History Main / ScrappyWeapon

15th Jan '18 10:42:40 PM CountDorku
Is there an issue? Send a Message

Added DiffLines:

* ''VideoGame/TwentyXX'', inspired by ''Mega Man'' in a lot of ways, has its own, among both the general equipment and the boss-derived powers.
** Among the boss weapons, the Shadespur and sometimes the Quint Laser are typically skipped in favour of the cash or augment options. The Quint Laser is very damaging and pierces through multiple targets, but the projectile is slower than molasses, and its out-of-combat use - knocking over vending machines - isn't hugely useful. The Shadespur, however, is the most often skipped. Its gimmick is that it's fired with the direction and speed of the player, meaning it's hard to hit with it and can involve running directly into bullets to ensure a hit, and its effect of locking certain platforms isn't all that useful either.
** Nina's least liked weapon is the Wave Beam. While its ability to go through walls is useful, the firing pattern is weird, making hitting small and nimble enemies like Flapps rather unreliable.
** Ace's Rippling Axe is designed for diving attacks. When used in midair, it delivers a charged attack with bonus damage...but it drops your horizontal momentum to zero. This, as you would expect, is a ''serious liability'' in a game about jumping between platforms. It's deadly against bosses, but unless you're very good or you have a teammate, you will have a hard time getting there.
15th Jan '18 9:54:34 PM MonkeyShrapnel
Is there an issue? Send a Message


** In ''VideoGame/{{Halo 3}}'', the Sentinel Beam is still fairly terrible, and the SMG's power is downgraded even further as part of a general nerfing of dual-wielding. The flamethrower is very difficult to use effectively, although it's hellaceous when used properly. Perhaps the scrappiest ''Halo 3'' weapon is the Mauler, a single-handed dual-wieldable shotgun that, when dual-wielded, has less power and ammo than the regular shotgun at the expense of disabling use of grenades and melee... yeah. Its sole saving grace is a GameBreakingBug that allows you to shoot and melee at the same time, generally considered cheating and annoying as hell.

to:

** In ''VideoGame/{{Halo 3}}'', the Sentinel Beam is still fairly terrible, and the SMG's power is downgraded even further as part of a general nerfing of dual-wielding. The flamethrower is very difficult to use effectively, although it's hellaceous when used properly. Perhaps the scrappiest ''Halo 3'' weapon is the Mauler, a single-handed dual-wieldable shotgun that, when dual-wielded, has less power and ammo than the regular shotgun at the expense of disabling use of grenades and melee... yeah. Its sole saving grace is a GameBreakingBug that allows you to shoot and melee at the same time, generally considered cheating and annoying as hell.
11th Jan '18 5:33:00 PM Kadorhal
Is there an issue? Send a Message


** ''F.E.A.R. 2: Project Origin'' has the Napalm Cannon, one of only two flame-based weapons in the game (the other is a new grenade type), which is prohibitively useless. Only a small handful of enemies in one level carry it, which gives you only about one reload for it, and it takes forever to burn even the weakest of enemies to death - the only upside is that enemies ''will'' burn to death if you set them on fire, but you're just as well doing so with the incendiary grenades that actually show up outside of the level that introduces them, and dropping the cannon for the much more useful assault rifle as soon as it shows up a level later.

to:

** ''F.E.A.R. 2: Project Origin'' has the Napalm Cannon, one of only two flame-based weapons in the game (the other is a new grenade type), which is prohibitively useless. Only a small handful of two or three enemies in one level across the entire game carry it, which gives so you only about get one reload for it, it when it's introduced and it then have to play through half of the game to get another chance to use it. It also takes forever to burn even the weakest of enemies to death - death, though the only upside is that enemies anyone you can hit with it ''will'' burn to death if you set them on fire, but you're just fire. Really its only use is as well doing so with the incendiary grenades that actually show up outside a sort of the level that introduces them, and dropping the cannon slot-warmer for your fourth weapon slot until you can find the much more useful and common assault rifle as soon as to take up your fourth slot a level after it shows up a level later.up.



