History Main / DoNotRunWithAGun

15th Nov '16 6:56:51 PM nombretomado
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** This is also the case in ''Killer7'' and ''P.N.03''.

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** This is also the case in ''Killer7'' ''VideoGame/Killer7'' and ''P.N.03''.
30th Oct '16 9:46:58 AM nombretomado
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* Averted in {{GURPS}}, using a ranged weapon while running is possible but penalizes skill quite a bit without the Gunslinger advantage.
* In VideoGame/StarWarsGalaxies, it's possible to fire a ranged weapon while moving, but it ''drastically'' reduces your accuracy. Conversely, in addition to standing still, kneeling or going prone increases accuracy and damage, at the cost of defense.

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* Averted in {{GURPS}}, ''TabletopGame/{{GURPS}}'', using a ranged weapon while running is possible but penalizes skill quite a bit without the Gunslinger advantage.
* In VideoGame/StarWarsGalaxies, ''VideoGame/StarWarsGalaxies'', it's possible to fire a ranged weapon while moving, but it ''drastically'' reduces your accuracy. Conversely, in addition to standing still, kneeling or going prone increases accuracy and damage, at the cost of defense.
16th Sep '16 9:34:33 AM longWriter
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** The above about interrupting attacks by making them flinch also holds true in certain cases - Scrakes in particular, normally a MightyGlacier that can chew up players it can get close to in no time, can be totally immobilized by a Berserker running in with a fast-swinging melee weapon and continually hitting them in the face with it (so long as another player with a gun [[StopHelpingMe doesn't try to help by shooting him and making him mad]]).

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** The above about interrupting attacks by making them flinch also holds true in certain cases - Scrakes in particular, normally a MightyGlacier that can chew up players it can get close to in no time, can be totally immobilized by a Berserker running in with a fast-swinging melee weapon and continually hitting them in the face with it (so long as another player with a gun [[StopHelpingMe [[UnwantedAssistance doesn't try to help by shooting him and making him mad]]).
14th Aug '16 1:43:53 PM ValarHodoris
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* In ''VideoGame/{{Civilization}} V'', the AI opponents never attack with their ranged units on the same turn as moving them, although the player is at liberty to do so.
6th Aug '16 10:07:35 PM magmablock
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* Played straight in ''VideoGame/{{Borderlands}}'' -- crosshairs disappear while moving at run speed, and firing a weapon causes a player character to toggle to walk speed. Can be avoided, as firing is entirely possible while ''jumping'', after which you will continue to run if you were running when you jumped.

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* Played straight in ''VideoGame/{{Borderlands}}'' -- crosshairs disappear while moving at run speed, and firing a weapon causes a player character to toggle to walk speed. Can be avoided, as firing is entirely possible while ''jumping'', after which you will continue to run if you were running when you jumped. Completely inverted with one of Wilhelm's skills in ''VideoGame/BorderlandsThePreSequel'', which allows him to shoot while sprinting, even going so far as to giving him a damage boost while doing so.
4th Aug '16 9:33:57 PM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' mostly plays this straight, but Drones and some Elites are an aversion, being able to run or fly while shooting -- although they usually move more slowly and predictably when they do it. Most of the Elites that do it also [[GunsAkimbo dual wield]] plasma rifles.

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* ''Franchise/{{Halo}}'' mostly plays this straight, but some enemies, like Drones and some Elites high-ranking Elites, are an aversion, being able to run or fly while shooting -- although they usually move more slowly and predictably when they do it. Most Many of the Elites that do it also [[GunsAkimbo dual wield]] dual-wield]] plasma rifles.
12th Jul '16 1:19:23 AM jormis29
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* Most games in the ''VideoGame/{{Battlefield}}'' series, but most notably ''Battlefield 2142'', reduce weapon accuracy to the degree of pointlessness while running and outright disable the ability to shoot when sprinting. Standing still, ducking and lying down, on the other hand, increase accuracy significantly, as does switching to single-shot fire modes over full auto. Even more spectacularly, the game's selection of "Support" heavy machine guns actually get MORE accurate the longer you fire them without moving, but lose all sense of accuracy as soon as you take a single step and deteriorate greatly when you so much as stand up.

