History Main / PunchPackingPistol

29th Dec '17 2:11:54 PM CynicalBastardo
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** ''VideoGame/MetalGearSolidVGroundZeroes'' and ''''VideoGame/MetalGearSolidVThePhantomPain'' finally downplays this trope by adding bullet drop to all weapons. Pistols are heavily {{Nerf}}ed in terms of effective range and reserve ammunition capacity, though the [[StunGuns tranquiliser pistol]] is still a useful tool throughout, as the main purpose of the latter game is to recruit new soldiers.

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** ''VideoGame/MetalGearSolidVGroundZeroes'' and ''''VideoGame/MetalGearSolidVThePhantomPain'' ''VideoGame/MetalGearSolidVThePhantomPain'' finally downplays this trope by adding bullet drop to all weapons. Pistols are heavily {{Nerf}}ed in terms of effective range and reserve ammunition capacity, though the [[StunGuns tranquiliser pistol]] is still a useful tool throughout, as the main purpose of the latter game is to recruit new soldiers.
29th Dec '17 2:10:47 PM CynicalBastardo
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** ''VideoGame/MetalGearSolidVGroundZeroes'' and ''''VideoGame/MetalGearSolidVThePhantomPain'' finally downplays this trope by adding bullet drop to all weapons. Pistols are heavily {{Nerf}}ed in terms of effective range, though the [[StunGuns tranquiliser pistol]] is still a useful tool throughout, as the main purpose of the latter game is to recruit new soldiers.

to:

** ''VideoGame/MetalGearSolidVGroundZeroes'' and ''''VideoGame/MetalGearSolidVThePhantomPain'' finally downplays this trope by adding bullet drop to all weapons. Pistols are heavily {{Nerf}}ed in terms of effective range, range and reserve ammunition capacity, though the [[StunGuns tranquiliser pistol]] is still a useful tool throughout, as the main purpose of the latter game is to recruit new soldiers.
29th Dec '17 2:10:09 PM CynicalBastardo
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Added DiffLines:

** ''VideoGame/MetalGearSolidVGroundZeroes'' and ''''VideoGame/MetalGearSolidVThePhantomPain'' finally downplays this trope by adding bullet drop to all weapons. Pistols are heavily {{Nerf}}ed in terms of effective range, though the [[StunGuns tranquiliser pistol]] is still a useful tool throughout, as the main purpose of the latter game is to recruit new soldiers.
4th Dec '17 1:26:36 PM Kadorhal
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* ''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]], which the game helpfully insures by [[BagOfSpilling stripping you of everything except a single pistol]] when the nightmares really kick into overdrive.

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* ''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]] Slow-Mo]], since semi-automatic weapons like it actually increasing their rate of fire.fire faster in Slow-Mo. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]], which the game helpfully insures by [[BagOfSpilling stripping you of everything except a single pistol]] when the nightmares really kick into overdrive. ''F.E.A.R. 2: Project Origin'' makes this better and worse with its version of the same gun, the Seegert [=ACM46=] - it can't be paired up anymore to double its fire rate and capacity, but it's still about as powerful as before, and in fact that same power is more useful now with ghosts and less-armored Armacham goons being more common across the entire game. Plus, the game has [[LimitedLoadout one more weapon slot]] than the first one does, and while ammo does get rare later on, it doesn't ''completely'' disappear - in particular, just about any enemy can be made to drop a pistol in certain circumstances.



** The [[RevolversAreJustBetter Colt Python]] does far more damage than one could normally expect from a .357. The damage is more in-line with a .44 revolver, which it was originally supposed to be.
* 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 with one shot to the head.

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** The [[RevolversAreJustBetter Colt Python]] does far more damage than one could normally expect from a .357. The damage is more in-line with a .44 revolver, which it an interesting case. It was originally supposed meant to be.
be an even larger Anaconda in .44 Magnum, but was changed at some point in development to the .357 Python... but its damage values weren't notably lowered to fit the lower-powered cartridge. It's got a slower fire rate and only a third of the capacity of the Glock or USP, but that doesn't matter when the six bullets it gets are still [[VideoGame/MetalGearSolid more than enough to kill anything that moves]].
* The basic VICE 9 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 with one shot to the head.



*** 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.

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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 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.



* ''Franchise/MetalGear'':

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* ''Franchise/MetalGear'':''VideoGame/MetalGear'':



** ''VideoGame/MetalGearSolid3SnakeEater'' not only skips the step of making you find the silencers which make the pistol so effective (though they now degrade, so you can run out and need to restock them), but when you get it, Naked Snake goes on an extended monologue about how awesome the pistol is, and if you call [[MissionControl Sigint]] later, he'll go [[UpToEleven even more in depth.]]

