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* ''Videogame/PerfectDark'''s Phoenix pistol, like every other weapon in the game, has an alternate-fire mode. In this case, the rate of fire drops considerably but each round [[StuffBlowingUp explodes]], and can one-shot almost any enemy in the game. Even a near-miss will still cause damage.

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* ''Videogame/PerfectDark'''s Phoenix pistol, like every other weapon in the game, has an alternate-fire mode. In this case, the rate of fire drops considerably but each round [[StuffBlowingUp explodes]], and can one-shot almost any enemy in the game. Even a near-miss [[NearMisses near-miss]] will still cause damage.
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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.

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* The ''Project Brutality'' {{Mod}} GameMod 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.

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* The [=DC3 Elite=] in ''VideoGame/{{Black}}'' straight up kills enemies with three shots to the chest. It can also land [[BoomHeadshot headshots]] from a [[SniperPistol far distance]].
** Being a fictional amalgamation of the Desert Eagle and Beretta 92, this might explain its unusual power.

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* The [=DC3 Elite=] and the Glock in ''VideoGame/{{Black}}'' straight up kills kill enemies with three shots to the chest. It They can also land [[BoomHeadshot headshots]] from a [[SniperPistol far distance]].
** Being a fictional amalgamation of the Desert Eagle and Beretta 92, this might explain its unusual power.
distance]].
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* ''VideoGame/BattlefieldHardline'' does this to the point where pistols are considered primary weapons and all other firearm types (assault rifles, shotguns, submachineguns, sniper rifles, and machineguns) are considered secondary weapons. This is especially true for the Heavy Pistol category, as most of them are either .40 or .45 calibre pistols that do quite a bit of damage per shot, with only one pistol from that category ([[AKA47 the Bald Eagle]]) actually being a HandCannon.
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** The Incarnon form of the aforementioned Lex [[ExaggeratedTrope takes this trope to its logical conclusion]] by being a full-blown WaveMotionGun, while the only visual difference is a few metallic swirls on an otherwise ordinary one-handed pistol.

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This is in stark contrast to real life. As a general rule long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) outclass ''all'' common handgun calibers (9mm, .45 ACP. 40 S&W, 10mm and even the mighty .44 Magnum). [[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop pistol rounds up to .44 Magnum and [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]] The only exceptions are [[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum (.454 Casull, .50 Action Express, .500 S&W Magnum), which CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy with specific ammo loads.

Why does this happen? Well, if video game pistols reflected the same role they do in Real Life, players would come to the same conclusion real militaries do: they are only useful as backup tools when the rifle is out of ammo or unable to be used due to damage or navigating tight spaces. Game developers want to give players a ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance of balanced weapons and tactics]] to choose from, and boosting the power of pistols allows them to stay fun and useful weapons, despite their lower capacity and (in games where you can aim weapons) harder-to-use ironsights.

To differentiate the Punch Packing Pistol trope from the HandCannon trope, this page will ''mostly'' talk about the typical 9mm starter handguns that somehow rival rifles in damage. The big booming revolvers and Deagles have their own page.

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This is in stark contrast to real life. As a general rule long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault Assault rifle rounds (ex. 5.56x45mm 56 NATO) and Full-power battle rifle rounds (ex. 7.62x51mm 62 NATO) outclass ''all'' common handgun calibers (9mm, .45 ACP. 40 S&W, 10mm and even the mighty .44 Magnum). [[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop pistol rounds up to .44 Magnum and [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]] The only exceptions are [[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum (.454 Casull, .50 Action Express, .500 S&W Magnum), which CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy with specific ammo loads.

Why does this happen? Well, if video game pistols reflected the same role they do in Real Life, players would come to the same conclusion real militaries do: they are only useful as backup tools when the rifle is out of ammo or unable to be used due to damage a malfunction or navigating tight spaces. Game developers want to give players a ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance of balanced weapons and tactics]] to choose from, and boosting the power of pistols allows them to stay fun and useful weapons, despite their lower capacity and (in games where you can aim weapons) harder-to-use ironsights.

