Plus you don’t even have the only valid excuse in Doom II which is “its early in the game and I haven’t unlocked the super shotty yet”, since its a class-based multiplayer and you get all the weapons your class is entitled to upon spawning in. Yeah, even Demoman, who has no other hitscan weapon. ![]() Some other weapon of yours is better in any situation unless you’ve otherwise ran out of ammo. If you’re playing a class that uses a single-shotty ( Scout, Soldier, Pyro, Demoman, Heavy, and Medic), don’t bother. If you’re playing a class that gets a super shotty ( Engineer, Heavy Weapons Guy, Medic, Soldier, and Spy), use it. Team Fortress Classic (and its predecessor Quake Team Fortress) was no stranger to these concepts, and almost all of these reasons still factor identically into the relationship between the two shotguns available to players. Of course, other weapons are better choices for long range (If I had to, personally I usually used the pistol over either shotgun) and running out of ammo is rarely a concern, so none of these reasons really strike it home for the poor single shotty. The Ur-Example is probably Doom II, which introduced as its only new weapon to the franchise a double-barrel shotgun, which was the first weapon in the game to have a clip you had to reload (which really cast an odd light on all the weapons in Doom I, I guess that pistol can carry 200 rounds without having to reload?) It set the precedent for reasons why anyone would care about the single-shotgun you get it earlier than the game, it uses half as many shells per shot, and its reduced pellet spread lets you deal more damage at long ranges. Loads of games seem to like giving you two shotguns, one of which is pretty much twice as good as the other. ![]() Not really TF2-related, but I thought I might take this opportunity to talk about a trend in shooters I’ve noticed.
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