** ''VideoGame/JediKnightDarkForcesII'' had the bowcaster, which on the surface sounded great. Chewbacca's iconic weapon, with a ChargedAttack that fired spreads of plasma bolts, or fired a ricocheting plasma bolt to hit enemies around corners? Sounded useful...until you realized that the rate of fire was painful, the charged attack took a long while to get off and spread the shots out with huge gaps between small projectiles, and that the ricocheting shot could [[HoistByHisOwnPetard bounce back and hit you in the face]]. In the end the [[MoreDakka Imperial repeater]] ended up being a better use of energy cells.

to:

** ''VideoGame/JediKnightDarkForcesII'' had the bowcaster, which on the surface sounded great. Chewbacca's iconic weapon, with a ChargedAttack that fired spreads of plasma bolts, or fired a ricocheting plasma bolt to hit enemies around corners? Sounded useful... until you realized that the rate of fire was painful, the charged attack took a long while to get off and spread the shots out with huge gaps between small projectiles, and that the ricocheting shot could [[HoistByHisOwnPetard bounce back and hit you in the face]]. In the end the [[MoreDakka Imperial repeater]] ended up being a better use of energy cells.



** Sentry guns are far too situational to use. While they can provide good suppression when they are placed correctly, the sentries can't be moved once you place them down, they require you to give up your own ammo to replenish theirs, and they're not powerful enough to take out heavier SWAT and special units. Sentries tend to not last very long when several cops focus fire on the sentry to destroy them. They aren't much better in the sequel.

to:

** Sentry guns are far too situational to use. While they can provide good suppression when they are placed correctly, the sentries can't be moved once you place them down, they require you to give up your own ammo to replenish theirs, and they're not powerful enough to take out heavier SWAT and special units. Sentries tend to not last very long when several cops focus fire on the sentry to destroy them. They aren't much better in the sequel.sequel, even with the eventual addition of silenced versions that attract less attention and thus don't get shot quite as often.



** Thanks to a weapon rebalance pushed out during the 2015 Crimefest event, some assault rifles and submachine guns are absolutely awful in accuracy, even with the right skills and gun mods, whereas other similar weapons still retain a good balance between accuracy, stability, and power. This was even worse when another change during that event buffed pistols to the point that they outclassed almost all of the assault rifles and submachine guns, with only the absolutely most powerful of them like the M308 and Cavity 9mm being worth using over a Crosskill pistol.
** The two starting weapons are almost entirely outclassed by anything that comes later. The Chimano 88 is the player's first sidearm when they begin the game for the first time and, save for a high capacity and concealment is near-completely outclassed by every other sidearm available; the Chimano simply doesn't have enough damage output to keep up, especially on higher difficulties where more power is needed to drop tougher enemies. The AMCAR, meanwhile, only really beats later guns with its rather high reserve-ammo count of 220; its damage is among the lowest in the game, the recoil is absurd for something with such a low rate of fire, and its accuracy is even worse than the Chimano's. Both weapons can be mildly improved with attachments, but by the time you have access to a decent supply of those, you're also going to have access to far better weapons that can put those attachments to better use - even ones not restricted by reputation level for if you [[NewGamePlus go Infamous]].

to:

** Thanks to a weapon rebalance pushed out during the 2015 Crimefest event, some assault rifles and submachine guns are absolutely awful in accuracy, even with the right skills and gun mods, whereas other similar weapons still retain a good balance between accuracy, stability, and power. This was even worse when another change during that event buffed pistols to the point that they outclassed almost all of the assault rifles and submachine guns, with only the absolutely most powerful of them like the M308 and Cavity 9mm being worth using over a Crosskill pistol.
even middle-ground pistols like the Crosskill, much less the stronger Deagle and Bronco .44.
** The two starting weapons are almost entirely outclassed by anything that comes later. The Chimano 88 is the player's first sidearm when they begin the game for the first time and, save for a high capacity and concealment concealment, is near-completely outclassed by every other sidearm available; the Chimano simply doesn't have enough damage output to keep up, especially on higher difficulties where more power is needed to drop tougher enemies. The AMCAR, meanwhile, only really beats later guns with its rather high reserve-ammo count of 220; its damage is among the lowest in the game, the recoil is absurd for something with such a low rate of fire, and its accuracy is even worse than the Chimano's. Both weapons can be mildly improved with attachments, but by the time you have access to a decent supply of those, you're also going to have access to far better weapons that can put those attachments to better use - even ones not restricted by reputation level for if you [[NewGamePlus go Infamous]].
31st Dec '17 1:39:47 PM RandomNumberReactor
Is there an issue? Send a Message


