History Main / ArbitraryGunPower

6th Jul '17 1:54:27 AM infernape612
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Depending on what you consider arbitrary, this trope is near universal to a varying extent in FPS video games, even seemingly realistic ones for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to get as large an advantage as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts, but as noted in some of the examples below, mods bringing guns closer to their reallife counterparts are often just as fun, so whether the necessity of employing this trope can be an open question.

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Depending on what you consider arbitrary, this trope is near universal to a varying extent in FPS video games, even seemingly realistic ones for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to get as large an advantage as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] {{Game Breaker}}s are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts, but as noted in some of the examples below, mods bringing guns closer to their reallife counterparts are often just as fun, so whether the necessity of employing this trope can be an open question.
8th May '17 1:59:11 AM TheWildWestPyro
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* ''Film/LastManStanding'', an American remake of Kurosawa's ''Yojimbo'', has Bruce Willis' Sanjuro-analogue armed with a pair of what appear to be normal automatic pistols that nonetheless strike with such incredible force, his victims are literally hurled dozens of feet through the air, sometimes while being folded in half, othertimes turning full flips midair. The guns have only normal recoil, as well, despite apparently firing full cannonballs at people.

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* ''Film/LastManStanding'', an American remake of Kurosawa's ''Yojimbo'', has Bruce Willis' Sanjuro-analogue armed with a pair of what appear to be normal automatic 1911 semiautomatic pistols that nonetheless strike with such incredible force, his victims are literally hurled dozens of feet through the air, sometimes while being folded in half, othertimes turning full flips midair. The guns have only normal recoil, as well, despite apparently firing full cannonballs at people.
4th May '17 2:49:26 PM FF32
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** ''VideoGame/{{Persona}}'', and ''Franchise/ShinMegamiTensei'' in general, do this so often that it's the king of GunsAreWorthless as from beginning to end, maybe except in the hands of characters who ''only'' use guns, they really are worthless.

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** ''VideoGame/{{Persona}}'', ''Franchise/ShinMegamiTenseiPersona'', and ''Franchise/ShinMegamiTensei'' in general, do this so often that it's the king of GunsAreWorthless as from beginning to end, maybe except in the hands of characters who ''only'' use guns, they really are worthless.
1st May '17 8:53:11 PM Kadorhal
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* Throughout the history of the ''VideoGame/CallOfDuty'' series, pistols compensate their small reserve ammo pool, bad range and relatively low accuracy (large cone of fire when hip-firing and no zoom when aiming down the sights) with '''incredible''' close-range firepower - even the diminutive 7.62x25mm of a Tokarev competes with the .30-06 of the M1 Garand on how few shots are needed to take an enemy down when you're within ten meters or so.[[labelnote:*]]The sole exception is the Executioner in ''VideoGame/CallOfDutyBlackOps2'' - being a revolver that loads shotgun shells, ShortRangeShotgun naturally takes priority, and as such it is basically impossible to kill someone in a single shot unless you are within the range that you could just knife them.[[/labelnote]]
** ''World At War'' gets ridiculous with its laughably-underpowered, damn-near-useless M1 Garand. As the basic US starter weapon, it's nerfed to the point that you'd think it was chambered in .22 Short. But the M1 carbine ([[MisidentifiedWeapons incorrectly called the [=M1A1=] in the game]]; that would actually be the paratrooper model with the folding stock) is somehow a HandCannon because it's the last weapon unlocked in the game. Except that in RealLife, the .30-06 semiauto Garand was (and still is) known for being exceptionally accurate, exceptionally durable and reliable, and was a proven "one shot, one kill" man-stopper, meaning the American GI was significantly better armed than his British, Russian, German, Japanese, or Italian counterparts. The carbine, on the other hand, was lightweight and durable, but its .30 Carbine round lacked the punch of the .30-06, and could sometimes require half or more of its magazine to put down a charging Japanese berserker. That's also ignoring the purest embodiment of this trope with the Garand and the bolt-action rifles, which will have their damage ratings boosted upon the attachment of a sniper scope for absolutely zero reason.
** In ''VideoGame/ModernWarfare'' and ''World at War'', in normal multiplayer mode, headshots take two to three shots to kill, unless it's a sniper rifle or certain weapons with Stopping Power. Hardcore mode seems to be an aversion at first glance (as you die much more easily), but this is only due to you having far fewer hit points, making bullets that might not hit the vitals act as an InstantDeathBullet as well. In both modes and all later games, melee and anything similar to it (throwing knives/tomahawk and ballistic knives), even if dealt to the ''foot'', is always an insta-kill.