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** ''VideoGame/MetalGearSolid3SnakeEater'' not only skips the step of making you find the silencers which make the pistol so effective (though they now degrade, so you can run out and need to restock them), but when you get it, the custom 1911 five minutes into the main portion of the game, Naked Snake goes on an extended monologue about how awesome the pistol is, and if you call [[MissionControl Sigint]] later, he'll go [[UpToEleven even more in depth.]]



** [[TheMedic Mercy]] and [[GamerChick D.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]], they both deal damage per shot on par with 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.

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** [[TheMedic Mercy]] and [[GamerChick D.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]], they both deal damage per shot on par with 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 opponents expecting an easy kill might be in for a nasty suprise. surprise.



** 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 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 (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, and faster than 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 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, 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 non-Judge revolvers]], the Deagle, and the "Baby Deagle" (pictured above dealing three times the damage per-bullet of an AK); later patches and additions exemplified this even further with things like the Broomstick's Precision Barrel and the 5/7 AP pistol, which deal damage on par with semi-auto sniper rifles.

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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, concealment due to its small size, which makes The Judge a perfect weapon to use for stealth as a backup plan if stealth 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 (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, and faster than 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 base accuracy (which isn't much of a hindrance, unless you're using slugs), can only hold 25 it shares the same sort of low capacity as the other super-strong shotguns (40 shells total (and maximum, and that's assuming you don't specialize with different use alternate 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, 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 non-Judge revolvers]], the Deagle, and the "Baby Deagle" (pictured above dealing three times the damage per-bullet of an AK); later patches and additions exemplified this even further with things like the Broomstick's Precision Barrel and the 5/7 AP pistol, or Parabellum pistols, which deal damage on par with semi-auto the weakest of the sniper rifles.
3rd Nov '17 12:38:08 PM REV6Pilot
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** The legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are almost compulsory for Gunzerker and Commando builds. The legendary "Maggie" is no slouch in Anarchy Gaige builds, either (it's basically a revolver that fires buckshot, and in the hands of a Mechromancer with 400 Anarchy stacks and Close Enough 5, basically a guaranteed 900 damage from a level 17 Maggie as long as it's pointed somewhere in the same room as the enemy - for comparison, the Morningstar, a sniper rifle seven levels higher, is only dealing about 730 on a non-critical hit).

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** The legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are almost compulsory for Gunzerker and Commando builds. The legendary "Maggie" is no slouch in Anarchy Gaige builds, either (it's basically a revolver that fires buckshot, and in the hands of a Mechromancer with 400 Anarchy stacks and Close Enough 5, basically a guaranteed 900 damage from a level 17 Maggie as long as it's pointed somewhere in the same room as the enemy - for comparison, the Morningstar, a sniper rifle seven levels higher, is only dealing deals about 730 on a non-critical hit).non-crit).



** Additionally, ''Halo 5'' introduces some special pistols that are only usable in the "Warzone" multiplayer mode and cannot be equipped permanently; the "Whispered Truth" is a silenced magnum that fires three-round bursts capable of killing a fully shielded Spartan in only two headshots, while the "Void's Tear" is a special plasma pistol that can fire what are basically ''miniature black holes''. A later update also brought back the original [=M6D=] Magnum in all its overpowered glory, with it now even giving its wielder a speed boost.

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** Additionally, ''Halo 5'' introduces some special pistols that are only usable in the "Warzone" multiplayer mode and cannot be equipped permanently; the "Whispered Truth" is a silenced magnum that fires three-round bursts capable of killing a fully shielded Spartan in only two headshots, while the "Void's Tear" is a special plasma pistol that can fire what are basically ''miniature black holes''. A later update also brought back the original [=M6D=] Magnum in all its overpowered glory, with it now even giving its wielder a speed boost.
28th Oct '17 6:00:09 PM dlchen145
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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 5.56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm 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 and ludicrous price per bullet.

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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 5.56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is more lethal than considered superior to 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 and ludicrous price per bullet.
24th Oct '17 5:15:54 PM REV6Pilot
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* The ''Project Brutality'' {{Mod}} for ''[[VideoGame/{{Doom}} Doom 2]]'' beefs up the dinky pistol into a powerful side arm, capable of being suppressed for silent headshots or [[GunsAkimbo used in both hands]] reducing accuracy but increasing damage and fire rate. Seeing how most of the monsters in game can be killed with a few shots to the head, this can save you ammo when your bigger guns are low or you're trying not to have that Revenant attack you.



* The Hi-Standard Silenced from ''VideoGame/MedalOfHonor: Allied Assault'' kicks ass and wrecks face. It's a OneHitKill even on a body shot, [[SniperPistol can hit a target a full city block away]], and [[HollywoodSilencer the silencer makes it all bt inaudible to NPCs]]. Not bad for a .22 Long Rifle gun, huh? Its only downside is that it has to be cycled manually after every shot.



