History Main / PunchPackingPistol

5th Sep '16 1:50:12 PM REV6Pilot
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* While most repeating pistols in ''VideoGame/{{Borderlands}}'' are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage. The revolvers, however, especially if you're Mordecai using the Gunslinger tree, can carry you through the whole game.
** ''VideoGame/{{Borderlands 2}}'' continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for Zer0. Vladof's machine pistols, however, are wonderful choices for Salvador and Gaige, and the legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are almost compulsory for Gunzerker and Commando builds.

to:

* ''VideoGame/{{Borderlands}}''
**
While most repeating pistols in ''VideoGame/{{Borderlands}}'' are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage. The revolvers, however, especially if you're Mordecai using damage or elemental effect, or both. Some unique pistols like the Gunslinger tree, 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).
** 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 carry you through pop three caps whereas a Jakobs Justice, for instance, can shoot only once. Couple it with a fast reload and it trumps the whole game.
**
majority of repeaters, even decent ones.
*
''VideoGame/{{Borderlands 2}}'' 2}}''
** As a rule of thumb, pistols trump assault rifles. Not only do they have a better swap speed and faster reloads, they ''outdamage'' AR's of the same manufacturer.
** The game also
continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for Zer0. [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''.
**
Vladof's machine pistols, however, pistols are wonderful choices for Salvador and Gaige, and the given their perks.
** The
legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are almost compulsory for Gunzerker and Commando builds.



** ''VideoGame/BorderlandsThePreSequel'' lets Nisha dual-wield any pistol. She gets bonuses for using Jakobs revolvers too, but nearly all designs can work. If Claptrap uses a certain class mod that lets him have pistol bonuses, he can make use of this trope as well.

to:

** * ''VideoGame/BorderlandsThePreSequel'' lets Nisha dual-wield any pistol. She gets bonuses for using Jakobs revolvers too, but nearly all designs can work. If Claptrap uses a certain class mod that lets him have pistol bonuses, he can make use of this trope as well.
30th Aug '16 6:04:01 AM REV6Pilot
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* ''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 ''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 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]].
13th Aug '16 9:03:30 PM UmbrellasWereAwesome
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** 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.
** ''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]].
** The pistol got both its scope and rate of fire back in ''VideoGame/Halo3ODST'', and has kept them ever since, with the exception of ''VideoGame/Halo5Guardians'' lowering the firing rate again. Even with the just-mentioned nerf, the pistol post-''ODST'' is still nearly on par with primary weapons such as the DMR, since ''Halo 5'' also ''increased'' its firepower, magazine size, and accuracy.

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. 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. GunsAkimbo; ''VideoGame/{{Halo 3}}'' brought back some of the power, but [[{{Nerf}} lowered the rate of fire and magazine capacity]].
** The pistol got both its scope and rate of fire back in ''VideoGame/Halo3ODST'', and has kept them ever since, with the exception of ''VideoGame/Halo5Guardians'' lowering the firing rate again. Even with the just-mentioned nerf, the pistol post-''ODST'' is still nearly on par with primary weapons such as the DMR, since ''Halo 5'' also ''increased'' its already respectable firepower, magazine size, and accuracy.
8th Aug '16 10:46:13 PM UmbrellasWereAwesome
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** 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.

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.
***
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.
18th Jul '16 11:10:25 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; 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. Even after all the weapons in that class were given a nerf, they're all still really good in the right hands.

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; 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.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.



* ''VideoGame/ResidentEvil4'' gives you a 9mm handgun at the start that you can make very powerful through upgrades, such as having five times the likelihood of getting a critical headshot. Then another pistol comes around eventually with better stats but lacks the increased critical headshot, and you could sell your original gun for a lot of money because of all the upgrades or keep the old gun with the increased critical rate.

to:

* ''VideoGame/ResidentEvil4'' gives you a 9mm handgun at the start that you can make very powerful through upgrades, such as having five times the likelihood of getting a critical headshot. Then another pistol comes around eventually with better stats but lacks the increased critical headshot, and which you could sell your original gun for a lot of money because of all the upgrades or keep the old gun with the increased critical rate.towards if you want to go for that one.



