History Main / BottomlessMagazines

21st Aug '16 12:21:31 PM nombretomado
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* Most guns in EclipsePhase fire flechettes or electromagnetically accelerated projectiles small enough that you can in essence hold an infinite quantity of ammo on your person; the recommended rule is to ignore total ammunition entirely and only make players pay attention to the magazines, which need to be switched out when they're empty and can prevent certain firing patterns when they're partially depleted.

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* Most guns in EclipsePhase ''TabletopGame/EclipsePhase'' fire flechettes or electromagnetically accelerated projectiles small enough that you can in essence hold an infinite quantity of ammo on your person; the recommended rule is to ignore total ammunition entirely and only make players pay attention to the magazines, which need to be switched out when they're empty and can prevent certain firing patterns when they're partially depleted.
16th Aug '16 10:23:01 AM Kadorhal
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** The multiplayer modes for most of the games from ''World at War'' onwards allow the player to attach extended magazines to their weapons to get a little more ammo. With the exception of ''World at War'' itself and ''VideoGame/CallOfDutyBlackOps''[[note]]and even here there are exceptions like the M14; there's also the corollary that weapons like the M16 will hold 30 rounds in a 20-round mag by default to facilitate the model-change[[/note]], the weapon model will not change to account for this, and the player instead somehow stuffs up to half an extra magazine's contents into an already-full one. Singleplayer will also generally give a handful of weapons greater mag capacities than they have in multiplayer; the first mission played as Ramirez in ''VideoGame/ModernWarfare 2'', in particular, gives you a SCAR-H that holds 30 rounds in its 20-round magazine, and which also has an underbarrel shotgun attached that fits 7 shells into a shortened mag tube that barely holds three.

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** The multiplayer modes for most of the games from ''World at War'' onwards allow the player to attach extended magazines to their weapons to get a little more ammo. With the exception of ''World at War'' itself and ''VideoGame/CallOfDutyBlackOps''[[note]]and itself, ''[[VideoGame/CallOfDutyBlackOps Black Ops]]''[[note]]and even here there are exceptions like the M14; there's also the corollary that weapons like the M16 will hold 30 rounds in a 20-round mag by default to facilitate the model-change[[/note]], and ''[[VideoGame/CallOfDutyBlackOps3 Black Ops III]]'', the weapon model will not change to account for this, and the player instead somehow stuffs up to half an extra magazine's contents into an already-full one. Singleplayer will also generally give a handful of weapons greater mag capacities than they have in multiplayer; the first mission played as Ramirez in ''VideoGame/ModernWarfare 2'', in particular, gives you a SCAR-H that holds 30 rounds in its 20-round magazine, and which also has an underbarrel shotgun attached that fits 7 shells into a shortened mag tube that barely holds three.



* In ''VideoGame/{{Geist}}'', you are a ghost that must possess other soldiers in order to fight. You have to reload, but you never run out spare magazines or ammo, ever. Since you frequently jump from body to body, and thus wouldn't be able to keep track of ammo anyway for a significant amount of time, it was an AcceptableBreaksFromReality.

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* In ''VideoGame/{{Geist}}'', you are a ghost that must possess other soldiers in order to fight. You have to reload, but you never run out spare magazines or ammo, ever. Since you frequently jump from body to body, and thus wouldn't be able to keep track of ammo anyway for a significant amount of time, it was it's an AcceptableBreaksFromReality.



** ''Battlefield 2'' has the MEC Assault and Medic classes' AK-101, which has two magazines taped together. The reloading animation always consists of your character taking the current magazine out and flipping it over to load the other one - he never switches out those two magazines for a fresh pair. What makes it odd is that this still counts as dropping the other magazine entirely, like with every other weapon in the game.

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** ''Battlefield 2'' has the MEC Assault and Medic classes' AK-101, which has two magazines taped together. The reloading animation always consists of your character taking the current magazine out and flipping it over to load the other one - he never switches out those two magazines for a fresh pair. What makes it odd is that this ''also'' still counts as dropping the other magazine entirely, like with every other weapon in the game.