** ''Videogame/RatchetDeadlocked'' featured less weapons, most of which were mostly useful... with the exception of B6-Obliterator. This thing has problems in every and all aspects - it is slow, deals pathetic damage, its starting ammunition is painfully small (and ammo mods raise it by one shot only) and it doesn't even have aiming reticle unless you put aiming mod at it. This is not helped by the fact there are two weapons in its niche that not only can fulfill its purpose much better - Hunter Mine Launcher and Scorpion Flail - but can also have other use.

to:

** ''Videogame/RatchetDeadlocked'' featured less weapons, most of which were mostly useful... with the exception of B6-Obliterator. This thing has problems in every and all aspects - it is slow, deals pathetic damage, its starting ammunition is painfully small (and while ammo mods raise slot does rise it by one shot only) somewhat okay amount of two, it doesn't seem to affect amount of ammo dropped like for literally every other weapon) and it doesn't even have aiming reticle unless you put aiming mod at it. This is not helped by the fact there are two weapons in its niche that not only can fulfill its purpose much better - Hunter Mine Launcher and Scorpion Flail - but can also have other use.
29th Dec '17 5:52:33 PM MyFinalEdits
Is there an issue? Send a Message


* Even platformers are not immune. ''Franchise/MegaMan'' gives us plenty of these, as noted under PowerupLetdown. The most infamous is the Top Spin, which only notable use is [[spoiler:destroying the final boss in one hit]], but several more have accumulated over the course of the long-running franchise...
** Interestingly, Top Spin is actually one of the better weapons in ''VideoGame/MegaMan3''...[[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run). You can actually one-shot a large number of enemies with it, and it's got a large amount of ammo. It's primarily considered a scrappy weapon because you need to use it at close range, because it's a horrible weapon against enemies it can't one-hit kill (thus requiring memorization to use properly) and because of a poorly executed mechanic that can cause it to use up the entire ammo bar in a single use. One Top Spin costs one power, but top spin constantly "fires" as long as the player's finger is on the button. Hit an enemy immune to Top Spin, or a vulnerable boss during its brief second of post-attack invulnerability, and the power gauge can be depleted in a second if the player is careless.
*** Spark Shock also sees very limited use (in the NES version, that is, it works exactly like Ice Slasher would in the game boy version), as (asides from almost no normal enemies being damaged by it) while it freezes whichever enemy it hits, the player can neither fire another one nor switch to another weapon until its effect wears off on the afflicted enemy.
** ''VideoGame/MegaMan10'' gives us Thunder Wool, which is nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. To quote one Gamefaqs poster, "Anything the Thunder Wool does, another weapon does better and for less ammo cost."

to:

* Even platformers are not immune. ''Franchise/MegaMan'' gives us has plenty of these, as noted under PowerupLetdown. these.
**
The most infamous is the Top Spin, which whose only notable use is [[spoiler:destroying the final boss in one hit]], but several more have accumulated over the course of the long-running franchise...
** Interestingly, Top Spin is actually one of the
franchise. It has a better weapons usage in ''VideoGame/MegaMan3''...[[DifficultButAwesome if you know how to use it]] (like in a Boss Weapons Only run). You can actually one-shot a large number of enemies with it, and it's got a large amount of ammo. It's primarily considered a scrappy weapon because you need to use it at close range, because it's a horrible weapon against enemies it can't one-hit kill (thus requiring memorization to use properly) and because of a poorly executed mechanic that can cause it to use up the entire ammo bar in a single use. One Top Spin costs one power, but top spin constantly "fires" as long as the player's finger is on the button. Hit an enemy immune to Top Spin, or a vulnerable boss during its brief second of post-attack invulnerability, and the power gauge can be depleted in a second if the player is careless.
***
run).
**
Spark Shock also sees very limited use (in the NES version, that is, it works exactly like Ice Slasher would in the game boy version), as (asides from almost no normal enemies being damaged by it) while it freezes whichever enemy it hits, the player can neither fire another one nor switch to another weapon until its effect wears off on the afflicted enemy.
** ''VideoGame/MegaMan10'' gives us has Thunder Wool, which is nigh impossible to aim, and blows through all its ammo in 6 shots. Even worse, the cloud can be destroyed if an enemy or projectile collides with it. This means you can't reliably use it at close range, since that guarantees that it'll disappear before it can fire off a bolt, thus wasting a ton of your ammo. To quote one Gamefaqs poster, "Anything the Thunder Wool does, another weapon does better and for less ammo cost."



