History Main / DoNotRunWithAGun

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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Added DiffLines:

[[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]]
7th Feb '17 5:29:30 PM LucaEarlgrey
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Not related to RunAndGun, a game genre where you ''should'' be running with a gun.
22nd Jan '17 1:01:44 PM Kadorhal
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* In certain games from the ''VideoGame/CallOfDuty'' series, the player is expected to drive a tank. The player's only advantage against the enemy tanks is this trope. It is even explicitly stated in the playing guide to the game.

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* In certain games from the ''VideoGame/CallOfDuty'' series, the player is expected to drive a tank.tank for a mission or two. The player's only advantage against the enemy tanks is this trope. It is even explicitly stated in the playing guide to the game.



** In all ''Call of Duty'' games you're not allowed to shoot while you're sprinting, because your character lowers his weapon to do so. You can shoot while moving normally, but your crosshair gets bigger and bigger the faster you go. It also gets bigger the longer you fire without pause. In practical terms, this means your shots have a ''much'' looser spread: not very good when you're aiming at an enemy any decent distance away. On the flip side, while aiming down the sights, your gun's accuracy is generally perfect for the ranges it is meant for (aside from [[ShortRangeShotgun shotguns]]), and while accuracy is technically not hindered if the player moves (at the very slow rate they're able to) while aiming, the gun itself will sway as they move to make pinpoint shots difficult. Some later games include a way to remove the movement speed penalty when aiming a weapon without increasing the movement sway - ''VideoGame/ModernWarfare 3'' and ''[[VideoGame/CallOfDutyGhosts Ghosts]]'' via the "Stalker" perk and ''[[VideoGame/CallOfDutyBlackOps2 Black Ops II]]'' with the "Adjustable Stock" attachment. ''[[VideoGame/CallofDutyAdvancedWarfare Advanced Warfare]]'' adds the "Gung-Ho" perk, which keeps your weapon up and allows you to fire while sprinting.

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** In all ''Call of Duty'' games you're not allowed to shoot (or reload, either) while you're sprinting, because your character lowers his weapon to do so. You can shoot while moving normally, but your crosshair gets bigger and bigger the faster you go. It also gets bigger the longer you fire without pause. In practical terms, this means your shots have a ''much'' looser spread: not very good when you're aiming at an enemy any decent distance away. On the flip side, while aiming down the sights, your gun's accuracy is generally perfect for the ranges it is meant for (aside from [[ShortRangeShotgun shotguns]]), and while accuracy is technically not hindered if the player moves (at the very slow rate they're able to) while aiming, the gun itself will sway as they move to make pinpoint shots difficult. Some later games include a way to remove the movement speed penalty when aiming a weapon without increasing the movement sway - ''VideoGame/ModernWarfare 3'' and ''[[VideoGame/CallOfDutyGhosts Ghosts]]'' via the "Stalker" perk and ''[[VideoGame/CallOfDutyBlackOps2 Black Ops II]]'' with the "Adjustable Stock" attachment. ''[[VideoGame/CallofDutyAdvancedWarfare Advanced Warfare]]'' adds the "Gung-Ho" perk, which keeps your weapon up and allows you to fire while sprinting.



** In ''Counter-Strike'', even having one of the heavier weapons ''out'' will reduce your movement speed. Runs into FridgeLogic when you realize that [[{{Hammerspace}} it ought to be still weighing you down when it's strapped to your back]]. This often leads to players running around with their knives most of the time, then quickly switching to their gun when they spot an enemy.

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** In ''Counter-Strike'', even having one of the heavier weapons ''out'' in your hands will reduce your movement speed. Runs into FridgeLogic when you realize that [[{{Hammerspace}} it ought to be still weighing you down when it's strapped to your back]]. This often leads to players running around with their knives most of the time, then quickly switching to their gun when they spot an enemy.



