History Main / ScrappyWeapon

16th Sep '16 6:34:53 AM Gadjiltron
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* ''VideoGame/TeamFortress2'' has a fair share of examples:

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* ''VideoGame/TeamFortress2'' has a fair share of examples:examples. Due to many updates and balance changes, many entries tend to bounce in and out of this trope:



** Speaking of the Homewrecker, it's a melee weapon that deals double damage to buildings in exchange for less damage against players. There is virtually no reason to take advantage of this; your flamethrower kills buildings in almost the exact same amount of time ''and'' each flame particle can penetrate through the building to damage the Engineer on the other side, all for less effort and from further away. The Homewrecker was abandoned almost immediately. Two months later it was given the ability to remove sappers on friendly buildings, which made it a boon for pyros guarding engineer teammates from spy predations to have, but it's still one of the least used weapons in the game.

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** Speaking of the Homewrecker, it's a melee weapon that deals double damage to buildings in exchange for less damage against players. There is virtually no reason to take advantage of this; your flamethrower kills buildings in almost the exact same amount of time ''and'' each flame particle can penetrate through the building to damage the Engineer on the other side, all for less effort and from further away. The Homewrecker was abandoned almost immediately. Two months later it was given the ability to remove sappers on friendly buildings, which made it a boon for pyros Pyros guarding engineer Engineer teammates from spy predations Spies to have, but it's still one of the least used weapons in the game.game. While the Neon Annihilator can also remove Sappers, the Homewrecker does it faster - breaking a Sapper in a single strike.



*** It got worse when the Phlogistinator was buffed later with more damage and total invulnerability when taunting, considered very very overpowered, but later it was nerfed, no more healing the Pyro.

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*** It got worse when the Phlogistinator was buffed later with more damage and total invulnerability when taunting, considered very very overpowered, but later making it incredibly strong in pubs until players learned to adapt to it. Then a counter-nerf was nerfed, no more healing applied, removing the Pyro.Pyro's health refill and increasing the requirements to fill the Mmmph meter, pushing it back into this list.
12th Sep '16 8:11:10 PM MyFinalEdits
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* The Slingshot in ''VideoGame/TheLegendOfZeldaTwilightPrincess''. Some of the other items suffer from an understandable scenario, but the slingshot is even more irrelevant because of the bow and arrow. 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). That said, it's over halfway through the game before you get the Bow and Arrow, and it can be quite creative when you need it to be: Bokoblin + Tightrope + Slingshot = [[VideoGameCrueltyPotential Fun]].

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* The Slingshot in ''VideoGame/TheLegendOfZeldaTwilightPrincess''. Some While some of the other items suffer from an understandable scenario, but insufficient usefulness except inside the dungeons, the slingshot is even more irrelevant because of the bow Bow and arrow. Arrow, which is obtained in the ''second'' dungeon. Its only purpose after obtaining the bow is to conserve arrows when dealing with Skullwalltulas.
**
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). That said, it's over halfway through the game before you get At least this time the Bow and Arrow, and won't be obtained as early as it can be was in ''Twilight Princess'', so there's enough time for the player to get quite creative when you need it to be: Bokoblin + Tightrope + Slingshot = [[VideoGameCrueltyPotential Fun]].



* In ''VideoGame/{{Evolva}}'', the only reason for the Flame's existence was to light flammable plants, and even then, there are other weapons (like the grenade) that can light them on fire.
** Potentially even more useless is the Claw, which despite being the only unlimited ammo weapon, never really gets used except for breaking rocks once you get better weapons. It too suffers in that its purpose gets taken by future weapons (such as, again, the grenade.)

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* In ''VideoGame/{{Evolva}}'', the ''VideoGame/{{Evolva}}'':
** The
only reason for the Flame's existence was to light flammable plants, and even then, there are other weapons (like the grenade) that can light them on fire.
** Potentially even more useless is the The Claw, which despite being the only unlimited ammo weapon, never really gets used except for breaking rocks once you get better weapons. It too suffers in that its purpose gets taken by future weapons (such as, again, the grenade.)grenade).



* ''VideoGame/MetroidPrime'' series:
** ''Metroid Prime'' has the Plasma Beam's missile combo, the Flamethrower. To be honest, all missile combos except Super Missile are situational at best, but Flamethrower is the only completely useless one. It shoots a stream of flames that has a short range and eats through your ammo like crazy (and unlike the similar Wavebuster, it does not home or stun the target). It's made even more useless when you consider that a charged Plasma Beam shot kills 90% of normal enemies with a single hit (there's only one enemy in the game that can get hurt by it and isn't killed in one charged shot), so you could just be using that instead.
** ''Metroid Prime 2: Echoes'' has the Light Beam's charge combo, the Sunburst. It fires a large ball of light energy that travels about ten feet in front of you, comes to a slow stop, and explodes. It's useless against mobile enemies because they'll just move out of the way, and it's useless against stationary enemies because the explosion isn't anywhere near as powerful as it appears to be. The only conceivable way to damage something with the Sunburst would be for them to back up so they took damage during the entire animation.