* In ''VideoGame/SoldierOfFortune II'', pistols are nothing to scoff at. They're dead-on accurate, kill with one or two headshots, and can bee fired fairly fast. That's a very good thing, as some of the endgame levels are of the BlackoutBasement variety, and the Mk. 23 is the only gun to mount a ''very'' necessary tactical flashlight[[note]]you can use other guns in conjunction with the [=Thermal=]/NightVisionGoggles, but said goggles are AwesomeButImpractical: they restrict your field of view, make reading subtitles impossible, and the visual effects may distract you from minor movements indicating enemy activity, and by then it'll be too late to react before you lose over half your health and all your armor, provided you manage to retreat to cover at all without being killed first[[/note]].
* ''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 ''[[VideoGame/SplinterCellChaosTheory 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.
* ''VideoGame/SplinterCellConviction'' makes pistols more useful, by virtue of giving you infinite magazines. 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.

to:

* In ''VideoGame/SoldierOfFortune II'', pistols are nothing to scoff at. They're dead-on accurate, kill with one or two headshots, and can bee be fired fairly fast. That's a very good thing, as some of the endgame levels are of the BlackoutBasement variety, and the Mk. 23 is the only gun to mount a ''very'' necessary tactical flashlight[[note]]you can use other guns in conjunction with the [=Thermal=]/NightVisionGoggles, Thermal/NightVisionGoggles, but said goggles are AwesomeButImpractical: they restrict your field of view, make reading subtitles impossible, and the visual effects may distract you from minor movements indicating enemy activity, and by then it'll be too late to react before you lose over half your health and all your armor, provided you manage to retreat to cover at all without being killed first[[/note]].
* ''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 ''[[VideoGame/SplinterCellChaosTheory Chaos Theory]]'' ''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.
* ''VideoGame/SplinterCellConviction'' ** ''Conviction'' makes pistols even more useful, by virtue of giving you infinite magazines. The 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.
15th Jul '16 7:24:27 AM REV6Pilot
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** The Sheriff's Badge [[spoiler: unsurprisingly dropped by Nisha]] turns pistols from being above average into obscenely powerful guns, rivaling assault rifles and smgs in DPS. Especially combined with the aforementioned Harold (turning it effectively into a "weak" rocket launcher) or the Infinity, which has infinite bullets and gains a fire rate and damage superior to smgs. If pistols are primarily used in your build, a Sheriff's badge is superior to every other relic in the game by a wide margin.
** ''VideoGame/BorderlandsThePreSequel'' lets Nisha dual-wield any pistol. She gets bonuses for using Jakobs revolvers too, but pretty much nearly all designs can work. If Claptrap uses a certain class mod that lets him have pistol bonuses, he can make use of this trope as well.
* ''Franchise/DeadSpace'' has the pistol-equivalent, the Plasma Cutter, and many people genuinely believe it to be the most efficient weapon in the entire series, especially once fully upgraded. There's an achievement for going through the first game using nothing but the Plasma Cutter, and doing so actually makes the game ''easier'' - you only get ammo drops for weapons you have equipped, so if you only have the one weapon all of the ammo that drops will be for it. You'll get so much you'll be able to sell most of it without worry and spend the money on something useful.

to:

** The Sheriff's Badge [[spoiler: unsurprisingly [[spoiler:unsurprisingly dropped by Nisha]] turns pistols from being above average into obscenely powerful guns, rivaling assault rifles and smgs SMG's in DPS. Especially combined with the aforementioned Unkempt Harold (turning it effectively into a "weak" rocket launcher) or the Infinity, which has infinite bullets and gains a fire rate and damage superior to smgs. SMG's as long as the user can deal with the fixed pattern spread. If pistols are primarily used in your build, a the Sheriff's badge Badge is superior to every other relic in the game by a wide margin.
** ''VideoGame/BorderlandsThePreSequel'' lets Nisha dual-wield any pistol. She gets bonuses for using Jakobs revolvers too, but pretty much nearly all designs can work. If Claptrap uses a certain class mod that lets him have pistol bonuses, he can make use of this trope as well.
* ''Franchise/DeadSpace'' has the pistol-equivalent, the Plasma Cutter, and many people genuinely believe it to be the most efficient weapon in the entire series, especially once fully upgraded. There's an achievement for going through the first game using nothing but the Plasma Cutter, and doing so actually makes the game ''easier'' - you only get ammo drops for weapons you have equipped, so if you only have the one weapon all of the ammo that drops will be for it. You'll get so much you'll be able to sell most of it without worry and spend the money on something useful.useful like upgrades.



