History Main / AteamFiring

20th Apr '17 2:06:37 AM AnotherDuck
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The ineffective deployment of MoreDakka. Bullets fly left, right and center, but no one is getting hit. Their remarkable ability to expend enormous amounts of ammunition without managing to hit anyone ([[RedShirt impor]][[{{Mooks}} tant]]) distinguishes them as honor graduates from the ImperialStormtrooperMarksmanshipAcademy.

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The ineffective deployment of MoreDakka. Bullets fly left, right and center, but no one is getting hit. Their remarkable ability to expend enormous amounts of ammunition without managing to hit anyone ([[RedShirt impor]][[{{Mooks}} tant]]) ([[{{Mooks}} important]]) distinguishes them as honor graduates from the ImperialStormtrooperMarksmanshipAcademy.
14th Apr '17 11:41:22 AM MasterofGalaxies4628
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The opposite of this trope is ImprobableAimingSkills, and the bladed weapon counterpart is {{Flynning}}, in which swords clash but nobody goes for the kill. See also BloodlessCarnage and NonLethalWarfare, which often motivate this trope. Compare ImperialStormtrooperMarksmanshipAcademy, when this trope only seems to apply to the bad guys and the heroes returning fire are picking off one Stormtrooper per shot, and PowerfulButInaccurate, when the inaccuracy is canonically a property of the weapon.

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The opposite of this trope is ImprobableAimingSkills, and the bladed weapon counterpart is {{Flynning}}, in which swords clash but nobody goes for the kill. See also BloodlessCarnage and NonLethalWarfare, which often motivate this trope. Compare ImperialStormtrooperMarksmanshipAcademy, when which is this trope only seems specifically applied to apply to the bad guys and the heroes returning fire are picking off one Stormtrooper per shot, {{mooks}}, and PowerfulButInaccurate, when the inaccuracy is canonically a property of the weapon.
26th Mar '17 2:37:07 AM jgkitarel
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*** First, instead of standard targets (i.e. precision bullseyes), targets such as the US Armed Forces E-Type silhouette are used. This trains soldiers to fire at human shaped targets.
*** Second, rewards for good performance on the range ranging from shinies to add to the uniform, to added pay (old method, still used for specialized marksmen such as snipers in some cases), to unofficial rewards such as a three or four day pass.
*** Third, training to react to fire: You get shot at, you return fire if you can see the enemy. This training method alone raised the firing rates to 95% in Vietnam.

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*** First, instead of standard targets (i.e. precision bullseyes), targets such as the US Armed Forces E-Type silhouette are used. This trains soldiers to fire at human shaped targets.
targets. It also trains them to aim for center mass, increasing the likelihood to hit the target.
*** Second, rewards for good performance on the range ranging from shinies to add to the uniform, uniform (or keeping the shinies, like marksmanship medals), to added pay (old method, still used for specialized marksmen such as snipers in some cases), to unofficial rewards such as a three or four day pass.
*** Third, training to react to fire: You get shot at, you return fire if you can see the enemy. enemy (or know where the enemy actually is). This training method alone raised the firing rates to up to 95% in Vietnam.Vietnam. [[note]]accuracy is not as important here as suppressive fire is.[[/mote]]
15th Mar '17 11:39:10 PM TheLearnedSoldier
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*** From mid-late 1863 onward the war started to look a lot more like later UsefulNotes/WorldWarOne with trenches, wire, machine guns, and even gas and landmines, with the blood-drenched Siege of Petersburg perhaps best encompassing this. The lessons learned in this war and the later UsefulNotes/SpanishAmericanWar are a large part of why the US was so devastating upon entering into WW1, aside from the fact they were fresh; they simply had already learned the lessons everyone else was struggling to figure out for four years. The Japanese had the same advantage, coming into the war fresh from the UsefulNotes/RussoJapaneseWar which was fought with many of the same tactics as WW1.

