History Main / BreakableWeapons

8th Aug '17 7:26:41 PM thatother1dude
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** Power armor in ''VideoGame/{{Fallout 4}}'' has durability for each piece (head, two arms, two legs, chest), and any piece that reaches zero durability [[DidntNeedThoseAnyway breaks off]], though this just lowers total damage reduction--the now-exposed parts won't be especially vulnerable. Broken and damaged power armor pieces can only be repaired at a power armor station using base materials; higher tier armors need rarer one. Otherwise, durability and breaking has been removed for all weapons and non-powered armor. Instead there is an [[DesignItYourselfEquipment expanded modding system]], making the weapons vary in strength in the other direction.

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** Power armor in ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' has durability for each piece (head, two arms, two legs, chest), and any piece that reaches zero durability [[DidntNeedThoseAnyway breaks off]], though this just lowers total damage reduction--the now-exposed parts won't be especially vulnerable. Broken and damaged power armor pieces can only be repaired at a power armor station using base materials; materials, and higher tier armors need rarer one. Otherwise, durability and breaking has been removed for all weapons and non-powered armor. [[UnbreakableWeapons No other gear degrades or breaks.]] Instead there is an [[DesignItYourselfEquipment expanded modding system]], making the weapons and armor vary in strength in the other direction.
8th Aug '17 7:24:03 PM thatother1dude
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** ''VideoGame/{{Fallout 1}}'' and ''[[VideoGame/{{Fallout 2}} 2]]'' had weapons that did not degrade at all normally, but a CriticalFailure had the potential to destroy a weapon, making it disappear completely. This was one of the many reasons that made the "[[BornUnlucky Jinxed]]" trait so unpopular. In an ironic twist, Jinxed can still be selected if you're playing as a very lucky character. If said character also happens to be a martial artist, then [[GameBreaker only your enemies are subject to such problems]]
** ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' occasionally have weapons break on a critical failure, but rather than vanish you simply couldn't use it and it could be repaired later.
** ''VideoGame/{{Fallout 3}}'' had weapons that did less damage and jammed more frequently when in poor condition. Armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you]]. Either could be repaired by [=NPCs=] for usurious fees or, unusually, by scavenging parts from other weapons. The maximum condition repair can be bring them too is somewhere between 40% and 100% depending on Repair skill (yours or the NPC's). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much.

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** ''VideoGame/{{Fallout 1}}'' Weapons in ''VideoGame/Fallout1'' and ''[[VideoGame/{{Fallout 2}} 2]]'' had weapons that did do not degrade at all normally, but a CriticalFailure had has the potential to destroy a weapon, making it disappear completely. This was one of the many reasons that made the "[[BornUnlucky Jinxed]]" trait so unpopular. In an ironic twist, Jinxed can still be selected if you're playing as a very lucky character. If said character also happens to be a martial artist, then [[GameBreaker only your enemies are subject to such problems]]
problems]].
** ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' occasionally have has weapons break on a critical failure, but rather than vanish you simply couldn't use it and it could be repaired later.
** ''VideoGame/{{Fallout 3}}'' had ''VideoGame/Fallout3'''s weapons that did do less damage and jammed more frequently when in poor condition. Armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you]]. Either could be repaired by [=NPCs=] for usurious fees or, unusually, by scavenging parts from other weapons. The maximum condition repair can be bring them too is somewhere between 40% and 100% depending on Repair skill (yours or the NPC's). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much.



** ''VideoGame/{{Fallout 4}}'' completely removed durability and breaking for weapons and armor. Instead there is an [[DesignItYourselfEquipment expanded modding system]], making the weapons vary in strength in the other direction.

to:

** Power armor in ''VideoGame/{{Fallout 4}}'' completely removed has durability for each piece (head, two arms, two legs, chest), and any piece that reaches zero durability [[DidntNeedThoseAnyway breaks off]], though this just lowers total damage reduction--the now-exposed parts won't be especially vulnerable. Broken and damaged power armor pieces can only be repaired at a power armor station using base materials; higher tier armors need rarer one. Otherwise, durability and breaking has been removed for all weapons and non-powered armor. Instead there is an [[DesignItYourselfEquipment expanded modding system]], making the weapons vary in strength in the other direction.
1st Aug '17 12:33:12 PM thatother1dude
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** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor-quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. ''New Vegas'' also introduces the "Maintain" threshold, a condition value of about 75% where weapon degradation doesn't affect performance until the condition level drops below it (no damage or DT penalty, never jams). The game also makes it possible to repair items to 100% regardless of your repair skill, and with a high enough skill, you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).

to:

** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor-quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. ''New Vegas'' also introduces the "Maintain" threshold, a condition value of about 75% where weapon degradation doesn't affect performance until the condition level drops below it (no damage or DT penalty, never jams). The game also makes it possible to repair items to 100% regardless of your repair skill, skill ([=NPCs=] have the same limit as in ''3'', though generally much higher Repair skills), and with a high enough skill, you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).
1st Aug '17 12:32:10 PM thatother1dude
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** ''VideoGame/{{Fallout 3}}'' had weapons that did less damage, fired slightly slower, and jammed more frequently when damaged. They could be repaired by [=NPCs=] for usurious fees or, unusually, by scavenging parts from other weapons. If you've got two-beat up 10mm pistols, you take take apart one and end up with a single 10mm in better condition (which makes a small bit of sense with firearms if the individual parts of the guns are in different conditions one has a better barrel, say but it makes no sense that you can combine two [[BatterUp baseball bats]] and end up with one in good condition). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much. Also, armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you]].
** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor-quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. ''New Vegas'' also introduces the "Maintain" threshold, a condition value of about 80% where weapon degradation doesn't affect performance (fire rate, damage) until the condition level drops below it. The game also makes it possible to repair items to 100% regardless of your repair skill, as was the case in ''Fallout 3'', with the skill instead helping determine how effective each repair attempt is, and with a high enough skill, you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).

to:

** ''VideoGame/{{Fallout 3}}'' had weapons that did less damage, fired slightly slower, damage and jammed more frequently when damaged. They in poor condition. Armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you]]. Either could be repaired by [=NPCs=] for usurious fees or, unusually, by scavenging parts from other weapons. If you've got two-beat up 10mm pistols, you take take apart one and end up with a single 10mm in better The maximum condition (which makes a small bit of sense with firearms if repair can be bring them too is somewhere between 40% and 100% depending on Repair skill (yours or the individual parts of the guns are in different conditions one has a better barrel, say but it makes no sense that you can combine two [[BatterUp baseball bats]] and end up with one in good condition).NPC's). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much. Also, armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you]].
much.
** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor-quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. ''New Vegas'' also introduces the "Maintain" threshold, a condition value of about 80% 75% where weapon degradation doesn't affect performance (fire rate, damage) until the condition level drops below it. it (no damage or DT penalty, never jams). The game also makes it possible to repair items to 100% regardless of your repair skill, as was the case in ''Fallout 3'', with the skill instead helping determine how effective each repair attempt is, and with a high enough skill, you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).
22nd Jul '17 4:17:47 PM TheCuza
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' has this as a major mechanic, where all of Link's weapons and shields have a limited number of uses. Part of the gameplay involves scavenging weapons and shields from enemies and treasure chests to replace the broken ones. The hit that causes a weapon to break does extra damage. Also, hitting an enemy with a [[ThrowingYourSwordAlwaysWorks thrown weapon]] causes it to break immediately, unless it's a boomerang.

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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' has this as a major mechanic, where all of Link's weapons and shields have a limited number of uses. Part of the gameplay involves scavenging weapons and shields from enemies and treasure chests to replace the broken ones. The hit that causes a weapon to break does extra damage. Also, hitting an enemy with a [[ThrowingYourSwordAlwaysWorks thrown weapon]] causes it to break immediately, unless it's a boomerang. Even the ''Master Sword'' isn't immune to breaking, though it repairs itself after 10 minutes.
13th Jul '17 12:58:10 PM TheCuza
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' has this as a major mechanic, where all of Link's weapons and shields have a limited number of uses. Part of the gameplay involves scavenging weapons and shields from enemies and treasure chests to replace the broken ones.

to:

** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' has this as a major mechanic, where all of Link's weapons and shields have a limited number of uses. Part of the gameplay involves scavenging weapons and shields from enemies and treasure chests to replace the broken ones. The hit that causes a weapon to break does extra damage. Also, hitting an enemy with a [[ThrowingYourSwordAlwaysWorks thrown weapon]] causes it to break immediately, unless it's a boomerang.



* ''VideoGame/DeadRising''. Weapons tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuffed ''full '' of potential weapons, so the breakages encourage you to grab something new (like a bench) on a regular basis. The game also has a unique power-up system based around this trope. Instead of repairing the durability of these ubiquitous and disposable weapons, the player can collect books that multiply the durability whatever weapon is discussed in the book (e.g., a book about construction increases the durability of 2x4s, ladders, etc.). These books can be kept indefinitely at the tradeoff of taking up inventory space that could be used for weapons. If one has multiple books in one's inventory, the effect of the books is multiplied for whatever weapons are affected by both books; one of the game's best weapons, the small chainsaw, is also affected by three of these easily found books and thus becomes 27 times as durable as normally, effectively making it the DiscOneNuke.