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* ''VideoGame/MetroidPrime'' series:
Some of the Missile power-ups in ''VideoGame/MetroidPrimeTrilogy'' have this problem:
** ''Metroid Prime'' ''MetroidPrime'' has the Plasma Beam's missile combo, the Flamethrower. To be honest, While all missile combos except the default Super Missile are situational at best, but Flamethrower is the only completely useless one. It shoots a stream of flames that has a short range and eats through your ammo like crazy (and unlike the similar Wavebuster, it does not home or stun the target). It's made even more useless when you consider that a charged Plasma Beam shot kills 90% of normal enemies with a single hit (there's only one enemy in the game that can get hurt by it and isn't killed in one charged shot), so you could just be using that instead.
** ''Metroid Prime 2: Echoes'' ''MetroidPrime2Echoes'' has the Light Beam's charge combo, the Sunburst. It fires a large ball of light energy that travels about ten feet in front of you, comes to a slow stop, and explodes. It's useless against mobile enemies because they'll just move out of the way, and it's useless against stationary enemies because the explosion isn't anywhere near as powerful as it appears to be. The only conceivable way to damage something with the Sunburst would be for them to back up so they took damage during the entire animation.animation.
** ''MetroidPrime3Corruption'' has the Hyper Missile, the game's replacement for the Super Missile and its elemental cousins. While in theory it appears to be a very powerful missile attack powered by Phazon, it's useless against enemies that are already immune to the standard missile shots. It also requires a huge amount of energy from the Energy Tank that is in use during Hypermode. Its only practical utility is to drain Phazon when Samus's Hypermode has a malfunction, to prevent her total corruption.
10th Aug '16 1:16:28 PM REV6Pilot
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** The Sydney Sleeper, a sniper rifle that can't get headshots (requiring players to resort to bodyshots, already an unpopular tactic) in exchange for covering its target in [[UrineTrouble Jarate]] for a length of time depending on how charged it is. It has a slightly faster charge rate than the stock sniper rifle and can mark enemies for others to kill, but in the end the triple damage you'd receive from a headshot is just too much to give up. Mann vs. Machine mode helps make it better; while it still can't deal regular headshots, it ''can'' be upgraded to deal explosive headshots like all the other sniper rifles, which combines well with its shorter charge time.

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** The Sydney Sleeper, a sniper rifle that can't get headshots (requiring players to resort to bodyshots, already an unpopular tactic) in exchange for covering its target in [[UrineTrouble Jarate]] for a length of time depending on how charged it is. It has a slightly faster charge rate than the stock sniper rifle and can mark enemies for others to kill, but in the end the triple damage you'd receive from a headshot is just too much to give up. Mann vs. Machine mode helps make it better; while it still can't deal regular headshots, it ''can'' be upgraded to deal explosive headshots like all the other sniper rifles, which combines well with its shorter charge time. A later update buffed it by applying a splash radius of Jarate around the target on a headshot.
10th Aug '16 12:49:43 PM REV6Pilot
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* ''VideoGame/{{Blood}} II: The Chosen'' has a few examples.
** The Insect-a-cutioner bug spray. While superficially another version of the aerosol can from the first game, it was generally useless due to the short range, low primary fire damage, long secondary fire prep time and the fact that its ammo was also shared with the assault rifle's underslung grenade launcher, a more damaging and altogether more useful weapon.

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* ''VideoGame/{{Blood}} II: The Chosen'' has a few examples.examples, mostly due to [[ObviousBeta lacking or glitched coding]].
** The Insect-a-cutioner Insect-A-Cutioner bug spray. While superficially another version of the aerosol can from the first game, it was generally useless due to the short range, low primary fire damage, long secondary fire prep time and the fact that its ammo was also shared with the assault rifle's underslung grenade launcher, a more damaging and altogether more useful weapon.
9th Aug '16 5:13:38 PM UmbrellasWereAwesome
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** ''VideoGame/HaloCombatEvolved'' has two: the Assault Rifle and the Needler. The former has a high fire rate and magazine capacity, offset by puny damage (particularly against shields) and obnoxiously-wide bullet spread. The latter suffers from being over-specialized. It does happen to be [[OverlyNarrowSuperlative one of the best weapons for taking on the Sentinels that show up in a handful of levels]], but against anything else its shortcomings become obvious: projectiles which, while homing in on whoever's in or nearest to the crosshairs on firing, are {{painfully slow|Projectile}} and deal anemic damage unless you dump half the mag into one guy. Doing that causes them all to create a rather large explosion that's an instant kill on most enemies, but for the amount of ammo needed to put down a single enemy in that manner, it's far more efficient to take a plasma pistol or rifle.
** In ''VideoGame/{{Halo 2}}'', the Assault Rifle was replaced by the SMG. It's a downgrade, having all of the prior Assault Rifle's faults on top of now having high kickback forcing your aim off-target. Part of the issue is that [[AwesomeButImpractical it's designed]] to be [[GunsAkimbo dual-wielded]], which lets it strip shields in close combat with incredible speed. Combined with a plasma rifle, it's not half-bad, but terribly outclassed by the Battle Rifle in every other way. The Brute Shot suffers from the same sort of issue the Needler did in the first game, being great in melee due to its [[BayonetYa attached blade]], but bouncing its ammo off walls when not making direct hits, making it difficult to use at any further range.
** The Magnum pistol, while useful in the first game, is nerfed in ''Halo 2'', losing its scope feature and is much weaker in all respects. All it gets is a faster rate of fire in return.
** The Needler, however, has since been RescuedFromTheScrappyHeap as the series went on. In ''Halo 2'' the needles are fired and travel to the target faster, they track their targets better, and they explode upon hitting an enemy sooner (cue it being your go-to weapon for charging Brutes). While it lost its dual-wield-ability in ''VideoGame/{{Halo 3}}'' and ''[[VideoGame/HaloReach Reach]]'', its power got boosted further and is far better balanced.
** In ''Halo 3'', the Sentinel Beam is still fairly terrible, and the SMG's power is downgraded 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.

