History Main / DoNotRunWithAGun

25th Jun '17 5:25:36 PM DirtyHarry44Magnum
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** Enforced in ''VideoGame/MedalOfHonorVanguard'' as aiming down the sights prevents the player from moving.
13th May '17 6:24:25 PM nombretomado
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** Certain ''Franchise/{{Starcraft}}'' units nearly avert this. Certain units (Terran Siege Tank, Goliaths, Zerg Mutalisks) have such a short firing animation that they can emulate the ability to fire while moving. Mutalisk micro in particular has been raised to a fine art among the professional scene, to the point where a team of Mutalisks can fire as fast as possible while flying in the ''opposite'' direction of what they're shooting at.

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** Certain ''Franchise/{{Starcraft}}'' ''VideoGame/StarCraft'' units nearly avert this. Certain units (Terran Siege Tank, Goliaths, Zerg Mutalisks) have such a short firing animation that they can emulate the ability to fire while moving. Mutalisk micro in particular has been raised to a fine art among the professional scene, to the point where a team of Mutalisks can fire as fast as possible while flying in the ''opposite'' direction of what they're shooting at.



*** ''VideoGame/{{StarCraft II}}'' keeps this for the most part, with the ability to "micro" unit that can't normally move and shoot being a very important part of high-level play. An extremely common tactic with a mostly ranged army is to "stutter step" which involves repeatedly ordering your army to move and stop so they fire as much as possible while still moving to minimize damage to themselves. If done particularly quickly, the firing animation persists as the units move, so it appears that they are firing while moving. A special few units, such as the Protoss Phoenix, actually have to ability to move and shoot at once. The campaign-only Diamondback tank's main feature is that it explicitly averts this, which is one of several reasons it was too much of a GameBreaker for multiplayer.

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*** ''VideoGame/{{StarCraft II}}'' ''VideoGame/StarCraftII'' keeps this for the most part, with the ability to "micro" unit that can't normally move and shoot being a very important part of high-level play. An extremely common tactic with a mostly ranged army is to "stutter step" which involves repeatedly ordering your army to move and stop so they fire as much as possible while still moving to minimize damage to themselves. If done particularly quickly, the firing animation persists as the units move, so it appears that they are firing while moving. A special few units, such as the Protoss Phoenix, actually have to ability to move and shoot at once. The campaign-only Diamondback tank's main feature is that it explicitly averts this, which is one of several reasons it was too much of a GameBreaker for multiplayer.
7th Apr '17 12:58:22 PM REV6Pilot
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* The ''VideoGame/GrandTheftAuto'' games, from the third game on, have the convention of letting you run around while firing small or inaccurate weapons, while forcing you to stand still while firing more powerful guns. ''VideoGame/GrandTheftAutoSanAndreas'', however, ups the ante by letting you move slowly while firing the more powerful weapons, though that's once you reach a certain skill level (and even then, your movement speed when ''not'' firing them is still slower if you're holding them out).

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* The ''VideoGame/GrandTheftAuto'' games, from the third game on, have the convention of letting you run around while firing small or inaccurate weapons, while forcing you to stand still while firing more powerful guns.
**
''VideoGame/GrandTheftAutoSanAndreas'', however, ups the ante by letting you move slowly while firing the more powerful weapons, though that's once you reach a certain skill level (and even then, your movement speed when ''not'' firing them is still slower if you're holding them out).out). When crouched, you're forced to stop to shoot no matter what CJ's skill level.
29th Mar '17 7:44:28 PM Kadorhal
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** For ''VideoGame/HalfLife2'', Civil Protection officers, which you fight early in the game, stand still while firing, but the Combine soldiers and especially the Elites later on will quite often shoot while running to and from cover. Mind you, said running is done in a quick "trotting" manner.
** Notably, the original ''Half-Life'' managed to disguise this pretty well - lots of people never realized the Marines couldn't move and shoot at the same time without it being pointed out. This is mostly because they're intelligent about covering each other: while some Marines are moving, others are shooting at you to draw your fire away from their comrades.

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** For ''VideoGame/HalfLife2'', Civil Protection officers, which you fight early in the game, stand still while firing, but the Combine soldiers and especially the Elites later on will quite often shoot while running to and from cover. Mind you, said running is done in a quick "trotting" manner.
** Notably, the original ''Half-Life'' ''VideoGame/HalfLife1'' managed to disguise this pretty well - lots of people never realized the Marines couldn't move and shoot at the same time without it being pointed out. This is mostly because they're intelligent about covering each other: while some Marines are moving, others are shooting at you to draw your fire away from their comrades. For ''VideoGame/HalfLife2'', Civil Protection officers, which you fight early in the game, stand still while firing, but the Combine soldiers and especially the Elites later on will quite often shoot while running to and from cover. Mind you, said running is done in a quick "trotting" manner.



* In ''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 ''VideoGame/JediKnightJediAcademy''.

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* In ''VideoGame/JediKnightIIJediOutcast'', you can't move while using the sniper rifle, [[TheComputerIsACheatingBastard even though the AI can]].can]] (not that they do it very often, though). There actually is a way to do so, namely, crouching while aiming, but this ability is gone by ''VideoGame/JediKnightJediAcademy''.
27th Mar '17 3:20:10 PM Miracle@StOlaf
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** ''VideoGame/ResidentEvil7Biohazard'' finally allows you to not just walk, but also run and shoot at the same time. Of course, since your character is an average civilian with just enough gun training to adequately defend himself, good luck ''hitting'' anything while you do it.
7th Mar '17 3:39:38 PM LucaEarlgrey
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* ''Danmaku'' game ''VideoGame/DonPachi'' had two weapons for all aircraft, a standard vulcan and the WaveMotionGun used as the ChargeAttack, when using the big beam gun, your attacks do more damage and can actually put a dent in bigger warships and slows you to a crawl but the standard rapid fire attack takes care of mook aircraft. It is a matter of knowing when to use which type of attack to use when facing them.

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* ''Danmaku'' game ''VideoGame/DonPachi'' had has two weapons for all aircraft, a standard vulcan and the WaveMotionGun used as the ChargeAttack, when using the big beam gun, your attacks do more damage and can actually put a dent in bigger warships and slows you to a crawl but the standard rapid fire attack takes care of mook aircraft. It is a matter of knowing when to use which type of attack to use when facing them.
16th Feb '17 6:29:46 PM LucaEarlgrey
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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mecahnics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal. ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields so that they're never in a situation where they can't evade or block enemy fire.

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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mecahnics mechanics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal. ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields so that they're never in a situation where they can't evade or block enemy fire.
16th Feb '17 6:29:24 PM LucaEarlgrey
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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mecahnics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal; ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields.

to:

* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mecahnics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal; pedal. ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields.shields so that they're never in a situation where they can't evade or block enemy fire.
16th Feb '17 6:28:28 PM LucaEarlgrey
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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position.

to:

* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mecahnics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal; ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields.
16th Feb '17 6:25:59 PM LucaEarlgrey
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[[folder:Light Gun Game]]
* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position.
[[/folder]]
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