History Main / DonotRunWithAGun

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.
28th May '16 10:56:18 AM nombretomado
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* In the PlayStation ''Spec Ops'' games, it is entirely impossible to shoot while moving.

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* In the PlayStation UsefulNotes/PlayStation ''Spec Ops'' games, it is entirely impossible to shoot while moving.
26th Apr '16 7:42:52 PM Kadorhal
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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while running, except with the medi-gun

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* In ''VideoGame/OrionPrelude'' you can neither shoot nor reload while running, except with the medi-gunmedi-gun.



** ''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.



* Equipping a rocket launcher or sniper rifle in ''VideoGame/MetalGearSolid2SonsOfLiberty'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.
** In the first ''VideoGame/MetalGearSolid'', while Snake could move while equipping weapons, once he started aiming or firing he was locked in place unless the player pressed and held the crouch button. It was awkward to do this while trying to fire, which was apparently on purpose, to stress how difficult it really is to run and fire a gun at the same time. Later games made it progressively easier - ''2'' moved the "run and gun" button to the other side of the controller, and every game since didn't even need you to hold another button to move while aiming or firing.

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* Equipping a rocket launcher or sniper rifle in ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'' forces you into first-person view, which disables your movement controls. To adjust position or dodge, you have to un-equip them. Fortunately, you can tap R2 to quickly un-equip and re-equip weapons.
** In the first ''VideoGame/MetalGearSolid'', ''Metal Gear Solid'', while Snake could move while equipping weapons, once he started aiming or firing he was locked in place unless the player pressed and held the crouch button. It was awkward to do this while trying to fire, which was apparently on purpose, to stress how difficult it really is to run and fire a gun at the same time. Later games made it progressively easier - ''2'' moved the "run and gun" button to the other side of the controller, before [[VideoGame/MetalGearSolid3SnakeEater the third game]] and every game since didn't even need you on removed any requirement to hold another button to move while aiming or firing.a second button.



** Vehicles similarly have firepower restrictions based on their speed. A stationary vehicle can fire all of its weaponswith normal accuracy, a vehicle that moves at "combat speed" can fire only a single weapon with accuracy while all others can only make highly-inaccurate "snap shots" in a similar manner to infantry as described above, while a vehicle moving at "cruising speed" can only fire snap shots. As with other units, certain types of vehicles have fewer restrictions.
* ''VideoGame/XCOMEnemyUnknown'' gives characters two actions per turn. A soldier can use both actions to move, or perform one move and then shoot or perform another action (reload/item/overwatch/etc). The exceptions to this rule are snipers, which can only shoot after moving if they have the Snap Shot skill, Heavies, who cannot use their rocket launcher after moving, and Assaults, who can double-move and shoot with the Run and Gun skill.

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** Vehicles similarly have firepower restrictions based on their speed. A stationary vehicle can fire all of its weaponswith weapons with normal accuracy, a vehicle that moves at "combat speed" can fire only a single weapon with accuracy while all others can only make highly-inaccurate "snap shots" in a similar manner to infantry as described above, while a vehicle moving at "cruising speed" can only fire snap shots. As with other units, certain types of vehicles have fewer restrictions.
* ''VideoGame/XCOMEnemyUnknown'' gives characters two actions per turn. A soldier can use both actions to move, or perform one move and then shoot or perform another action (reload/item/overwatch/etc). The exceptions to this rule are snipers, which who can only shoot after moving if they have the Snap Shot skill, skill; Heavies, who cannot use their rocket launcher after moving, moving; and Assaults, who can double-move and shoot with the Run and Gun skill.
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