History Main / PunchPackingPistol

23rd Mar '17 4:55:41 PM Kadorhal
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** A weapon rebalance that came along with the 2015 Crimefest event and wasn't fixed until around Christmas turned almost every pistol into one of these. Even the smallest, weakest pistols with suppressors and other mods to reduce their damage were still strong enough to floor security guards in one bullet, dealing the exact same damage as an assault rifle; slightly-bigger ones like the Crosskill and Interceptor were powerful enough that you almost didn't ''need'' a primary weapon below Overkill difficulty because they killed ''everything'' short of specials in one shot, even without going for the head (and going for the head let you kill at least one special per magazine). Even after all the weapons in that class were given a nerf, they're all still really good in the right hands, particularly [[RevolversAreJustBetter the other three non-Judge revolvers]], the Deagle, and the "Baby Deagle" (pictured above dealing three times the damage per-bullet of an AK); a later rebalance even exemplified this with the Broomstick, where attaching its Precision Barrel now gives it damage on par with the M308 rifle, the closest thing the game has to a semi-auto sniper rifle.

to:

** A weapon rebalance that came along with the 2015 Crimefest event and wasn't fixed until around Christmas turned almost every pistol into one of these. Even the smallest, weakest pistols with suppressors and other mods to reduce their damage were still strong enough to floor security guards in one bullet, dealing the exact same damage as an assault rifle; slightly-bigger ones like the Crosskill and Interceptor were powerful enough that you almost didn't ''need'' a primary weapon below Overkill difficulty because they killed ''everything'' short of specials in one shot, even without going for the head (and going for the head let you kill at least one special per magazine). Even after all the weapons in that class were given a nerf, they're all still really good in the right hands, particularly [[RevolversAreJustBetter the other three non-Judge revolvers]], the Deagle, and the "Baby Deagle" (pictured above dealing three times the damage per-bullet of an AK); a later rebalance even exemplified this with the Broomstick, where attaching its Precision Barrel now gives it damage on par with the M308 rifle, the closest thing the game has to a semi-auto sniper rifle.rifles.
17th Mar '17 3:21:04 PM Kadorhal
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But in video games? Not so. It's incredibly common for both {{First|{ersonShooter}}- and ThirdPersonShooter[=s=] to offer the player a [[StandardFPSGuns 'heavy pistol']] or {{revolver|sAreJustBetter}} which is [[ArbitraryGunPower vastly more powerful per shot than their standard automatic rifle]], usually capable of taking out mooks with a [[BoomHeadshot single headshot]] while the rifle might only plink away at them even ''with'' those same headshots.

to:

But in video games? Not so. It's incredibly common for both {{First|{ersonShooter}}- {{First|PersonShooter}}- and ThirdPersonShooter[=s=] to offer the player a [[StandardFPSGuns 'heavy pistol']] or {{revolver|sAreJustBetter}} which is [[ArbitraryGunPower vastly more powerful per shot than their standard automatic rifle]], usually capable of taking out mooks with a [[BoomHeadshot single headshot]] while the rifle might only plink away at them even ''with'' those same headshots.
17th Mar '17 3:20:36 PM Kadorhal
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In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol: While range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56 NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62 NATO) is more lethal than even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil.

But in video games? Not so. It's incredibly common for both First and Third Person Shooters to offer the player a [[StandardFPSGuns 'heavy pistol' or 'revolver']] vastly more powerful per shot than their standard automatic rifle, usually capable of taking out mooks with a [[BoomHeadshot single headshot]] while the rifle might only plink away at them.

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, it doesn't make for particularly fun gameplay. If video game pistols were as comparatively weak as they are in Real Life, players would come to the same conclusion real militaries do: that there's little reason to ever use them when an automatic rifle is available. Developers want to give players a ''variety'' of more-or-less balanced weapons and tactics to choose from, and dramatically boosting the power of pistols allows them to stay fun and useful weapons without making any glaring inaccuracies to the average player.

Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game. Not to be confused with a [[PowerFist punch-triggered pistol]].

to:

In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol: While pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56 56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62 62mm NATO) is more lethal than even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil.

recoil and ludicrous price per bullet.