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** ''VideoGame/HaloCombatEvolved'' has two: the Assault Rifle and the Needler. The former has a high fire rate and magazine capacity, offset by puny damage (particularly against shields) and obnoxiously-wide bullet spread. The latter suffers from being over-specialized. It does happen to be [[OverlyNarrowSuperlative one of the best weapons for taking on the Sentinels that show up in a handful of levels]], but against anything else its shortcomings become obvious: projectiles which, while homing in on whoever's in or nearest to the crosshairs on firing, are {{painfully slow|Projectile}} and deal anemic damage unless you dump half the mag into one guy. Doing that causes them all to create a rather large explosion that's an instant kill on most enemies, but for the amount of ammo needed to put down a single enemy in that manner, it's far more efficient to take a plasma pistol or rifle.
rifle[[note]]That said, the Needler has since been RescuedFromTheScrappyHeap; from ''VideoGame/{{Halo 2}}'' onward, the needles fire and travel to the target faster, track their targets better, and explode upon hitting an enemy sooner (it was ''the'' go-to weapon for charging Brutes in ''2''). While it lost its dual-wield-ability from ''VideoGame/{{Halo 3}}'' onward, its power has continued to be boosted[[/note]].
** In ''VideoGame/{{Halo 2}}'', the Assault Rifle was replaced by the SMG. It's a downgrade, having all of the prior Assault Rifle's faults on top of now having high kickback forcing your aim off-target. Part of the issue is that [[AwesomeButImpractical it's designed]] to be [[GunsAkimbo dual-wielded]], which lets it strip shields in close combat with incredible speed. Combined with a plasma rifle, it's not half-bad, but terribly outclassed by the Battle Rifle in every other way. The Brute Shot suffers from the same sort of issue the Needler did in the first game, being great in melee due to its [[BayonetYa attached blade]], but bouncing its ammo off walls when not making direct hits, making it difficult to use at any further range.
**
range. The Magnum pistol, while which was ''very'' useful in the first game, is nerfed in ''Halo 2'', got substantially nerfed, losing its scope feature and is just becoming much weaker in all most respects. All it gets in return is a faster rate of fire in return.
fire.
** The Needler, however, has since been RescuedFromTheScrappyHeap as the series went on. In ''Halo 2'' the needles are fired and travel to the target faster, they track their targets better, and they explode upon hitting an enemy sooner (cue it being your go-to weapon for charging Brutes). While it lost its dual-wield-ability in ''VideoGame/{{Halo 3}}'' and ''[[VideoGame/HaloReach Reach]]'', its power got boosted further and is far better balanced.
** In ''Halo 3'',
3}}'', the Sentinel Beam is still fairly terrible, and the SMG's power is downgraded 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.



** In some circles, the ''Halo'' shotguns -- all the ''Halo'' shotguns -- are considered scrappies due to their [[ShortRangeShotgun wet-cough range]], unpredictable damage, and the presence of instant-kill melee weapons. Though in ''Halo Reach'', they also kill instantly.

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** In some circles, the ''Halo'' shotguns -- all the ''Halo'' shotguns -- from ''Halo 2'' onward are considered scrappies due to their [[ShortRangeShotgun wet-cough range]], unpredictable damage, and continually decreasing magazine capacity, plus [[OvershadowedByAwesome the presence of instant-kill melee weapons. Though in ''Halo Reach'', they also kill instantly.weapons]]. That said, the developers seem to have realized this, having buffed their range and power considerably from ''VideoGame/HaloReach'' onward.
4th Aug '16 7:23:41 PM Kadorhal
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* ''VideoGame/{{Fallout 3}}'' has the Chinese Pistol. Despite using the same ammunition as the 10mm, it has 2 fewer shots, is no faster or more accurate, does less than half the damage of its American counterpart, and does not come in a silenced version. Its only saving graces are that it sells for a fair deal of cash, and that it has more than twice the durability of the regular 10mm. The latter is just about useless, as the low damage makes degradation versus damage dealt approximately equal to that of the 10mm.

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* ''VideoGame/{{Fallout 3}}'' has brings the same weapon back as the Chinese Pistol. Despite using It no longer suffers from having unique and unreasonably-rare ammo, now sharing with the same ammunition as the 10mm, 10mm pistol, but it has 2 fewer shots, is no faster or more accurate, does less than half the damage of its American counterpart, and does not come in have a silenced version. Its only saving graces are that it sells for a fair deal of cash, cash (which combines well with its low weight and how common it is in the hands of Raiders in the early game), and that it has more than twice the durability of the regular 10mm. The latter is just about useless, as the low damage makes degradation versus damage dealt approximately equal to that of the 10mm.10mm, but with twice the ammo usage.



*** The Combat Shotgun isn't much better, unfortunately. It's better at slightly further ranges, is common enough thanks to tripwire traps that it can actually be repaired in the field on occasion, and due to a [[GoodBadBugs bug]], the total critical damage is applied when any sub-projectile gets a critical hit (through chance or a sneak attack) instead of the same value divided by the number of shots per discharge, resulting in obliterative sneak attack crits (when ''all'' the buckshot subprojectiles crit). However, this comes at the cost of similarly-terrible durability, and if you ''don't'' get critical hits then enemies will still just shrug off the buckshot like it was a passing breeze.
** Grenades also feel like this most of the time. In theory they should be awesome, but in truth they are very a situational and hard to use weapon. First off they usually don't deal a whole lot of damage to a single entity, their charm is theoretically that they can hurt lot of different people at once. However in the game it is difficult to find situations where people are huddled together within a grenade's effective radius and will stay that way until it detonates - and usually when they are, it's also within a group of other explosive objects like [[EveryCarIsAPinto the abandoned nuclear-powered cars]] that either would do just as much damage to the enemy with a couple much cheaper bullets or will cause a chain-reaction that kills the player as well. Most frustratingly, however, is that VATS isn't designed to use them, and even if it does manage to lob a grenade right at an enemy's feet, they will usually run away before it explodes. This is made worse by the fact that manually aiming with them in combat is difficult and takes some practice, which will cost you expensive grenades. Land mines do just as much damage, can easily be thrown in the path of approaching enemies, and are so common as part of pre-placed traps that you can sell them for a good chunk of caps and still have plenty left over to actually kill things with; alternatively, bottlecap mines deal five times the damage of either regular mines or grenades and are insanely cheap to make versus their assembled value, especially with multiple copies of its blueprints allowing you to make two or three mines for the same amount of components.