To differentiate the Punch Packing Pistol trope from the HandCannon trope, this page will ''mostly'' talk about the typical 9mm starter handguns that somehow rival deal more damage than is expected of their status, rivaling even rifles in damage. power. The big booming revolvers and Deagles have their own separate page.


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* The [=DC3 Elite=] in ''VideoGame/{{Black}}'' straight up kills enemies with three shots to the chest. It can also land [[BoomHeadshot headshots]] from a [[SniperPistol far distance]].
** Being a fictional amalgamation of the Desert Eagle and Beretta 92, this might explain its unusual power.

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To differentiate the Punch Packing Pistol trope from the HandCannon trope, this page will talk about the typical 9mm starter handguns that somehow rival rifles in damage. The big booming revolvers and Deagles have their own page.

to:

To differentiate the Punch Packing Pistol trope from the HandCannon trope, this page will ''mostly'' talk about the typical 9mm starter handguns that somehow rival rifles in damage. The big booming revolvers and Deagles have their own page.



* ''VideoGame/DevilMayCry'': Nero only has Blue Rose as his firearm, but it has explosive firepower to compensate. When it made its debut in ''VideoGame/DevilMayCry4'', its Charge Shot already deals significant damage even at Level 2, while its Level 3 upgrade adds a delayed explosion to deal even more damage and interrupt most enemies' moves. In ''VideoGame/DevilMayCry5'', its normal shots are slower than it did in the previous game, but the Color Up ability allows Nero to fire special bullets that deal high damage and can stun enemies. The Tomboy Devil Breaker turns Blue Rose into a weapon of mass destruction by overcharging its shots, but the drawback is that Nero is forced to stand still to handle the recoil and has to manually aim rather than rely on lock-on or auto-aim. By the final mission of ''[=DMC5=]'', [[spoiler:Nero recovers the original Charge Shot ability and its damage output can still be supplemented by his Color Up bullets]].

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* ''VideoGame/DevilMayCry'': Nero only has The Ebony & Ivory pistols in ''VideoGame/DevilMayCry2'' are much more powerful than in the other [=DMC=] games, making them viable as serious weapons rather than just mere tools for juggling enemies in mid-air. They can even destroy a demon-possessed main battle tank with a couple of barrages.
* While Nero's massive
Blue Rose as his firearm, but revolver in ''VideoGame/DevilMayCry4'' certainly looks like a HandCannon, it has explosive firepower to compensate. When it made its debut in ''VideoGame/DevilMayCry4'', its Charge Shot already deals significant damage even at Level 2, while its Level 3 upgrade adds a delayed explosion to deal even more damage and interrupt most enemies' moves. In akin Dante's Ebony & Ivory pistols.
** Subverted in
''VideoGame/DevilMayCry5'', its normal shots are slower than it did in which gives the previous game, but Blue Rose the Color Up ability allows ability, allowing Nero to fire special bullets that deal high damage and can stun enemies. The Tomboy Devil Breaker turns Blue Rose into a weapon of mass destruction by overcharging its shots, but the drawback is that Nero is forced to stand still to handle the recoil and has to manually aim rather than rely on lock-on or auto-aim. By the final mission of ''[=DMC5=]'', [[spoiler:Nero recovers the original Charge Shot ability and its damage output can still be supplemented by his Color Up bullets]].

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This is in stark contrast to real life. As a general rule long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) outclass ''all'' common handgun calibers (9mm, .45 ACP. 40 S&W, 10mm and even the mighty .44 Magnum). [[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop pistol rounds up to .44 Magnum and [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]] The only exceptions are [[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum (454 Casull, .50 Action Express, .500 S&W Magnum), which CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy with specific ammo loads.

to:

This is in stark contrast to real life. As a general rule long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) outclass ''all'' common handgun calibers (9mm, .45 ACP. 40 S&W, 10mm and even the mighty .44 Magnum). [[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop pistol rounds up to .44 Magnum and [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]] The only exceptions are [[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum (454 (.454 Casull, .50 Action Express, .500 S&W Magnum), which CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy with specific ammo loads.



