History Main / OverHeating

12th Aug '16 7:09:27 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* Happens with Covenant weapons in ''VideoGame/{{Halo}}'' that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same thing in the fan game ''VideoGame/HaloZero''.
** Mounted machine guns function this way in ''[[VideoGame/HaloReach Reach]]''. When mounted, they overheat, but when torn free, they can be fired nonstop until their ammo runs out.

to:

* ''Franchise/{{Halo}}'':
**
Happens with Covenant weapons in ''VideoGame/{{Halo}}'' that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same
ammo. (Same thing in the fan game ''VideoGame/HaloZero''.
''VideoGame/HaloZero''.)
** Mounted machine guns function this way in ''[[VideoGame/HaloReach Reach]]''.from ''VideoGame/HaloReach'' onward. When mounted, they overheat, but when torn free, they can be fired nonstop until their ammo runs out.
27th Jun '16 6:40:44 AM Diask
Is there an issue? Send a Message


Some games give you unlimited ammo, but the designer doesn't want you to fire continuously, so your gun will overheat if you fire continuously for too long, and you have to wait for it to cool down before you can use it again. Alternately, you may have to reload, but have unlimited magazines, which is functionally identical. This doesn't just apply to guns. For example, in Excitebike, the motorcycle will overheat if you go fast for too long.

to:

Some games give you [[BottomlessMagazines unlimited ammo, ammo]], but the designer doesn't want you to fire continuously, so your gun will overheat if you fire continuously for too long, and you have to wait for it to cool down before you can use it again. Alternately, you may have to reload, but have unlimited magazines, which is functionally identical. This doesn't just apply to guns. For example, in Excitebike, the motorcycle will overheat if you go fast for too long.



* ''{{Traveller}}'' Classic. In Book 4 ''Mercenary'', several rapid firing weapons (such as machine guns) would overheat and jam if you fired them too often, requiring repair.

to:

* ''{{Traveller}}'' ''TabletopGame/{{Traveller}}'' Classic. In Book 4 ''Mercenary'', several rapid firing weapons (such as machine guns) would overheat and jam if you fired them too often, requiring repair.



* Some weapons in ''TabletopGame/{{Warhammer 40000}}'' have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which harness energy equivalent to that of a star with technology [[VestigialEmpire the engineers have lost the blueprints to]].

to:

* Some weapons in ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which harness energy equivalent to that of a star with technology [[VestigialEmpire the engineers have lost the blueprints to]].



** The V-Wing's cannons in ''RogueSquadron'' overheat rather quickly in rapid-fire mode.
* Happens in ''Franchise/MassEffect'': All guns use 'mass-accelerator' technology to shear off a piece from a block of metal inside the gun and accelerate it when fired. As the technology only needs a small piece to have a lethal amount of force, this allows guns' blocks of metal to be sufficient to fire thousands of shots and culminates in ammunition being a non-issue in-game - guns still generate heat though, and thusly creating the {{Overheating}} system inside the game. Certain upgrades and ammunition will increase the rate at which the guns overheat, others will lower it.

to:

** The V-Wing's cannons in ''RogueSquadron'' ''VideoGame/RogueSquadron'' overheat rather quickly in rapid-fire mode.
* Happens in ''Franchise/MassEffect'': All In ''VideoGame/MassEffect1'', all guns use 'mass-accelerator' technology to shear off a piece from a block of metal inside the gun and accelerate it when fired. As the technology only needs a small piece to have a lethal amount of force, this allows guns' blocks of metal to be sufficient to fire thousands of shots and culminates in ammunition being a non-issue in-game - guns still generate heat though, and thusly creating the {{Overheating}} overheating system inside the game. Certain upgrades and ammunition will increase the rate at which the guns overheat, others will lower it.



** This is [[JustifiedTrope justified]] by explaining that the heat sink system allows the shooter to fire more bullets in a shorter time without waiting for the gun to cool down. Also the heat sinks are filled with a lithium compound that chemically changes when absorbing heat, so waiting for the sinks to cool is pointless.

to:

** This is [[JustifiedTrope justified]] justified by explaining that the heat sink system allows the shooter to fire more bullets in a shorter time without waiting for the gun to cool down. Also the heat sinks are filled with a lithium compound that chemically changes when absorbing heat, so waiting for the sinks to cool is pointless.



* In ''[[VideoGame/FirstEncounterAssaultRecon FEAR]] 2'' the player is at one point given control of an automatic mounted grenade launcher, which will overheat if fired for too long. Oddly, though, if the player taps the fire button instead of holding it, the heat gauge will never increase.

to:

* In ''[[VideoGame/FirstEncounterAssaultRecon FEAR]] ''VideoGame/FirstEncounterAssaultRecon 2'' the player is at one point given control of an automatic mounted grenade launcher, which will overheat if fired for too long. Oddly, though, if the player taps the fire button instead of holding it, the heat gauge will never increase.



* Happens in ''VideoGame/{{Persona 3}}'' to Aigis herself after being in Orgia Mode for a full three turns.

to:

* Happens in ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' to Aigis herself after being in Orgia Mode for a full three turns.



* In ''TheMatrixPathOfNeo'' during the helicopter level after firing a few too many rounds without stopping the mini-gun overheats.

to:

* In ''TheMatrixPathOfNeo'' ''VideoGame/TheMatrixPathOfNeo'' during the helicopter level after firing a few too many rounds without stopping the mini-gun overheats.