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*** The Combat Shotgun isn't much better, unfortunately.better. It's better at slightly further ranges, is common enough thanks to tripwire traps that it can actually be repaired in the field on occasion, and due to a [[GoodBadBugs bug]], the total critical damage is applied when any sub-projectile gets a critical hit (through chance or a sneak attack) instead of the same value divided by the number of shots per discharge, resulting in obliterative sneak attack crits (when ''all'' the buckshot subprojectiles crit). However, this comes at the cost of similarly-terrible durability, and if you ''don't'' get critical hits then enemies will still just shrug off the buckshot like it was a passing breeze.
** Grenades also feel like this most of the time. In theory they should be awesome, but in truth they are very a situational and hard to use weapon. First off they usually don't deal a whole lot of damage to a single entity, their charm is theoretically that they can hurt lot of different people at once. However in the game it is difficult to find situations where people are huddled together within a grenade's effective radius and will stay that way until it detonates - and usually when they are, it's also within a group of other explosive objects like [[EveryCarIsAPinto the abandoned nuclear-powered cars]] that either would do just as much damage to the enemy with a couple much cheaper bullets or will cause a chain-reaction that kills the player as well. Most frustratingly, however, is that VATS isn't designed to use them, and even if it does manage to lob a grenade right at an enemy's feet, they will usually run away before it explodes. This is made worse by the fact that manually aiming with them in combat is difficult and takes some practice, which will cost you expensive grenades. Land They're fortunately common enough that you can just sell them to make some quick and easy cash, but even on that front they fall short of similar weapons: land mines do just as much damage, can easily be thrown in the path of approaching enemies, and are so common as part of pre-placed traps that you can sell them for a good chunk of caps and still have plenty left over to actually kill things with; alternatively, with. Alternatively, bottlecap mines deal five ''five'' times the damage of either regular mines or grenades and are insanely cheap to make versus their assembled value, especially with multiple copies of its blueprints allowing you to make two or three mines for the same amount of components.



** First of all, there is the .357 Magnum Revolver. It does rather low damage, being the weakest revolver in the game, it's single action (especially troubling if you took the Trigger Discipline perk, which increases accuracy at the cost of fire rate for every weapon), uses the same ammo as the infinitely more useful Cowboy Repeater rifle, and unlike every other revolver it can't use a speed loader, forcing you to load all six shots painfully slowly. Even with the "Cowboy" perk, there's no point to using it over the normal 9mm Pistol, which has the same DPS and doesn't use valuable rifle ammunition. Subverted with its unique variant, [[BlingBlingBang Lucky]], which is far more useful than its normal variant, with the former's higher DPS and Critical Chance.
*** The .357 revolver's higher damage per shot lets it punch through higher damage threshold than the 9mm - or it would, if any moderately armoured enemies existed at that stage of the game.
** The Single and Caravan Shotguns fire the low damage 20 gauge rounds, and [[ShortRangeShotgun suffer from the usual weakness]]... and can only fire one or two shots respectively before reloading. To make things worse, the damage is divided between a large number of low-damage projectiles, each of which have their damage reduced by the target's damage threshold. Fortunately, the Shotgun Surgeon perk helps with the damage threshold problem, and much better, modifiable 12-gauge shotguns make an appearance later on.

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** First of all, there is the .357 Magnum Revolver.Revolver, which is essentially an only-slightly-improved version of the .32 pistol. It does rather low damage, being the weakest revolver in the game, it's single action (especially troubling if you took the Trigger Discipline perk, which increases accuracy at the cost of fire rate for every weapon), uses the same ammo as the infinitely more useful Cowboy Repeater rifle, and unlike every other revolver it can't use a speed loader, forcing you to load all six shots painfully slowly. Even with the "Cowboy" perk, there's no point to using it over the normal 9mm Pistol, which has the same DPS and doesn't use valuable rifle ammunition. Subverted with its unique variant, [[BlingBlingBang Lucky]], which is far more useful than its normal variant, with the former's higher DPS and Critical Chance.
*** The .357 revolver's higher damage per shot lets it punch through higher damage threshold than the 9mm - or it would, if any moderately armoured enemies existed at that the stage of the game.
game where using one at all was a good idea.
** The Single and Caravan Shotguns fire the low damage 20 gauge rounds, and [[ShortRangeShotgun suffer from the usual weakness]]... and can only fire one or two shots respectively before reloading. To make things worse, the damage is divided between a large number of low-damage projectiles, each of which have their damage reduced by the target's damage threshold. Fortunately, the Shotgun Surgeon perk helps with the damage threshold problem, and much better, modifiable better 12-gauge shotguns that can be modified and take a wider array of ammo types make an appearance later on.in short order.



** The Sawed-off Shotgun hasn't gotten much better since Fallout 3. Its only good point is that it's an improved holdout weapon, allowing you to take it into casinos, but there are much better weapons for the role. Against anything tougher than unarmored raiders, its saving grace comes with the "And Stay Back!" perk added in ''Dead Money'', which gives each shotgun pellet a 10% chance to knock an opponent to the ground. Since the gun shoots 14 pellets per shot, almost every firing results in your target collapsing in a heap, and the reload time is faster than how long it takes to stand back up, [[CycleOfHurting no individual enemy will survive as long as you have enough ammo]].

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** The Sawed-off Shotgun hasn't gotten much better since Fallout 3. Its only good point is that it's an improved holdout weapon, allowing you to take it into casinos, but there are much better weapons for the role. Against anything tougher than unarmored raiders, its saving grace comes with the "And Stay Back!" perk added in ''Dead Money'', which gives each shotgun pellet a 10% chance to knock an opponent to the ground. Since As the gun shoots 14 pellets per shot, almost every firing results in your target collapsing in a heap, and the heap; since its reload time is faster than how long it takes for the target to stand back up, [[CycleOfHurting no individual enemy will survive as long as you have enough ammo]].



** [[FireEmblemAkaneia The first game]] and its sequels and remakes also had the Devil Sword, which did the same thing as the Axe and was arguably even ''more'' useless because it ''wasn't'' the most powerful sword in the original games.

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** [[FireEmblemAkaneia [[VideoGame/FireEmblemAkaneia The first game]] and its sequels and remakes also had the Devil Sword, which did the same thing as the Axe and was arguably even ''more'' useless because it ''wasn't'' the most powerful sword in the original games.



*** In 'Awakening', most of those who can use the War Monk/cleric class ''do'' have a usably high Magic stat, making this weapon a more viable choice.

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*** In 'Awakening', ''Awakening'', most of those who can use the War Monk/cleric class ''do'' have a usably high Magic stat, making this weapon a more viable choice.



* Certain skills in ''GuildWars'' are either completely useless or completely outclassed, although this changes from time to time based on buffs and nerfs.
** some are also useless because they're absolute clones of others.

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* Certain skills in ''GuildWars'' ''VideoGame/GuildWars'' are either completely useless or completely outclassed, although this changes from time to time based on buffs and nerfs.
** some
nerfs. Some are also useless because they're absolute clones of others.



