History Main / RealTimeWeaponChange

6th Sep '16 7:18:56 AM Prfnoff
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* ''Andro Dunos'' uses one button to cycle through firing modes: normal shot, reverse shot, diagonal lasers and [[SpreadShot "Way."]]

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* ''Andro Dunos'' for the UsefulNotes/NeoGeo uses one button to cycle through firing modes: normal shot, reverse shot, diagonal lasers and [[SpreadShot "Way."]]"]]
* ''VideoGame/{{Axelay}}'' uses two buttons to cycle through the player's three chosen weapons.
25th Aug '16 11:31:11 PM ArchmarschalVonLowen
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Added DiffLines:

* In ''VideoGame/FinalFantasyXV'', you can set four weapons (including magic) as your "Mains", and switch between them instantly by pressing the D-pad.
28th May '16 8:06:49 PM nombretomado
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** When they came on the {{SNES}} and {{Playstation}}, the ''Mega Man'' games starting with ''7'', and the ''VideoGame/MegaManX'' games from the beginning, added a function for the shoulder buttons to switch weapons, in addition to the pause menu in previous games.

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** When they came on the {{SNES}} and {{Playstation}}, UsefulNotes/PlayStation, the ''Mega Man'' games starting with ''7'', and the ''VideoGame/MegaManX'' games from the beginning, added a function for the shoulder buttons to switch weapons, in addition to the pause menu in previous games.
27th Apr '16 3:50:55 AM erforce
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* In the freeware fighting game ''VideoGame/TerrordomeTheGameRiseOfTheBoogeymen'', Classic Jason can alternate between using an axe and a pitchfork as his primary weapon with a certain move input.

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* In the freeware fighting game ''VideoGame/TerrordomeTheGameRiseOfTheBoogeymen'', ''VideoGame/TerrordromeTheGameRiseOfTheBoogeymen'', Classic Jason can alternate between using an axe and a pitchfork as his primary weapon with a certain move input.
23rd Feb '16 9:09:46 PM Prfnoff
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[[AC:FirstPersonShooter]]
* ''VideoGame/TeamFortress2'', like any normal FPS, only lets you choose from a set amount of weapon slots; generally 3 (a primary, a secondary and a melee), but 4 for the Spy (disguise kit) and 5 for the Engineer (build/destroy panels). The point where this trope becomes relevant is when you start getting dropped weapons to swap the default out with; they can be switched around through a less-streamlined menu, but only actually swap at a resupply cabinet (or after dying), while swapping between active weapons is, comparatively, this trope. Further, there is a button for switching from the current weapon to the next most previously equipped weapon, allowing a player to quickly toggle between a pair of weapons. Many players will cycle through their weapons after spawning to set up a pair of weapons that they expect to need to switch between most frequently. Some alternative weapons even include faster weapon switching as advantages of equipping them, encouraging the player to use them in quick combination with other weapons. For example, The Reserve Shooter is a shotgun that does bonus damage to aerial targets, but requires another weapon to get them airborn first.



* Like any normal FPS, ''VideoGame/TeamFortress2'' only lets you choose from a set amount of weapon slots; generally 3 (a primary, a secondary and a melee), but 4 for the Spy (disguise kit) and 5 for the Engineer (build/destroy panels). The point where this trope becomes relevant is when you start getting dropped weapons to swap the default out with; they can be switched around through a less-streamlined menu, but only actually swap at a resupply cabinet (or after dying), while swapping between active weapons is, comparatively, this trope. Further, there is a button for switching from the current weapon to the next most previously equipped weapon, allowing a player to quickly toggle between a pair of weapons. Many players will cycle through their weapons after spawning to set up a pair of weapons that they expect to need to switch between most frequently. Some alternative weapons even include faster weapon switching as advantages of equipping them, encouraging the player to use them in quick combination with other weapons. For example, The Reserve Shooter is a shotgun that does bonus damage to aerial targets, but requires another weapon to get them airborn first.
23rd Feb '16 9:08:44 PM Prfnoff
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* ''VideoGame/EscapeVelocity'' had a key to rotate through secondary weapons.

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* ''VideoGame/EscapeVelocity'' had has a key to rotate through secondary weapons.weapons. (All primary weapons are always selected.)
23rd Feb '16 6:06:44 AM MegaMarioMan
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* The "Quick Select" menu in the ''RatchetAndClank'' games can usually be set to pause or not, although the first game didn't have pausing as an option.

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* The "Quick Select" menu in the ''RatchetAndClank'' ''Franchise/RatchetAndClank'' games can usually be set to pause or not, although [[VideoGame/RatchetAndClank2002 the first game game]] didn't have pausing as an option.
15th Jan '16 9:17:07 AM Silverblade2
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** The HD remake of ''VideoGame/TheLegendOfZeldaTheWindWaker'' on Wii U allows you to change object with the gamepad without interrupting the game.

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** The HD remake remakes of ''VideoGame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'' on Wii U allows you to change object with the gamepad without interrupting the game.
26th Dec '15 10:29:36 AM DeisTheAlcano
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* Each ''VideoGame/GodOfWar'' game has at least one alternate melee weapon that you can switch between on the fly.

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* Each ''VideoGame/GodOfWar'' Every game in the ''VideoGame/GodOfWarSeries'' game has at least one alternate melee weapon that you can switch between on the fly.
21st Dec '15 12:02:26 PM Mhazard
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* In ''VideoGame/DarkSouls'' and VideoGame/{{Bloodborne}}, whenever you open the menu and switch weapons, the game does not pause, the only way to truly pause is to quit the game, but you can't switch weapon at main menu.

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* In ''VideoGame/DarkSouls'' and VideoGame/{{Bloodborne}}, ''VideoGame/{{Bloodborne}}'', whenever you open the menu and switch weapons, the game does not pause, the only way to truly pause is to quit the game, but you can't switch weapon at main menu.
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