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** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion, the F2000 is useless beyond 20 meters. The M16A3 with Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the [=SG553=] with the [=AKS-74U=] being configurable as a very good short ranged hip fire weapon.

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** Assault: Pre-patch assault players used the F2000, AEK-971, or the FAMAS due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed it into oblivion, the F2000 is useless beyond 20 meters. The M16A3 [=M16A=] with Heavy Barrel reigns supreme.
** Engineers gravitate pre-patch gravitated to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use the [=SG553=] with the [=AKS-74U=] being configurable as a very good short ranged hip fire weapon.
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** Gun attachments: Pre-patch nearly everyone used the foregrip/suppressor combination to significantly reduce recoil to the point hardly anyone used bipods or heavy barrel. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments and they generally only get used for very close quarter combat.
** Gun sights are a matter of preference but out of the various versions, the main ones used are the Kobra, US Red Dot Sight, ACOG 4x, US Holographic and the 8x or 12x for sniper rifles.

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** Gun attachments: Pre-patch nearly everyone used the foregrip/suppressor combination to significantly reduce recoil to the point hardly anyone used bipods or heavy barrel. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments and they generally only get used for very close quarter combat.
combat. As a result of the foregrip nerf the use of the Bipod is heavily up on all weapons because it has no penalty at all in general use but has a large advantage when it is used, and the under barrel rail is not actually required to use the Grenade Launcher or Shotgun under barrel attachments.
** Gun sights are a matter of preference but out of the various versions, them the main ones used are the Kobra, Kobra or US Red Dot Sight, Sight at close range, the US holographic at short or medium range, the ACOG 4x, US Holographic 4x for medium range and the 8x or 12x for sniper rifles.scopes for long range. The rest have cluttered sights or awkward zoom levels.

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** There's no clear winner for the Support class, though the PKP Pecheneg is popular due to the greater damage.



** The support class is the one class that inverts the trope. There is no overtly 'best' weapon, only ScrappyWeapons that ''aren't'' used like the QBB, MG36 and Type 88 which heavily suck compared to the rest.

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** The support class is the one class that with it's variety of well balanced guns but no 'best' weapon inverts the trope. There is no overtly 'best' weapon, only The class contains ScrappyWeapons that ''aren't'' used like the QBB, MG36 and Type 88 which heavily suck compared to the rest.

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* ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts:
Battlefield can now be split into two periods, with the March 2012 patch being where the split takes place.

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* ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts:
Battlefield
loadouts, which can now be split into two periods, with from before the March 2012 patch being where the split takes place.and after it:



** The support class is the one class that there are no overly 'best' weapons, only ScrappyWeapons that ''aren't'' used like the QBB, MG36 and Type 88 which heavily suck compared to the rest.

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** The support class is the one class that there are inverts the trope. There is no overly overtly 'best' weapons, weapon, only ScrappyWeapons that ''aren't'' used like the QBB, MG36 and Type 88 which heavily suck compared to the rest.

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** Most Assault players will use either the F2000, AEK-971, or (with the Back to Karkand expansion) the FAMAS. Since all the assault rifles (except the [=G3A3=]) have identical damage stats, it boils down to the rate of fire, since more rounds per minute = faster killing.\\
After the March 2012 patch, the F2000, AEK-971, and FAMAS are no longer kings due to the added recoil and spread for high-RPM guns, and the FAMAS was nerfed even harder with a 5-bullet magazine reduction. The starting assault rifles see frequent use since they're good general-purpose guns, though it's now more down to personal preference than a superior gun.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use an [=AKS-74U=] or [=SG553=].

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Battlefield can now be split into two periods, with the March 2012 patch being where the split takes place.
** Most Assault Assault: Pre-patch assault players will use either used the F2000, AEK-971, or (with the Back to Karkand expansion) the FAMAS. Since all the assault rifles (except the [=G3A3=]) have identical damage stats, it boils down to the rate of fire, since more rounds per minute = faster killing.\\
After the March 2012 patch, the F2000, AEK-971, and FAMAS are no longer kings due to the added recoil and spread for high-RPM guns, and
the FAMAS was due to their high rates of fire. Post-patch the FAMAS's handling and ammo capacity changes nerfed even harder it into oblivion, the F2000 is useless beyond 20 meters. The M16A3 with a 5-bullet magazine reduction. The starting assault rifles see frequent use since they're good general-purpose guns, though it's now more down to personal preference than a superior gun.
Heavy Barrel reigns supreme.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H + ACOG + Heavy Barrel for the extra long range damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use an the [=SG553=] with the [=AKS-74U=] or [=SG553=].being configurable as a very good short ranged hip fire weapon.



** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor (to further reduce recoil and stay off the radar), laser sight (for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players), or tactical light (to [[{{Troll}} piss people off]] with [[BlindedByTheLight extremely blinding light]]).\\
Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase (up to 25 percent). Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments.
** For pistols, the G18 sees frequent use since it's a fully-automatic pistol with a high rate of fire. Post-patch, the .44 Magnum is attractive for its 1.25 damage multiplier to the chest.

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*** Pre patch the only semi-auto sniper rifle of any use was the M39 EMR, very accurate, quick to fire and could be used in medium range as a 'designated marksman' style of play. Post-Patch, the SKS has been buffed to the stars to the point it can compete with assault rifles.
** As far as gun attachments go, Gun attachments: Pre-patch nearly everyone choose used the foregrip foregrip/suppressor combination to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor (to further reduce recoil and stay off to the radar), laser sight (for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players), point hardly anyone used bipods or tactical light (to [[{{Troll}} piss people off]] with [[BlindedByTheLight extremely blinding light]]).\\
heavy barrel. Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase (up to 25 percent). increase. Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments.
attachments and they generally only get used for very close quarter combat.
** For pistols, Gun sights are a matter of preference but out of the various versions, the main ones used are the Kobra, US Red Dot Sight, ACOG 4x, US Holographic and the 8x or 12x for sniper rifles.
** Post-Patch pistol changes mean the best players will use one of three sidearms: The
G18 sees frequent use since it's a Suppressed fully-automatic pistol with a high rate of fire. Post-patch, fire that is equivalent to the MP7 at very close range and is used for players who want a true 'backup' weapon. The 93R burst fire pistol which received a major buff in the patch for those who feel they need a more controllable gun than the G18 and finally the .44 Magnum which is attractive for its a two shot kill due to a buff giving it a 1.25 damage multiplier to the chest.chest, it is used by players who are extremely accurate and will pick and choose which of the primary or Magnum they use based on the situation.
** [=MP7=] with Laser + Extended Mags is ''the'' hip fire weapon. It's hip fire it is often ''more'' accurate than many guns when being aimed down sight and it is quicker to get bullets on target because of it's hipfire. It's only drawback is that the extended mags mean you only have less than a handful of reloads, so playing a support kit or having the squad perk for ammo is mandatory.



** Camouflage-wise, people use Spec Ops Black, since it hides your heat signature from infrared optics. It's also useful for hiding in buildings since the interior is usually dark.

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** Camouflage-wise, people use Spec Ops Black, since Black as it hides your heat signature from infrared infra-red optics. It's also useful for hiding in buildings since the interior is usually dark.dark.
** The support class is the one class that there are no overly 'best' weapons, only ScrappyWeapons that ''aren't'' used like the QBB, MG36 and Type 88 which heavily suck compared to the rest.
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*** Valkyrie was deliberately designed as a "starter" role with an easy early game (especially for dwarf valkyries), though it lacks any major end-game advantages. ''Advanced'' players seem to favour the Tourist, which, being the "challenge" role has the worst starting position, but also has only one banned weapon skill (clubs) and gets possibly the most useful class-specific artifact of them all in the mid-game.
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* The Plasma Cutter is the first weapon you receive in both ''DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).

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* The Plasma Cutter is the first weapon you receive in both ''DeadSpace'' ''Franchise/DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).
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Fire Axe is stock.


** StopHavingFunGuys tend to hate the update-introduced Razorback, Chargin' Targe, Cloak and Dagger, Sandman, Natascha, and Fire Axe. The Syringe Gun used to be seen this way as well until the Blutsauger was nerfed and the Syringe Gun was buffed. Some players will yell at you if you use the Backburner (can't put out players' fire or reflect projectiles) or the Kritzkrieg (trades ten seconds of invincibility for ten seconds of triple damage against everything but buildings).