But in video games? Not so. It's incredibly common for both First {{First|{ersonShooter}}- and Third Person Shooters ThirdPersonShooter[=s=] to offer the player a [[StandardFPSGuns 'heavy pistol' pistol']] or 'revolver']] {{revolver|sAreJustBetter}} which is [[ArbitraryGunPower vastly more powerful per shot than their standard automatic rifle, rifle]], usually capable of taking out mooks with a [[BoomHeadshot single headshot]] while the rifle might only plink away at them.them even ''with'' those same headshots.

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, it doesn't make for particularly fun gameplay. If video game pistols were as comparatively weak as they are in Real Life, players would come to the same conclusion real militaries do: that there's little reason to ever use them when an automatic rifle is available. Developers want to give players a ''variety'' of more-or-less balanced weapons and tactics to choose from, and dramatically boosting the power of pistols allows them to stay fun and useful weapons weapons, despite their lower capacity and (in games where you can aim weapons) harder-to-use ironsights, without making any glaring inaccuracies to the average player.

Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon weapons gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game. Not to be confused with a [[PowerFist punch-triggered pistol]].



** The first game is infamous for its pistol, which almost perfectly fits the trope description. This trope applies to your enemies as well as you in the harder difficulties: a mook can easily one-shot you with the pistol.

to:

** The first game is infamous for its pistol, which almost perfectly fits the trope description. This trope applies to your enemies as well as you in the harder difficulties: a mook can easily one-shot you with the pistol. This is especially so when combined with the LaserSight upgrade, which in the unmodified game completely negates aim spread if it's not attached in tandem with a scope.



* [[https://empiresmod.com/ Empires Mod]] generally has such vast expanses that the scout's ability to zoom in remains actually decently useful, but the [[AntiInfantry anti-infantry]] rifleman is almost completely made obsolete by the pistol available to every other class, it being capable of your basic InstantKill BoomHeadshot and accurate to the pixel when [[CrouchAndProne crouching]] (for at least one shot every several seconds). Made worse by one of the game's very few aversions of CosmeticallyDifferentSides, in which only Brenodi forces have access to a burst-fire variant that is practically automatic in fire rate.
* ''VideoGame/FalloutNewVegas'': ''Honest Hearts'' introduces [[ImplacableMan Joshua]] [[BadassPreacher Graham's]] AceCustom M1911, A Light Shining In Darkness. Despite being a small handgun that shoots quite fast, it is absolutely deadly, particularly the NPC version he uses.
* ''VideoGame/FirstEncounterAssaultRecon'' and its Vivendi-made expansions, ''Extraction Point'' and ''Perseus Mandate'', have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision/anti-armor gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down '''any''' human enemy short of the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]] from ''Perseus Mandate''[='=]s endgame, and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]] actually increasing their rate of fire. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]].

to:

* The [[https://empiresmod.com/ Empires Mod]] generally has such vast expanses that the scout's ability to zoom in remains actually decently useful, but the [[AntiInfantry anti-infantry]] AntiInfantry rifleman is almost completely made obsolete by the pistol available to every other class, it being capable of your basic InstantKill BoomHeadshot and accurate to the pixel when [[CrouchAndProne crouching]] (for at least one shot every several seconds). Made worse by one of the game's very few aversions of CosmeticallyDifferentSides, in which only Brenodi forces have access to a burst-fire variant that is practically automatic in fire rate.
* ''VideoGame/FalloutNewVegas'': ''Honest Hearts'' introduces [[ImplacableMan Joshua]] [[BadassPreacher Graham's]] AceCustom M1911, A Light Shining In Darkness. Despite being a small handgun that shoots quite fast, it is absolutely deadly, particularly the NPC version he uses.
uses. Even the standard 1911 you can get with the DLC is obscenely powerful, especially with the "Grunt" perk that increases your damage with "military"-style weapons like it, with only [[HandCannon ridiculously-huge handguns]] like the 12.7mm pistol or 5.56mm "That Gun" being able to beat it in damage per shot.
* ''VideoGame/FirstEncounterAssaultRecon'' and its Vivendi-made expansions, ''Extraction Point'' and ''Perseus Mandate'', have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision/anti-armor gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down '''any''' human enemy short of the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]] from ''Perseus Mandate''[='=]s endgame, and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]] actually increasing their rate of fire. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]].level]], which the game helpfully insures by [[BagOfSpilling stripping you of everything except a single pistol]] when the nightmares really kick into overdrive.