** ''VideoGame/GhostRecon'' plays much the same, being essentially a new game built on ''Rainbow Six'' mechanics. You're at your most accurate when crouched or prone, while shifting your view quickly or moving throws your accuracy into chaos until you let it settle, and your weapon type also has a bearing in exactly how accurate it can be at its best (e.g. a sniper rifle will be pinpoint accurate even at extreme ranges, while a support gunner's belt-fed weapon will be noticeably less accurate even at mid-range than an assault rifle). The game has minor RPGElements to allow you to upgrade stats on soldiers who survive missions, with the Weapon stat determining how fast they can sight back in after undertaking an action that causes the crosshairs to expand - they don't technically get more accurate than their weapon allows, but it does allow for follow-up shots to go where you actually need them at a faster rate.

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** ''VideoGame/GhostRecon'' plays much the same, being essentially a new game built on ''Rainbow Six'' mechanics. You're at your most accurate when staying still while crouched or prone, while shifting your view quickly or moving throws your accuracy into chaos until you let it settle, and your weapon type also has a bearing in exactly how accurate it can be at its best (e.g. a sniper rifle will be pinpoint accurate even at extreme ranges, while a support gunner's belt-fed weapon will be noticeably less accurate even at mid-range than an assault rifle). If you ''do'' need to move and shoot, standing up is the best bet because that's still more accurate than when moving in a crouch-walk, which is also far more accurate than when crawling. The game has minor RPGElements to allow you to upgrade stats on soldiers who survive missions, with the Weapon stat determining how fast they can sight back in after undertaking an action that causes the crosshairs to expand - they don't technically [[ImprobableAimingSkills get more accurate than their weapon allows, allows]], but it does allow for follow-up shots to go where you actually need them at a faster rate.



-->'''Louis:''' "Run or shoot? '''Run or shoot!?!'''"\\
'''Bill:''' "Both!"

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-->'''Louis:''' "Run Run or shoot? '''Run or shoot!?!'''"\\
shoot!?!'''\\
'''Bill:''' "Both!"Both!



* 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. Aiming also makes the player slow down (unless they're crouching, but then the movement sway is even worse), and jumping forces them.

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* 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).negated) - the gun's spread never gets worse if you're holding it at or firing it from the hip. 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. Aiming also makes the player slow down (unless they're crouching, but then the movement sway is even worse), and jumping forces them.



* ''VideoGame/PaydayTheHeist'' and ''VideoGame/Payday2'', for as much as they're inspired by ''Left 4 Dead'' above, play this closer to ''Call of Duty''. Firing from the hip gives you decent but not spectacular accuracy, while aiming down the weapon's sights improves it and moving, even when aiming, penalizes it. The latter game removes the crosshair to encourage proper aiming, but also has various skills to mix things up. There's one that removes the movement penalty when aiming. There's one that lets you reload while sprinting. There's two different ones that allow you to hipfire weapons when sprinting, one specific to shotguns and the other to all weapons. There are also various other skills that grant accuracy and stability bonuses to specific weapon types, or remove the penalties on them when moving or hipfiring.



* ''VideoGame/{{Diablo}}'' is a case with both player and monsters suffering from this. But some special move are a combination of move and attack.
* In ''VideoGame/VictorVran'', the trope is downplayed with standard mêlée attacks (the protagonist stops walking right before performing a blow, but the attack animation makes him walk forward), played totally straight with the firearms. Some special attack make you move when performing them, too.

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* ''VideoGame/{{Diablo}}'' is a case with both player and monsters suffering from this. But some special move moves are a combination of move and attack.
* In ''VideoGame/VictorVran'', the trope is downplayed with standard mêlée attacks (the protagonist stops walking right before performing a blow, but the attack animation makes him walk forward), played totally straight with the firearms. Some special attack attacks make you move when performing them, too.
23rd Dec '16 1:54:26 AM Chabal2
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** ''VideoGame/WarcraftIII'': The Phoenix appears able to do this, sending streams of fire at enemies while moving. It's not actually attacking, the Phoenix Fire spell puts a periodic damage debuff on all non-buffed enemies in range and uses the same projectile as the Phoenix's normal attack, doing so even when the Phoenix is moving or attacking.
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.
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