* The Minigun and Gatling Laser in ''VideoGame/{{Fallout 4}}'' overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this.

to:

* The Minigun and Gatling Laser in ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this.
23rd Jun '16 10:26:18 PM Kartoonkid95
Is there an issue? Send a Message

Added DiffLines:

[[AC:WesternAnimation]]
* In the ''WesternAnimation/PrivateSnafu'' short "Fighting Tools", which advises proper care of weapons, Snafu tries to fire a machine gun at a German soldier, but since it wasn't connected to water, the gun overheats and melts.
28th May '16 9:02:04 AM Saber15
Is there an issue? Send a Message



to:

* Mentioned in the ''Literature/{{Cryptonomicon}}'' when Bobby Shaftoe is accompanying a special forces team in Nazi-occupied Italy. When the team assembles a Vickers machine gun on the back of a truck, Shaftoe describes it as a gun with ''infrastructure''; a gun can fire a bullet, sure, but it'll overheat if you do it too often. But not the Vickers, which the gunner uses to cut a jeep in half, as continuous indirect fire against some Germans behind a hill, and to play chicken with a Wehrmacht fighter.
11th May '16 11:35:23 AM Dallenson
Is there an issue? Send a Message


->''"Heat level critical. Shutdown imminent."''

to:

->''"Heat level critical. Shutdown imminent.sequence initiated."''
25th Apr '16 4:47:48 AM EchoFourDelta
Is there an issue? Send a Message


A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally separate rules; for example, one may require reloading while the other does not but is able to overheat. Real mounted weapons often have rather obvious and bulky extra cooling hardware installed, though this is rarely reflected in-game.

to:

A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally separate rules; for example, one may require reloading while the other does not but is able to overheat. Real mounted weapons often have rather obvious and bulky extra cooling hardware installed, though this is rarely reflected in-game.
overheat.
13th Apr '16 6:24:53 AM Jake
Is there an issue? Send a Message

Added DiffLines:

** This was also TruthInTelevision for the suppressed version of the Sten, the barrel of which got hot enough to take the skin off your fingers if you dumped a whole magazine in one go.
16th Mar '16 10:14:23 PM MadCat221
Is there an issue? Send a Message


* In the ''VideoGame/{{Mechwarrior}}'' games, this is an inherent gameplay trait. All weapons create heat that must be dissipated by your 'Mech, but energy and missile weapons cause the most heat. Heat sinks can help dissipate the heat generated, but there's still a danger of overheating, and once you pass a certain threshold the 'Mech engages an automatic shutdown. If you override this automatic shutdown[[note]]or if your 'Mech is forced into critical overheat too quickly for it to trigger[[/note]], you run the risk of [[MadeOfExplodium ammunition explosions and reactor meltdowns]]. In ''Living Legends'', going past the shutdown heat while overriding will cause your armor to literally melt off, generally starting with both arms. If you mount a Gauss rifle in either arm, [[MadeOfExplodium it'll explode when destroyed]].

to:

* In the ''VideoGame/{{Mechwarrior}}'' games, much like its parent ''TableTopGame/BattleTech'' franchise, this is an inherent gameplay trait. All weapons create heat that must be dissipated by your 'Mech, but energy and missile weapons cause the most heat. Heat sinks can help dissipate the heat generated, but there's still a danger of overheating, and once you pass a certain threshold the 'Mech engages an automatic shutdown. If you override this automatic shutdown[[note]]or if your 'Mech is forced into critical overheat too quickly for it to trigger[[/note]], you run the risk of [[MadeOfExplodium ammunition explosions and reactor meltdowns]]. In ''Living Legends'', going past the shutdown heat while overriding will cause your armor to literally melt off, generally starting with both arms. If you mount a Gauss rifle in either arm, [[MadeOfExplodium it'll explode when destroyed]].
16th Mar '16 9:23:24 PM MadCat221
Is there an issue? Send a Message


* In ''TableTopGame/BattleTech'', heat is an important balancing factor. [=BattleMechs=] are environmentally sealed, powered by fusion engines and artificial muscles that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.

to:

* In ''TableTopGame/BattleTech'', heat is an important balancing factor. [=BattleMechs=] are environmentally sealed, powered by fusion engines and artificial muscles that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.


Added DiffLines:

** Even in the meta-game of 'mech design, heat control is a critical factor. Ten heat sinks come free of mass costs with a fusion engine (its integrated thermal control system), and any beyond that take up mass in the chassis. Sometimes those extra sinks can be bundled inside the reactor's volume so they don't take up critical space, though only if the engine is big enough to begin with (and if it's too small, sometimes even those ten mass-free integral sinks can't all fit inside the engine's volume). Double Heat Sinks, systems that cool twice as much for the same mass, are ''supposed'' to be counterbalanced by being much bulkier, but the engine integration factor significantly mitigates that (even the free-of-mass/space sinks are double). They are a point of contention with many old players, as it's posited that it disrupts gameplay balance and makes heat much less of an issue. Proponents argue that double heat sinks de-nerf the entire energy weapons lineup, giving them potential they didn't have before. Most on both sides agree that the meta-game would be screwed up even more if their rules were altered or they were removed outright.
7th Mar '16 10:30:30 PM wolftickets1969
Is there an issue? Send a Message



to:

* The Minigun and Gatling Laser in ''VideoGame/{{Fallout 4}}'' overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this.
This list shows the last 10 events of 174. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.OverHeating