* The ''Project Brutality'' {{Mod}} for ''[[VideoGame/{{Doom}} Doom 2]]'' beefs up the dinky pistol into a powerful side arm, capable of being suppressed for silent headshots or [[GunsAkimbo used in both hands]] reducing accuracy but increasing damage and fire rate. Seeing how most of the monsters in game can be killed with a few shots to the head, this can save you ammo when your bigger guns are low or your trying not to have that Revenant attack you.
9th Aug '17 11:36:42 AM REV6Pilot
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** Law revolvers work as this more than the {{Hand Cannon}}s that other kinds of revolvers tend to be. A Law's base damage is lower, but they can pop three caps whereas a Jakobs Justice, for instance, can shoot only once. Couple it with a fast reload and it trumps the majority of repeaters, even decent ones.

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** Law revolvers work as this more than the {{Hand Cannon}}s that other kinds of revolvers tend to be. A Law's base damage is lower, but they can pop three caps whereas a Jakobs Justice, for instance, can shoot only once. Couple it with a fast reload typical of Tediore guns, and it trumps the majority of repeaters, even decent ones.ones, as long as they're not two-shot like most Laws not made by Tediore.
9th Aug '17 11:26:31 AM REV6Pilot
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** ''VideoGame/MetalGearSolidVThePhantomPain'' has Venom Snake favouring the AM-D114 pistol in nearly all cutscenes, alongside the MRS-4 assault rifle.
27th Jun '17 4:25:58 AM Triglavjim
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** Pistols in the original ''VideoGame/MassEffect1'' are arguably the strongest weapons, especially when fully upgraded and the Marksman ability is activated. Per shot damage averages x2.5 that of assault rifles.
** This was averted in ''VideoGame/MassEffect2'', where pistols were relegated to sidearms. Every class can use them, but their damage has been nerfed, leaving them as mostly emergency weapons. However, the Phalanx is a DLC pistol that (when you go into aim mode) has a LaserSight that is very accurate at long ranges and can punch messy holes in just about anything, giving you what is essentially a SniperPistol. This is very useful for players who picked biotics instead of technology or combat skills, because they don't have access to sniper rifles until well into the game. Even if you ''do'' have access to sniper rifles, it still beats the starting Mantis sniper rifle for rate of fire and ammo capacity and can match the later rapid-fire Viper sniper rifle.
*** This trope is actually still played straight for the second game's pistols. The Carnifex Hand Cannon, Phalanx Hand Cannon, and Predator Heavy Pistol all deal more damage per shot than the equivalent assault rifle. But they have inferior DPS due to their low rates of fire, and very low spare ammo capacity, limiting their usefulness as anything other than sidearms.

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** Pistols in the original ''VideoGame/MassEffect1'' are arguably have the strongest weapons, especially when fully upgraded and the Marksman ability is activated. Per shot lowest damage averages x2.5 that of assault rifles.
per shot, but can be used by all classes, have low heat production and are easy to use whilst on the move.
** This was averted in In ''VideoGame/MassEffect2'', where pistols were relegated to sidearms. Every class can use them, but their however, the trope is played straight, with the addition of "heavy pistols" and "hand cannons", which all deal more damage has been nerfed, leaving them per shot than the galaxy's standard military-issue assault rifle, as mostly emergency well as an "elite" battle rifle and a rare light machine gun. But they have inferior DPS due to their low rates of fire, and very low spare ammo capacity, limiting their usefulness to sidearms and anti-armour weapons. However, The trope is played especially straight with the Phalanx is M-5 Phalanx, a DLC pistol that (when you go into aim mode) has a LaserSight that is very accurate at long ranges and can punch messy holes in just about anything, giving you what is essentially a SniperPistol. This is very useful for players who picked biotics instead of technology or combat skills, because they don't have access to sniper rifles until well into the game. Even if you ''do'' have access to sniper rifles, it still beats the starting Mantis sniper rifle for rate of fire and ammo capacity and can match the later rapid-fire Viper sniper rifle.
*** This trope is actually still played straight for the second game's pistols. The Carnifex Hand Cannon, Phalanx Hand Cannon, and Predator Heavy Pistol all deal more damage per shot than the equivalent assault rifle. But they have inferior DPS due to their low rates of fire, and very low spare ammo capacity, limiting their usefulness as anything other than sidearms.
rifle.



* ''VideoGame/SplinterCell'' also features one of these. Even better, it's silenced from the start and never stops being that way. It gets better from ''Chaos Theory'' where it receives the "optically channeled potentiator", an underbarrel {{EMP}} device to temporarily disable cameras and lights without using up a bullet to loudly shoot them out.
** ''Conviction'' makes pistols even more useful, by virtue of giving you infinite magazines. Particularly, the [=Five-seveN=] upgraded with a red-dot sight allows you to use the Mark & Execute function on up to four enemies, the most of any weapon in the game.
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