said target is a way away, you'll be missing more than hitting. The situation is ameliorated by the fact that you're never firing at a single target, the game being the sort that'll throw dozens and dozens at enemies at you at the same time. As a result, blindly firing a shotgun at the approaching crowd is a good technique to decrease the swarm's health as a whole. The Shotgun and Vindicator in Alien Swarm use this trope.

At close range, they do insane damage. Anything farther than mid range and the shots will either do minimal damage or just not hit the target at all. In Hotline Miami , one or two bullets from any gun are enough to kill anyone , including shotgun pellets. In some cases, shotguns are better at long range as opposed to the assault rifle if you want to kill multiple mooks in an open area from far away, since the spread covers a large area and gives them less time to react to it.

Wide-Open Sandbox Games. In The Godfather , the shotgun packs a powerful punch regardless of range. This is a good thing, as the game's relatively realistic way of handling firearm damage makes engaging enemies at close range a bad idea. In that game, shotguns are loaded with buckshot and do the whole short range with low damage from far way thing Against vehicles, they hit like explosive slugs no matter how far away they're shot from, and can wreck a vehicle in a handful of shots, especially in the hands of the enemy.

Hope you found all of the packages in Portland before pissing off The Mafia. In Grand Theft Auto V , you still have to be pretty close to get a One-Hit Kill bodyshot, but you can score headshots at a good distance, since enemies will die if so much as a single pellet strikes them in the head.

Phoenix : Whoops! I never got you this info. I'll get on it. This information is technically accurate as of the closed beta, but should also be accurate to. Spread values are a maximum perpendicular unit value calculated at units distance. So, if you have a horizontal spread of units, it means at units from the shooter, the pattern can reach a maximum of units width.

I plan on using the above formula to retro-adjust my code to more closely match the angle values in Doom. The Doom Single Shotgun never had vertical spread. This minor vertical spread was added for Gen on artistic license.

Pellet count on the original shotty was actually 7 pellets. I changed it to 9 to make the pattern a little less "gappy" and compensated by adjusting the damage value slightly. For Oldschool mode it will get 7 pellets. Discrimination in university employment, programs, or activities based on race, color, ethnicity, sex, pregnancy, religion, national origin, disability, age, sexual orientation, genetic information, status as a U.

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