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** StopHavingFunGuys tend to hate the update-introduced Razorback, Chargin' Targe, Cloak and Dagger, Sandman, Natascha, and Fire Axe.Natascha. The Syringe Gun used to be seen this way as well until the Blutsauger was nerfed and the Syringe Gun was buffed. Some players will yell at you if you use the Backburner (can't put out players' fire or reflect projectiles) or the Kritzkrieg (trades ten seconds of invincibility for ten seconds of triple damage against everything but buildings).

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* The Plasma Cutter is the first weapon you receive in ''DeadSpace'', and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole game using only it (you can still buy, equip, and upgrade other guns, just not fire them).

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* The Plasma Cutter is the first weapon you receive in ''DeadSpace'', both ''DeadSpace'' games, and it's all you'll ever need. There's even the "One Gun" achievement for playing through the whole first game using only it (you can still buy, equip, and upgrade other guns, just not fire them).them).
** Other weapons are still useful, and some more so than the Plasma Cutter in certain situations. However, the Plasma Cutter really is a perfectly fine weapon throughout most of the game, and using only one gun allows you to focus your upgrades into that one gun, as well as your health and stasis unit. Even without the achievement, it's a pretty legitimate strategy to just focus on using the Plasma Cutter, and maybe carry a Force Gun to knock away groups of enemies that get too close.


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** Given that each game differs from the last in completely unpredictable ways, this isn't a bad idea. It's bad enough having to survive such a game without also having to learn a new role.


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** Indeed, players who aren't doing something that could get their entire fortress killed are considered to be doing it wrong. Exceptions may be made for sufficiently epic 'Megaprojects', however even most of these have a good chance of killing everyone if they go bad. For example, if you want the eyes of your colossus to be magma behind obsidian, then you're going to have to pump magma up some dozens of stories in order to get it there.


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** Of course, ShinMegamiTensei games tend to be crazy hard to begin with, and the bonus bosses are even worse. Beating them with anything but the preferred method can result in an effective SelfImposedChallenge.
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** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use an [=AKS-74U=] or SG553.

to:

** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use an [=AKS-74U=] or SG553.[=SG553=].

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** Most Assault players will use either the F2000, AEK-971, or (with the Back to Karkand expansion) the FAMAS. Since all the assault rifles (except the [=G3A3=]) have identical damage stats, it boils down to the rate of fire, since more rounds per minute = faster killing.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage.

to:

** Most Assault players will use either the F2000, AEK-971, or (with the Back to Karkand expansion) the FAMAS. Since all the assault rifles (except the [=G3A3=]) have identical damage stats, it boils down to the rate of fire, since more rounds per minute = faster killing.
killing.\\
After the March 2012 patch, the F2000, AEK-971, and FAMAS are no longer kings due to the added recoil and spread for high-RPM guns, and the FAMAS was nerfed even harder with a 5-bullet magazine reduction. The starting assault rifles see frequent use since they're good general-purpose guns, though it's now more down to personal preference than a superior gun.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage. Post-patch, players that prefer a good medium-range weapon with minimal recoil will likely use an [=AKS-74U=] or SG553.



** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser.
** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor (to further reduce recoil and stay off the radar), laser sight (for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players), or tactical light (to [[{{Troll}} piss people off with extremely blinding light]]).
** For pistols, the G18 sees frequent use since it's a fully-automatic pistol with a high rate of fire.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.
*** [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
** Camouflage-wise, people use the black ops camo, since it hides your heat signature from infrared optics. It's also useful for hiding in buildings since the interior is usually dark.

to:

** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser.
laser and it doesn't require as much grinding as the [=M98B=].
** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor (to further reduce recoil and stay off the radar), laser sight (for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players), or tactical light (to [[{{Troll}} piss people off off]] with [[BlindedByTheLight extremely blinding light]]).
light]]).\\
Post-patch, the Heavy Barrel is the new hotness for its very large spread reduction while aiming down sights with only a minimal vertical recoil increase (up to 25 percent). Foregrip and suppressor usage depends on the situation rather than being no-brainer attachments.
** For pistols, the G18 sees frequent use since it's a fully-automatic pistol with a high rate of fire.
fire. Post-patch, the .44 Magnum is attractive for its 1.25 damage multiplier to the chest.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.
***
it was severely {{nerf}}ed. [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
** Camouflage-wise, people use the black ops camo, Spec Ops Black, since it hides your heat signature from infrared optics. It's also useful for hiding in buildings since the interior is usually dark.
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\"It should be the medics job\" was not a good excuse to sacrifice life-saving functionality. Also added the other function of the airblast for completeness