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* Throughout the history of the ''VideoGame/CallOfDuty'' series, pistols compensate for their small reserve ammo pool, bad range and relatively low accuracy (large cone of fire when hip-firing and no zoom when aiming down the sights) with '''incredible''' close-range firepower - even the diminutive 7.62x25mm of a Tokarev competes with the .30-06 of the M1 Garand on how few shots are needed to take an enemy down when you're within ten meters or so.[[labelnote:*]]The sole exception is the Executioner in ''VideoGame/CallOfDutyBlackOps2'' - being a revolver that loads shotgun shells, ShortRangeShotgun naturally takes priority, and as such it is basically impossible to kill someone in a single shot unless you are within the range that you could just knife them.[[/labelnote]]
** ''World At War'' gets ridiculous with its laughably-underpowered, damn-near-useless M1 Garand. As the basic US starter weapon, it's nerfed to the point that you'd think it was chambered in .22 Short. But the M1 carbine ([[MisidentifiedWeapons incorrectly called the [=M1A1=] in the game]]; that would actually be the paratrooper model with the folding stock) is somehow a HandCannon because it's the last weapon unlocked in the game. Except that in RealLife, the .30-06 semiauto Garand was (and still is) known for being exceptionally accurate, exceptionally durable and reliable, and was a proven "one shot, one kill" man-stopper, meaning the American GI was significantly better armed than his British, Russian, German, Japanese, or Italian counterparts. The carbine, on the other hand, was lightweight and durable, but its .30 Carbine round lacked the punch of the .30-06, and could sometimes require half or more of its magazine to put down a charging Japanese berserker. That's also ignoring the purest embodiment of this trope with the Garand and the bolt-action rifles, which will have their damage ratings boosted upon the attachment of a sniper scope for absolutely zero reason.
reason other than because players expect sniper rifles to be more damaging (even when the only difference is a scope attached).
** In ''VideoGame/ModernWarfare'' and ''World at War'', in normal multiplayer mode, headshots take two to three shots to kill, unless it's a sniper rifle or certain weapons with Stopping Power. Hardcore mode seems to be an aversion at first glance (as you die much more easily), but this is only due to you having far fewer hit points, making bullets that might not hit the vitals act as an InstantDeathBullet as well. In both modes and all later games, games (except ''VideoGame/CallOfDutyBlackOps3'', which requires a dedicated melee weapon for it), melee and anything similar to it (throwing knives/tomahawk and ballistic knives), even if dealt to the ''foot'', is always an insta-kill.



** ''VideoGame/{{Persona}}'', and ''Franchise/ShinMegamiTensei'' in general, do this so often that it's the king of GunsAreWorthless as from beginning to end... they really are. Only averted by characters that only use guns and nothing but.

to:

** ''VideoGame/{{Persona}}'', and ''Franchise/ShinMegamiTensei'' in general, do this so often that it's the king of GunsAreWorthless as from beginning to end... end, maybe except in the hands of characters who ''only'' use guns, they really are. Only averted by characters that only use guns and nothing but.are worthless.



** A gun's damage in ''VideoGame/{{Fallout 4}}'' varies tremendously depending on which mods are equipped, despite most of them not changing the ammunition used. [[GunsDoNotWorkThatWay Even stranger]], the part that affects damage and fire rate is the receiver, which in real life is just the gun's ''casing''.f

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** A gun's damage in ''VideoGame/{{Fallout 4}}'' varies tremendously depending on which mods are equipped, despite most of them not changing the ammunition used. [[GunsDoNotWorkThatWay Even stranger]], the part that affects damage and fire rate is the receiver, which in real life is just the gun's ''casing''.f''casing'' - if anything should be affecting damage, it would probably be the barrel.



