History Main / BreakableWeapons

15th Aug '16 12:02:39 AM Qamikace
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** Weapon (and armor) damage returns in ''Videogame/TheElderScrollsOnline''. As you fight, your equipment slowly accrues damage that must be repaired by merchants (or, in a pinch, by an expensive repair kit). Dying, however, wears your equipment down by a bigger amount than regular adventuring. In the past, equipment slowly lost its capabilities as it wore down like in old Elder Scrolls games, but that was eventually patched out.
11th Aug '16 1:04:33 AM UmbrellasWereAwesome
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* ''VideoGame/{{Halo}}'' has plasma weapons, and while some way of recharging them must exist, this method is never shown. Even when one plays as a member of the Covenant, which developed and use plasma weapons, no method of recharging plasma weapons is presented. Once the plasma runs dry, the weapon is useless. Most weapons, even ones which are actually important to the status of the bearer, are throw-aways.
** With the exception of [[RemovableTurretGun detached turrets]], anything that doesn't use physical projectiles can and will run out of juice and become nothing more than a slightly interesting bludgeon. Everything else can be reloaded or [[BottomlessMagazines never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[EveryCarIsAPinto fiery ball of death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage is even received by running into too many other players, which makes sense, as [[OneManArmy Spartans]] are essentially [[PoweredArmor walking tanks]] with [[DeflectorShields shields]]. This is downplayed in Halo: Reach since the UNSC Scorpion tank and the Covenant Wraith can both have their main cannons shot off with enough damage, causing them to be completely useless.

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* ''VideoGame/{{Halo}}'' has ''Franchise/{{Halo}}'':
** Once the charge on a
plasma weapons, weapon is gone, the weapon is useless and while some way of recharging them must exist, be discarded, even the swords. While WordOfGod is that they're canonically rechargeable, this method is never shown. Even when one plays as a member of the Covenant, which developed and use plasma weapons, no method of recharging plasma weapons is presented. Once the plasma runs dry, the weapon is useless. Most weapons, even ones which are actually important to the status of the bearer, are throw-aways.
presented.
** With the exception of [[RemovableTurretGun detached turrets]], turrets]] and some Promethean weapons, anything that doesn't use physical projectiles can and will run out of juice and become nothing more than a slightly interesting bludgeon. Everything else can be reloaded or [[BottomlessMagazines never needs to be]].
** Vehicles will take damage to a certain point before exploding in a [[EveryCarIsAPinto fiery ball of death]] for all passengers or nearbystanders, but will not be reduced in performance or capacity for destruction. Damage is may even received by running into too many other players, which makes sense, as [[OneManArmy Spartans]] are essentially [[PoweredArmor walking tanks]] with [[DeflectorShields shields]]. This is downplayed in Halo: Reach from ''VideoGame/HaloReach'' onward, since the UNSC Scorpion tank and the Covenant Wraith can both have their main cannons shot off with enough damage, causing them to be completely useless.
15th Jun '16 8:45:21 PM MJTrooper
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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.
15th Jun '16 7:15:40 PM Doug86
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* ''Franchise/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.

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* ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.



** In ''Wii U/3DS'', Robin brings a breakable weapon system inspired by [[Franchise/FireEmblem their home series]]. Both their [[ElementalWeapon Levin Sword]] and magic tomes have limited uses before they break, after which they have to wait for them to recharge before they can be used again. Once the tome or sword is used up, Robin will automatically discard it, allowing a particularly fast player to grab it and throw it at an enemy.

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** In ''Wii U/3DS'', Robin brings a breakable weapon system inspired by [[Franchise/FireEmblem [[VideoGame/FireEmblem their home series]]. Both their [[ElementalWeapon Levin Sword]] and magic tomes have limited uses before they break, after which they have to wait for them to recharge before they can be used again. Once the tome or sword is used up, Robin will automatically discard it, allowing a particularly fast player to grab it and throw it at an enemy.
4th Jun '16 3:25:38 AM morenohijazo
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** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless.

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** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless. As a mercy for less-agile players, both have waterproof substitutes you can find in the mansion.
2nd Jun '16 9:01:59 PM nombretomado
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* A DownplayedTrope in the PS2 ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons like swords never break, though.

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* A DownplayedTrope in the PS2 [=PS2=] ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons like swords never break, though.



* Capcom's ''VideoGame/ShadowOfRome'' for the PS2. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.

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* Capcom's ''VideoGame/ShadowOfRome'' for the PS2.[=PS2=]. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.



* In the PS2 BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.

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* In the PS2 [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.
20th Apr '16 9:07:31 AM EryliaStarheart
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* Any Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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* Any Emergency Weapon EmergencyWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:06:57 AM EryliaStarheart
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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.

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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon [[AncestralWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
20th Apr '16 9:06:09 AM EryliaStarheart
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* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
* Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, brand new condition, disregarding such things as material fatigue.
* Any BackupWeapon Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:04:17 AM EryliaStarheart
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- When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

to:

- * When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- * The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- * There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- * Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
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