* The basic pistol in ''VideoGame/SaintsRow2'' has ridiculous accuracy coupled with a decently generous 12-shot magazine and quick fire-rate to let the player easily headshot things to death from afar. The [=NR4=] pistol was a bit slower in fire-rate but otherwise even further exemplified the trope since it was guaranteed to kill enemies in the head with one shot.

to:

* The basic pistol in ''VideoGame/SaintsRow2'' has ridiculous accuracy coupled with a decently generous 12-shot magazine and quick fire-rate to let the player easily headshot things to death from afar. The [=NR4=] pistol was a bit slower in fire-rate but otherwise even further exemplified the trope since it was guaranteed to kill enemies in the head with one shot.shot to the head.



** The [=M6D=] Magnum from ''VideoGame/HaloCombatEvolved'' had a scope and ridiculous power. Thanks to the way the game was coded, headshots were instant kills on unshielded enemies, and even the [[GiantMook Hunter's]] exposed parts were flagged as "head" for damage purposes. [[JustifiedTrope Justified]] in-universe as firing "[[HandCannon 12.7x40mm]] [[NinjaPirateZombieRobot Semi-]]{{Armor Piercing| Attack}} [[StuffBlowingUp High Explosive]]" Rounds - bullets even bigger than the Desert Eagle's infamous .50 Action Express. Not surprisingly, ''VideoGame/{{Halo 2}}'' weakened the pistol and removed the scope so it wouldn't be a GameBreaker when combined with the ability to go GunsAkimbo; ''VideoGame/{{Halo 3}}'' brought back some of the power, but [[{{Nerf}} lowered the rate of fire and magazine capacity]].
*** Note that this isn't just GameplayAndStorySegregation, unlike most examples of this trope. The [=M6D=] is also shown to be more powerful than the assault rifle per shot in books and movies, taking down energy shielding in fewer shots and inflicting larger wounds on flesh. Again, this would be justified by the enormous round, which would actually have more kinetic energy than the bullets the assault rifle uses assuming similar muzzle velocity to a modern Desert Eagle. On the other hand it would be inferior at piercing armor due to being fat and stubby, but non-Brute Covenant armor is [[ArmorIsUseless consistently worthless against even pissy little SMG rounds anyway]]...though being a high-explosive round makes a fat and stubby design moot anyway.

to:

** The [=M6D=] Magnum from ''VideoGame/HaloCombatEvolved'' had a scope and ridiculous power. Thanks to the way the game was coded, headshots were instant kills on unshielded enemies, and even the [[GiantMook Hunter's]] exposed parts were flagged as "head" for damage purposes. [[JustifiedTrope Justified]] in-universe as firing "[[HandCannon 12.7x40mm]] [[NinjaPirateZombieRobot Semi-]]{{Armor Piercing| Attack}} [[StuffBlowingUp High Explosive]]" Rounds - bullets even bigger than the Desert Eagle's infamous .50 Action Express.Express used by the frequent-trope-offender Desert Eagle. Not surprisingly, ''VideoGame/{{Halo 2}}'' weakened the pistol and removed the scope so it wouldn't be a GameBreaker when combined with the ability to go GunsAkimbo; ''VideoGame/{{Halo 3}}'' brought back some of the power, but [[{{Nerf}} lowered the rate of fire and magazine capacity]].
*** Note that this isn't just GameplayAndStorySegregation, unlike most examples of this trope. The [=M6D=] is also shown to be more powerful than the assault rifle per shot in books and movies, taking down energy shielding in fewer shots and inflicting larger wounds on flesh. Again, this would be justified by the enormous round, which would actually have more kinetic energy than the bullets the assault rifle uses assuming similar muzzle velocity to a modern Desert Eagle. On the other hand it would be inferior at piercing armor due to being fat and stubby, but non-Brute Covenant armor is [[ArmorIsUseless consistently worthless against even pissy little SMG rounds anyway]]... though being a high-explosive round makes a fat and stubby design moot anyway.
13th Mar '17 9:00:04 PM David7204
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This gun is everything. Cleanly polished, bright silver. It never jams, it has a large magazine so it barely ever needs to be reloaded. It has the stopping power of a shotgun, the fire rate of an SMG, and it can do [[BoomHeadshot headshots for instant kills]] [[SniperPistol from a mile away, and it has a scope and a laser sight to boot]].