** ''VideoGame/HaloCombatEvolved''[='s=] standard issue assault rifle is weaker than the melee attack you can do with it, requiring some odd 20 rounds (1/3 of the magazine) to down an Elite. However, the pistol is one of the most powerful weapons in the game, allowing for a one shot of all the grunts and two shots for Elites. That said, the pistol/rifle comparison is at least semi-justified; [[AllThereInTheManual the pistol fires a]] ''[[HandCannon very]]'' [[http://en.wikipedia.org/wiki/.500_S%26W_Magnum large round]], but then again the assault rifle is also firing 7.62mm NATO, generally considered overpowered for the kind of close-range spraying the in-game weapon is actually used for. The melee's power is also justified, [[SuperSoldier because you're a Spartan]].

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** ''VideoGame/HaloCombatEvolved''[='s=] standard issue assault rifle is weaker than the melee attack you can do with it, requiring some odd 20 rounds (1/3 of the magazine) to down an Elite. However, the pistol is one of the most powerful weapons in the game, allowing for a one shot of all the grunts and two shots for Elites. That said, the pistol/rifle comparison is at least semi-justified; [[AllThereInTheManual the pistol fires a]] fires]] a ''[[HandCannon very]]'' [[http://en.wikipedia.org/wiki/.500_S%26W_Magnum large round]], but then again the assault rifle is also firing 7.62mm NATO, generally considered overpowered for the kind of close-range spraying the in-game weapon is actually used for. The melee's power is also justified, [[SuperSoldier because you're a Spartan]].



** ''VideoGame/GoldeneyeWii''[='=]s guns tend to get better within each class as you progress rather than matching the attributes (eg., power, effective range) of the particular real-life guns they were modeled after. The AK-47 (actually an AKM, as usual) gets particularly dismal ratings, and as a class, earlier assault rifles in general receive little benefit in accuracy over submachine guns on single shot, or even handguns in the games ratings, despite the very large differences of effective range in real life (which is particularly noticeable in larger levels). A real life AKM on semi-automatic should have double the effective range of an FN P90 (Vargen FH-7) or [=MP7=] (Stauger UA-1) and about ''8x'' the effective range of the handguns and TDI Vector (Strata SV-400).

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** ''VideoGame/GoldeneyeWii''[='=]s guns tend to get better within each class as you progress rather than matching the attributes (eg., power, effective range) of the particular real-life guns they were modeled after. The AK-47 (actually an AKM, as usual) gets particularly dismal ratings, and as a class, earlier assault rifles in general receive little benefit in accuracy over submachine guns on single shot, or even handguns in the games game's ratings, despite the very large differences of effective range in real life (which is particularly noticeable in larger levels). A real life AKM on semi-automatic should have double the effective range of an FN P90 (Vargen FH-7) or [=MP7=] (Stauger UA-1) and about ''8x'' the effective range of the handguns and TDI Vector (Strata SV-400).



** The first game follows PunchPackingPistol to a tee: 9mm rounds magically do more damage and are more accurate when fired out of a comparatively-tiny Glock 17 than when fired out of an [=MP5=] for whatever reason; the only reason the latter is even of any use at all is because of its underbarrel GrenadeLauncher. This gets especially ridiculous when using the official high definition pack (which can be enabled in the pause menu for the Steam version) or playing the [[UsefulNotes/PlayStation2 PS2]] port, where the [=MP5=] is replaced with a Colt Commando.
** Opposing Force's sniper rifle is incredibly powerful, behaving more like an anti-materiel rifle than the 7.62 bolt action it's supposed to be. It does more damage than the M2 Browning machine guns firing the ''much'' stronger .50 BMG round at higher velocities, and is powerful enough to one-shot any infantry unit and take down an attack helicopter in only a couple of hits.

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** The first game follows PunchPackingPistol to a tee: 9mm rounds magically do more damage and are more accurate when fired out of a comparatively-tiny Glock 17 than when fired out of an [=MP5=] for whatever reason; the only reason the latter is even of any use at all is because of its underbarrel GrenadeLauncher. This gets especially ridiculous when using the official high definition pack (which can be enabled in the pause menu for the Steam version) or playing the [[UsefulNotes/PlayStation2 PS2]] port, where the [=MP5=] is replaced with a Colt Commando.
Commando in 5.56mm.
** Opposing Force's ''Opposing Force''[='=]s sniper rifle is incredibly powerful, behaving more like an anti-materiel rifle than the 7.62 bolt action it's supposed to be. It does more damage than the M2 Browning machine guns firing the ''much'' stronger .50 BMG round at higher velocities, and is powerful enough to one-shot any infantry unit and take down an attack helicopter in only a couple of hits.


