History Main / ScrappyWeapon

27th May '16 9:44:29 AM Kadorhal
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** 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 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 too much better in the sequel.

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** 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 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 too much better in the sequel.
19th May '16 3:34:44 PM DastardlyDemolition
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** [[WhipItGood Whips, scourges]], and [[EpicFlail flails]]. In this case it's because they tend to be absurdly powerful due to how the game handles chain weapons. While a human in adventurer mode can put them to good use, they're Scrappy in fortress mode, as none of them can be [[UnusableEnemyEquipment manufactured by dwarves]].

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** [[WhipItGood Whips, scourges]], and [[EpicFlail flails]]. In this case it's because they tend to be absurdly powerful due to how the game handles chain weapons. While a human in adventurer mode can put them to good use, they're Scrappy in fortress mode, as none of them can be [[UnusableEnemyEquipment manufactured by dwarves]].dwarves, only scavenged off goblins]].
27th Apr '16 11:53:27 AM REV6Pilot
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* ''VideoGame/{{Borderlands 2}}'' has an entire Scrappy Weapon ''Manufacturer'', ironic because they're actually made of scrap. The Bandits of Pandora have begun to contribute to the planet's crushing weight of weapons with their own [[MacGyvering cobbled-together monstrosities]]. Their main selling point is their ridiculous ammo capacity (the main reason why the S&S corporation from the first game does not appear in this game is because the bandits had driven them to bankruptcy with their own DIY increased ammo capacity pipe-kits)--for instance, some shotguns will pack over 12 shots when the average shotgun is hard-pressed to carry more than six, and their pistols can boast upwards of 40 rounds. The problem is that this comes at the expense of almost all of their weapons' other stats--the accuracy in particular suffers from horrendous penalties, and the reload time is almost criminal in some cases, going over ten seconds for some of their machine guns. Their damage is also not much to write home about. Taken together this means that, barring some ''really'' good luck with random parts generation (which ''can'' happen), a Bandit weapon is usually the last thing you want to pick up, as the playerbase tends to not consider Bandit ammo capacities as an acceptable tradeoff for missing more shots and doing less damage – more ammo in the mag only means more ammo wasted. Not helping is the fact that Borderlands 2 uses exponential scaling as opposed to linear scaling, meaning that the damage on Bandit weaponry will make it as useless as tits on a bull by about level 30. That said, they were RescuedFromTheScrappyHeap in [[Videogame/BorderlandsThePresequel the pre-sequel]], with Scav weaponry.

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* ''VideoGame/{{Borderlands 2}}'' 2}}'':
** The game
has an entire Scrappy Weapon ''Manufacturer'', ''manufacturer'', ironic because they're actually made of scrap. The Bandits of Pandora have begun to contribute to the planet's crushing weight of weapons with their own [[MacGyvering cobbled-together monstrosities]]. Their main selling point is their ridiculous ammo capacity (the main reason why the S&S corporation from the first game does not appear in this game is because the bandits had driven them to bankruptcy with their own DIY increased ammo capacity pipe-kits)--for instance, some shotguns will pack over 12 shots when the average shotgun is hard-pressed to carry more than six, and their pistols can boast upwards of 40 rounds. The problem is that this comes at the expense of almost all of their weapons' other stats--the accuracy in particular suffers from horrendous penalties, penalties both on shot grouping and recoil/sway, and the reload time is almost criminal in some cases, going over ten seconds for some of their machine guns. Their damage damage, though increased compared to brands like Dahl and Tediore, is also still not much to write home about. Taken together this means together, these mean that, barring some ''really'' good luck with random parts part generation (which ''can'' happen), a Bandit weapon is usually the last thing you want to pick up, as the up. The playerbase in general tends to not consider Bandit ammo capacities as an acceptable tradeoff for missing more shots and doing less damage – damage; more ammo in the mag only means more ammo wasted. Not helping is the fact that Borderlands 2 uses exponential scaling as opposed to linear scaling, meaning that the damage on wasted[[note]]though some Bandit weaponry will make it parts on weapons from other brands are usually a boon a Bandit grip extend the gun's magazines for minimal drawbacks, and are generally seen as useless as tits a boon especially on Hyperion and Tediore due to the quirks of the brands, since a Hyperion gun with Bandit parts means more times shooting while fully stabilized per reload, and a bigger mag on a bull by about level 30. Tediore means a bigger reload explosion; their triple shotgun barrel is also quite decent with ignorable tradeoffs[[/note]]. That said, they were truly RescuedFromTheScrappyHeap in [[Videogame/BorderlandsThePresequel the pre-sequel]], with Scav weaponry.weaponry.
** Both E-tech pistols, Spiker and Dart. They fire rounds that stick to enemies and detonate after a little while[[note]]think the Mine Thrower from the ''Resident Evil'' series[[/note]], and while the damage they cause is comparatively high, they can't crit, consume more than one round per shot (up to 3), and the delay means more hurt coming your way before the enemy dies, which becomes more troublesome as levels increase and by very very late-game (Ultimate Vault Hunter Mode with Overpower Level 8) they're pure VendorTrash. Better to just pick a Jakobs or Torgue if you're REALLY transfixed by the high damage per shot, or a Maliwan for elemental effect.
9th Apr '16 4:39:44 PM Kadorhal
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** Same deal with the Bonesaw; the perks of the Ubersaw are incredibly useful while its downside is negligible (subjective).
*** Less subjectively, the Bonesaw is one of the only weapons with a straight upgrade -- the Solemn Vow does the same damage with the same swing speed (the Ubersaw's downside is that it swings more slowly), but allows you to see enemy health bars, which is good for strategizing purposes.

