History Main / AteamFiring

21st Jun '17 8:33:56 PM Rotpar
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* In ''Literature/TheBadPlace'', Ramussen's gunmen tear Bobby's surveillance van apart with MoreDakka but he completely escapes injury by laying on the floor.
28th May '17 12:57:44 AM Skgoa
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*** The reaon for the rather unsophisticated (even for the time) tactics employed in the ACW was that the armies consisted almost entirely of raw conscripts. Normally an army during that period would consist of mostly thoroughly drilled line infantry, lots of cavalry and very effective artillery. Furthermore, the chief mode of employ for line infantry would be to fire one massed volley at the enemy and then charge with bayonets. The point was NOT to spend much time under the enemy's fire. Because generals on both sides had mostly infrantry of at best suspect quality at their disposal (and the low quality and experience of the officers themselves made an coherent movement on the battlefield difficult) this kind of charge was pretty much out of the question. Most of the times it was tried it ended in complete disasters for the attacker, e.g. Pickett's infamous charge at Gettysburg. So with really no other options most of the time, generals in the ACW were forced to just line their troops up right in the opposing side's fire and hope their own men outlast the enemy's. European officers embedded with the american forces were appalled by what they saw, but there was very little practical advise they could give with the limited ressources available.

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*** The reaon reason for the rather unsophisticated (even for the time) tactics employed in the ACW was that the armies consisted almost entirely of raw conscripts. Normally an army during that period would consist of mostly thoroughly drilled line infantry, lots of cavalry and very effective artillery. Furthermore, the chief mode of employ for line infantry would be to fire one massed volley at the enemy and then charge with bayonets. The point was NOT to spend much time under the enemy's fire. Because generals on both sides had mostly infrantry of at best suspect quality at their disposal (and the low quality and experience of the officers themselves made an any coherent movement on the battlefield difficult) this kind of charge was pretty much out of the question. Most of the times it was tried it ended in complete disasters for the attacker, e.g. Pickett's infamous charge at Gettysburg. So with really no other options most of the time, options, generals in the ACW were forced to just line their troops up right in the opposing side's fire and hope their own men outlast the enemy's. European officers embedded with the american forces were appalled by what they saw, but there was very little practical advise they could give with the limited ressources available.
28th May '17 12:54:57 AM Skgoa
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*** The reaon for the rather unsophisticated (even for the time) tactics employed in the ACW was that the armies consisted almost entirely of raw conscripts. Normally an army during that period would consist of mostly thoroughly drilled line infantry, lots of cavalry and very effective artillery. Furthermore, the chief mode of employ for line infantry would be to fire one massed volley at the enemy and then charge with bayonets. The point was NOT to spend much time under the enemy's fire.
Because generals on both sides had mostly infrantry of at best suspect quality at their disposal (and the low quality and experience of the officers themselves made an coherent movement on the battlefield difficult) this kind of charge was pretty much out of the question. Most of the times it was tried it ended in complete disasters for the attacker, e.g. Pickett's infamous charge at Gettysburg. So with really no other options most of the time, generals in the ACW were forced to just line their troops up right in the opposing side's fire and hope their own men outlast the enemy's. European officers embedded with the american forces were appalled by what they saw, but there was very little practical advise they could give with the limited ressources available.

to:

*** The reaon for the rather unsophisticated (even for the time) tactics employed in the ACW was that the armies consisted almost entirely of raw conscripts. Normally an army during that period would consist of mostly thoroughly drilled line infantry, lots of cavalry and very effective artillery. Furthermore, the chief mode of employ for line infantry would be to fire one massed volley at the enemy and then charge with bayonets. The point was NOT to spend much time under the enemy's fire. \n Because generals on both sides had mostly infrantry of at best suspect quality at their disposal (and the low quality and experience of the officers themselves made an coherent movement on the battlefield difficult) this kind of charge was pretty much out of the question. Most of the times it was tried it ended in complete disasters for the attacker, e.g. Pickett's infamous charge at Gettysburg. So with really no other options most of the time, generals in the ACW were forced to just line their troops up right in the opposing side's fire and hope their own men outlast the enemy's. European officers embedded with the american forces were appalled by what they saw, but there was very little practical advise they could give with the limited ressources available.
28th May '17 12:54:13 AM Skgoa
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*** To be fair, tactics changed with formations spreading out and happening at further ranges. Look at the positions of the Union and Confederate Armies in most battles after 1862 and you would be surprised to see just how far apart they became. The close in firing usually happened during assaults, which inflicted heavy casualties on the assaulters. The low rate of fire still meant that massed fire was the name of the game, but it began happening at greater and greater ranges.
*** 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, and it shows. The Japanese--an Allied power at the time--held down the entire Pacific Theatre virtually single-handedly.

to:

*** To be fair, The reaon for the rather unsophisticated (even for the time) tactics changed with formations spreading out employed in the ACW was that the armies consisted almost entirely of raw conscripts. Normally an army during that period would consist of mostly thoroughly drilled line infantry, lots of cavalry and happening at further ranges. Look at very effective artillery. Furthermore, the positions chief mode of the Union and Confederate Armies in most battles after 1862 and you employ for line infantry would be surprised to see just how far apart they became. fire one massed volley at the enemy and then charge with bayonets. The close in firing usually happened during assaults, which inflicted heavy casualties point was NOT to spend much time under the enemy's fire.
Because generals on both sides had mostly infrantry of at best suspect quality at their disposal (and the low quality and experience of the officers themselves made an coherent movement
on the assaulters. The low rate battlefield difficult) this kind of fire still meant that massed fire charge was the name pretty much out of the game, but it began happening at greater and greater ranges.
*** From mid-late 1863 onward
question. Most of the war started to look a lot more like later UsefulNotes/WorldWarOne times it was tried it ended in complete disasters for the attacker, e.g. Pickett's infamous charge at Gettysburg. So with trenches, wire, machine guns, really no other options most of the time, generals in the ACW were forced to just line their troops up right in the opposing side's fire and even gas and landmines, hope their own men outlast the enemy's. European officers embedded 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 american forces were appalled by what they were fresh; saw, but there was very little practical advise 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 could give with many of the same tactics as WW1, and it shows. The Japanese--an Allied power at the time--held down the entire Pacific Theatre virtually single-handedly.limited ressources available.
27th May '17 5:45:36 PM MasterofGalaxies4628
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[[caption-width-right:299: So ''that's'' how [[Series/TheATeam they]] do- [[FridgeLogic wait, how does it steer if the rudder is left behind in the launch bay?]][[note]][[CartridgesInFlight They fire the whole bullet.]] [[VideoGame/{{Portal 2}} That's 65% more bullet per bullet.]][[/note]]]]

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[[caption-width-right:299: So [[http://www.cracked.com/photoplasty_82_if-hollywood-taught-science-class Ah,]] so ''that's'' how [[Series/TheATeam they]] do- [[FridgeLogic do--[[FridgeLogic wait, how does it steer if the rudder is left behind in the launch bay?]][[note]][[CartridgesInFlight They fire the whole bullet.]] [[VideoGame/{{Portal 2}} That's 65% more bullet per bullet.]][[/note]]]]
8th May '17 11:07:20 PM Kadorhal
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* This trope could easily be called ''[[VideoGame/{{XCOM}} X-COM Firing]]'', given the terrible accuracy of rookies who go the route of [[MoreDakka Dakka]]. Fortunately, the aliens aren't much better hitting their targets.

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* This trope could easily be called ''[[VideoGame/{{XCOM}} X-COM Firing]]'', ''VideoGame/XCom Firing'', given the terrible accuracy of rookies who go the route of [[MoreDakka Dakka]]. Fortunately, the aliens aren't much better hitting their targets.



* Played straight in ''VideoGame/TimeCrisis'' and ''Crisis Zone'' with the standard enemies. In ''VideoGame/TimeCrisis'', they're all armed with handguns (a world-threatening terrorist organization that gives almost all of it's members handguns. Riiiiiiight) and will miss almost every single shot, very rarely firing one that hits the player and often landing them more than two feet away. ''Crisis Zone'' has an even worse problem in that they're armed with ''assault rifles'', and yet fully-automatic fire at point blank range has a very low chance of hitting. Averted with some enemies using machine guns in ''Time Crisis'', as well as the shots that WILL hit the player in ''Crisis Zone''. The ''Time Crisis'' games have machine gun-wielding enemies that will miss dozens of shots, but then hit perfectly with dozens more. The same is done in ''Crisis Zone'' when the enemies finally get their act together, going from several bursts going over your head to five rounds hitting perfectly in a row. Some boss enemies will never miss their bursts, requiring you to duck until they stop aiming at you. In two-player installments, if only one player is playing, the unused player character will be shown attacking and hiding...yet ''every shot will miss.''
* ''VideoGame/KnightsOfTheOldRepublic'' uses a modified version of the ''TabletopGame/StarWarsD20'' rules, except when you fire a blaster your character will let off three bolts for every attack roll, which means that at best you will hit with one in three shots.