* In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', Polearms. You wouldn't know this by hearing the fanbase, but nobody actually used them in Morrowind because they were worthless. (Didn't help that one-handed swords were much more numerous and [[BoringButPractical stronger]]...or that you pretty much ''had'' to have some skill in them.)
* ''VideoGame/WorldOfWarcraft'': Fist weapons, and pre-Burning crusade, polearms. Both were hampered by the fact that there were just ''not enough'' in the game, and the ones that were there were overshadowed by better weapons. It didn't help that Dagger specialization for rogues was much better than fist weapons. Burning Crusade remedied this by adding more polearms to the game, although they were most commonly used by hunters for stats. Mists of Pandaria is hopefully going to tackle Fist Weapons.
*** Polearms were at least somewhat useful to Warriors prior to Burning Crusade as they shared Axes 5% bonus crit specialization and Alterac Valley offered a good polearm as a simple quest reward that was a cheaper alternative to the "OP" Arcnaite Reaper 2-handed axe that blacksmiths could craft.

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* In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', Polearms. You wouldn't know this by hearing the fanbase, but nobody actually used them in Morrowind because they were worthless. (Didn't Didn't help that one-handed swords were much more numerous and [[BoringButPractical stronger]]...or that you pretty much ''had'' to have some skill in them.)
them.
* ''VideoGame/WorldOfWarcraft'': Fist weapons, and pre-Burning crusade, Crusade, polearms. Both were hampered by the fact that there were just ''not enough'' in the game, and the ones that were there were overshadowed by better weapons. It didn't help that Dagger specialization for rogues was much better than fist weapons. Burning Crusade remedied this by adding more polearms to the game, although they were most commonly used by hunters for stats. Mists of Pandaria is hopefully going to tackle Fist Weapons.
*** ** Polearms were at least somewhat useful to Warriors prior to Burning Crusade as they shared Axes 5% bonus crit specialization and Alterac Valley offered a good polearm as a simple quest reward that was a cheaper alternative to the "OP" Arcnaite Reaper 2-handed axe that blacksmiths could craft.
4th Aug '16 12:05:03 PM Kadorhal
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** The pocketwatch [[TimeStandsStill stops time]]... but some enemies [[NoSell are immune to it]], and it costs an exorbitant five hearts to use, making it AwesomeButImpractical at best. ''VideoGame/HauntedCastle'' fixes it by making it work on most enemies, even [[FinalBoss Dracula]], and lowering its heart cost to two.



*** A similar offender in the main weapon category is the Blank Book for Charlotte. It has worse stats than her starter weapon, even lowering some stats from unarmed. The only thing it's good for is [[spoiler:completing a quest.]]
*** Jonathan gets the Jet Black Whip. By the time you find it it's ''already'' outclassed by your other weapons, and it's Dark Element meaning it's damage is reduced even further against most enemies in the game. It's seemingly only purpose is to use against Whip's Memory, but even with it's elemental damage it is weaker and less effective than other weapons at your disposal (and that's not including the LethalJokeItem the Cream Pie).
** The pocketwatch [[TimeStandsStill stops time]]...but some enemies [[NoSell are immune to it]] and it costs an exorbitant five hearts to use, making it AwesomeButImpractical at best. ''VideoGame/HauntedCastle'' fixes it by making it work on most enemies, even [[FinalBoss Dracula]], and lowering its heart cost to two.

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*** A similar offender in the main weapon category is Charlotte gets the Blank Book for Charlotte.Book. It has worse stats than her starter weapon, even lowering some stats from unarmed. The only thing it's good for is [[spoiler:completing [[spoiler:killing a specific enemy with it to complete a quest.]]
*** Jonathan gets the Jet Black Whip. By the time you find it it's ''already'' outclassed by your other weapons, and it's Dark Element Element, meaning it's its damage is reduced even further against most enemies in the game. It's seemingly Seemingly, its only purpose is to use against Whip's Memory, but even with it's its elemental damage it is weaker and less effective than other weapons at your disposal (and that's not including - even if you're ignoring the LethalJokeItem the LethalJokeWeapon of a mastered Cream Pie).
** The pocketwatch [[TimeStandsStill stops time]]...but some enemies [[NoSell are immune to it]] and it costs an exorbitant five hearts to use, making it AwesomeButImpractical at best. ''VideoGame/HauntedCastle'' fixes it by making it work on most enemies, even [[FinalBoss Dracula]], and lowering its heart cost to two.
Pie.



** 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 just stuns). That said, it's over halfway through the game before you get the Bow and Arrow, and it can be quite creative when you need it to be: Bokoblin + Tightrope + Slingshot = [[VideoGameCrueltyPotential Fun]].

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** 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 ''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, limit; everything else else, the slingshot just stuns).will only stun). That said, it's over halfway through the game before you get the Bow and Arrow, and it can be quite creative when you need it to be: Bokoblin + Tightrope + Slingshot = [[VideoGameCrueltyPotential Fun]].



* ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]'' has the entire Hammer weapon class. The idea behind them is to be high damage at the cost of low range and slow recovery time (compared to the fast short-range swords and the slow high-range spears), but the increase in damage is simply not worth being made so vulnerable. It's likely you will ''never'' use hammer-type weapons in the game.

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* ''[[VideoGame/{{Boktai}} Boktai ''Boktai 2: Solar Boy Django]]'' Django'' has the entire Hammer weapon class. The idea behind them is to be high damage high-damage at the cost of low range and slow recovery time (compared to the fast faster short-range swords and the slow slow, high-range but weaker spears), but the increase in damage is simply not worth being made so vulnerable. It's likely you will ''never'' use hammer-type weapons in the game.



** The Fragmentation Bomb Launcher sounds like a dangerous weapon. It's [[SpaceIsNoisy loud]] and produces a pretty explosion. But it burns weapons energy fast, and unless you manage to hit the target ''before'' it detonates and produces its FlechetteStorm, you're not going to hit anything smaller than an M6 corvette. Even worse, thanks to a programmer's oversight, the FlechetteStorm lacks any [[AreaOfEffect AoE]] damage whatsoever. Its only saving grace is its price tag: as VendorTrash, a recovered (or manufactured) FBL will net you a roughly quarter of a million credits.