** Speaking of ''Mega Man 2'', the Atomic Fire also falls under here. It is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The original ''VideoGame/MegaMan1'' was not without these, either. The most notorious was the Hyper Bomb, which, while powerful, was far too slow to be of any use (it didn't explode until roughly three seconds after you threw it) against anything other than the mostly immobile Guts Man.

to:

** Speaking of ''Mega Man 2'', the The Atomic Fire also falls under here. It in ''2'' is an incredibly powerful weapon that can destroy most non-boss enemies in one hit and would be very useful if a fully charged blast from the Atomic Fire didn't take up an obscene amount of weapon energy (you only get a maximum of two fully charged shots from a full energy bar). This makes the weapon completely useless in the Wily stages, where your weapon energy doesn't carry over between stages. On top of this, the charge is slow and it's usually much better to defeat enemies with multiple shots of a weaker weapon. Its only real uses are to defeat Wood Man and the first form of the Wily Machine (two fully charged hits in both cases).
** The original ''VideoGame/MegaMan1'' was not without these, either. The most notorious was has the Hyper Bomb, which, while powerful, was is far too slow to be of any use (it didn't doesn't explode until roughly three seconds after you threw it) against anything other than the mostly immobile Guts Man.



* The torch in the ''VideoGame/GhostsNGoblins'' series is slow and travels in an arch, while most of the enemies come right for you, so the players try to avoid it as much as possible.
** The hatchet is even ''worse'', as it travels in the same arch, but also penetrates enemies and obstacles. While you can have two on screen at a time, the nature of the weapon ensures that you can't rapidly fire on a single enemy that takes multiple hits, which is often a death sentence in this game.
** Additionally, each game in the series has a "hidden" weapon that is much slower and/or has a shorter reach than the other weapons, such as the cross/shield in the first game and the Goddess Bracelet in other games. What makes this particularly nasty is the fact that you are required to beat the final boss with these weapons.

to:

* ''VideoGame/GhostsNGoblins'':
**
The torch in the ''VideoGame/GhostsNGoblins'' series is slow and travels in an arch, while most of the enemies come right for you, so the players try to avoid it as much as possible.
** The hatchet is even ''worse'', as it travels in the same arch, but also penetrates enemies and obstacles. While you can have two on screen at a time, the nature of the weapon ensures that you can't rapidly fire on a single enemy that takes multiple hits, which is often a death sentence in this game.
** Additionally, each Each game in the series has a "hidden" weapon that is much slower and/or has a shorter reach than the other weapons, such as the cross/shield in the first game and the Goddess Bracelet in other games. What makes this particularly nasty is the fact that you are required to beat the final boss with these weapons.



* Practice Bows in ''VideoGame/MountAndBlade'' if the player character is not built as an archer. You are doomed in any arena/tournament fight if you spawn with one and you aren't lucky enough to get a new weapon really quick as you can't fight at all in melee with one.
** Fixed in Warband, you will also start with a practice knife if you spawn if a bow. While it can't block, it can at least fight back and if you are strong enough disrupt attacks.

to:

* Practice Bows in ''VideoGame/MountAndBlade'' if the player character is not built as an archer. You are doomed in any arena/tournament fight if you spawn with one and you aren't lucky enough to get a new weapon really quick as you can't fight at all in melee with one.
**
one. Fixed in Warband, you will also start with a practice knife if you spawn if a bow. While it can't block, it can at least fight back and if you are strong enough disrupt attacks.



