History Main / MuzzleFlashlight

18th Apr '17 3:07:30 AM DanaO
Is there an issue? Send a Message



to:

* Doable if less practical (due to greater cooldowns) in ''VideoGame/TheSecretWorld'' presuming you've got a suitable loadout prepared, for the rare missions when you're navigating in darkness and want to conserve things like flares. (Regular permanent light sources become available once you no longer need them.) A shade further away from this trope but still close to it, the projected targeting mechanism for some spells, while technically shedding no light before actually casting said spells, can be used to provide a sort of visual "sonar" suitable for fairly easy blind travel.
9th Mar '17 4:30:09 PM REV6Pilot
Is there an issue? Send a Message


* In ''VideoGame/QuakeII'', the player starts with the Blaster. This gun is very weak, but it doesn't use ammo and its projectiles are slow-moving and glow brightly. This combination makes it useful for lighting up dark corridors, since there is no flashlight in this game. The sequel, ''VideoGame/QuakeIV'', does away with that and just gives you a flashlight.

to:

* In ''VideoGame/QuakeII'', the player starts with the Blaster. This gun is very weak, but it doesn't use ammo and its projectiles are slow-moving and glow brightly. This combination makes it useful for lighting up dark corridors, since there is no flashlight portable light source in this game. The sequel, ''VideoGame/QuakeIV'', does away with that and just gives you a flashlight.game.



* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).

to:

* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own). The ''Nali Chronicles'' fan-made campaign takes it one step further with ''spell'' flashlights: spells like lightning and fireball can produce considerable light that doesn't depend on how charged the spell is (so you can use as little as necessary to make it count), and your ManaMeter recharges on its own given a bit of time.
5th Mar '17 10:07:42 AM Stealth
Is there an issue? Send a Message


* Guns in ''VideoGame/{{Terraria}}'' provide small amounts of light when shot, as do the bullets. Granted, there are melee weapons which do the same thing better for no ammo.

to:

* Guns in ''VideoGame/{{Terraria}}'' provide small amounts of light when shot, as do the bullets. Granted, there are melee weapons which do the same thing better for no ammo.
ammo. Using the early-game 'Meteor' armor set and the 'Space Gun' weapon results in a FrickinLaserBeam pistol with BottomlessMagazines, just the thing to light up dark underground corridors and perhaps get a few early shots on enemies.
20th Feb '17 2:49:20 PM REV6Pilot
Is there an issue? Send a Message


* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The biorifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).

to:

* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The biorifle's Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).



* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol -- the flashlight [[TenSecondFlashlight had a habit of running flat]] even when they supposedly made it an InfiniteFlashlight in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', so charging up the plasma pistol to get the muzzle glow could solve the problem (except in ''3'', where this slowly consumed ammo to counter the previous game's "Noob Combo"). From ''VideoGame/HaloReach'' onward, the Energy Sword emits a blue light that can act as a flashlight as long as the sword has power.

to:

* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol -- the flashlight [[TenSecondFlashlight had has a habit of running flat]] even when they supposedly made it an InfiniteFlashlight in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', so charging up the plasma pistol to get the muzzle glow could can solve the problem (except in ''3'', where this slowly consumed consumes ammo to counter the previous game's "Noob Combo"). From ''VideoGame/HaloReach'' and onward, the Energy Sword emits a blue light that can act as a flashlight lantern as long as the sword has power.
30th Oct '16 10:17:40 AM nombretomado
Is there an issue? Send a Message


* A few flaming weapons in ''{{GURPS}}: Dungeon Fantasy'' have the effect of a torch when active.

to:

* A few flaming weapons in ''{{GURPS}}: ''TabletopGame/{{GURPS}}: Dungeon Fantasy'' have the effect of a torch when active.
7th Sep '16 7:36:03 PM valkorus
Is there an issue? Send a Message

Added DiffLines:

[[folder: MMORPG ]]

* Some of the jump puzzles in ''VideoGame/GuildWars2'' contain darkened areas that are only very occasionally lit by brief, random flashes, making progression difficult. However, engineers armed with bombs can spam their attack skill to provide a near-constant light source.

[[/folder]]
9th Aug '16 9:20:31 AM Ripburger
Is there an issue? Send a Message


* ''VideoGame/XCom: UFO Defense'' has incendiary rounds for some weapons that spray fire over a wide radius and provide much better illumination than the hand-thrown "electro-flares" that are intended for the job. Thanks to the hitscan mechanics, this ended up being their primary use.

to:

* ''VideoGame/XCom: UFO Defense'' ''VideoGame/XCOMUFODefense'' has incendiary rounds for some weapons that spray fire over a wide radius and provide much better illumination than the hand-thrown "electro-flares" that are intended for the job. Thanks to the hitscan mechanics, this ended up being their primary use.
8th Aug '16 10:52:57 AM UmbrellasWereAwesome
Is there an issue? Send a Message


* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol--the torch [[TenSecondFlashlight had a habit of running flat]] even when they supposedly made it an InfiniteFlashlight after the first game, so charging up the plasma pistol to get the muzzle glow could solve the problem (except in ''VideoGame/{{Halo 3}}'', where this slowly consumed ammo to counter the previous game's "Noob Combo"). In ''VideoGame/HaloReach'', the Energy Sword emits a blue light that can act as a flashlight as long as the sword has power.

to:

* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol--the torch Pistol -- the flashlight [[TenSecondFlashlight had a habit of running flat]] even when they supposedly made it an InfiniteFlashlight after the first game, in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', so charging up the plasma pistol to get the muzzle glow could solve the problem (except in ''VideoGame/{{Halo 3}}'', ''3'', where this slowly consumed ammo to counter the previous game's "Noob Combo"). In ''VideoGame/HaloReach'', From ''VideoGame/HaloReach'' onward, the Energy Sword emits a blue light that can act as a flashlight as long as the sword has power.
16th May '16 6:11:41 AM Perelandra
Is there an issue? Send a Message


* ''VideoGame/NuclearThrone'' has a downplayed example: instead of muzzle flash, projectiles from bullet and shell weapons (machineguns, shotguns, etc.) as well as explosions and fire-based projectiles can help to light up the Sewer and Crystal Cave areas, both of which restrict visibility with a FogOfWar[[note]]unless you're playing as Eyes[[/note]]. Ironically, energy projectiles don't cause this effect at all.

to:

* ''VideoGame/NuclearThrone'' has a downplayed example: instead of muzzle flash, In ''VideoGame/NuclearThrone'', projectiles from bullet and shell weapons (machineguns, (assault rifles, shotguns, etc.) as well as explosions and fire-based projectiles can help to light up the Sewer and Crystal Cave areas, both of which restrict visibility with a FogOfWar[[note]]unless you're playing as Eyes[[/note]]. Ironically, energy projectiles and explosions don't cause this effect at all.
16th May '16 6:09:57 AM Perelandra
Is there an issue? Send a Message



to:

* ''VideoGame/NuclearThrone'' has a downplayed example: instead of muzzle flash, projectiles from bullet and shell weapons (machineguns, shotguns, etc.) as well as explosions and fire-based projectiles can help to light up the Sewer and Crystal Cave areas, both of which restrict visibility with a FogOfWar[[note]]unless you're playing as Eyes[[/note]]. Ironically, energy projectiles don't cause this effect at all.
This list shows the last 10 events of 96. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.MuzzleFlashlight