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* ''VideoGame/{{ArmA}} III'' is noted to take place [[TwentyMinutesIntoTheFuture in a near-future]] where body armor has advanced further beyond the protective abilities it has nowadays. NATO and the fictional CSAT have as such upgraded to more powerful standard weapons utilizing caseless 6.5x39mm bullets to compensate, and can still drop foes in one or two bullets, but this makes life hell for the indigenous army of Altis and the local guerillas, who as standard issue are stuck with old 5.56mm weapons that are now about as effective as bee stings - you can shoot a man wearing even a simple pilot helmet in the head and face multiple times with the AAF's "Mk 20" (an FN F2000), and until you've put at least five or six of them into his brain all you'll accomplish is turning yourself into a mild annoyance. This also makes pistols generally worthless as well, outside the "heavy" ones in .45.
6th Mar '17 1:28:44 PM Yukianesa
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** {{Averted|Trope}} in most cases, really a failed To Wound roll with firearms means the target ''was'' hit, but was wounded non-fatally and not incapacitated. A failed armor roll either means the firearm pierced the target's armor or hit them in a place where the armour couldn't protect (say, a lasgun-toting conscript taking out a Space Marine with a lucky shot [[EyeScream through the visor]]). Since most infantry only have one wound, this means they can be killed by a good hit easily. On the other hand, there are infantry which have more than one wound. They may be very badass non-humans which served as a more reasonable justification, but may be simply very badass humans that play the trope straight: [[BadassGrandpa Commissar Yarrick]], for instance, who is apparently a normal human pushing 70 and can not only survive three consecutive blasts from a fusion gun, but still get back up and give the opponent a PowerFist to the face.
22nd Jan '17 6:13:16 PM thatother1dude
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** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' can take ''five'' head shots just to remotely damage an alert enemy, including regular humans, but then you make a sneak attack and suddenly they drop from a single pistol bullet to the torso.
** The tier system and western theme in ''New Vegas'' lead to a situation where the stereotypical cowboy weapon is better at any given level than most of the rest, especially with the "Cowboy" perk. This means a .357 Magnum revolver is more powerful than most .223/5.56mm rifles, and a .44 Magnum revolver is more powerful than both .308 rifles (as is the 12.7mm pistol, which is essentially the in-universe equivalent of the Desert Eagle). On the other hand, [[ArmorPiercingAttack AP]] rounds for the more modern rifles can ignore much more of an enemy's damage threshold than older rifles or pistol rounds (5.56mm, .308, and .50 MG AP all ignore 15; .45, .44, 45-70 Gov't can at best ignore between 4 and 6 while no 12.7mm variants have any AP properties). Still, you won't be using these rounds very often; point-for-point extra damage is objectively better than DT reduction, and these DT modifications apply even when those rifle rounds [[HandCannon are used by pistols]] (like [[Film/BladeRunner That Gun]] and its generic version the 5.56mm pistol, which both cause more damage per shot than any rifle using the same round).

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** ''VideoGame/{{Fallout 3}}'' The tier system and western theme in ''VideoGame/FalloutNewVegas'' can take ''five'' head shots just to remotely damage an alert enemy, including regular humans, but then you make a sneak attack and suddenly they drop from a single pistol bullet to the torso.
** The tier system and western theme in ''New Vegas''
lead to a situation where the stereotypical cowboy weapon is better at any given level than most of the rest, especially with the "Cowboy" perk. This means a .357 Magnum revolver is more powerful than most .223/5.56mm rifles, and a .44 Magnum revolver is more powerful than both .308 rifles (as is the 12.7mm pistol, which is essentially the in-universe equivalent of the Desert Eagle). On the other hand, [[ArmorPiercingAttack AP]] rounds for the more modern rifles can ignore much more of an enemy's damage threshold than older rifles or pistol rounds (5.56mm, .308, and .50 MG AP all ignore 15; .45, .44, 45-70 Gov't can at best ignore between 4 and 6 while no 12.7mm variants have any AP properties). Still, you won't be using these rounds very often; point-for-point extra damage is objectively better than DT reduction, and these DT modifications apply even when those rifle rounds [[HandCannon are used by pistols]] (like [[Film/BladeRunner That Gun]] and its generic version the 5.56mm pistol, which both cause more damage per shot than any rifle using the same round).
22nd Jan '17 6:11:52 PM thatother1dude
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But of course, TropesAreTools - if it makes a game PVPBalanced because of it, it sure seems much less arbitrary then. Some weapons in multiplayer first-person shooters are balanced based on rate of fire rather than caliber to avoid min-maxing: in a game, a gun that fires rapidly ''and'' does high damage will always be more widely used than a gun that does only one of the two. However, some games tend to balance that with recoil, making the gun harder to control, or accuracy, making its rapid fire only useful in close ranges.