** VideoGame/FireEmblemFates is the second game in the series [[UnbreakableWeapons where all weapons are unbreakable]]. To make up for it, the higher ranked weapons have various negative effects attached on them. But it ends up making a lot of them so crippling that you'd rather stick to bronze weapons for the whole game. The silver weapons got hit especially bad, ''lowering your crit evasion, strength and skill'' after each battle with it.

to:

** VideoGame/FireEmblemFates ''VideoGame/FireEmblemFates'' is the second game in the series [[UnbreakableWeapons where all weapons are unbreakable]]. To make up for it, the higher ranked weapons have various negative effects attached on them. But it ends up making a lot of them so crippling that you'd rather stick to bronze weapons for the whole game. The silver weapons got hit especially bad, ''lowering your crit evasion, strength and skill'' after each battle with it.



*** Likewise, the Bear Autocannon (a PoweredArmor weapon option) was crap for pretty much the game's entire history, dealing negligible damage, with poor accuracy, a tendency to overheat, [[GatlingGood the barrels had to spun up]] to fire, and it was competing with much more competent weapons. It was so ''bad'' that you were better off ''throwing the gun at the enemy'', because at least then you have a small chance to kill them via TeleFrag when the weapon spawns inside them. When it was made the default battlearmor weapon in version 0.7, [[RescuedFromTheScrappyHeap it received buffs across the board]]; with a steady hand, it can pick off dedicated battlearmor players from beyond their effective range.

to:

*** Likewise, the The Bear Autocannon (a PoweredArmor weapon option) was crap for pretty much the game's entire history, dealing negligible damage, with poor accuracy, a tendency to overheat, [[GatlingGood the barrels had to spun up]] to fire, and it was competing with much more competent weapons. It was so ''bad'' that you were better off ''throwing the gun at the enemy'', because at least then you have a small chance to kill them via TeleFrag when the weapon spawns inside them. When it was made the default battlearmor weapon in version 0.7, [[RescuedFromTheScrappyHeap it received buffs across the board]]; with a steady hand, it can pick off dedicated battlearmor players from beyond their effective range.



** In 1st edition AD&D, only the longsword and two handed sword out of all the melee weapons were really worth using for fighters most of the time unless you used the complicated "Weapon Type vs Armour Type" to hit modifier table which hardly anyone did making any other choice a scrappy weapon. They had the best damage dice for the number of hands required to wield them compared to all other weapons, unless you were unlucky enough to come across an enemy resistant or immune to slashing damage. Once weapon specialisation was added, pretty much every single 1st level fighter selected the longsword as you could double specialise in it (resulting in a very useful +3 to hit and damage while two handed weapons were restricted to single specialisation at +1 to hit and +2 damage) and used their remaining proficiency slot for a missile weapon. This problem remained until 3rd edition rolled around.

to:

** In 1st edition AD&D, only the longsword and two handed sword out of all the melee weapons were really worth using for fighters most of the time unless you used the complicated "Weapon Type vs Armour Type" to hit modifier table which hardly anyone did making any other choice a scrappy weapon. They had the best damage dice for the number of hands required to wield them compared to all other weapons, unless you were unlucky enough to come across an enemy resistant or immune to slashing damage. Once weapon specialisation was added, pretty much every single 1st level fighter selected the longsword as you could double specialise in it (resulting in a very useful +3 to hit and damage while two handed weapons were restricted to single specialisation at +1 to hit and +2 damage) and used their remaining proficiency slot for a missile weapon. This problem remained until 3rd edition rolled around.
29th Dec '17 3:39:51 PM RandomNumberReactor
Is there an issue? Send a Message

Added DiffLines:

** ''Videogame/RatchetDeadlocked'' featured less weapons, most of which were mostly useful... with the exception of B6-Obliterator. This thing has problems in every and all aspects - it is slow, deals pathetic damage, its starting ammunition is painfully small (and ammo mods raise it by one shot only) and it doesn't even have aiming reticle unless you put aiming mod at it. This is not helped by the fact there are two weapons in its niche that not only can fulfill its purpose much better - Hunter Mine Launcher and Scorpion Flail - but can also have other use.
26th Dec '17 6:42:11 PM Lunatic0verlord
Is there an issue? Send a Message

Added DiffLines:

** VideoGame/FireEmblemFates is the second game in the series [[UnbreakableWeapons where all weapons are unbreakable]]. To make up for it, the higher ranked weapons have various negative effects attached on them. But it ends up making a lot of them so crippling that you'd rather stick to bronze weapons for the whole game. The silver weapons got hit especially bad, ''lowering your crit evasion, strength and skill'' after each battle with it.
17th Dec '17 7:34:47 PM rjd1922
Is there an issue? Send a Message


* The Slingshot in ''VideoGame/TheLegendOfZeldaTwilightPrincess''. While some of the other items suffer from insufficient usefulness except inside the dungeons, the slingshot is even more irrelevant because of the Bow and Arrow, which is obtained in the ''second'' dungeon. Its only purpose after obtaining the bow is to conserve arrows when dealing with Skullwalltulas. In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Slingshot returns, with an almost as useless upgrade in the form of the Scattershot. Not only are the pellets too slow to really hit Keese and lack range, the only enemies they really do anything to ''are'' Keese (the only other enemies it can kill are walltulas, which you can use the beetle on, and that doesn't have an ammo limit; everything else, the slingshot will only stun). At least this time the Bow won't be obtained as early as it was in ''Twilight Princess'', so there's enough time for the player to get quite creative when you need it to be.

to:

* The Slingshot in ''VideoGame/TheLegendOfZeldaTwilightPrincess''. While some of the other items suffer from insufficient usefulness except inside the dungeons, the slingshot is even more irrelevant because of the Bow and Arrow, which is obtained in the ''second'' dungeon. Its only purpose after obtaining the bow is to conserve arrows when dealing with Skullwalltulas. In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Slingshot returns, with an almost as useless upgrade in the form of the Scattershot. Not only are the pellets too slow to really hit Keese and lack range, the only enemies they really do anything to ''are'' Keese (the only other enemies it can kill are walltulas, which you can use the beetle on, and that doesn't have an ammo limit; everything else, the slingshot will only stun). At least this time the Bow won't be obtained as early as it was in ''Twilight Princess'', so there's enough time for the player to get quite creative when you need it to be. Stunning enemies can also be quite helpful, since most enemies in the game can block your sword attacks unless you swing a certain way.
17th Dec '17 2:11:16 PM mlsmithca
Is there an issue? Send a Message


----
!!Non Video Game Examples:
[[folder:Real Life]]
* The Schwerer Gustav in World War II. Despite having artillery that can take down large defenses, it had only fired 48 rounds, is very clunky and requires very high maintenance. After that, it's barrel had worn out and the info regarding about it is a bit sketchy.
* Dog bombs were used by the Soviet Union in World War II. They were trained to go under enemy tanks, so the bombs can detonate underneath them. Turns out that due to the different engine functionality and smell of the German and Soviet tanks, had lead to the dogs going under the soviet tanks instead. Plus, the dogs were afraid of the gunfire.
[[/folder]]

to:

----
!!Non Video Game Examples:
[[folder:Real Life]]
* The Schwerer Gustav in World War II. Despite having artillery that can take down large defenses, it had only fired 48 rounds, is very clunky and requires very high maintenance. After that, it's barrel had worn out and the info regarding about it is a bit sketchy.
* Dog bombs were used by the Soviet Union in World War II. They were trained to go under enemy tanks, so the bombs can detonate underneath them. Turns out that due to the different engine functionality and smell of the German and Soviet tanks, had lead to the dogs going under the soviet tanks instead. Plus, the dogs were afraid of the gunfire.
[[/folder]]
----
17th Dec '17 2:07:12 PM mlsmithca
Is there an issue? Send a Message


RealLife examples have [[ScrappyWeapon/RealLife their own page.]]
This list shows the last 10 events of 585. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ScrappyWeapon