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*** From mid-late 1863 onward the war started to look a lot more like later UsefulNotes/WorldWarOne with trenches, wire, machine guns, and even gas and landmines, with the blood-drenched Siege of Petersburg perhaps best encompassing this. The lessons learned in this war and the later UsefulNotes/SpanishAmericanWar are a large part of why the US was so devastating upon entering into WW1, aside from the fact they were fresh; they simply had already learned the lessons everyone else was struggling to figure out for four years. The Japanese had the same advantage, coming into the war fresh from the UsefulNotes/RussoJapaneseWar which was fought with many of the same tactics as WW1.WW1, and it shows. The Japanese--an Allied power at the time--held down the entire Pacific Theatre virtually single-handedly.
15th Mar '17 11:30:31 PM TheLearnedSoldier
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**** From mid-late 1863 onward the war started to look a lot more like later UsefulNotes/WorldWarOne with trenches, wire, machine guns, and even gas and landmines, with the blood-drenched Siege of Petersburg perhaps best encompassing this. The lessons learned in this war and the later UsefulNotes/SpanishAmericanWar are a large part of why the US was so devastating upon entering into WW1, aside from the fact they were fresh; they simply had already learned the lessons everyone else was struggling to figure out for four years. The Japanese had the same advantage, coming into the war fresh from the UsefulNotes/RussoJapaneseWar which was fought with many of the same tactics as WW1.
14th Mar '17 4:46:23 PM bobwolf
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* ''Film/DawnOfThePlanetOfTheApes'' has the apes as pretty poor shots, mostly just spraying bullets. Considering that all of them have never held a gun before, it's pretty realistic.
24th Feb '17 8:45:35 PM Kadorhal
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** Any attempt at accuracy was further bodged by the enormous amounts of smoke black gunpowder would produce. After more than a few volleys of men doing this, and the battlefield was shrouded in gray-black smoke.

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** Any attempt at accuracy was further bodged by the enormous amounts of smoke black gunpowder would produce. After more than a few volleys of men doing this, and the battlefield was shrouded in gray-black smoke.



** This trope was {{inverted|Trope}} during UsefulNotes/TheAmericanCivilWar when the new rifles actually tended to hit what they were pointed at, with disastrous consequences. This was the result of infantry weaponry recently becoming more advanced and deadly, but the doctrine of their use was still based around that of massed volleys of musket fire.

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** This trope was {{inverted|Trope}} during UsefulNotes/TheAmericanCivilWar when the new UsefulNotes/TheAmericanCivilWar, where newer rifles actually tended to hit what they were pointed at, with disastrous consequences. This was the result of infantry weaponry recently becoming more advanced and deadly, but the doctrine of their use was still based around that of massed volleys of musket fire.



** Actually, that would largely be because most First World armies now emphasize fire and maneuver and copious use of suppression fire. The reason a large portion of gunfire doesn't impact into the namely is because it's not MEANT to impact into the enemy, but to force the enemy to duck and cover to allow somebody to go around and fire into them at close range.

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** Actually, that would largely be because most First World armies now emphasize fire and maneuver and copious use of suppression fire. The reason a large portion of gunfire doesn't impact into the namely is because it's not MEANT ''meant'' to impact into the enemy, but to force the enemy to duck and cover to allow somebody to go around and fire into them at close range.
24th Feb '17 12:18:13 AM Kadorhal
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* One of the main gameplay mechanics behind ''VideoGame/PAYDAY2'' is that weapons have stats determining how accurate they are (how close to the center of the screen the bullets land) and how stable they are (how much recoil causes them to pull upwards). Attachments can be added as well to modify their stats, but for the most part increasing one stat means decreasing another, requiring a player to focus on high accuracy (needing time to recenter the gun after every shot) or on high stability (keeping the gun stable in auto-fire but with a noticeably-large cone of fire decreasing the effective range to medium or even close range). Going for high concealment (so guards and civilians don't notice you as fast and call an alarm in stealth gameplay) usually requires sacrificing ''both''. The fire-mode-locking mods exemplify this further, with the one that locks weapons on semi-auto increasing accuracy while decreasing stability, and the one that locks weapons to full-auto doing the opposite.

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* One of the main gameplay mechanics behind ''VideoGame/PAYDAY2'' is that weapons have stats determining how accurate they are (how close to the center of the screen the bullets land) and how stable they are (how much recoil causes them to pull upwards). Attachments can be added as well to modify their stats, but for the most part increasing one stat means decreasing another, requiring meaning that to make a gun stable under automatic fire, or heavily concealable for stealth, the player will almost always have to focus sacrifice any semblance of accuracy; failing that, focusing on high accuracy (needing time to recenter the gun after every shot) or on high stability (keeping the gun stable in auto-fire but with a noticeably-large cone of fire decreasing the effective range to medium or even close range). Going for high concealment (so guards and civilians don't notice you as fast and call an alarm in stealth gameplay) will usually requires sacrificing ''both''. impact the stability, requiring slow and careful shot placement because the weapon will pull up a noticeable amount with each bullet fired, especially in full-auto. The fire-mode-locking mods exemplify this further, with the one that locks weapons on semi-auto to lock a weapon in semi-automatic increasing accuracy while decreasing stability, and the one that locks weapons to one in full-auto doing the opposite.