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But Depending on what you consider arbitrary, this trope is near universal to a varying extent in FPS video games, even seemingly realistic ones for a multitude of course, TropesAreTools - if it makes a game PVPBalanced because reasons. A major root of it, it sure seems much less arbitrary then. these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to get as large an advantage as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts, but as noted in some of the examples below, mods bringing guns closer to their reallife counterparts are often just as fun, so whether the necessity of employing this trope can be an open question.

Some weapons in multiplayer first-person shooters are balanced based on rate of fire rather than caliber to avoid min-maxing: in a game, a gun that fires rapidly ''and'' does high damage will always be more widely used than a gun that does only one of the two. However, some games tend to balance that with recoil, making the gun harder to control, or accuracy, making its rapid fire only useful in close ranges.



* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts, but as noted in some of the examples below, mods bringing guns closer to their reallife counterparts are often just as fun, so whether the necessity of employing this trope can be an open question.



*** The tier system and western theme in ''New Vegas'' lead to a situation where the stereotypical cowboy weapon is better at any given level than most of the rest, especially with the "Cowboy" perk. This means a .357 Magnum revolver is more powerful than most .223/5.56mm rifles, and a .44 Magnum revolver is more powerful than both .308 rifles (as is the 12.7mm pistol, which is essentially the in-universe equivalent of the Desert Eagle).
*** On the other hand, [[ArmorPiercingAttack AP]] rounds for the more modern rifles can ignore much more of an enemy's damage threshold than older rifles or pistol rounds (5.56mm, .308, and .50 MG AP all ignore 15; .45, .44, 45-70 Gov't can at best ignore between 4 and 6 while no 12.7mm variants have any AP properties). Still, you won't be using these rounds very often; point-for-point extra damage is objectively better than DT reduction, and these DT modifications apply even when those rifle rounds [[HandCannon are used by pistols]] (like [[Film/BladeRunner That Gun]] and its generic version the 5.56mm pistol, which both cause more damage per shot than any rifle using the same round).
** ''VideoGame/{{Fallout 4}}'' carries on this tradition in earnest, despite the devs claiming combat is overhauled and less awkward. They also seem to take a page out of Boris The Bullet-Dodger's playbook that [[GunsDoNotWorkThatWay "heavy is good"]] in terms of damage; the heavier a gun is, the more damage it will deal.
** On the other hand, all bets are off when it comes to {{Game Mod}}s for any of the games. The fanbase has proven to have a number of gun nuts with programming experience who are willing to [[AvertedTrope make gun power as non-arbitrary as possible]], "game balance" be damned.