It is... a 9mm/.45 caliber pistol?

There is a strange tendency in some video games to make the starting pistol so ultimately powerful that you may never have to use anything else, since ammo is so plentiful and the gun is so [[BoringButPractical practical]]. These are those guns.

Not often a part of a StandardFPSGuns ensemble. HandCannon is for large and powerful but usually slow pistols, and SniperPistol deals with accuracy instead of damage potential. Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game.

Not to be confused with a [[PowerFist punch-triggered pistol]].

to:

This gun is everything. Cleanly polished, bright silver. It never jams, it has a large magazine so it barely ever needs to be reloaded. It has In RealLife, there are very good reasons why the stopping power militaries of a shotgun, the fire rate of an SMG, world unanimously arm their soldiers with rifles and it can do carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol: While range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56 NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62 NATO) is more lethal than even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil.

But in video games? Not so. It's incredibly common for both First and Third Person Shooters to offer the player a [[StandardFPSGuns 'heavy pistol' or 'revolver']] vastly more powerful per shot than their standard automatic rifle, usually capable of taking out mooks with a
[[BoomHeadshot headshots single headshot]] while the rifle might only plink away at them.

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, it doesn't make
for instant kills]] [[SniperPistol from a mile away, and it has a scope and a laser sight to boot]].

It is... a 9mm/.45 caliber pistol?

There is a strange tendency in some
particularly fun gameplay. If video games game pistols were as comparatively weak as they are in Real Life, players would come to make the starting pistol so ultimately powerful same conclusion real militaries do: that you may never have there's little reason to ever use anything else, since ammo them when an automatic rifle is so plentiful available. Developers want to give players a ''variety'' of more-or-less balanced weapons and tactics to choose from, and dramatically boosting the gun is so [[BoringButPractical practical]]. These are those guns.

Not often a part
power of a StandardFPSGuns ensemble. HandCannon is for large pistols allows them to stay fun and powerful but usually slow pistols, and SniperPistol deals with accuracy instead of damage potential. useful weapons without making any glaring inaccuracies to the average player.

Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game.

game. Not to be confused with a [[PowerFist punch-triggered pistol]].
8th Mar '17 9:38:46 AM CodyPurple
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to:

[[caption-width-right:350:"[[SarcasmMode Fair and balanced.]]"]]
26th Feb '17 5:41:51 PM dlchen145
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Not often a part of a StandardFPSGuns ensemble. HandCannon is for large and powerful but usually slow pistols, and SniperPistol deals with accuract instead of damage potential. Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game.

to:

Not often a part of a StandardFPSGuns ensemble. HandCannon is for large and powerful but usually slow pistols, and SniperPistol deals with accuract accuracy instead of damage potential. Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game.
26th Feb '17 4:22:26 PM Kurogane7
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*** Note that this isn't just GameplayAndStorySegregation, unlike most examples of this trope. The [=M6D=] is also shown to be more powerful than the assault rifle per shot in books and movies, taking down energy shielding in fewer shots and inflicting larger wounds on flesh. Again, this would be justified by the enormous round, which would actually have more kinetic energy than the bullets the assault rifle uses assuming similar muzzle velocity to a modern Desert Eagle. On the other hand it would be inferior at piercing armor due to being fat and stubby, but non-Brute Covenant armor is [[ArmorIsUseless consistently worthless against even pissy little SMG rounds anyway.]]

to:

*** Note that this isn't just GameplayAndStorySegregation, unlike most examples of this trope. The [=M6D=] is also shown to be more powerful than the assault rifle per shot in books and movies, taking down energy shielding in fewer shots and inflicting larger wounds on flesh. Again, this would be justified by the enormous round, which would actually have more kinetic energy than the bullets the assault rifle uses assuming similar muzzle velocity to a modern Desert Eagle. On the other hand it would be inferior at piercing armor due to being fat and stubby, but non-Brute Covenant armor is [[ArmorIsUseless consistently worthless against even pissy little SMG rounds anyway]]...though being a high-explosive round makes a fat and stubby design moot anyway.]]
16th Feb '17 2:09:30 PM REV6Pilot
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See also: StandardFPSGuns, HandCannon, SniperPistol. Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly.

to:

See also: StandardFPSGuns, HandCannon, SniperPistol. Not often a part of a StandardFPSGuns ensemble. HandCannon is for large and powerful but usually slow pistols, and SniperPistol deals with accuract instead of damage potential. Contrast RangedEmergencyWeapon, when the pistol is the weakest gun in the game instead, as well as SortingAlgorithmOfWeaponEffectiveness where the starting weapon gets outclassed quickly.
quickly. See ShotgunsAreJustBetter for a similarly "basic" weapon being among the most effective of a game.
9th Feb '17 1:54:59 PM Kadorhal
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* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', pistols are lame and similar while larger guns are quite assorted, but the most powerful firearm is Droch's Warbringer, a LostTechnology pistol which has the same power as the [[{{BFG}} Elephant Gun]], but is [[LightningBruiser twice as fast and ammo-saving]], lighter, smaller, doesn't require skillpoint investment to assemble and can be wielded one-handed. The only drawback is that components and crafting recipe lay in the penultimate dungeon and are guarded by high-level monsters. [[spoiler:But if you know where it is and bring along some Invisibility scrolls, it may become a DiscOneNuke or even a GameBreaker.]]

to:

* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', pistols are lame and similar while larger guns are quite assorted, but the most powerful firearm is Droch's Warbringer, a LostTechnology pistol which has the same power as the [[{{BFG}} Elephant Gun]], but is [[LightningBruiser twice as fast and ammo-saving]], lighter, smaller, doesn't require skillpoint investment to assemble and can be wielded one-handed. The only drawback is that the components and crafting recipe lay in the penultimate dungeon and are guarded by high-level monsters. [[spoiler:But if you know where it is and bring along some Invisibility scrolls, it may become a DiscOneNuke or even a GameBreaker.]]



** While most repeating pistols are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage or elemental effect, or both. Some unique pistols like the Firehawk (very high fire elemental tech, procs for ''six times'' the regular damage) and Krom's Sidearm (3-round burst when sighted, 3x shock element) are notable examples. Knoxx's Gold, which is typically VendorTrash since it's fully random what parts you get, certainly classifies as a punch-packer when it gets a high damage or high accuracy barrel and an elemental accessory (boosted by the Gold's defining trait, its material).

to:

** While most repeating pistols are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage or damage, an elemental effect, or both. Some unique pistols like the Firehawk (very high fire elemental tech, procs for ''six times'' the regular damage) and Krom's Sidearm (3-round burst when sighted, 3x shock element) are notable examples. Knoxx's Gold, which is typically VendorTrash since it's fully random what parts you get, certainly classifies as a punch-packer when it gets a high damage or high accuracy barrel and an elemental accessory (boosted by the Gold's defining trait, its material).



* [[https://empiresmod.com/ Empires Mod]] generally has such vast expanses that the scout's ability to zoom in remains actually decently useful, but the [[AntiInfantry anti-infantry]] rifleman is almost completely made obsolete by the pistol available to every other class, it being capable of your basic InstantKill BoomHeadshot and accurate to the pixel when [[CrouchAndProne crouching]] (for at least one shot every several seconds). Made worse by one of the game's very few aversions of CosmeticallyDifferentSides, in which only Brenodi forces have access to a burst-fire variant that is practically automatic in firerate.

to:

* [[https://empiresmod.com/ Empires Mod]] generally has such vast expanses that the scout's ability to zoom in remains actually decently useful, but the [[AntiInfantry anti-infantry]] rifleman is almost completely made obsolete by the pistol available to every other class, it being capable of your basic InstantKill BoomHeadshot and accurate to the pixel when [[CrouchAndProne crouching]] (for at least one shot every several seconds). Made worse by one of the game's very few aversions of CosmeticallyDifferentSides, in which only Brenodi forces have access to a burst-fire variant that is practically automatic in firerate.fire rate.