** Example two: Ed Wuncler and Gin Rummy with semi-automatic assault rifles versus three Middle Eastern store owners with handheld automatics. None of the gunmen are hit, Huey and Riley took cover and are apparently OK, and the one policeman? He got hit, but he was OK. In fact he managed to stand up and get shot again.

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** Example two: Ed Wuncler and Gin Rummy with semi-automatic assault rifles versus three Middle Eastern store owners with handheld automatics. None of the gunmen are hit, Huey and Riley took cover and are apparently OK, and the one policeman? He got hit, but he was OK. OK because of his body armor. In fact fact, he managed to stand up and get shot again.again - and survived that, too.
23rd Feb '17 4:17:48 PM Kadorhal
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* ''Full Spectrum Warrior'' uses the suppressive fire tactical variation, given its roots as a military simulation. The game often required you to order your soldiers (individually, or as an entire four-man squad) to lay down suppressive fire on any enemies in a given direction in order to advance; any enemies in that direction will be forced to remain behind cover and will not return fire while being suppressed. While suppressive fire might, on rare occasion, score a hit on an enemy, this was typically so your other soldiers could safely advance, flank, and shoot the enemy with a more precise volley without being shot at themselves. This was counter-balanced by the fact that suppressive fire burned your ammo quickly, and you could only resupply at specific points on the map.

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* ''Full Spectrum Warrior'' ''VideoGame/FullSpectrumWarrior'' uses the suppressive fire tactical variation, given its roots as a military simulation. The game often required you to order your soldiers (individually, or as an entire four-man squad) to lay down suppressive fire on any enemies in a given direction in order to advance; any enemies in that direction will be forced to remain behind cover and will not return fire while being suppressed. While suppressive fire might, on rare occasion, score a hit on an enemy, this was typically so your other soldiers could safely advance, flank, and shoot the enemy with a more precise volley without being shot at themselves. This was counter-balanced by the fact that suppressive fire burned your ammo quickly, and you could only resupply at specific points on the map.



* In ''Gods and Generals'' video game, the enemies miss at point-black range.



* ''VideoGame/SuperSmashBrosBrawl''. The CPU players tend to do this when armed with the Cracker Launcher.

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* ''VideoGame/SuperSmashBrosBrawl''.''VideoGame/SuperSmashBros Brawl''. The CPU players tend to do this when armed with the Cracker Launcher.



** The Scorpion in ''Combat Evolved'' had an ridiculously large reticle, meaning that the co-axial machine gun was ludicrously inaccurate even at medium range.

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** The Scorpion in ''Combat Evolved'' had an a ridiculously large reticle, meaning that the co-axial machine gun was ludicrously inaccurate even at medium range.


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* One of the main gameplay mechanics behind ''VideoGame/PAYDAY2'' is that weapons have stats determining how accurate they are (how close to the center of the screen the bullets land) and how stable they are (how much recoil causes them to pull upwards). Attachments can be added as well to modify their stats, but for the most part increasing one stat means decreasing another, requiring a player to focus on high accuracy (needing time to recenter the gun after every shot) or on high stability (keeping the gun stable in auto-fire but with a noticeably-large cone of fire decreasing the effective range to medium or even close range). Going for high concealment (so guards and civilians don't notice you as fast and call an alarm in stealth gameplay) usually requires sacrificing ''both''. The fire-mode-locking mods exemplify this further, with the one that locks weapons on semi-auto increasing accuracy while decreasing stability, and the one that locks weapons to full-auto doing the opposite.
11th Jan '17 9:28:33 AM Tyrannosauruses
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* In any syfy original with a human antagonist with henchmen no good guys will succeed in killing a single henchman, they would've killed a human(before those, it was common in films of Nu Image who later become one of the major Syfy original producing companies.
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