* ''VideoGame/{{Destiny}}'' has a class of weapons known as the [[HandCannon Hand-cannons]], which are rather large [[RevolversAreJustBetter revolvers]] roughly the size of a sawed-off shotgun. They are difficult to use in PVP, but they hit like a truck.
** Sidearm secondary weapons in the House of Wolves expansion pack. This expansion introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have mags of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.

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* ''VideoGame/{{Destiny}}'' has a class of weapons known as the [[HandCannon Hand-cannons]], which are rather large [[RevolversAreJustBetter revolvers]] roughly the size of a sawed-off shotgun. They are difficult to use in PVP, but they hit like a truck.
** Sidearm
The secondary weapons in the House of Wolves expansion pack. This expansion pack introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have mags of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.



* The last two pistols available in ''VideoGame/ResidentEvil4'', the [=Red9=] and Blacktail, pack a huge punch. The former (an antique Mauser C96) isn't as spammable as the other options, but its max firepower is a huge 6.5, it fires decently fast, and with a stock, it becomes a super stable carbine. The Blacktail is a more generic modern pistol, with firepower topping at less devastating 4.5 and being the fastest-firing handgun in the game, as well as the one with the highest magazine capacity.

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* The ''Franchise/ResidentEvil'' series [[ZigZaggingTrope zig zags]] this trope. It is true that the 9mm handguns the heroes start with are quite weak, and often take multiple bullets to kill a standard zombie. However, the assault rifles in the games do less damage per shot than the handguns, and are only compensated by their higher ammo capacity and full-auto capability.
** ''VideoGame/ResidentEvil3Nemesis'' is a prime example, as the [=M4A1=] that Carlos uses does slightly less damage than Jill's Samurai Edge.
**
The last two pistols available in ''VideoGame/ResidentEvil4'', the [=Red9=] and Blacktail, pack a huge punch. The former (an antique Mauser C96) isn't as spammable as the other options, but its max firepower is a huge 6.5, it fires decently fast, and with a stock, it becomes a super stable carbine. The Blacktail is a more generic modern pistol, with firepower topping at less devastating 4.5 and being the fastest-firing handgun in the game, as well as the one with the highest magazine capacity.

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In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles as primary weapons. As a whole, long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) have way higher kinetic energy than ''all'' common handgun calibers (9x19mm, .45 ACP. 40 S&W, 10mm etc). This also includes .44 Magnum, the most powerful handgun caliber commonly used by civilians.

[[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum such as .454 Casull, .50 Action Express, .475 Linebaugh, and .500 S&W Magnum CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy, with specific ammo loads. However, rifle calibers stronger than 7.62 such as .338 Lapua Magnum leave the handcannon calibers in the dust, thus reinforcing the trope once more.

[[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop just about any pistol round short of "handcannon" tier calibers, (even the mighty .44 Magnum gets stopped), yet will be zipped through like butter by any intermediate-power rifle round. Wounding profile is slightly less lopsided in favor of rifle rounds due to some pistol rounds having fairly high momentum and mass, but even then, [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]]

But in video games? Not so. In both {{First|PersonShooter}}- and ThirdPersonShooter[=s=], starting handguns often have a damage per bullet that's at least comparable to the standard issue assault rifle, if not superior. These games also often offer the player a [[StandardFPSGuns 'heavy pistol']] or {{revolver|sAreJustBetter}} which is [[ArbitraryGunPower vastly more powerful per shot than even the sniper rifle]], usually capable of taking out mooks with a [[BoomHeadshot single headshot]].