* In ''VideoGame/Left4Dead'', your pistols will never run out of ammo, but you have to reload at the end of the magazine. Other weapons can eventually run out of ammo, but there are strategically placed ammo piles lying around that you can use to reload nearly any of the guns you find. Such piles are spaced out farther in the sequel, however, so running out of ammo is a much more common occurrence, unless you're using pistols or melee weapons to save ammo. Also, some weapons have unusually-higher round capacities than depicted in the player models.

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* In ''VideoGame/Left4Dead'', your pistols will never run out of ammo, but you have to reload at the end of the magazine. Other weapons can eventually run out of ammo, but there are strategically placed ammo piles lying around that you can use to reload nearly any of the guns you find. Such piles are spaced out farther in the sequel, however, so running out of ammo is a much more common occurrence, unless you're using pistols or melee weapons to save ammo. Also, some weapons have unusually-higher round capacities than depicted in the player models.models (both the Uzi and Assault Rifle in the first game hold 50 rounds in magazines that should hold about 30, for instance).



** Pistols were originally given ammo reserves, but Valve decided that running out of ammo on both your primary and secondary weapons and resorting to shoving sprinting zombies was no fun. Similarly, melee weapons were originally supposed to break after a certain amount of hits, but it left you with a single pistol at the end so instead they became infinite uses. The Chainsaw is the sole exception to this, as it's so incredibly powerful that you can literally run with it on through the entire map if you had the ammo (and there is a game mode where this is the only weapon you have, with infinite "ammo" like Gib Fest).
** Mounted miniguns and heavy machine guns also have infinite ammo, but they overheat so quickly and take so long to cool down that they may as well be limited.

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** Pistols were originally given ammo reserves, but Valve decided that running out of ammo on both your primary and secondary weapons and resorting to shoving sprinting zombies was no fun. Similarly, melee weapons were originally [[BreakableWeapons supposed to break break]] after a certain amount of hits, but it left you with a single pistol at the end so instead they became infinite uses. The Chainsaw is the sole exception to this, as it's so incredibly powerful that you can literally run with it on through the entire map if you had the ammo (and there is a game mode another mutation where this is the only weapon you have, with infinite "ammo" fuel like Gib Fest).
** Mounted miniguns and heavy machine guns also have infinite ammo, ammo (despite the former using a small ammo box that would, at its rate of fire, empty itself in about four seconds), but they overheat so quickly and take so long to cool down that they may as well be limited.



* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter).

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* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter). ''VideoGame/AceCombatInfinity'' has a variation, where the cannon has a limited amount of ammo, but will instantaneously replenish itself after you let go of the button upon being emptied, and regular missiles as well will very slowly regenerate two at a time once you run yourself out of ammo.



** Half-Life 2 also has the infinitely throwable bugbait.

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** Half-Life 2 ''Half-Life 2'' also has the infinitely throwable bugbait.



** ''Dragon Age'' in general, really. In ''Origins'', you can equip special, magical arrows that have limited ammo, but once those run out you just go back to firing normal ones without end. [[https://youtu.be/Ke2DTTs81g0?t=12m33s In ''Inquisition'', this gets lampshaded]].

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** ''Dragon Age'' in general, really. In ''Origins'', you can equip special, magical arrows that have limited ammo, but once those run out you just go back to firing normal ones without end. In ''Inquisition'', [[https://youtu.be/Ke2DTTs81g0?t=12m33s In ''Inquisition'', this gets lampshaded]].



* The arcade ''VideoGame/GIJoe'' game gives all four playable characters infinity rounds for the guns they carry, and they can only be powered up to fire even faster. If an enemy hits the player though, it's back to just having infinity rounds.

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* The arcade ''VideoGame/GIJoe'' game gives all four playable characters infinity infinite rounds for the guns they carry, and they can only be powered up to fire even faster. If an enemy hits the player though, it's back to just having infinity rounds.faster as long as you avoid getting hit.
13th Aug '16 3:04:55 PM UmbrellasWereAwesome
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* Invoked in ''VideoGame/HaloReach''; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.