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* Most games in the ''VideoGame/{{Battlefield}}'' series, but most notably ''Battlefield 2142'', ''VideoGame/Battlefield2142'', reduce weapon accuracy to the degree of pointlessness while running and outright disable the ability to shoot when sprinting. Standing still, ducking and lying down, on the other hand, increase accuracy significantly, as does switching to single-shot fire modes over full auto. Even more spectacularly, the game's selection of "Support" heavy machine guns actually get MORE accurate the longer you fire them without moving, but lose all sense of accuracy as soon as you take a single step and deteriorate greatly when you so much as stand up.
5th Jul '16 2:45:50 PM Kadorhal
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* In ''VideoGame/RedOrchestra'' your avatar will actually uncock the hammer on the Tokarev when they sprint. The same goes for other weapons which can be similarly disengaged, otherwise, they'll be put down and be unusable.
** Also, you can run and gun, but it's not advisable because you do not have crosshairs and the only gun that has any indication of where the bullets are going are the light machine guns because of their tracers.
* Tripwire's other FPS, ''VideoGame/KillingFloor'', however, inverts this in true Unreal fashion - while Specimens with ranged attacks need to stand still to use them, the player can move and even ''jump'' while shooting, and the only detriment to their accuracy is the gun's recoil itself (which, with the perks system, can be severely negated). That said, there's still no crosshair, so they player will need to stand still and aim down the sights to reliably hit specimens much further than a few meters away.
** The above about interrupting attacks by making them flinch also holds true in certain cases - Scrakes in particular, normally a MightyGlacier that can chew up players it can get close to in no time, can be totally immobilized by a Berserker running in with a fast-swinging melee weapon and continually hitting them in the face with it.
* In ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight II: Jedi Outcast]]'', you can't move while using the sniper rifle, [[TheComputerIsACheatingBastard even though the AI can]]. There actually is a way to do so, namely, crouching while aiming, but this ability is gone by ''Jedi Academy''.

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* In ''VideoGame/RedOrchestra'' your avatar will actually uncock the hammer on the Tokarev or Walther when they sprint. The same goes for other weapons which can be similarly disengaged, otherwise, they'll be put down and be unusable.
** Also, you can run and gun, but it's not advisable because you do not have crosshairs and the only gun that has any other indication of where the bullets are going are the light machine guns guns, because of their tracers.
* Tripwire's other FPS, ''VideoGame/KillingFloor'', however, inverts this in true Unreal fashion - while Specimens with ranged attacks need to stand still to use them, the player can move and even ''jump'' while shooting, and the only detriment to their accuracy is the gun's recoil itself (which, with the perks system, can be severely negated). That said, there's still no crosshair, so they player will need to stand still and aim down the sights to reliably hit specimens much further than a few meters away.
away. Aiming also makes the player slow down (unless they're crouching, but then the movement sway is even worse), and jumping forces them.
** The above about interrupting attacks by making them flinch also holds true in certain cases - Scrakes in particular, normally a MightyGlacier that can chew up players it can get close to in no time, can be totally immobilized by a Berserker running in with a fast-swinging melee weapon and continually hitting them in the face with it.
it (so long as another player with a gun [[StopHelpingMe doesn't try to help by shooting him and making him mad]]).
* In ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight II: Jedi Outcast]]'', ''VideoGame/JediKnightIIJediOutcast'', you can't move while using the sniper rifle, [[TheComputerIsACheatingBastard even though the AI can]]. There actually is a way to do so, namely, crouching while aiming, but this ability is gone by ''Jedi Academy''.''VideoGame/JediKnightJediAcademy''.



* Subverted in ''VideoGame/MedalOfHonor'' series, while some enemies stop to shoot, others will run-n-gun with [[ImprobableAimingSkills no decrease in accuracy]]. Also, they continue firing at you while flinching/knocked back. Precision aiming (ie iron sights) in ''Frontline'' originally prevented you from moving, but the HD remake allows you to move while using the iron sights.

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* Subverted in the ''VideoGame/MedalOfHonor'' series, while some enemies stop to shoot, others will run-n-gun with [[ImprobableAimingSkills no decrease in accuracy]]. Also, they continue firing at you while flinching/knocked back. Precision aiming (ie iron sights) in ''Frontline'' originally prevented you from moving, but the HD remake allows you to move while using the iron sights.
3rd Jun '16 9:56:34 AM nombretomado
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*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. You also can't move till his ''ponytail finishes falling.'' However, in the [=PS1=] ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The PS2 ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[VideoGame/MegaManZero his own series]], Zero has a much smoother combat system that never pins him down.

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*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. You also can't move till his ''ponytail finishes falling.'' However, in the [=PS1=] ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The PS2 [=PS2=] ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[VideoGame/MegaManZero his own series]], Zero has a much smoother combat system that never pins him down.
28th May '16 9:40:26 PM nombretomado
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*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. You also can't move till his ''ponytail finishes falling.'' However, in the PS1 ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The PS2 ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[VideoGame/MegaManZero his own series]], Zero has a much smoother combat system that never pins him down.

to:

*** Zero is the one who really takes it on the chin here; in several of the ''X'' games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. You also can't move till his ''ponytail finishes falling.'' However, in the PS1 [=PS1=] ''X'' games, Zero can cancel his basic sword attacks at ANY moment by using a dash (default O button). This removes the recovery time allows you to keep moving or create a chain combo. The PS2 ''X'' games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In [[VideoGame/MegaManZero his own series]], Zero has a much smoother combat system that never pins him down.
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