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, [[RuleOfFun it doesn't make for particularly fun gameplay]]. If video game pistols reflected the same role they do in Real Life, players would come to the same conclusion real militaries do: that there's little reason to ever use them other than as a backup tool. Developers want to give players a ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance 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, 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.

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In RealLife, there are very good reasons why video games like {{First|PersonShooter}}- and ThirdPersonShooter[=s=], starting handguns often have a damage per bullet that's at least comparable to the militaries of standard issue assault rifle, if not superior. These games also often offer the world unanimously arm their soldiers player a [[RevolversAreJustBetter Magnum revolver]] which is [[ArbitraryGunPower vastly more powerful than even the sniper rifle]], capable of taking out armored mooks with rifles as primary weapons. a [[BoomHeadshot single headshot]].

This is in stark contrast to real life.
As a whole, general rule long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) have way higher kinetic energy than outclass ''all'' common handgun calibers (9x19mm, .(9mm, .45 ACP. 40 S&W, 10mm etc). This also includes .44 Magnum, and even the most powerful handgun caliber commonly used by civilians.

[[HandCannon Handcannon-tier]] handgun calibers stronger than .
mighty .44 Magnum such as .454 Casull, .50 Action Express, .475 Linebaugh, and .500 S&W Magnum CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy, with specific ammo loads. However, rifle calibers stronger than 7.62 such as .338 Lapua Magnum leave the handcannon calibers in the dust, thus reinforcing the trope once more.

Magnum). [[https://www.nij.gov/topics/technology/body-armor/Pages/standards.aspxT The best soft body armor vests]] will stop just about any pistol round short of "handcannon" tier calibers, (even the mighty .44 Magnum gets stopped), yet will be zipped through like butter by any intermediate-power rifle round. Wounding profile is slightly less lopsided in favor of rifle rounds due to some pistol rounds having fairly high momentum up to .44 Magnum and mass, but even then, [[http://www.forensicmed.co.uk/wounds/firearms/ballistics/ assault rifle bullets tend to inflict far worse wounds.]]

But in video games? Not so. In both {{First|PersonShooter}}- and ThirdPersonShooter[=s=], starting handguns often have a damage per bullet that's at least comparable to the standard issue assault rifle, if not superior. These games also often offer the player a [[StandardFPSGuns 'heavy pistol']] or {{revolver|sAreJustBetter}}
]] The only exceptions are [[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum (454 Casull, .50 Action Express, .500 S&W Magnum), which is [[ArbitraryGunPower vastly more powerful per shot than even the sniper rifle]], usually capable of taking out mooks CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy with a [[BoomHeadshot single headshot]].

specific ammo loads.

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, [[RuleOfFun it doesn't make for particularly fun gameplay]]. If Well, if video game pistols reflected the same role they do in Real Life, players would come to the same conclusion real militaries do: that there's little reason to ever use them other than they are only useful as a backup tool. Developers tools when the rifle is out of ammo or unable to be used due to damage or navigating tight spaces. Game developers want to give players a ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance 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, despite their lower capacity and (in games where you can aim weapons) harder-to-use ironsights, without making any glaring inaccuracies to ironsights.

To differentiate
the average player.
Punch Packing Pistol trope from the HandCannon trope, this page will talk about the typical 9mm starter handguns that somehow rival rifles in damage. The big booming revolvers and Deagles have their own page.

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[[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum such as .454 Casull, .50 Action Express, .475 Linebaugh, and .500 S&W Magnum ''CAN'' match 7.62 NATO in energy, depending on the bullet load. However, rifle calibers stronger than 7.62 such as .338 Lapua Magnum leave the handcannon calibers in the dust, thus reinforcing the trope once more.

to:

[[HandCannon Handcannon-tier]] handgun calibers stronger than .44 Magnum such as .454 Casull, .50 Action Express, .475 Linebaugh, and .500 S&W Magnum ''CAN'' CAN surpass 5.56 NATO ''and'' match 7.62 NATO in energy, depending on the bullet load.with specific ammo loads. However, rifle calibers stronger than 7.62 such as .338 Lapua Magnum leave the handcannon calibers in the dust, thus reinforcing the trope once more.