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** Same deal with the Bonesaw; the perks of the Ubersaw Übersaw[[note]]gain 25% Ubercharge with each kill, or a full charge with a taunt-kill[[/note]] are incredibly useful while its downside is negligible (subjective).
*** Less subjectively, the Bonesaw is one
of the only weapons with a straight upgrade -- the Solemn Vow does the same damage with the same 20% slower swing speed (the Ubersaw's downside is that it swings more slowly), but subjectively negligible. Less subjectively is the Solemn Vow, which allows you to see enemy health bars, which is good for strategizing purposes.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.



** The Backburner used to be this, as it lacked the stock flamethrower's ability to reflect projectiles but dealt more damage, giving it a reputation for being used by [[LeeroyJenkins W+M1]] Pyros, but since then has gained said ability (at a steep ammo cost), [[RescuedFromTheScrappyHeap making it much more popular]]. To make matters worse for it one of its primary appeals was effectively negated by the Pyromania update. Before then the Backburner dealt ten percent more damage than normal flame throwers which combined with its back critical hit ability made it a good weapon to use against other pyros. With the update however, all flame throwers ''except'' the Backburner were buffed by ten percent, meaning it now only does the same base damage as a regular flame thrower.
** The Mantreads, a pair of boots that protects the Soldier from knockback and allows him to perform a GoombaStomp when falling from huge heights on top of enemies. Nothing wrong so far (it's hard to pull off, but it works)... but it occupies one weapon slot, a weapon slot normally reserved for your trusty {{shotgun|sAreJustBetter}}, so the Mantreads are rarely used.
** Another Soldier weapon, 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 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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** The Backburner used to be this, as it lacked the stock flamethrower's ability to reflect projectiles but dealt more damage, giving it a reputation for being used by [[LeeroyJenkins W+M1]] Pyros, but since then has gained said ability (at a steep ammo cost), [[RescuedFromTheScrappyHeap making it much more popular]]. popular]], but not quite yet putting it at the level of other flamethrowers. To make matters worse for it it, one of its primary appeals was effectively negated by the Pyromania update. Before then the Backburner dealt ten percent more damage than normal flame throwers throwers, which combined with its back critical hit ability made it a good weapon to use against other pyros. With the update however, all flame throwers ''except'' the Backburner were buffed by ten percent, meaning it now only does the same base damage as a regular flame thrower.
** The Mantreads, a pair of boots that protects the Soldier from knockback and allows him to perform a GoombaStomp when falling from huge heights on top of enemies. Nothing wrong so far (it's hard to pull off, but it works)... but it occupies one weapon slot, a the weapon slot normally reserved for your trusty {{shotgun|sAreJustBetter}}, so the Mantreads are rarely used.
** Another Soldier weapon, 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.
8th Apr '16 1:52:54 AM IronInfidel
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** Same deal with the bonesaw; the perks of the Ubersaw are incredibly useful while its downside is negligible (subjective).