** 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 pistol, which almost perfectly fits the trope description. This trope applies to your enemies as well as you in the harder difficulties; difficulties: a mook can easily one-shot you with the pistol.
14th Jul '16 12:18:25 AM HighCrate
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** ''VideoGame/FalloutNewVegas'' brings back the .223 pistol as "That Gun," though without the armor penetration unless you load the right bullets for it. It's still the best pistol until you have easy access to 12.7mm ammo or the .45 Auto Pistol from the ''Honest Hearts'' DLC, and even then it still competes for how early and easily you can get it and for the [[SwissArmyGun sheer amount of ammo types available for 5.56mm weapons like it]]. It also somehow manages to be the most ''powerful'' 5.56mm gun in the game, with a base damage of 30. Small-game rifles, assault rifles, and full blown light machine guns can't match its power per shot. Even its generic DLC variant, the 5.56 pistol, still does more damage per bullet than any other 5.56mm-using weapon, at 28 base damage.

to:

** ''VideoGame/FalloutNewVegas'' brings back the .223 pistol as "That Gun," though without the armor penetration unless you load the right bullets for it. It's still the best pistol until you have easy access to 12.7mm ammo or the .45 Auto Pistol from the ''Honest Hearts'' DLC, and even then it still competes for how early and easily you can get it and for the [[SwissArmyGun sheer amount variety of ammo types available for 5.56mm weapons like it]]. It also somehow manages to be the most ''powerful'' 5.56mm gun in the game, with a base damage of 30. Small-game rifles, assault rifles, and full blown light machine guns can't match its power per shot. Even its generic DLC variant, the 5.56 pistol, still does more damage per bullet than any other 5.56mm-using weapon, at 28 base damage.
4th Jul '16 12:33:27 PM REV6Pilot
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* While most repeating pistols in ''VideoGame/{{Borderlands}}'' are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage. The revolvers, however, especially if you're Mordecai using the Gunslinger tree, will pretty much carry you through the whole game.
** ''VideoGame/{{Borderlands 2}}'' continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for Zer0. Vladof's machine pistols, however, are wonderful choices for Salvador and Gaige, and the legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are pretty much compulsory for Gunzerker builds.
** The Sheriff's Badge [[spoiler: unsurprisingly dropped by Nisha]] turns pistols from being above average into obscenely powerful guns, rivaling assault rifles and smgs in dps. Especially combined with the aforementioned Harold (turning it effectively into a weak rocket launcher) or the Infinity, which has infinite bullets and gains a fire rate and damage superior to smgs. If pistols are primarily used in your build, a Sheriff's badge is superior to every other relic in the game by a wide margin.

to:

* While most repeating pistols in ''VideoGame/{{Borderlands}}'' are fairly weak, the procedural weapon generation system means you may stumble upon one with quite heavy damage. The revolvers, however, especially if you're Mordecai using the Gunslinger tree, will pretty much can carry you through the whole game.
** ''VideoGame/{{Borderlands 2}}'' continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for Zer0. Vladof's machine pistols, however, are wonderful choices for Salvador and Gaige, and the legendary "Unkempt Harold" and Moxxi's unique Rubi revolver are pretty much almost compulsory for Gunzerker and Commando builds.
** The Sheriff's Badge [[spoiler: unsurprisingly dropped by Nisha]] turns pistols from being above average into obscenely powerful guns, rivaling assault rifles and smgs in dps. DPS. Especially combined with the aforementioned Harold (turning it effectively into a weak "weak" rocket launcher) or the Infinity, which has infinite bullets and gains a fire rate and damage superior to smgs. If pistols are primarily used in your build, a Sheriff's badge is superior to every other relic in the game by a wide margin.
30th May '16 8:31:00 PM DastardlyDemolition
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Added DiffLines:

* The ''Project Brutality'' [=WAD=] for ''[[VideoGame/{{Doom}} Doom 2]]'' beefs up the dinky pistol into a powerful side arm, capable of being suppressed for silent headshots or used in both hands reducing accuracy but increasing damage and fire rate.
5th May '16 12:54:20 PM REV6Pilot
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* ''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. 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 ''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.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]].
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