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* ''VideoGame/DeadRising''. Weapons In the ''VideoGame/DeadRising'' series, weapons tend not to last very long, largely because one of the game's main features is the fact you're in a shopping mall stuffed ''full '' [[VideoGame/DeadRising mall]]/[[VideoGame/DeadRising2 Vegas strip expy]]/[[VideoGame/DeadRising3 entire city]] ''full'' of potential weapons, so the breakages encourage weapons. Your baseball bat broke? Who cares?! There's a sports store right over there where you to grab something new (like a bench) on a regular basis. The game also has a unique power-up system based around this trope. Instead can get more of repairing the durability of these ubiquitous and disposable weapons, them! However, while weapons can't be repaired, the player can collect pick up books that multiply the which increase their durability whatever weapon is discussed in (for example, the book (e.g., a book about construction increases the durability biography of 2x4s, ladders, etc.). These a serial killer improves [[KnifeNut bladed weapons]]). The downside, of course, is that these books can be kept indefinitely at the tradeoff of taking take up [[InventoryManagementPuzzle inventory space that could be used for weapons. If one has multiple books in one's inventory, the effect of the books is multiplied for whatever more weapons are or healing items]]. Some weapons can be affected by both books; one of multiple books, which causes their effects to be multiplied. The Small Chainsaw dropped by [[MonsterClown Adam the game's Clown]] is considered [[ComplacentGamingSyndrome the best weapons, weapon in the small chainsaw, is also game]] because it swings fast, does decent damage per swing, and can be affected by three of these easily found ''three'' books, giving it ''27 times'' the durability. ''Dead Rising 3'' changes things up a bit: books don't take up inventory space and thus becomes 27 times as durable as normally, effectively making it can be equipped from the DiscOneNuke.menus once found. However, you can only equip one at a time, until you level up an ungodly amount and unlock the final skill under "Smarts", which lets you equip all books at once.
7th Jun '17 7:48:55 AM Connacht
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* ''VideoGame/XCOM'': alien weapons shatter when you kill an enemy. You can then harvest the debris and reverse engineer alien technology in order to gain acccess to laser and plasma weapons.
7th Jun '17 7:46:09 AM Connacht
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* ''VideoGame/MythTheFallenLords:'' in the sequel, the Balmung sword cracks lightnings all around destroying everybody who is too close. It is so overpowered that those who wield that can defeat literally thousands of enemies alone. This indeed appens in the penultimate mission when Alric confronts Soulblighter, where you don't even need to use the rest of your army until the end. However, after battling the BigBad, it is scripted to break, forcing the main hero and his soldiers to chase him in the last mission and fight the traditional way.


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** The katana called Celestial Fury is one of the best weapons of the sequel. It can stun opponents at every hit and has a chance to inflict additional electric damage, among his powers. However, it is an enchanted weapon +2, meaning that enemies that require higher levels of enchantment are immune to its damage. During Shadows of Amn those enemies can be count on the fingers of one hand, but during the expansion pack Throne of Bhaal, all major enemies are immune to Celestial Fury, making it almost completely useless and virtually breaking its power.
20th May '17 10:16:36 AM nombretomado
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* Many of the games in the ''Franchise/{{Ultima}}'' series had a glass sword which could kill almost any enemy in one shot, but would break afterwards.

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* Many of the games in the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series had a glass sword which could kill almost any enemy in one shot, but would break afterwards.
16th Apr '17 3:56:59 PM DastardlyDemolition
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* The weapons in ''VideoGame/FarCry 2'' degrade over time, losing effectiveness. Eventually, they'll start jamming more and more often, and will [[ShurFineGuns blow up altogether]] if the player continues using them. Luckily, weapons purchased from the gun stores are always brand-new, and you get an infinite supply of replacements for any gun you've purchased before. Guns picked up from enemies, on the other hand, tend to be rather old and beat-up; it's better just to snag their ammo. The guns themselves are ridiculously bad, however. There is no way a dart rifle (with no propellant fouling) explodes after 15 shots. The actual ridiculing [[http://www.imfdb.org/index.php/Far_Cry_2 can be found at IMFDB]].

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* The weapons in ''VideoGame/FarCry 2'' ''VideoGame/FarCry2'' degrade over time, losing effectiveness. Eventually, they'll start jamming more and more often, and will [[ShurFineGuns blow up altogether]] if the player continues using them. Luckily, weapons purchased from the gun stores are always brand-new, and you get an infinite supply of replacements for any gun you've purchased before. Guns picked up from enemies, on the other hand, tend to be rather old and beat-up; it's better just to snag their ammo. The guns themselves are ridiculously bad, however. There is no way a dart rifle (with no propellant fouling) explodes after 15 shots. The actual ridiculing [[http://www.imfdb.org/index.php/Far_Cry_2 can be found at IMFDB]]. The most practical weapons are the ones least likely to break in long fire fights: the AK-47, M79 grenade launcher, the LPO-90 Flamethrower, and the SVD sniper rifle.
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