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* Played straight in ''VideoGame/TimeCrisis'' and ''Crisis Zone'' with the standard enemies. In ''VideoGame/TimeCrisis'', ''Time Crisis'', they're all armed with handguns (a world-threatening terrorist organization that gives almost all of it's its members handguns. Riiiiiiight) and will miss almost every single shot, very rarely firing one that hits the player and often landing them more than two feet away. ''Crisis Zone'' has an even worse problem in that they're armed with ''assault rifles'', and yet fully-automatic fire at point blank range has a very low chance of hitting. Averted with some enemies using machine guns in ''Time Crisis'', as well as the shots that WILL ''will'' hit the player in ''Crisis Zone''. The ''Time Crisis'' games have machine gun-wielding enemies that will miss dozens of shots, but then hit perfectly with dozens more. The same is done in ''Crisis Zone'' when the enemies finally get their act together, going from several bursts going over your head to five rounds hitting perfectly in a row. Some boss enemies will never miss their bursts, requiring you to duck until they stop aiming at you. In two-player installments, if only one player is playing, the unused player character will be shown attacking and hiding...yet ''every shot will miss.''
* ''VideoGame/KnightsOfTheOldRepublic'' uses a modified version of the ''TabletopGame/StarWarsD20'' rules, except when you fire a blaster your character will let off three bolts for every unmodified attack roll, which means that at best you will hit with one in three shots.



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

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* ''VideoGame/SuperSmashBros Brawl''. The CPU players tend to do this when armed with the Cracker Launcher.Launcher, simply firing it off at random rather than trying to aim up or down towards anyone else.



** The Submachine Gun originated as the Assault Rifle's ''VideoGame/{{Halo 2}}'' replacement, and managed to be even more inaccurate, since the barrel would climb if you fired it on full-auto (even more if you were firing two of them at once). However, it eventually evolved into a semi-precision weapon; ''VideoGame/Halo3ODST''[='s=] version was actually the first automatic weapon in the series to come with a scope!
** The Scorpion in ''Combat Evolved'' had a ridiculously large reticle, meaning that the co-axial machine gun was ludicrously inaccurate even at medium range.

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** The Submachine Gun originated as the Assault Rifle's ''VideoGame/{{Halo 2}}'' replacement, and managed to be even more inaccurate, since the barrel would climb if you fired it on full-auto (even more if you were firing [[GunsAkimbo two of them at once).once]], which was especially bad since it was ''designed'' to be used two at once and thus pretty terrible on its own). However, it eventually evolved into a semi-precision weapon; ''VideoGame/Halo3ODST''[='s=] version was actually the first automatic weapon in the series to come with a scope!
** The Scorpion in ''Combat Evolved'' had a ridiculously large reticle, meaning that the co-axial machine gun was ludicrously inaccurate even at medium range. Depending on the game, even the main cannon had ridiculously wide spread for what it did.



* In ''VideoGame/{{Borderlands}}'', at least two unique guns have a 0.0 accuracy rating, meaning that the process of using one involves pulling the trigger and praying fervently to your weapons deity of choice that any of your resulting shots hit a target, if used beyond point blank range. Both are shotguns and boss weapons besides, meaning you will ''definitely'' see them in use against you, and that being shot by them is probably not what's bound to kill you.
** Gaige's Anarchy skill from ''VideoGame/{{Borderlands 2}}''. It increases your damage at the cost of your accuracy. Up to -700% accuracy without using a specific item. If you do have said item, at around -900% accuracy the bullets stop being ridiculously inaccurate and start being ''impossibly'' inaccurate. They'll take sharp turns in mid air, zig-zag, land behind you...anything you hit will be either by pure luck or [[MoreDakka sheer weight of numbers]]. But anything you hit will also ''die''. Gaige herself comments on this.
--> ''"God help you all if I actually ''hit ''something!"''

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* In ''VideoGame/{{Borderlands}}'', at least two unique guns have a 0.0 accuracy rating, meaning that the process of using one involves pulling the trigger and and, if used beyond point-blank range, praying fervently to your weapons deity of choice that any of your resulting shots hit a target, if used beyond point blank range.target. Both are shotguns and boss weapons besides, meaning you will ''definitely'' see them in use against you, and that being shot by them is probably not what's bound to kill you.
** Gaige's Anarchy skill from ''VideoGame/{{Borderlands 2}}''. It increases your damage at the cost of your accuracy. Up to -700% accuracy without using a specific item. If you do have said item, at around -900% accuracy the bullets stop being ridiculously inaccurate and start being ''impossibly'' inaccurate. They'll take sharp turns in mid air, zig-zag, land behind you...anything Anything you hit will be either by pure luck or [[MoreDakka sheer weight of numbers]]. But numbers]], but anything you hit will also ''die''. Gaige herself comments on this.
--> ''"God help you all if I actually ''hit ''something!"'''''hit''' something!"''



* In ''VideoGame/PerfectDark Zero'', both the player and enemies exhibit this trope when firing automatics other than mounted turret guns. Even the bosses, such as Mai Hem.

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* In ''VideoGame/PerfectDark Zero'', both the player and enemies exhibit this trope when firing spraying with automatics other than mounted turret guns. Even the bosses, such as Mai Hem.
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.

to:

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.

to:

*** 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.
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