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** The Fragmentation Bomb Launcher sounds like a dangerous weapon. It's [[SpaceIsNoisy loud]] and produces a pretty explosion. But it burns weapons energy fast, and unless you manage to hit the target ''before'' it detonates and produces its FlechetteStorm, you're not going to hit anything smaller than an M6 corvette. Even worse, thanks to a programmer's oversight, the FlechetteStorm flechettes lacks any [[AreaOfEffect AoE]] damage whatsoever. Its only saving grace is its price tag: as VendorTrash, a recovered (or manufactured) FBL will net you a roughly quarter of a million credits.



** Almost every unguided missile: they are inaccurate and do very little damage. Furthermore, similar to the aforementioned [=FBL=], they lack actual AreaOfEffect damage due to a programmer's oversight, which could have otherwise turn these duds into niche weapons. The exception is the [[RecursiveAmmo Tornado]], which can be used to rig certain M3 fighters as bombers for anti-capital work.

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** Almost every unguided missile: they are inaccurate and do very little damage. Furthermore, similar to the aforementioned [=FBL=], FBL, they lack actual AreaOfEffect damage due to a programmer's oversight, which could have otherwise turn turned these duds into niche weapons. The exception is the [[RecursiveAmmo Tornado]], which can be used to rig certain M3 fighters as bombers for anti-capital work.



** The Concussion Impulse Generator sounds like it can do lots of damage in a hurry on paper. In practice, it's merely a scaled up corvette-sized version of the High Energy Plasma Thrower, with marginally improved range but terribly low [=RoF=] and consumes more energy than the [=HEPT=]. While it has its uses as a corvette and frigate gun (unless you're flying a Teladi Shrike or Xenon Q, who both have terrible generators to recharge their guns), it's particularly ineffective a weapon for carriers and destroyers. The only reason few players would want to use the [=CIG=] is its unique stun effect on fighters and freighters below TL-class just ForTheLulz. Other than that, it's pretty much VendorTrash. ''Albion Prelude'' buffed the weapon generators on all non-Terran corvettes, making the [=CIG=] more useful there.

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** The Concussion Impulse Generator sounds like it can do lots of damage in a hurry on paper. In practice, it's merely a scaled up corvette-sized version of the High Energy Plasma Thrower, with marginally improved range but terribly low [=RoF=] and consumes more energy than the [=HEPT=]. HEPT. While it has its uses as a corvette and frigate gun (unless you're flying a Teladi Shrike or Xenon Q, who both have terrible generators to recharge their guns), it's a particularly ineffective a weapon for carriers and destroyers. The only reason few players would want to use the [=CIG=] CIG is its unique stun effect on fighters and freighters below TL-class just ForTheLulz. Other than that, it's pretty much VendorTrash. ''Albion Prelude'' buffed the weapon generators on all non-Terran corvettes, making the [=CIG=] CIG more useful there.



** If the assault rifle didn't have its grenade launcher, it'd be completely worthless. Each shot does anemic damage, requiring a five-round burst ''to the head'' to take out enemies. The recoil makes it completely worthless at range unless you're at least Advanced skill with Rifles. And on top of all of that, the formula for enemy ammo drops means you'll never get more 7.62x51mm ammo from enemies that you kill with it.

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** If the assault rifle didn't have its grenade launcher, it'd be completely worthless. Each shot does anemic damage, requiring a five-round burst ''to the head'' to take out enemies. The recoil makes it completely worthless at range unless you're at least Advanced skill with Rifles. And on top of all of that, the formula for enemy ammo drops means you'll killing enemies with it will never get you any more 7.62x51mm ammo from enemies that you kill with it.ammo.
3rd Aug '16 8:41:20 AM BSonirachi
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* ''Videogame/CrashBandicoot3Warped'' has the Fruit Bazooka. Unlike other weapons on this page which are hated for being underpowered and/or useless, this one is hated for being [[GameBreaker overpowered]] to the point of sucking most of the challenge out of the game. Too many enemies up ahead? No problem, [[WhyDontYaJustShootHim just shoot them]] from a distance. In its defense, you don't get the launcher until you're 4/5ths through the standard game, and the gems may have been too tedious without it. The fruit bazooka in ''VideoGame/CrashBandicootTheWrathOfCortex'' is '''worse''' than ''Warped'''s; it's just as overpowered, but it has some sort of lock-on thing which doesn't even work half the time, and the aiming is absolutely dreadful.
1st Aug '16 11:46:39 AM gophergiggles
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** A similar offender in the main weapon category is the Blank Book in ''VideoGame/CastlevaniaPortraitOfRuin''. It has worse stats than Charlotte's starter weapon, even lowering some stats from unarmed. The only thing it's good for is [[spoiler:completing a quest.]]

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** ''VideoGame/CastlevaniaPortraitOfRuin'' has one for each main character:
***
A similar offender in the main weapon category is the Blank Book in ''VideoGame/CastlevaniaPortraitOfRuin''. for Charlotte. It has worse stats than Charlotte's her starter weapon, even lowering some stats from unarmed. The only thing it's good for is [[spoiler:completing a quest.]]]]
*** Jonathan gets the Jet Black Whip. By the time you find it it's ''already'' outclassed by your other weapons, and it's Dark Element meaning it's damage is reduced even further against most enemies in the game. It's seemingly only purpose is to use against Whip's Memory, but even with it's elemental damage it is weaker and less effective than other weapons at your disposal (and that's not including the LethalJokeItem the Cream Pie).


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* ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]'' has the entire Hammer weapon class. The idea behind them is to be high damage at the cost of low range and slow recovery time (compared to the fast short-range swords and the slow high-range spears), but the increase in damage is simply not worth being made so vulnerable. It's likely you will ''never'' use hammer-type weapons in the game.
30th Jul '16 1:01:20 PM Kadorhal
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** If the assault rifle didn't have its grenade launcher, it'd be completely worthless. Each shot does anemic damage, requiring a five-round burst ''to the head'' to take out enemies. The recoil makes it completely worthless at range unless you're at least Advanced skill with Rifles. And on top of all of that, the formula for enemy ammo drop means you'll never get more 7.62x51mm ammo from enemies that you used to kill an enemy.