** StopHavingFunGuys tend to hate the update-introduced Razorback, Chargin' Targe, Cloak and Dagger, Sandman, Natascha, and Fire Axe. The Syringe Gun used to be seen this way as well until the Blutsauger was nerfed and the Syringe Gun was buffed. Some players will yell at you if you use the Backburner (can't put out players' fire, which is supposed to be the Medic's job anyway) or the Kritzkrieg (trades ten seconds of invincibility for ten seconds of triple damage against everything but buildings).

to:

** StopHavingFunGuys tend to hate the update-introduced Razorback, Chargin' Targe, Cloak and Dagger, Sandman, Natascha, and Fire Axe. The Syringe Gun used to be seen this way as well until the Blutsauger was nerfed and the Syringe Gun was buffed. Some players will yell at you if you use the Backburner (can't put out players' fire, which is supposed to be the Medic's job anyway) fire or reflect projectiles) or the Kritzkrieg (trades ten seconds of invincibility for ten seconds of triple damage against everything but buildings).
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*** [[http://www.youtube.com/watch?v=f7rFGMatKLM This video]] is a good demonstration.
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** ''VideoGame/FinalFantasyXIII'' had the BonusBoss Vercingetorix vulnerable to poison. Due to his sky high stats, the target time for him was 20min for an endgame party. Cue everyone facing him with Vanille/Fang/Snow, poisoning him and spamming Mediguard until it needs repoisoning or it dies.
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** ''Mario Kart 7'' repeats the problem the Wii version had; When playing online or looking up time trial records, expect to see nearly everyone using Metal Mario for the high bonus in top speed (even though Bowser gives the same bonuses) or their Miis. When it comes to what parts everyone uses, expect to see a lot of people using the B Dasher with the Gold Tires or other similar parts that give a lot of speed.

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** When looking up time trial records for ''Mario Kart 7'' repeats the problem the Wii version had; When playing online or looking up time trial records, 7'', expect to see nearly everyone using Metal Mario for the high bonus in top speed (even though Bowser gives the same bonuses) or their Miis.bonuses). When it comes to what parts everyone uses, expect to see a lot of people using the B Dasher with the Gold Tires or other similar parts that give a lot of speed.
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If it can happen, it\'s possible


** Played with a bit in the new major version - ''all'' maps have magma, you just have to dig until you [[BeyondTheImpossible hit the mantle]]. Unfortunately, the lag caused by the sheer amount of magma will cripple your computer.

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** Played with a bit in the new major version - ''all'' maps have magma, you just have to dig until you [[BeyondTheImpossible hit the mantle]].mantle. Unfortunately, the lag caused by the sheer amount of magma will cripple your computer.
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** If you think the Iron Sword has ridiculous anti-AI potential, try the Katana discipline. Forward B+K will baffle them 90% of the time, and it sets them up for your mid-air attack throw perfectly (just avoid the katana that gives you added knockback, as it throws off the timing). As long as they don't get a cheap shot on you, you are guaranteed to win against all but the most extreme AI. This troper is slightly ashamed to say that this technique, used over and over and over, is what got him through the game. The hours of gameplay before the Samurai job is unlocked are pretty much unbearably frustrating.

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** If you think the Iron Sword has ridiculous anti-AI potential, try the Katana discipline. Forward B+K will baffle them 90% of the time, and it sets them up for your mid-air attack throw perfectly (just avoid the katana that gives you added knockback, as it throws off the timing). As long as they don't get a cheap shot on you, you are guaranteed to win against all but the most extreme AI. This troper is slightly ashamed to say that this technique, used over and over and over, is what got him through the game. The hours of gameplay before the Samurai job is unlocked are pretty much unbearably frustrating.

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** Many online shooters will have practically everyone running around with the same weapon or loadout. Naturally, failing to conform and using something different instead is treated as either [[StopHavingFunGuys a sign of being a noob]], or [[{{Scrub}} cheating]] (depending on how well you do, of course).

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** Many online shooters will have practically everyone running around with the same weapon or loadout. Naturally, failing to conform and using something different instead is treated as a sign of either [[StopHavingFunGuys a sign of being a noob]], or [[{{Scrub}} cheating]] (depending on how well you do, of course).



