History Main / LimitedLoadout

28th Jan '17 3:28:05 PM Kadorhal
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** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, though the player has to unlock teh ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they also get slots for grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and the repair tool is placed into its own separate slot as well.

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** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, guns, though the player has to unlock teh the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. On top of the four slots they also get a machete for QuickMelee (which can be switched out for a tanto after some collection), with other slots for grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and the repair tool is placed into its own separate slot as well.



* By default, ''Blockstorm''[='=]s inventory system limits you to six items: one primary weapon (rifle, assault rifle, sniper rifle, submachine gun, machine gun, or shotgun), one secondary weapon (pistol, machine pistol or [[SawedOffShotgun smaller shotgun]]), one type of explosive (grenades, claymores, C4, or RPG), a shovel, a supply of blocks for building, and a melee weapon. Some custom maps allow for different setups, however, such as carrying two primary weapons at once, or dumping everything but the secondary and melee weapons.



* The ''Franchise/MetalGear'' series has gradually moved from the HyperspaceArsenal trope (in ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'') to this.

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* The ''Franchise/MetalGear'' series has gradually moved from the HyperspaceArsenal trope (in ''VideoGame/MetalGearSolid'' and (from the original ''VideoGame/MetalGear1'' to ''VideoGame/MetalGearSolid2SonsOfLiberty'') to this.



** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Punished Snake access to one sidearm (Pistol or SMG), one primary weapon (rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.

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** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Punished Snake access to one sidearm (Pistol (pistol or SMG), one primary weapon (rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.
27th Jan '17 3:21:46 PM Kadorhal
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** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and the repair tool is placed into its own separate slot as well.

to:

** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the teh ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts.pelts. On top of the four slots they also get slots for grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots, giving you ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives, though the second weapon slot is dedicated to smaller weapons the game classifies as sidearms, and the repair tool is placed into its own separate slot as well.
27th Jan '17 12:51:05 AM Kadorhal
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** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete of some kind, only able to change the look through free DLC), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher or remote-detonated [=IEDs=]) and one special weapon (machine guns, rocket-propelled grenades, a flamethrower, a mortar or a dart rifle), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots ([[ATasteOfPower starting you with]] a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up) and adding "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' is likewise similar, though throwables now include throwing knives and bait, and the second slot made available to you is dedicated to smaller weapons the game classifies as sidearms.

to:

** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete of some kind, only able to change the look through free DLC), one primary weapon (assault rifles, shotguns, sniper rifles, submachine guns or a grenade launcher), one secondary weapon (handguns, machine pistols, a flare gun, a smaller grenade launcher launcher, a SawedOffShotgun with DLC, or remote-detonated [=IEDs=]) and one special weapon (machine guns, rocket-propelled grenades, a flamethrower, a mortar portable mortar, a crossbow with DLC, or a dart rifle), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, and an unlimited supply of rocks for distracting bad guys in stealth, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots ([[ATasteOfPower starting slots, giving you with]] ATasteOfPower with a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up) up, and adding an extra throwable slot for "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' is likewise similar, though throwables now include more or less uses the same system as ''Blood Dragon'', including throwable slots for bait (gained from skinning animals) and throwing knives and bait, and knives, though the second weapon slot made available to you is dedicated to smaller weapons the game classifies as sidearms.sidearms, and the repair tool is placed into its own separate slot as well.



* ''VideoGame/{{Blood}} II'' combined this with HyperspaceArsenal. Excluding the knife which couldn't be dropped, every weapon you picked up was assigned to a number key in the order you found them rather than a predetermined order, and the only way to carry more than one gun in a single slot was if it was [[GunsAkimbo able to be used two at a time]]. This meant having to drop weapons if you wanted to pick up new ones after a while, since you only had room for nine guns but the game included about twenty.

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* ''VideoGame/{{Blood}} II'' combined manages an interesting combination of this with and HyperspaceArsenal. Excluding the knife which couldn't be dropped, dropped from the first slot, every weapon you picked up was assigned to a number key (2 through 0) in the order you found them rather than a predetermined order, and the only way to carry more than one gun in a single slot was if it was [[GunsAkimbo able to be used two at a time]]. This meant having to drop weapons if you wanted to pick up new ones after a while, since you only had room for nine guns but the game included about twenty.