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** If the assault rifle didn't have its grenade launcher, it'd be completely worthless. Each shot does anemic damage, requiring a five-round burst ''to the head'' to take out enemies. The recoil makes it completely worthless at range unless you're at least Advanced skill with Rifles. And on top of all of that, the formula for enemy ammo drop drops means you'll never get more 7.62x51mm ammo from enemies that you used to kill an enemy.with it.



** ''Metroid Prime'' has the Plasma Beam's missile combo, the Flamethrower. To be honest, all missile combos except Super Missile are situational at best, but Flamethrower is the only completely useless one. It shoots a stream of flames that has a short range and eats through your ammo like crazy (and unlike the similar Wavebuster, it does not home or stun the target). It's made even more useless when you consider that a charged Plasma Beam shot kills 90% of normal enemies with a single hit (there's one enemy in the game that can get hurt by it but doesn't get killed in one shot), so you could just be using that instead.

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** ''Metroid Prime'' has the Plasma Beam's missile combo, the Flamethrower. To be honest, all missile combos except Super Missile are situational at best, but Flamethrower is the only completely useless one. It shoots a stream of flames that has a short range and eats through your ammo like crazy (and unlike the similar Wavebuster, it does not home or stun the target). It's made even more useless when you consider that a charged Plasma Beam shot kills 90% of normal enemies with a single hit (there's only one enemy in the game that can get hurt by it but doesn't get and isn't killed in one charged shot), so you could just be using that instead.



** The Sun-on-a-Stick deals less damage than [[BatterUp its stock equivalent]], but deals more damage to enemies that are on fire. Too bad you can only use it when you're playing Scout, who has no way to ignite people.

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** The Scout's Sun-on-a-Stick deals less damage than [[BatterUp its stock equivalent]], but deals more damage to enemies that are on fire. Too bad you can only use it when you're playing Scout, who the Scout has no way to ignite people.



** Same deal with the Bonesaw; the perks of the Übersaw[[note]]gain 25% Ubercharge with each kill, or a full charge with a taunt-kill[[/note]] are incredibly useful while its downside of a 20% slower swing speed is subjectively negligible. Less subjectively is the Solemn Vow, which allows you to see enemy health bars, which is good for strategizing purposes, while still dealing the same damage as the Bonesaw and, until the Gun Mettle update four years later, also had the same swing speed as well, making it one of only two direct upgrades in the game.
** As well as the Soldier's Shovel. It's basically pointless to have this equipped given the much more useful abilities added by any of soldier's other weapons. The Disciplinary Action offers a temporary speed boost for attacking any friendly player at a small drawback of melee damage, the Escape Plan offers a massive speed boost while at low health in exchange for taking more damage while it is out, the Equalizer offers a high damage boost at low health at a decrease in healing from medics, the Market Gardener removes random crits for the ability to get guaranteed crits while rocket jumping, and the Frying Pan random crits every time it hits an enemy and makes a very satisfyingly loud noise.

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** Same deal with the Bonesaw; the perks of the Übersaw[[note]]gain 25% Ubercharge with each kill, or a full charge with a taunt-kill[[/note]] are incredibly useful while its downside of a 20% slower swing speed is subjectively negligible. Less subjectively is was the Solemn Vow, which allows you to see enemy health bars, which is good for strategizing purposes, while still dealing the same damage as the Bonesaw and, until the Gun Mettle update four years later, also had the same swing speed as well, well (now it's 10% slower), making it one of only two direct upgrades in the game.
** As well as the Soldier's Shovel. It's basically pointless to have this equipped given the much more useful abilities added by any of soldier's other weapons. The Disciplinary Action offers a temporary speed boost for attacking any friendly player at a small drawback of melee damage, the Escape Plan offers a massive speed boost while at low health in exchange for taking more damage while it is out, the Equalizer offers a high damage boost at low health at for a decrease in healing from medics, the Market Gardener removes random crits for the ability to get guaranteed ''guaranteed'' crits while rocket jumping, and the Frying Pan random crits every time it hits an enemy Pan, while having the same damage and swing speed, makes a [[MostWonderfulSound very satisfyingly loud noise.noise]].



** Another Soldier weapon replacing the shotgun, the [[StatusBuff Battalion's Backup]], was this before its buff. In order to charge it, you needed to take 350 points of damage. The thing is, the Soldier only has 200 health. So you have to almost die and be healed back up by a Medic or medkit twice. And self-damage does not fill up the bar; you ''have'' to take enemy damage to fill it. Just to nullify enemy critical hits and reduce incoming damage by 30%. That's very useful, to be sure, but it's an enormous pain to use, especially since you lose ''all'' your currently built-up charge if you die (especially if it's a death you don't see coming, like a Spy's backstab). The weapon was later changed so it charges with damage dealt, just like the more popular Buff Banner.
** The Quick Fix was like this when it was first introduced. While it both healed and charged uber faster and provided a speed boost when used with scouts, it could not over-heal and its uber only healed the user and their target very quickly rather than granting invulnerability. The lack of overheal was particularly damning, particularly because the weapon was encouraged for use in keeping the entire team healthy and alive. As soon as you were done healing someone, they would get grazed by a few bullets and no longer be in perfect health. It was eventually given the ability to overheal to fifty percent of that of a normal medigun and the ability to activate the ubercharge on yourself for self-preservation purposes, making it a much more useful weapon.