*** Which brings up another point: Teamwork itself rarely ever falls under the PlayerPreferredPattern. Quite a large number of people generally focus on their own personal score and ''nothing else'', not even ''winning the game''. Sometimes it's not even score, but kill/death ratio, which results in many people who spend all their time sitting as far away from combat as possible with a sniper rifle picking off about two or three people in any given match just so that they never die.
*** That's highly cultural, though -- it's never been a problem in ''[[StarsiegeTribes Tribes]]'' games, for example, even on public servers, while in ''CallOfDuty'' this is pretty much guaranteed unless you actively set up a game with people who you ''know'' give a damn about their team.

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*** Which brings up another point: Teamwork itself rarely ever falls under the PlayerPreferredPattern. Quite a large number of people generally focus on their own personal score and ''nothing else'', not even ''winning the game''. Sometimes it's not even score, but kill/death ratio, which results in many people who spend all their time sitting as far away from combat as possible with a sniper rifle picking off about two or three people in any given match just so that they never die.
*** That's
This is highly cultural, though -- it's almost never been a problem in ''[[StarsiegeTribes Tribes]]'' games, for example, even on public servers, while in ''CallOfDuty'' this is pretty much guaranteed unless you actively go out of your way to set up a game with people who you ''know'' give know will actually act as a damn about their team.



** Counter-Strike has a total of 22 Guns that can be chosen from (6 pistols, 2 shotguns, 5 [=SMGs=], 4 assault rifles and 3 sniper rifles) but basically all are inferior to the 3 mainly used guns, The AWP Sniper rifle (1 hit one kill), the [=M4A1=], or the [=AK47=], as these latter two are the most powerful and accurate by far of all the guns. Anyone using any of the other weapons, except possibly the pump shotgun, usually results in "noob".

to:

** Counter-Strike has a total of 22 Guns guns that can be chosen from (6 pistols, 2 shotguns, 5 [=SMGs=], 4 assault rifles and 3 sniper rifles) but basically all are inferior to the 3 mainly used guns, guns: The AWP Sniper sniper rifle (1 hit one kill), the [=M4A1=], or the [=AK47=], [=M4A1=] or [=AK47=] assault rifles, as these latter two are the most powerful and accurate by far of all the guns. Anyone using any of the other weapons, except possibly the pump shotgun, usually results in "noob".



* For some reason, the [[TheComputerIsACheatingBastard computer]] in ''SoulCalibur 3'' doesn't seem to be able to block a retreating vertical from an Iron Sword Create-A-Soul character. It's too easy to just use that one class and attack throughout the game. This then bites you in the rear when human opponents easily dodge and clobber you while you're using what's a fairly slow and very telegraphed attack.

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* For some reason, the [[TheComputerIsACheatingBastard computer]] computer in ''SoulCalibur 3'' doesn't seem to be able to block a retreating vertical from an Iron Sword Create-A-Soul character. It's too easy to just use that one class and attack throughout the game. This then bites you in the rear when human opponents easily dodge and clobber you while you're using what's a fairly slow and very telegraphed attack.
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** Counter-Strike has a total of 22 Guns that can be chosen from (6 pistols, 2 shotguns, 5 [=SMGs=], 4 assault rifles and 3 sniper rifles) but basically all are inferior to the 3 mainly used guns, The AWP Sniper rifle (1 hit one kill), the M4A1 Assault Rifle, or the [=AK47=] assault rifle, as these latter two are the most powerful and accurate by far of all the guns. Anyone using any of the other weapons, except possibly the pump shotgun, usually results in "noob".

to:

** Counter-Strike has a total of 22 Guns that can be chosen from (6 pistols, 2 shotguns, 5 [=SMGs=], 4 assault rifles and 3 sniper rifles) but basically all are inferior to the 3 mainly used guns, The AWP Sniper rifle (1 hit one kill), the M4A1 Assault Rifle, [=M4A1=], or the [=AK47=] assault rifle, [=AK47=], as these latter two are the most powerful and accurate by far of all the guns. Anyone using any of the other weapons, except possibly the pump shotgun, usually results in "noob".



*** With [=SMGs=], the PP2000 since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.

to:

*** With [=SMGs=], the PP2000 [=PP2000=] since it has hardly any recoil, or the SCAR-L carbine. Both with Magnum ammo of course, like everyone else in the entire world.



** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor, laser sight, or tactical light; suppressor to further reduce recoil and stay off the radar, laser sight for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players, and tactical light to piss people off with extremely blinding light.

to:

** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor, laser sight, or tactical light; suppressor to (to further reduce recoil and stay off the radar, radar), laser sight for (for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players, and players), or tactical light to (to [[{{Troll}} piss people off with extremely blinding light.light]]).

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** If they're using an SMG, it is the [=UMP45=], usually silenced. If they're using a Sniper rifle, it's the Intervention. If they're using a light machine gun (rare), it's the RPD. The Assault Rifles are the only weapon class in [=CoD=] that isn't dominated by a single gun, but the SCAR-H and TAR-21 are fairly common.

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** If they're using an SMG, it is the [=UMP45=], usually silenced. If they're using a Sniper sniper rifle, it's the Intervention. If they're using a light machine gun (rare), it's the RPD. The Assault Rifles are the only primary weapon class in [=CoD=] that isn't dominated by a single gun, but the SCAR-H SCAR-H, TAR-21, and TAR-21 ACR are fairly common.common. As for secondary weapons, expect nothing but [[GunsAkimbo dual]] Model 1887's.



*** Probably because it has no scope sway and a very precise reticle on the PC version.
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* Despite being a rather well-balanced game overall, [[BattlefieldBadCompany Battlefield: Bad Company 2]] players will tend to pick very similar loadouts within each kit, comprised of the weapons considered to be [[GameBreaker OP]]:

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* Despite being a rather well-balanced game overall, [[BattlefieldBadCompany [[VideoGame/BattlefieldBadCompany Battlefield: Bad Company 2]] players will tend to pick very similar loadouts within each kit, comprised of the weapons considered to be [[GameBreaker OP]]:
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** People didn't like the original shotgun because they became frustrated by less experienced players besting them, due to its short range stopping power. So the hardcore mod was introduced specifically to up the power of the SMG ([[BeyondTheImpossible to ridiculous levels]]) and drop the power of the shotgun, such that you were forced to jam it right in someone's face to ever hope to kill them.

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** People didn't like the original shotgun because they became frustrated by less experienced players besting them, due to its short range stopping power. So the hardcore mod was introduced specifically to up the power of the SMG ([[BeyondTheImpossible to ridiculous levels]]) levels and drop the power of the shotgun, such that you were forced to jam it right in someone's face to ever hope to kill them.
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** Camouflage-wise, people use the black ops camo, since it hides your heat signature from infrared optics. It's also useful for hiding in buildings since the interior is usually dark.
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* ''BlackOps'' The Big 3 according to Treyarch are the FAMAS, [=AK74u=], and Galil. The FAMAS and [=AK74u=] have been nerfed amid cries of being overpowered.

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* ''BlackOps'' ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' The Big 3 according to Treyarch are the FAMAS, [=AK74u=], and Galil. The FAMAS and [=AK74u=] have been nerfed amid cries of being overpowered.

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* SpiralKnights players can be expected to have some or all of the following items if they have the money for them; Vog cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mentio the insane overuse of the Wolver armour set.

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* SpiralKnights players can be expected to have some or all of the following items if they have the money for them; Vog cub, Cub, Divine Avenger, Gran Faust, Polaris/Biohazard, Grey Owlite Shield, and whatever krogmo trinkets boost your prefered weapon types.
** Not to mentio mention the insane overuse of the Wolver armour set.set...
*** This is because out of all weapon types swords deal the most raw damage numbers and as a result are the [[PlayerPreferredPattern most popular choice]]. Guns deal pathetic damage per hit. However, swordies have to dodge or block enemy attacks once in a while while gunslingers can just keep pumping lead into the enemy, resulting in higher average damage over time in some cases. Bombs are good for support or inflicting StandardStatusEffects... a playstyle unlikely to be a PlayerPreferredPattern in SpiralKnights.
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** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld AMTRAC cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.

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** [[TierInducedScrappy The USAS-12 with Frag rounds]]. It's basically a [[GameBreaker handheld AMTRAC IFV cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.
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** [[TierInducedScrappy The USAS-12 with Frag rounds]]. This deserves its own bullet point, since it's basically a [[GameBreaker handheld AMTRAC cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.