* In ''VideoGame/SplinterCell: Conviction'', Sam and the two co-op characters Archer and Kestrel are only able to carry one main weapon (a rifle or shotgun) and a pistol. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.

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* In ''VideoGame/SplinterCell: Conviction'', Sam and the two co-op characters Archer and Kestrel are only able to carry a pistol and one main primary weapon (a rifle or shotgun) and a pistol.of any other variety. Sam can carry every type of gadget at once but the co-op characters get just any two at a time.



** ''VideoGame/MetalGearSolidPeaceWalker'' uses a similar system to ''4'', restricting the player to five weapons and eight items that have to be selected before setting out on a mission. The game makes a distinction between primary weapons (actual firearms) and secondary ones (grenades or other tossed/deployed items), and the ratio of each that you're allowed to carry (maximum of three primaries) depends on the outfit your soldier is wearing.

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** ''VideoGame/MetalGearSolidPeaceWalker'' uses a similar system to ''4'', restricting the player to five weapons and eight items that have to be selected before setting out on a mission. The game makes a distinction between primary weapons (actual firearms) and secondary ones (grenades or other tossed/deployed items), and the ratio of each that you're allowed to carry (maximum of three primaries) depends on the outfit your soldier is wearing.wearing; going shirtless or just wearing a T-shirt restricts you to one primary weapon, while heavy armor lets you carry three.
6th Jan '17 4:58:56 PM slvstrChung
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* ''VideoGame/Left4Dead'': You can carry one primary weapon (generally rifles and shotguns) from a selection, one secondary weapon (either an unlimited ammo pistol [[GunsAkimbo or two]], with [[VideoGame/Left4Dead2 the sequel]] adding options of a [[HandCannon single bigger pistol]] or a melee weapon) and one equipment item of each type (a pipe bomb or molotov, a medkit, defibrillator, or box of incendiary or explosive bullets for the primary weapon, and a bottle of pills or an adrenaline injector).

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** ''Halo'' was the Trope Codifier for this trope, but many other games on this list failed to catch on to a trope that went hand-and-hand with it: ThrowAwayGuns. In ''Halo'', you not only are limited to two guns, you are also constantly switching up ''which guns they are'' because of a lack of UniversalAmmunition. This forced varied gameplay and the development of skill. In most other games outside the ''Halo'' franchise, once you find the weapons that suit you, you can stick with them basically throughout the entire game because there are always ways to keep them firing. This provides a different ''type'' of fun, allowing you to be WeakButSkilled instead of UnskilledButStrong. If there's an {{Aesop}} to be picked up, it's probably that tropes don't always work correctly when out of context.
* ''VideoGame/Left4Dead'': You can carry one primary weapon (generally rifles and shotguns) from a selection, one secondary weapon (either an unlimited ammo (an unlimited-ammo pistol [[GunsAkimbo or two]], with [[VideoGame/Left4Dead2 the sequel]] adding options of a [[HandCannon single bigger pistol]] or a melee weapon) and one equipment item of each type (a pipe bomb or molotov, (throwable ordnance; a medkit, defibrillator, or box of incendiary or explosive bullets for the primary weapon, weapon; and a bottle of pills or an adrenaline injector).



* The ''Franchise/MetalGear'' series:
** ''VideoGame/MetalGearSolid3SnakeEater'' had a downplayed example, where while your entire arsenal was always available to you, you could only actually select from eight guns or items in your active inventory - everything else was stored in your backpack and had to be swapped out with an active item in the pause menu to use it in-game.

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* The ''Franchise/MetalGear'' series:
series has gradually moved from the HyperspaceArsenal trope (in ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2SonsOfLiberty'') to this.
** ''VideoGame/MetalGearSolid3SnakeEater'' had a downplayed example, where while In ''VideoGame/MetalGearSolid3SnakeEater'', you carried your entire arsenal was always available to you, in your backpack... but you could only actually select from eight guns or items in your active inventory - everything inventory. Everything else was stored in your backpack and had to be swapped out with an active item in the pause menu to use it in-game.



** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Snake access to one sidearm (Pistol or SMG), one primary weapon (Rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun).