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*** ** The tier system and western theme in ''New Vegas'' lead to a situation where the stereotypical cowboy weapon is better at any given level than most of the rest, especially with the "Cowboy" perk. This means a .357 Magnum revolver is more powerful than most .223/5.56mm rifles, and a .44 Magnum revolver is more powerful than both .308 rifles (as is the 12.7mm pistol, which is essentially the in-universe equivalent of the Desert Eagle). \n*** On the other hand, [[ArmorPiercingAttack AP]] rounds for the more modern rifles can ignore much more of an enemy's damage threshold than older rifles or pistol rounds (5.56mm, .308, and .50 MG AP all ignore 15; .45, .44, 45-70 Gov't can at best ignore between 4 and 6 while no 12.7mm variants have any AP properties). Still, you won't be using these rounds very often; point-for-point extra damage is objectively better than DT reduction, and these DT modifications apply even when those rifle rounds [[HandCannon are used by pistols]] (like [[Film/BladeRunner That Gun]] and its generic version the 5.56mm pistol, which both cause more damage per shot than any rifle using the same round).
** A gun's damage in ''VideoGame/{{Fallout 4}}'' carries varies tremendously depending on this tradition in earnest, which mods are equipped, despite most of them not changing the devs claiming combat is overhauled and less awkward. They also seem to take a page out of Boris The Bullet-Dodger's playbook that ammunition used. [[GunsDoNotWorkThatWay "heavy is good"]] in terms of damage; Even stranger]], the heavier a gun is, the more part that affects damage it will deal.
** On
and fire rate is the other hand, all bets are off when it comes to {{Game Mod}}s for any of receiver, which in real life is just the games. The fanbase has proven to have a number of gun nuts with programming experience who are willing to [[AvertedTrope make gun power as non-arbitrary as possible]], "game balance" be damned.gun's ''casing''.f



* ''VideoGame/ParasiteEve'' plays this trope straight when you attempt to increase the firing rate. Modifying a single-shot weapon to fire two rounds at once causes its bullets to only deal around sixty percent their original damage, for instance.
** Averted, however, by the sequel, where a 9mm bullet will deal the same damage regardless of the gun that fires it. The difference between guns is weight (how much is slows you down/how long it takes to ready it), range, and rate of fire. Generally speaking, the higher rate of fire weapons, like the [=M93R=] you start with, have shorter ranges and weigh more. Single shot weapons also have a slightly better chance of a critical hit.

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* ''VideoGame/ParasiteEve'' plays this trope straight when you attempt to increase the firing rate. Modifying a single-shot weapon to fire two rounds at once causes its bullets to only deal around sixty percent their original damage, for instance.
**
instance. Averted, however, by the sequel, ''VideoGame/ParasiteEve2'', where a 9mm bullet will cartridges deal the same damage regardless of the gun that fires it. it--instead of getting more powerful guns, you get more powerful ''ammo''. The difference between guns of the same caliber is weight (how much is slows you down/how long it takes to ready it), range, and rate of fire. fire, and critical hit rate. Generally speaking, the higher rate of fire weapons, like the [=M93R=] you start with, have shorter ranges and ranges, weigh more. Single shot weapons also more, and have a slightly better worse chance of a critical hit.
22nd Jan '17 3:20:41 AM icewater
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* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts.

to:

* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce Game Changers, whereas in games the exact opposite is true, in games [[GameBreaker Gamebreakers]] are to be avoided, as are unsporting and boring but effective tactics like spamming bullets. These core differences almost inevitably lead to a divergence between the abilities of firearms in games vs their RealLife counterparts.counterparts, but as noted in some of the examples below, mods bringing guns closer to their reallife counterparts are often just as fun, so whether the necessity of employing this trope can be an open question.
22nd Jan '17 3:15:47 AM icewater
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* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce game changers, whereas in games the exact opposite is true games [[GameBreaker Gamebreakers]] are to be avoided, and unsporting but effective tactics like spam are to be discouraged. These core differences almost inevitably lead to differences in abilities of weapons, even those with the same name and appearance.

to:

* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce game changers, Game Changers, whereas in games the exact opposite is true true, in games [[GameBreaker Gamebreakers]] are to be avoided, and as are unsporting and boring but effective tactics like spam are to be discouraged. spamming bullets. These core differences almost inevitably lead to differences in a divergence between the abilities of weapons, even those with the same name and appearance.firearms in games vs their RealLife counterparts.
22nd Jan '17 3:09:58 AM icewater
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* Depending on what you consider arbitrary, this trope is near universal to a varying extent in fps video games, even [[http://www.popularmechanics.com/culture/gaming/a2738/4255750/ seemingly realistic ones]] for a multitude of reasons. A major root of these differences is that games in general are designed to be fair, winnable, and balanced, whereas in RealLife the idea is to be as unfair, unwinnable, and unbalanced against your enemy as possible. In RealLife weapons designers love to produce game changers, whereas in games the exact opposite is true games [[GameBreaker Gamebreakers]] are to be avoided, and unsporting but effective tactics like spam are to be discouraged. These core differences almost inevitably lead to differences in abilities of weapons, even those with the same name and appearance.
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