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** [[TierInducedScrappy The USAS-12 with Frag rounds]]. This deserves its own bullet point, since it's It's basically a [[GameBreaker handheld AMTRAC cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.
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* ''VideoGame/{{Battlefield 3}}'' also has some extremely common loadouts:
** Most Assault players will use either the F2000, AEK-971, or (with the Back to Karkand expansion) the FAMAS. Since all the assault rifles (except the [=G3A3=]) have identical damage stats, it boils down to the rate of fire, since more rounds per minute = faster killing.
** Engineers gravitate to the A-91 or the [=M4A1=], again, due to the high rate of fire, while some go for the SCAR-H for the extra damage.
** There's no clear winner for the Support class, though the PKP Pecheneg is popular due to the greater damage.
** Damn near every Recon use the [=M98B=] since it's the most powerful sniper rifle in the game, though after Back to Karkand the L96 is seeing some action since it shoots like a laser.
** As far as gun attachments go, nearly everyone choose the foregrip to significantly reduce horizontal recoil. Gun sights are a matter of preference, though holographic sights are common. The third slot is either the suppressor, laser sight, or tactical light; suppressor to further reduce recoil and stay off the radar, laser sight for the hip fire accuracy bonus and to [[InterfaceScrew dazzle]] enemy players, and tactical light to piss people off with extremely blinding light.
** For pistols, the G18 sees frequent use since it's a fully-automatic pistol with a high rate of fire.
** [[TierInducedScrappy The USAS-12 with Frag rounds]]. This deserves its own bullet point, since it's basically a [[GameBreaker handheld AMTRAC cannon]]. It's super accurate, has no "bullet" drop, kills in 2-3 direct hits, creates splash damage if it misses, and (since the USAS-12 is an automatic shotgun) extremely spammable. Anyone using it will be met with much gnashing of teeth, and it's so bad that it's subject to a severe {{nerf}} by the developer.

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* ''ModernWarfare'' 3 has its own over-used builds. The super-accurate ACR is the assault rifle of choice. The PP90M1 sub-machine gun also gets a lot of use from combining a high fire rate with high damage. Akimbo FMG9's are heavily used, to the point of being repeatedly nerfed by Infinity Ward. The Type-95 was also common prior to a nerf.

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* ''ModernWarfare'' 3 has its own over-used overused builds. The super-accurate ACR is the assault rifle of choice. The PP90M1 sub-machine [=PP90M1=] submachine gun also gets a lot of use from combining a high fire rate with high damage. Akimbo FMG9's [=FMG-9s=] are heavily used, to the point of being repeatedly nerfed by Infinity Ward. The Type-95 was also common prior to a nerf.



* Despite being a rather well-balanced game overall, [[BattleField Battlefield: Bad Company 2]] players will tend to pick very similar loadouts within each kit, comprised of the weapons considered to be [[GameBreaker OP]]:

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* Despite being a rather well-balanced game overall, [[BattleField [[BattlefieldBadCompany Battlefield: Bad Company 2]] players will tend to pick very similar loadouts within each kit, comprised of the weapons considered to be [[GameBreaker OP]]:



** Engineers use the Carl Gustav rocket launcher like a deadlier 40mm grenade. There is no clear favorite SMG.
*** Yes there is. The PP2000 with Magnum specialization - sure, the damage leaves something to be desired, but the damn thing has very nearly no recoil at all.
*** The one I see the most is the SCAR-L Carbine. Magnum ammo of course, like everyone else in the entire world.

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** Engineers use the Carl Gustav rocket launcher like a deadlier 40mm grenade. There is no clear favorite SMG.
*** Yes there is. The With [=SMGs=], the PP2000 with Magnum specialization - sure, the damage leaves something to be desired, but the damn thing since it has very nearly no recoil at all.
*** The one I see the most is
hardly any recoil, or the SCAR-L Carbine. carbine. Both with Magnum ammo of course, like everyone else in the entire world.
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* ''ModernWarfare'' 3 has it's own over-used builds. The super-accurate ACR is the assault rifle of choice. The PP90M1 sub-machine gun also gets a lot of use from combining a high fire rate with high damage. Akimbo FMG9's are heavily used, to the point of being repeatedly nerfed by Infinity Ward. The Type-95 was also common prior to a nerf.

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* ''ModernWarfare'' 3 has it's its own over-used builds. The super-accurate ACR is the assault rifle of choice. The PP90M1 sub-machine gun also gets a lot of use from combining a high fire rate with high damage. Akimbo FMG9's are heavily used, to the point of being repeatedly nerfed by Infinity Ward. The Type-95 was also common prior to a nerf.

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