* ''VideoGame/FirstEncounterAssaultRecon'' and the Vivendi expansions ''Extraction Point'' and ''Perseus Mandate'' have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down ANY human enemy[[labelnote:*]]except for the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]][[/labelnote]], and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]] actually increasing their rate of fire. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]].

to:

* ''VideoGame/FirstEncounterAssaultRecon'' and the Vivendi expansions its Vivendi-made expansions, ''Extraction Point'' and ''Perseus Mandate'' Mandate'', have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision precision/anti-armor gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down ANY '''any''' human enemy[[labelnote:*]]except for enemy short of the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]][[/labelnote]], Elites]] from ''Perseus Mandate''[='=]s endgame, and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]] actually increasing their rate of fire. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]].



** For some reason, the same 9mm cartridges do more damage when fired from the Glock than when fired from the [=MP5=] (this was changed in the sequel and in the ''VideoGame/BlackMesa'' FanRemake). Also, the Glock is given the [[AluminiumChristmasTrees miraculous ability]] to be fired underwater[[note]]which it has in real life, though water resistance would lower the gun's effective range to about 5 centimeters[[/note]].

to:

** For some reason, the same 9mm cartridges are more accurate and do more damage when fired from the Glock than when fired from the [=MP5=] (this was changed in the sequel and in the ''VideoGame/BlackMesa'' FanRemake). Also, the Glock is given the [[AluminiumChristmasTrees miraculous ability]] to be fired underwater[[note]]which it has in real life, though water resistance would lower the gun's effective range to about 5 centimeters[[/note]].



* ''VideoGame/SaintsRowTheThird'' continues the tradition and then makes it better with upgrades, giving the player the choice of the KA-1 Kobra with its armor-piercing ammo, insane mag size and HollywoodSilencer increasing its accuracy, or the .45 Shepherd with its slightly smaller mag size and [[StuffBlowingUp explosive ammo]] making it good against ''anything'' short of a tank.

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* ''VideoGame/SaintsRowTheThird'' continues the tradition and then makes it better with upgrades, giving the player the choice of the KA-1 Kobra with its armor-piercing ammo, insane mag size and HollywoodSilencer increasing its accuracy, or the .45 Shepherd with its slightly smaller mag size and [[StuffBlowingUp explosive ammo]] making it good against ''anything'' everything short of a tank.
6th Feb '17 7:02:41 PM Kadorhal
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** In a game taking place in 2076, [[NewOldWest McCree's]] main weapon is slightly modified Peacekeeper revolver. Doesn't sound impressive, but every bullet from this gun deals 70 damage - over 3 times more than Solider: 76's assault rifle, and enough to kill an average hero in 3 shots(2 if you land a headshot). On top of that, weapon is perfectly accurate and has enough effective range to qualify as SniperPistol.
** [[TheMedic Mercy]] and [[GamerChick D.Va]](when out of her mech) both wield automatic pistols as {{Ranged Emergency Weapon}}s. While they have drawback of firing fairly slow projectiles, they both deal damage per shot on par with aforementioned Soldier: 76(though with slower fire rate), and unlike him, they don't suffer damage falloff, meaning they're just as effective in close range as they're when shooting across the map. They're also capable of headshotting, so opponent expecting an easy kill might be in for a nasty suprise.