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* Invoked in ''VideoGame/HaloReach''; ''Franchise/{{Halo}}'' games from ''VideoGame/HaloReach'' onward; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.
11th Aug '16 4:44:42 PM CountDorku
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* In the ''WesternAnimation/StevenUniverse'' episode "The Kindergarten Kid," while helping [[spoiler:Peridot]] understand the perspective of a Gem monster, Steven pelts her with an incredible number of marshmallows and the bag still appears to be almost full.
8th Aug '16 7:27:54 PM Kadorhal
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* Averted in ''[[Film/MadMax The Road Warrior]]'', where it's revealed nearly halfway through that the SawedOffShotgun Max threatened the Gyro Captain with was unloaded, not to mention only one of the shells he finds at that point is usable (and even then it's low-quality).

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* Averted in ''[[Film/MadMax The Road Warrior]]'', where it's revealed nearly halfway through that the SawedOffShotgun Max threatened the Gyro Captain with was unloaded, not to mention only one of the shells he finds at that point is usable (and even then it's low-quality).it ends up being a dud when he tries to actually fire it in the climactic fight).



* Averted by, of all things, ''Film/SilentNightDeadlyNightPart2''. Ricky uses exactly six bullets from his revolver during his "Garbage Day" rampage, then when he goes to commit suicide, he discovers that the gun is empty.

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* Averted by, of all things, ''Film/SilentNightDeadlyNightPart2''. Ricky uses exactly six bullets from his revolver during his "Garbage Day" rampage, then when he goes to commit suicide, suicide when more cops come to arrest him, he discovers that the gun is empty.



*** Unfortunately the gun in question is a Colt automatic...
*** And the line is an artifact, taken verbatim from the book. And it's [[RuleOfCool very awesome.]]
** Later, in ''Film/GoldenEye'', during the final battle the BigBad clearly has to reload his pistol after eight or nine shots. Played straight earlier in the movie with Bond and the assault rifle, though.

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*** Unfortunately the gun in question is a Colt automatic...
*** And the
automatic. The line is an artifact, taken verbatim from the book. And book - and it's [[RuleOfCool very awesome.]]
** Later, in In ''Film/GoldenEye'', during the final battle the BigBad clearly has to reload his pistol after eight or nine shots. Played straight earlier in the movie with Bond and the assault rifle, though.though they attempted to mask this by having him [[ThrowAwayGuns toss away his guns and grab new ones from bad guys]] rather than actually reload.



* Averted (and lampshaded) in ''[[Film/{{Tremors}} Tremors 2]]'', when Burt Gummer [[http://www.youtube.com/watch?v=3xeHPdm7e-Y drives up in his truck]]. "I am ''completely'' out of ammo. (''pause'') That's never happened to me before."

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* Averted (and lampshaded) in ''[[Film/{{Tremors}} Tremors 2]]'', when Burt Gummer [[http://www.youtube.com/watch?v=3xeHPdm7e-Y drives up in his truck]]. "I truck]].
-->I
am ''completely'' out of ammo. (''pause'') ''(slumps down, pause)'' That's never happened to me before."



** And yet [[spoiler: despite the gun being clearly empty (the slide is locked back), when they replay the scene to include the last guy running out to shoot them - he just raises his gun and fires.]]
*** The camera does cut away for awhile so its possible that like the Noir example above Jules and Vincent reload off screen.

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** And yet [[spoiler: despite [[spoiler:despite the gun being clearly empty (the slide is locked back), when they replay the scene to include the last guy running out to shoot them - them, he just raises his gun and fires.]]
*** The camera does cut away for awhile a while, so its it's possible that that, like the Noir ''Noir'' example above above, Jules and Vincent reload off screen.



-->'''Bank Manager:''' Don't you have any idea who you're stealing from?! You and your friends are dead!
-->'''Grumpy:''' ''[to Bozo]'' He's out, right?
-->''[Bozo hesitates for a moment, then nods. Grumpy stands up, at which point the bank manager fires his shotgun, hitting Grumpy in the shoulder, and spending his last round]''
-->'''Grumpy:''' What the--?! ''[Bozo steps out and shoots the bank manager with a submachine pistol]'' Where did you learn to count?!

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-->'''Bank Manager:''' Don't you have any idea who you're stealing from?! You and your friends are dead!
-->'''Grumpy:'''
dead!\\
'''Grumpy:'''
''[to Bozo]'' He's out, right?
-->''[Bozo
right?\\
''[Bozo
hesitates for a moment, then nods. Grumpy stands up, at which point the bank manager fires his shotgun, hitting Grumpy in the shoulder, and spending his last round]''
-->'''Grumpy:'''
round]''\\
'''Grumpy:'''
What the--?! ''[Bozo steps out and shoots the bank manager with a submachine pistol]'' Where did you learn to count?!
7th Aug '16 10:00:24 PM Mhazard
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* In ''VideoGame/TheLastOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends.