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** Same deal with the bonesaw; Bonesaw; the perks of the Ubersaw are incredibly useful while its downside is negligible (subjective).(subjective).
*** Less subjectively, the Bonesaw is one of the only weapons with a straight upgrade -- the Solemn Vow does the same damage with the same swing speed (the Ubersaw's downside is that it swings more slowly), but allows you to see enemy health bars, which is good for strategizing purposes.
1st Apr '16 8:54:41 PM ArJayKay
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** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14, which in turn beats it when Pack-A-Punched; the only upside to the SMR is it isn't recycling code from ''World at War'' to give it a paltry 8-round mag capacity on top of that), it's [[ArbitraryGunPower surprisingly weak]] even for this type of weapon, it's slow to reload, and worst of all, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it's a {{revolver|sAreJustBetter}} which utilizes {{shotgun s|AreJustBetter}}hells, allowing for a quick and easy shotgun as a secondary weapon, but the trade off is the damage from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target ''without'' using the entire five-round cylinder. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but it's still such a small gain that you're probably better off actually using a regular shotgun or even a ''knife'' over this pistol and use the spare Pick-10 points for shotgun attachments, any gun that's ''not'' Executioner, perks, and any other wildcards you want.

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** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14, which in turn beats it when Pack-A-Punched; the only upside to the SMR is it isn't recycling code from ''World at War'' to give it a paltry 8-round mag capacity on top of that), it's [[ArbitraryGunPower surprisingly weak]] even for this type of weapon, it's slow to reload, and worst of all, due to a glitch, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
sights!'''''
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it's a {{revolver|sAreJustBetter}} which utilizes {{shotgun s|AreJustBetter}}hells, allowing for a quick and easy shotgun as a secondary weapon, but the trade off is the damage from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target ''without'' using the entire five-round cylinder. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but it's still such a small gain that you're probably better off actually using a regular shotgun or even a ''knife'' over this pistol and use the spare Pick-10 points for shotgun attachments, any gun that's ''not'' the Executioner, perks, and any other wildcards you want.
31st Mar '16 10:16:20 AM Kadorhal
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** The Heavy has also the Dalokohs Bar, a chocolate bar similar to the Sandvich. It doesn't heal as much as the Sandvich, but it can increase the Heavy's maximum health from 300, which is already really high, to 350. The problem is that a Medic's overheal doesn't stack with the Dalokohs Bar's ability, and can only give him 150% of his normal health, which is 450. Many buffs were later made to the Dalokohs Bar; the time to recharge the weapon after eating it was removed for a time, then restored when it was given the ability to be dropped to heal teammates like the Sandvich.

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** The Heavy has also the Dalokohs Bar, a chocolate bar similar to the Sandvich. It doesn't heal as much as the Sandvich, but it can increase the Heavy's maximum health from 300, which is already really high, to 350. The problem is that a Medic's overheal doesn't stack with the Dalokohs Bar's ability, and can only give him 150% of his normal health, which is 450. Many buffs were later made to the Dalokohs Bar; the time to recharge the weapon (which was already pretty short) after eating it was removed for a time, then restored when it was given the ability to be dropped to heal teammates like the Sandvich, but it's still used much less than the Sandvich.



** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14, which in turn beats it when Pack-A-Punched; the only upside to the SMR is it isn't recycling code from ''World at War'' to give it a paltry 8-round mag capacity), it's [[ArbitraryGunPower surprisingly weak]] even for this type of weapon, it's slow to reload, and worst of all, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it's a {{revolver|sAreJustBetter}} which utilizes {{shotgun s|AreJustBetter}}hells, but the trade off is the damage from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but it's still such a small gain that you're probably better off actually using a shotgun or even a ''knife'' over this pistol and use the spare Pick-10 points for shotgun attachments, any gun not named Executioner, perks, and any other wildcards you want.

to:

** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14, which in turn beats it when Pack-A-Punched; the only upside to the SMR is it isn't recycling code from ''World at War'' to give it a paltry 8-round mag capacity), capacity on top of that), it's [[ArbitraryGunPower surprisingly weak]] even for this type of weapon, it's slow to reload, and worst of all, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it's a {{revolver|sAreJustBetter}} which utilizes {{shotgun s|AreJustBetter}}hells, allowing for a quick and easy shotgun as a secondary weapon, but the trade off is the damage from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target.target ''without'' using the entire five-round cylinder. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but it's still such a small gain that you're probably better off actually using a regular shotgun or even a ''knife'' over this pistol and use the spare Pick-10 points for shotgun attachments, any gun not named that's ''not'' Executioner, perks, and any other wildcards you want.
30th Mar '16 3:06:37 PM Kadorhal
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** 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 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. When it was first released, it was considered a Scrappy Weapon for [[GameBreaker the opposite reason]]. It would deal ridiculous amounts of knockback seemingly regardless of how far away the Scout was. Used and abused properly it could halt the progress of a third of the enemy team. Factor in the fact that half of ''your'' team was Scouts during the Scout Update, and things got real disorienting real fast. Thankfully a series of patches smoothed out the wonky knockback rules.

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** 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 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. weapon.
**
When it was first released, it the Force-a-Nature was considered a Scrappy Weapon for [[GameBreaker a completely different reason than the opposite reason]]. above]]. It would deal ridiculous amounts of knockback to enemies seemingly regardless of how far away the Scout was. Used and abused properly it could halt the progress of a third of the enemy team. Factor in the fact that half of ''your'' team was comprised entirely of Scouts during the Scout Update, and things got real disorienting real fast. Thankfully a series of patches smoothed out the wonky knockback rules.



** When the game was released, the Soldier, Pyro, Heavy and Engineer had the Shotgun, a secondary weapon for them except for the Engineer which is a primary, but when the Heavy got the Sandvich, sandwich that fully heals himself and can partially heal teammates and takes the secondary slot, most Heavy players abandoned the Shotgun.
** The Heavy has also the Dalokohs Bar, a chocolate bar similar to the Sandvich, it doesn't heal as much, but it can increase the Heavy's maximum health from 300, which is already really high, to 350, the problem, is that when a Medic's overheal doesn't stack with the chocolate bar, still giving 150% of his normal health, which is 450.
*** Many buffs were made to the Dalokohs Bar, initially, it couldn't even be given to teammates, but now it can, and the time to recharge the weapon to eat it was removed once, and restored when it could be thrown but it's still very low, but didn't help the weapon much.

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** When the game was released, the Soldier, Pyro, Heavy and Engineer had the Shotgun, a secondary primary weapon for them except for the Engineer which is and a primary, secondary for the other three, but when the Heavy got the Sandvich, a sandwich in the secondary slot that can be eaten to fully heals heal himself and can or dropped to partially heal teammates and takes the secondary slot, a teammate, most Heavy players abandoned the Shotgun.
** The Heavy has also the Dalokohs Bar, a chocolate bar similar to the Sandvich, it Sandvich. It doesn't heal as much, much as the Sandvich, but it can increase the Heavy's maximum health from 300, which is already really high, to 350, the problem, 350. The problem is that when a Medic's overheal doesn't stack with the chocolate bar, still giving Dalokohs Bar's ability, and can only give him 150% of his normal health, which is 450.
***
450. Many buffs were later made to the Dalokohs Bar, initially, it couldn't even be given to teammates, but now it can, and Bar; the time to recharge the weapon to eat after eating it was removed once, and for a time, then restored when it could be thrown but it's still very low, but didn't help was given the weapon much.ability to be dropped to heal teammates like the Sandvich.
30th Mar '16 2:27:18 PM Kadorhal
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** ''VideoGame/{{Halo 2}}''
** the Assault Rifle was replaced by the SMG. It's a downgrade. And the Needler became more usable thanks to a great bumps in [=RoF=], getting dual wielding, the needles flying faster, homing better, and exploding sooner (cue your go-to weapon for charging brutes). The Brute Shot bounces its ammo apart from direct hits, making it difficult to use outside of melee, which thanks to its blade, can one hit kill flood without running out of uses or attracting as much attention as a sword.
** The SMG itself became something of a scrappy weapon itself, due to its very high kickback, and relatively low maximum range. On its own, anyway--[[AwesomeButImpractical it's designed]] to [[GunsAkimbo be dual wielded]], which let 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 Needler has since been RescuedFromTheScrappyHeap. While it lost its dual-wield-ability, its power got boosted and is far better balanced in ''VideoGame/{{Halo 3}}'' and ''[[VideoGame/HaloReach Reach]]''.
** Magnum, while useful in the first game, is nerfed in ''Halo 2'', losing its scope feature and is much weaker in all respects.
** 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 at 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.
** In
''VideoGame/{{Halo 2}}''
**
2}}'', the Assault Rifle was replaced by the SMG. It's a downgrade. And downgrade, having all of the Needler became more usable thanks to a great bumps in [=RoF=], getting dual wielding, the needles flying faster, homing better, and exploding sooner (cue prior Assault Rifle's faults on top of now having high kickback forcing your go-to weapon for charging brutes). The Brute Shot bounces its ammo apart from direct hits, making it difficult to use outside aim off-target. Part of melee, which thanks to its blade, can one hit kill flood without running out of uses or attracting as much attention as a sword.
** The SMG itself became something of a scrappy weapon itself, due to its very high kickback, and relatively low maximum range. On its own, anyway--[[AwesomeButImpractical
the issue is that [[AwesomeButImpractical it's designed]] to be [[GunsAkimbo be dual wielded]], dual-wielded]], which let 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.
**
way. The Brute Shot suffers from the same sort of issue the Needler has since been RescuedFromTheScrappyHeap. While it lost did in the first game, being great in melee due to its dual-wield-ability, [[BayonetYa attached blade]], but bouncing its power got boosted and is far better balanced in ''VideoGame/{{Halo 3}}'' and ''[[VideoGame/HaloReach Reach]]''.
ammo off walls when not making direct hits, making it difficult to use at any further range.
** Magnum, 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.
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. ...melee... yeah. Its sole saving grace is a GameBreakingBug that allows you to shoot at and melee at the same time, generally considered cheating and annoying as hell.