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** In a game taking place in 2076, [[NewOldWest McCree's]] main weapon is a slightly modified Peacekeeper revolver. Doesn't sound impressive, but every bullet from this gun deals 70 damage - over 3 times more than Solider: Soldier: 76's assault rifle, and enough to kill an average hero in 3 shots(2 shots, or 2 if you land one's a headshot). [[BoomHeadshot headshot]]. On top of that, his weapon is perfectly accurate and has enough effective range to qualify as SniperPistol.
** [[TheMedic Mercy]] and [[GamerChick D.Va]](when Va]] (when out of her mech) both wield automatic pistols as {{Ranged Emergency Weapon}}s. While they have the drawback of firing [[PainfullySlowProjectile fairly slow projectiles, projectiles]], they both deal damage per shot on par with aforementioned Soldier: 76(though 76's rifle (though with slower fire rate), and unlike him, they don't suffer damage falloff, meaning they're just as effective in close range as they're when shooting across the map. They're also capable of headshotting, so opponent expecting an easy kill might be in for a nasty suprise.



** The Judge is a {{revolver|sAreJustBetter}} that fires {{shotgun|sAreJustBetter}} shells. The gun's damage output is absurdly high and it has great concealment, which makes The Judge a perfect weapon to use for stealth as a backup plan if stealth fails. The Judge can also be fitted with a suppressor for stealth runs, a laser sight to aid in hip firing, and scopes for better iron sight aiming. Not only that, but because The Judge is a revolver, all the shells are reloaded at the same time rather than one shell a time that most shotguns go by. The only downsides to the gun is extremely poor accuracy, can only hold 25 shells total (and that's assuming you don't specialize with different ammo types that you can carry even less of), and it costs over $700,000 to purchase.
** A weapon rebalance that came along with the 2015 Crimefest event and wasn't fixed until around Christmas turned almost every pistol into one of these. Even the smallest, weakest pistols with suppressors and other mods to reduce their damage were still strong enough to floor security guards in one bullet; slightly-bigger ones like the Crosskill and Interceptor were powerful enough that you almost didn't ''need'' a primary weapon below Overkill difficulty because they killed ''everything'' short of specials in one shot, even without going for the head (and going for the head let you kill at least one special per magazine). Even after all the weapons in that class were given a nerf, they're all still really good in the right hands; a later rebalance even exemplified this with the Broomstick, where attaching its Precision Barrel now gives it damage on par with the M308 rifle, the closest thing the game has to a semi-auto sniper rifle.

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** The Judge is a {{revolver|sAreJustBetter}} that fires {{shotgun|sAreJustBetter}} shells. The gun's damage output is absurdly high - on par with the strongest primary shotguns, the double-barreled Mosconi and Joceline or the lever-action Breaker - and it has great concealment, which makes The Judge a perfect weapon to use for stealth as a backup plan if stealth fails. fails or for Dodge-based builds that require high concealment in open combat. The Judge can also be fitted with a suppressor for stealth runs, a laser sight to aid in hip firing, and scopes for better iron sight aiming. aiming (not that the latter is particularly necessary if you're going for stealth, since its sights are already really good, if a little small). Not only that, but because The Judge is a revolver, all the shells are reloaded at the same time rather time, and faster than one shell a time that most shotguns go by. any other mag-fed shotgun as well because it shares its animations with the Bronco .44 revolver. The only downsides to the gun is extremely poor accuracy, base accuracy (which isn't much of a hindrance, unless you're using slugs), can only hold 25 shells total (and that's assuming you don't specialize with different ammo types that you can carry even less of), and it costs over $700,000 to purchase.
** A weapon rebalance that came along with the 2015 Crimefest event and wasn't fixed until around Christmas turned almost every pistol into one of these. Even the smallest, weakest pistols with suppressors and other mods to reduce their damage were still strong enough to floor security guards in one bullet; bullet, dealing the exact same damage as an assault rifle; slightly-bigger ones like the Crosskill and Interceptor were powerful enough that you almost didn't ''need'' a primary weapon below Overkill difficulty because they killed ''everything'' short of specials in one shot, even without going for the head (and going for the head let you kill at least one special per magazine). Even after all the weapons in that class were given a nerf, they're all still really good in the right hands; hands, particularly [[RevolversAreJustBetter the other three non-Judge revolvers]], the Deagle, and the "Baby Deagle" (pictured above dealing three times the damage per-bullet of an AK); a later rebalance even exemplified this with the Broomstick, where attaching its Precision Barrel now gives it damage on par with the M308 rifle, the closest thing the game has to a semi-auto sniper rifle.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PunchPackingPistol