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** ''VideoGame/MetalGearSolidVThePhantomPain'' gives Punished Snake access to one sidearm (Pistol or SMG), one primary weapon (Rifle, (rifle, shotgun or grenade launcher) and one optional heavy weapon (SniperRifle, rocket launcher or machine gun).gun). He also has eight slots for ordnance (explosives, grenades, booby traps, etc) and eight slots for other items.
16th Dec '16 3:23:14 PM Kadorhal
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* A new mechanic introduced in ''VideoGame/GrandTheftAutoViceCity'' and carried on from there is weapon categories, from melee weapons to shotguns to thrown weapons to gifts. It's more than one would expect a normal human being to be able to carry, but it does prevent situations like carrying both a rocket launcher and a flamethrower as was possible in ''VideoGame/GrandTheftAutoIII''. This was dropped in ''VideoGame/GrandTheftAutoV'', but even there, you're still better off carrying no more than one weapon of each class of firearm.
** ''VideoGame/SaintsRow'' uses a similar system. You have inventory slots for every weapon category but can only carry one of said category in the slot.
* Just bought some shiny new Pursuit Tech in ''VideoGame/NeedForSpeed'' ''Rivals''? Surprise, your car can only have two. This is especially egregious as a Cop, as apparently an officer with two weapons on his car suddenly loses the authority to radio for helicopters or roadblocks.

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* A new mechanic introduced in ''VideoGame/GrandTheftAutoViceCity'' and carried on from there is weapon categories, from melee weapons to shotguns to thrown weapons to gifts. It's still more than one would expect a normal human being to be able to carry, carry (by ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' there's already enough categories that you can carry just as many weapons as you could in ''[[VideoGame/GrandTheftAutoIII III]]''), but it does prevent situations like carrying both a rocket launcher and a flamethrower as was possible in ''VideoGame/GrandTheftAutoIII''.the third game. This was dropped in ''VideoGame/GrandTheftAutoV'', but even there, you're still better off carrying no more than one weapon of each class of firearm.
** ''VideoGame/SaintsRow'' uses a similar system. You have inventory slots for every weapon category but can only carry one of said category in the slot.
slot, maybe two if you [[GunsAkimbo pair them up]] in ''VideoGame/SaintsRow2'' onwards.
* Just bought some shiny new Pursuit Tech in ''VideoGame/NeedForSpeed'' ''Rivals''? ''VideoGame/NeedForSpeed Rivals''? Surprise, your car can only have two. This is especially egregious as a Cop, as apparently an officer with two weapons on his car suddenly loses the authority to radio for helicopters or roadblocks.
16th Dec '16 2:46:53 PM Kadorhal
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** ''VideoGame/FarCry2'' allowed the player to carry a machete, one primary weapon (typically an assault rifle, though shotguns, sniper rifles and submachine guns are available), one secondary weapon (typically a pistol, though machine pistols, a flare gun, a grenade launcher and remote-detonated [=IEDs=] are available) and one special weapon (heavy weapons like machine guns or rocket-propelled grenade launchers), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs) and explosives (C4 packs or proximity mines), though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' and ''VideoGame/FarCry4'' use almost the exact same system, other than that the former doesn't require you to unlock slots, and the first slot in the latter is dedicated to sidearms.

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** The original ''VideoGame/FarCry'' had a four-slot system, all of which could be switched out for a new weapon on the ground at the player's whim (including the series' now-iconic {{machete|Mayhem}}, though the ''Classic'' rerelease shunts the machete off to a separate slot for QuickMelee). The player also had three grenade types, frags, smoke, and flashbangs.
** ''VideoGame/FarCry2'' allowed the player to carry one melee weapon (invariably a machete, machete of some kind, only able to change the look through free DLC), one primary weapon (typically an assault rifle, though (assault rifles, shotguns, sniper rifles and rifles, submachine guns are available), or a grenade launcher), one secondary weapon (typically a pistol, though (handguns, machine pistols, a flare gun, a smaller grenade launcher and or remote-detonated [=IEDs=] are available) [=IEDs=]) and one special weapon (heavy weapons like machine guns or (machine guns, rocket-propelled grenade launchers), grenades, a flamethrower, a mortar or a dart rifle), alongside two grenade types (frags and Molotovs).
** ''VideoGame/FarCry3'' allows the player to carry up to four guns and a separate QuickMelee machete, as well as grenades (again, frags or Molotovs) and Molotovs), explosives (C4 packs or proximity mines), and a camera for scouting and tagging enemies, though the player has to unlock the ability to carry even a second gun by hunting and skinning animals to make holsters and bandoliers out of their pelts. ''VideoGame/FarCry3BloodDragon'' uses the same system minus the requirement to unlock slots ([[ATasteOfPower starting you with]] a full set of fully-upgraded weapons for the prologue before dumping you into the game proper and having you work your way back up) and adding "cyber hearts" to lure around the eponymous and highly-dangerous Blood Dragons. ''VideoGame/FarCry4'' use almost the exact same system, other than that the former doesn't require you to unlock slots, is likewise similar, though throwables now include throwing knives and bait, and the first second slot in the latter made available to you is dedicated to smaller weapons the game classifies as sidearms.