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** Another Soldier weapon replacing the shotgun, the [[StatusBuff Battalion's Backup]], was this before its buff. In order to charge it, you needed to take 350 points of damage. The thing is, the Soldier only has 200 health. So you have to almost die and be healed back up by a Medic or medkit twice. And self-damage does not fill up the bar; you ''have'' to take enemy damage to fill it. Just to nullify enemy critical hits and reduce incoming damage by 30%. That's very useful, to be sure, but it's an enormous pain to use, especially since you lose ''all'' your currently built-up charge if you die (especially (frustrating if it's a death an instant-death you don't see coming, like a Spy's backstab).backstab or Sniper's headshot). The weapon was later changed so it charges with damage dealt, just like the more popular Buff Banner.
** The Quick Fix was like this when it was first introduced. While it both healed and charged uber faster and provided a speed boost when used with scouts, it could not over-heal and its uber only healed the user and their target very quickly rather than granting invulnerability. The lack of overheal was particularly damning, particularly because the weapon was encouraged for use in keeping the entire team healthy and alive. As alive - as soon as you were done healing someone, they would get grazed by a few bullets and no longer be in perfect health. It was eventually given the ability to overheal to fifty percent of that of a normal medigun and the ability to activate the ubercharge on yourself for self-preservation purposes, making it a much more useful weapon.



** The Phlogistonator is also a heavily hated weapon. It grants a short period of {{critical hit}}s, and regains all the user's health after dealing a certain amount of damage, and the effect is activated with a taunt. Unfortunately, it completely disables the reflecting compression blast, essentially considered one of the only redeeming factors of the Pyro in the competitive circle. Essentially, it seems to ''encourage'' LeeroyJenkins tactics. There's little consensus on whether it's overpowered or junk, as it seems to swing wildly from those two poles depending on the circumstances.

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** The Phlogistonator is also a heavily hated weapon. It grants a short period of {{critical hit}}s, and regains all the user's health after dealing a certain amount of damage, and the effect is activated with a taunt. Unfortunately, like the original Backburner, it completely disables the reflecting compression blast, essentially considered one of the only redeeming factors of the Pyro in the competitive circle. Essentially, it seems to ''encourage'' LeeroyJenkins tactics. There's little consensus on whether it's overpowered or junk, as it seems to swing wildly from those two poles depending on the circumstances.



** ''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 saving your fourth weapon slot for the much more useful assault rifle that shows up a level later.
* ''Franchise/StarWars: VideoGame/{{Dark Forces|Saga}}'' had the mortar launcher, a large, cumbersome weapon with a slow fire rate that lobbed shells in awkward arcs and looked like a butt. It was found only rarely, and usually thermal detonators were plentiful and much more useful, having greater power, splash radius, ''and'' effective range. Its main use was setting off enemy mines, with occasional breaks to take pot shots at whittling down the game's DemonicSpiders, because unlike the other powerful weapons, it had knockback.

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** ''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 them, and saving your fourth weapon slot dropping the cannon for the much more useful assault rifle that as soon as it shows up a level later.
* ''Franchise/StarWars: VideoGame/{{Dark Forces|Saga}}'' VideoGame/DarkForces'' had the mortar launcher, a large, cumbersome weapon with a slow fire rate that lobbed shells in awkward arcs and looked like a butt. It was found only rarely, and usually thermal detonators were plentiful and much more useful, having greater power, splash radius, ''and'' effective range. Its main use was setting off enemy mines, with occasional breaks to take pot shots at whittling down the game's DemonicSpiders, because unlike the other powerful weapons, it had knockback.



** Trip mines are also rarely used due to being a very situational item. Once placed, the trip mines can't be removed and you can only carry a limited amount of trip mines based on how many upgrades you have for them. While you can't trigger your own mines by mistake, a single cop can trigger them and will be killed instantly, even the [[SuperToughness Bulldozer]]. However, the power of the mines tend to be wasted on single targets unless you happen to get lucky and have the trip mine kill a cluster of cops in one explosion, along with a good guess on where the cops will go during assaults. The explosion can also kill civilians, which adds a delay to your release should you be captured and imposes a penalty to your reward in the end. In short, the usefulness of the mines are limited and most people that are using them usually are doing it for the achievements. They were mildly improved in the sequel by allowing players to switch them between "blow up anyone who breaks the beam" mode and a less-situational "tag any enemy that breaks the beam" mode (thus giving them a purpose in stealth, as well), which can also work well with a skill that lets the team deal a bit of extra damage to enemies you've tagged, and the ability to convert them into shaped charges to quickly blow out locked safes instead of having to slowly drill them.
** The Locomotive is a short ranged secondary shotgun that falls short of its stronger cousin, the Reinbeck. The Locomotive has weaker power compared to the Reinbeck, can't hit targets as far, and requires more ammo pick ups to refill its reserves compared to other weapons. The phrase "[[MemeticMutation Buff the Loco!]]" became quite common on the official forums and it wasn't until ''VideoGame/PAYDAY2'' that the Locomotive got buffed to the point that it became an excellent secondary weapon to use.

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** Trip mines are also rarely used due to being a very situational item. Once placed, the trip mines can't be removed and you can only carry a limited amount of trip mines based on how many upgrades you have for them. While you can't trigger your own mines by mistake, a single cop can trigger them and will be killed instantly, even the [[SuperToughness Bulldozer]]. However, the power of the mines tend to be wasted on single targets unless you happen to get lucky and have the trip mine kill a cluster of cops in one explosion, along with a good guess on where the cops will go during assaults. The explosion can also kill civilians, which adds a delay to your release should you be captured and imposes a penalty to your reward in the end. In short, the usefulness of the mines are limited and most people that are using them usually are doing it for the achievements. They were mildly improved in the sequel by allowing players to switch them between "blow up anyone who breaks the beam" mode and a less-situational "tag any enemy that breaks the beam" mode (thus giving them a purpose in stealth, as well), which can also work well stealth and letting them combo with a skill that lets the team deal a bit of extra increased damage to enemies you've tagged, tagged enemies), and the ability to convert them into shaped charges to quickly blow out locked safes instead of having to slowly drill or pick them.
** The Locomotive is a short ranged secondary shotgun that falls short of its stronger cousin, the Reinbeck. The Locomotive has weaker power and a smaller magazine compared to the Reinbeck, can't hit targets from as far, far away, and requires more ammo pick ups to refill its reserves compared to other weapons. The phrase "[[MemeticMutation Buff the Loco!]]" became quite common on the official forums and it wasn't until ''VideoGame/PAYDAY2'' that the Locomotive got buffed to the point that it became an excellent secondary weapon to use.



** 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 go Infamous.

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** 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.Infamous]].
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