* Most shooters (especially older ones) where their StandardFPSGuns ruthlessly fell prey to the SortingAlgorithmOfWeaponEffectiveness. In ''VideoGame/{{Doom}}'' for example, there was no reason to ever touch the pistol once you had the chaingun, or even the shotgun - which you acquire from an enemy ''in the room you start in''.

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* Most shooters (especially older ones) where their StandardFPSGuns ruthlessly fell prey to the SortingAlgorithmOfWeaponEffectiveness. In ''VideoGame/{{Doom}}'' for example, there was no reason to ever touch the pistol once you had the chaingun, or even the shotgun - which in both games you can acquire from an enemy ''in the room you start in''.within a minute at worst.



** 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]] if you stay scoped for long enough. It has a slightly faster charge rate 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.

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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]] if you stay scoped for long enough. 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.
30th Mar '16 9:19:21 AM Kadorhal
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** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14 and is beaten by the FAL), it's weak even for this type of weapon, it's slow to reload, and worst of all, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it utilizes shotgun shells, but the turn off is the pellet spread from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but you're probably better off actually using a shotgun over this pistol and use the spare Pick-10 points for shotgun attachments, any gun not named Executioner, perks, and any wildcards you want.

to:

** In the multiplayer, the SMR is one of the most powerful weapons available, and is very accurate. In [[VideoGame/NaziZombies the Zombies mode]], it make the starting M1911 look amazing. It's a semi-auto in a mode where full-auto or burst-fire is overall better, it has low reserve ammo capacity (it only barely beats the M14 and is beaten by M14, which in turn beats it when Pack-A-Punched; the FAL), only upside to the SMR is it isn't recycling code from ''World at War'' to give it a paltry 8-round mag capacity), it's weak [[ArbitraryGunPower surprisingly weak]] even for this type of weapon, it's slow to reload, and worst of all, it has noticeable bullet spread ''while you are '''aiming down its sights!''''' You'd be better off with the more accurate, but still weak M14.
** In the multiplayer mode itself, the Executioner pistol. This pistol is unique in that it it's a {{revolver|sAreJustBetter}} which utilizes shotgun shells, {{shotgun s|AreJustBetter}}hells, but the turn trade off is the pellet spread damage from each shot is so weak that it takes extremely close-range shooting just to be able to bring down a target. To add onto the weapon's woes, it has horrible reload speed and ammo capacity. There are attachments and the Secondary Gunfighter wildcard you can use to improve this pistol, but it's still such a small gain that you're probably better off actually using a shotgun or even a ''knife'' over this pistol and use the spare Pick-10 points for shotgun attachments, any gun not named Executioner, perks, and any other wildcards you want.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ScrappyWeapon