* ''VideoGame/JediKnightJediAcademy'' offers a variant where you start each mission with a limited loadout - your lightsaber, a blaster pistol, and your choice of two bigger weapons and one thrown explosive - but otherwise keeps the traditional hyperspace arsenal the [[VideoGame/DarkForcesSaga rest of the series]] has, allowing you to end a mission (or start the second/third part of a multi-part level) carrying two to three times as many weapons as you came in with.

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* ''VideoGame/JediKnightJediAcademy'' offers a variant where you start each mission with a limited loadout - your lightsaber, a blaster pistol, and your choice of two bigger weapons (with more options available as you progress) and one thrown explosive - but otherwise keeps the traditional hyperspace arsenal the [[VideoGame/DarkForcesSaga rest of the series]] has, allowing you to end a mission (or start the second/third part of a multi-part level) carrying two to three times as many weapons as you came in with.
31st Oct '16 12:26:31 PM CynicalBastardo
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* In ''VideoGame/TheWitcher'', you can only carry up to four weapons at a time: two Witcher swords (steel and silver), a short weapon (such as a dagger or a small axe), and a heavy weapon (e.g. a large axe or a morningstar). You cannot carry any weapons in your inventory at all, at least in theory: your {{Fantastic Fighting Style}}s only actually apply to your Witcher swords, so any other weapon you pick up tends to be VendorTrash that you're storing in your extra weapon slots until you can sell it.

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* In ''VideoGame/TheWitcher'', you can only carry up to four weapons at a time: two Witcher swords (steel and silver), a short weapon (such as a dagger or a small axe), and a heavy weapon (e.g. a large axe axe, a Morningstar or a morningstar).second steel sword). One of the game's armours gives an extra slot for a second small weapon. You cannot carry any weapons in your inventory at all, at least in theory: your {{Fantastic Fighting Style}}s only actually apply to your Witcher swords, so any other weapon you pick up tends to be VendorTrash that you're storing in your extra weapon slots until you can sell it.
3rd Oct '16 9:59:22 AM StarSword
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* ''{{Franchise/Halo}}'' is the TropeCodifier for modern shooters. For all their super strength and other perks of being SuperSoldier SpaceMarines, Master Chief, [[VideoGame/HaloReach Noble Six]], [[{{VideoGame/Halo4}} Fireteam Crimson]], [[VideoGame/Halo5Guardians Blue Team, and Fireteam Osiris]] can still only carry the same amount of hardware as the BadassNormal [[VideoGame/Halo3ODST ODSTs]]: Two guns and a few grenades. In fact, depending on the game, [[ImprobablePowerDiscrepancy the ODSTs can carry more of the aforementioned grenades, and throw them farther as well]].

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* ''{{Franchise/Halo}}'' is the TropeCodifier for modern shooters. For all their super strength and other perks of being SuperSoldier SpaceMarines, the Master Chief, [[VideoGame/HaloReach Noble Six]], [[{{VideoGame/Halo4}} Fireteam Crimson]], [[VideoGame/Halo5Guardians Blue Team, and Fireteam Osiris]] can still only carry the same amount of hardware as the BadassNormal [[VideoGame/Halo3ODST ODSTs]]: Two guns and a few grenades. In fact, depending on the game, [[ImprobablePowerDiscrepancy the ODSTs can carry more of the aforementioned grenades, and throw them farther as well]].
8th Aug '16 10:41:12 AM Kadorhal
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* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (small ones like pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher) slots.