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* In ''VideoGame/SniperElite'': ''VideoGame/ZombieArmyTrilogy'', the British-made Webley Mk. VI revolver has downright stupid stopping power - the Colt and the Luger both need a headshot to be really effective against a zombie, whereas the Webley can one-shot a zombie with a torso shot, blow arms and legs clean off, and penetrate through and kill any other zombie who happens to be standing behind. This makes the Webley an amazing panic weapon, although it's balanced out by a very slow reload, slightly slower firing rate, and miniscule ammo count.
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* ''VideoGame/RobocopRogueCity'' starts true to the [[Film/RoboCop1987 original films]] and goes beyond them with the titular cyborg policeman's trusty sideram, the Auto-9. At the start of the game, while a single shot is not particularly powerful, its three-round burst default fire mode, impressive magazine size of 50 and [[BottomlessMagazines unlimited supply of spare magazines]] put it on par with assault rifles in terms of effectiveness. A few missions later, though, it receives a modification which allows Murphy to install a motherboard in it and upgrade it using chips salvaged from OCP tech, both numerically improving the gun's stats such as damage, accuracy, clip size, reload speed and armor penetration and unlocking significant alterations to its functionality such as switching the firing mode to full auto (or, the opposite, [[HandCannon single highly damaging shots]]), adding a [[SniperPistol laser sight]], an ammo feeder, armor-piercing bullets, splitting bullets, exploding bullets, etc., in various combinations depending on the board and chips at hand. Some of late game motherboards qualify as {{Infinity Plus One Sword}}s, as they essentially turn Auto-9 into a high-powered, surgically accurate bullet hose that never needs to be reloaded and can drill through anything you aimed it at in seconds.
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In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with long guns as primary weapons. As a whole, long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) have way higher kinetic energy than ''all'' common handgun calibers (9x19mm, .45 ACP. 40 S&W, etc). This also includes .44 Magnum, the most powerful handgun caliber commonly used by civilians.

to:

In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with long guns rifles as primary weapons. As a whole, long guns have ''far'' better accuracy, effective range, and muzzle energy than any pistol. Intermediate-power assault rifle rounds (ex. 5.56x45mm NATO) and Full-power battle rifle rounds (ex. 7.62x51mm NATO) have way higher kinetic energy than ''all'' common handgun calibers (9x19mm, .45 ACP. 40 S&W, 10mm etc). This also includes .44 Magnum, the most powerful handgun caliber commonly used by civilians.
Is there an issue? Send a MessageReason:
None


But in video games? Not so. It's incredibly common for both {{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. Even more standard handguns often have a damage per bullet that's at least comparable to an assault rifle, if not superior.

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, [[RuleOfFun it doesn't make for particularly fun gameplay]]. If video game pistols reflected the same role they do 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 ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance 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, 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.

to:

But in video games? Not so. It's incredibly common for In both {{First|PersonShooter}}- and ThirdPersonShooter[=s=] ThirdPersonShooter[=s=], starting handguns often have a damage per bullet that's at least comparable to the standard issue assault rifle, if not superior. These games also often offer the player a [[StandardFPSGuns 'heavy pistol']] or {{revolver|sAreJustBetter}} which is [[ArbitraryGunPower vastly more powerful per shot than their standard automatic even the sniper 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. Even more standard handguns often have a damage per bullet that's at least comparable to an assault rifle, if not superior.

headshot]].

Why does this happen? While having one weapon be overwhelmingly superior might be realistic, [[RuleOfFun it doesn't make for particularly fun gameplay]]. If video game pistols reflected the same role they do 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.other than as a backup tool. Developers want to give players a ''[[CompetitiveBalance variety]]'' [[CompetitiveBalance 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, 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.

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