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* In ''VideoGame/{{Bloodborne}}'', all firearms are loaded with Quicksilver Bullets, a type of mercury bullets infused with a hunter's blood, the hunters can also use their own blood as makeshift ammo. While there is a capacity of how many ammo you can carry, you don't have to reload your guns regardless the fact that they are ''[[UpToEleven break-action guns]]''. The only time you see a hunter reloading their guns is when Father Gascoigne reload his own Hunter Pistol, which fires blunderbass rounds.
* In ''VideoGame/TheLastOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends.
1st Aug '16 3:43:23 PM nombretomado
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* In TheDCU, The ModernAge version of ComicBook/JonahHex has guns that channel his own psychic energy, and the ModernAge Crimson Avenger has the original's guns, now magically attuned to her. In both cases the effect is the same, they never run out of ammo.

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* In TheDCU, Franchise/TheDCU, The ModernAge version of ComicBook/JonahHex has guns that channel his own psychic energy, and the ModernAge Crimson Avenger has the original's guns, now magically attuned to her. In both cases the effect is the same, they never run out of ammo.
29th Jul '16 6:47:15 PM Mhazard
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** ''VideoGame/{{Fallout 4}}'' features a "Never Ending" modifier for Legendary weapons that plays like the classic use of this, where your weapon still requires ammo, but as long as you have any on your person you can fire it all at once without ever having to swap for a fresh magazine.

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** ''VideoGame/{{Fallout 4}}'' features a "Never Ending" modifier for Legendary weapons that plays like the classic use of this, where your weapon still requires ammo, but as long as you have any on your person you can fire it all at once without ever having to swap for a fresh magazine. [[GameBreaker/{{Fallout}} Never Ending Laser Musket]], on the other hand, behaves entirely different by being able to load as many Fusion Cells as you want and firing it all in one shot, more than enough to [[OneHitKill drop down a Deathclaw in one hit]].
21st Jul '16 11:45:31 AM Ferot_Dreadnaught
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* Played Straight and subverted (as are many, many other tropes) [[AffectionateParody in the movie]] ''Film/LastActionHero''. When they are in the movie, everybody's shooting left and right without ever pausing to reload. When they exit the movie to real life, Arnie's character realizes things work differently: cars don't [[EveryCarIsAPinto blow up]], and guns need reloading. In one of the final scenes, as [[spoiler:the BigBad is shooting his revolver randomly in Arnie's direction, he apparently runs out of ammo. Arnie pops out of his hiding place and pokes fun at the BigBad forgetting to reload, only to discover [[DangerouslyGenreSavvy he has faked running out and has one last bullet left... with which he's immediately shot]].]]

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* Played Straight and subverted (as are many, many other tropes) [[AffectionateParody in the movie]] ''Film/LastActionHero''. When they are in the movie, everybody's shooting left and right without ever pausing to reload. When they exit the movie to real life, Arnie's character realizes things work differently: cars don't [[EveryCarIsAPinto blow up]], and guns need reloading. In one of the final scenes, as [[spoiler:the BigBad is shooting his revolver randomly in Arnie's direction, he apparently runs out of ammo. Arnie pops out of his hiding place and pokes fun at the BigBad forgetting to reload, only to discover [[DangerouslyGenreSavvy he has faked running out and has one last bullet left... with which he's immediately shot]].shot.]]
20th Jul '16 5:13:56 PM res20stupid
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Added DiffLines:

* Subverted in ''[[https://www.youtube.com/watch?v=mzhVAJOHgQo Cereal Killer]]'', a short by Creator/RocketJump. Freddie's gun, a six-shooter, runs out of ammo after killing two goons. Since [[JustifiedTrope he took the gun from a robber who was holding him up]] and he was forced to retreat after things went south he doesn't have the ammo for the gun so no luxury of reloading. The robbers, most notably the last one, do have the ability to shoot more, but that's because their guns have a higher bullet capacity and they can reload when Freddie isn't looking.
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