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* ''[[VideoGame/PerfectDark Perfect Dark Zero]]'' has a variant incorporating a basic form of GridInventory: Joanna is allotted four slots for weapons, each kind of weapon taking up one (small ones like pistols), (pistols), two (submachine guns and assault rifles), or three (sniper rifle, rocket launcher) slots.launcher or machine gun) slots. Gadgets get a similar, separate set of slots, though you can only swap out for a single gadget because two of those slots are dedicated to a gadget that's required for the mission and which you can't otherwise select whenever you want, like the audioscope and [=CamSpy=].



** ''VideoGame/FarCry2'' allowed the player to carry a machete, one primary weapon (typically an assault rifle, though shotguns, sniper rifles and submachine guns are available), one secondary weapon (typically a pistol, though machine pistols, a flare gun, a grenade launcher and remote-detonated [=IEDs=] are available) and one special weapon (heavy weapons like machine guns or rocket-propelled grenade launchers), alongside two grenade types (frags or Molotovs).

to:

** ''VideoGame/FarCry2'' allowed the player to carry a machete, one primary weapon (typically an assault rifle, though shotguns, sniper rifles and submachine guns are available), one secondary weapon (typically a pistol, though machine pistols, a flare gun, a grenade launcher and remote-detonated [=IEDs=] are available) and one special weapon (heavy weapons like machine guns or rocket-propelled grenade launchers), alongside two grenade types (frags or and Molotovs).



* The first three entries in the ''VideoGame/GearsOfWar'' series give the player access to two primary weapons, a pistol, and grenades on a cross-shaped menu. The fourth game, ''Judgment'', ditches this menu, making pistols just another weapon you carry in your [[ChoiceOfTwoWeapons two slots]], and grenades throwable at any time with a press of a button. It also sped up weapon switch times and [[PistolWhip melee speed]] considerably, and its multiplayer ditched the [[ScrappyMechanic firepower boost from a perfect]] active reload, forcing players to utilise their limited arsenal to its [[TacticalRockPaperScissors fullest effect]] rather than [[ComplacentGamingSyndrome simply relying on the]] [[CrutchCharacter Gnasher]] [[ShortRangeShotgun Shotgun]] to carry them through battles.

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* The first three entries in the ''VideoGame/GearsOfWar'' series give the player access to two primary weapons, a pistol, and grenades on a cross-shaped menu. The fourth game, ''Judgment'', ditches this menu, making pistols just another weapon you carry in your [[ChoiceOfTwoWeapons two slots]], and grenades throwable at any time with a press of a button. It also sped up weapon switch times and [[PistolWhip melee speed]] considerably, and its multiplayer ditched the [[ScrappyMechanic firepower boost from a perfect]] active reload, forcing players to utilise their limited arsenal to its [[TacticalRockPaperScissors fullest effect]] rather than [[ComplacentGamingSyndrome simply relying on the]] on]] the [[CrutchCharacter Gnasher]] [[ShortRangeShotgun Shotgun]] to carry them through battles.
7th Aug '16 4:09:38 PM UmbrellasWereAwesome
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* ''{{Franchise/Halo}}'' is the TropeCodifier for modern shooters. For all their super strength and other perks of being SuperSoldier SpaceMarines, Master Chief, [[VideoGame/HaloReach Noble Six]], and [[{{VideoGame/Halo4}} Fireteam Crimson]] can still only carry the same amount of hardware as the BadassNormal [[VideoGame/Halo3ODST ODSTs]]: Two guns and a few grenades. In fact, [[ImprobablePowerDiscrepancy the ODSTs can carry more of the aforementioned grenades, and throw them farther as well.]]

to:

* ''{{Franchise/Halo}}'' is the TropeCodifier for modern shooters. For all their super strength and other perks of being SuperSoldier SpaceMarines, Master Chief, [[VideoGame/HaloReach Noble Six]], and [[{{VideoGame/Halo4}} Fireteam Crimson]] Crimson]], [[VideoGame/Halo5Guardians Blue Team, and Fireteam Osiris]] can still only carry the same amount of hardware as the BadassNormal [[VideoGame/Halo3ODST ODSTs]]: Two guns and a few grenades. In fact, depending on the game, [[ImprobablePowerDiscrepancy the ODSTs can carry more of the aforementioned grenades, and throw them farther as well.]]well]].
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