History Main / ScrappyWeapon

9th Jul '17 1:37:17 PM gophergiggles
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* [[VideoGameFlameThrowersSuck The Flamethrower]] as found in various ''Franchise/ResidentEvil'' games is almost always useless, as it tends to be unreloadable, short-ranged, with zero stopping power, and one character tends to get it in lieu of [[FakeBalance superior weapons given to the other playable character]]. It was at it's most useful in ''VideoGame/ResidentEvil2'' as it was very effective against [[DemonicSpiders the Ivys]], but even then the flame rounds from Claire's grenade launcher were more effective. It was at it's absolute worst in ''VideoGame/ResidentEvil'' where Chris gets it late in the game opposed to the bazooka given to Jill ''early'' in the game and can only be used in the underground area limiting it's usefulness to fighting one boss that goes down fairly easy anyways.
6th Jul '17 1:34:12 PM Codefreak5
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** The BS-9 silenced pistol is usually never used again as soon as the player unlocks better handguns. The pistol in question has low power and even requires several headshots to kill someone quickly on higher difficulty levels. The weapon also has a low ammo count and its weak power will barely help you should you go into bleedout mode. The only time the silenced pistol is needed is for Diamond Heist and No Mercy where stealth is required. Even then, the Mac-11 is a silenced machine gun and is a suitable replacement for the pistol.
** The BS-9's primary advantages are low recoil and high ammo per magazine. It's useful for hitting things a long way away if your other weapons are shorter range (if you're using a shotgun, basically) or for taking out cameras and the like. Headshot damage will usually make up for the lack of base damage.

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** The BS-9 B9-S silenced pistol is usually never used again as soon as the player unlocks better handguns. The pistol in question has low power and even requires several headshots to kill someone quickly on higher difficulty levels. The weapon also has a low ammo count and its weak power will barely help you should you go into bleedout mode. The only time the silenced pistol is needed is for Diamond Heist and No Mercy where stealth is required. Even then, the Mac-11 is a silenced machine gun and is a suitable replacement for the pistol.
** The BS-9's B9-S's primary advantages are low recoil and high ammo per magazine. It's useful for hitting things a long way away if your other weapons are shorter range (if you're using a shotgun, basically) or for taking out cameras and the like. Headshot damage will usually make up for the lack of base damage.
1st Jul '17 3:09:48 PM Deekin
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[[caption-width-right:303:Guess which weapon nobody ever uses.[[labelnote:*]]Poster design by Olly Moss.[[/labelnote]] ]]

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[[caption-width-right:303:Guess which weapon nobody ever uses.[[labelnote:*]]Poster [[labelnote:Credit]]Poster design by Olly Moss.[[/labelnote]] ]]
1st Jul '17 2:57:52 PM Deekin
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[[caption-width-right:303:Guess which weapon nobody ever uses.]]

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[[caption-width-right:303:Guess which weapon nobody ever uses.[[labelnote:*]]Poster design by Olly Moss.[[/labelnote]] ]]
22nd Jun '17 12:58:49 AM Tsukiyomaru0
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** ''VideoGame/MegaManZero 4'' has this in the form of the Ex Skill Tractor Shot, obtained from Mino Magnus. While ammunition is not a problem, the real problem comes in finding a proper use for this Ex Skill, because it can only charge by absorbing (specific) shots, while charging you cannot use any other weapon and has mediocre melee range while charging. And you can only have one Buster Ex Skill equipped at a time, with all other being more effective at picking off enemies from distance, and the stolen weapons or Saber causing more damage per second than this one would.
28th May '17 3:23:33 PM DarkHunter
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* ''VideoGame/Freespace2'' has the Prometheus-R, a supposed retrofit of the well-liked Prometheus from the first game. Unfortunately for you, this retrofit effectively made the weapon worse in every possible way, with a painfully slow rate of fire, high power consumption, and per-shot damage that is barely higher than the starting [[BoringButPractical Subach HL-7]]. Even worse, a few missions force you to use it. Thankfully it is supplanted later on in the game by the Prometheus-S, a variant more up to the standards of the first game's Prometheus.

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* ''VideoGame/Freespace2'' has the Prometheus-R, a supposed retrofit of the well-liked Prometheus from the first game. Unfortunately for you, this retrofit effectively made the weapon worse in every possible way, with a painfully slow rate of fire, high power consumption, and per-shot damage that is barely higher than the starting [[BoringButPractical Subach HL-7]]. Even worse, a few missions force you to use it. Thankfully it is supplanted later on in the game by the Prometheus-S, a variant more up to the standards of the first game's Prometheus. The in-game explanation for this is that the GTVA was in the midst of a gas shortage and couldn't provide fuel for the Prometheus, so the Prometheus-R was a watered-down version meant as a stopgap production. The Prometheus-S is introduced about the same time the GTVA gets its gas mines back, allowing them to begin producing the actual weapon again.
6th May '17 7:11:45 PM Shaid
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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 the Scout 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 the Scout has no way to ignite people. Many fans feel the simplest solution to making it viable is to swap its effect with the Sharpened Volcano Fragment (below), but Valve has yet to catch on.



** A similar one is the Sharpened Volcano Fragment, an axe that does less damage than the stock one, but ignites enemy players. The problem is, the Pyro can easily ignite an enemy just using his flamethrower, and enemy Pyros, the class you'll use your melee weapon the most against, can't be ignited, making this weapon almost useless except in Medieval Mode.

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** A similar one is the Sharpened Volcano Fragment, an axe that does less damage than the stock one, but ignites enemy players. The problem is, the Pyro can easily ignite an enemy just using his flamethrower, and enemy Pyros, the class you'll use your melee weapon the most against, can't be ignited, making this weapon almost useless except in Medieval Mode. Fans have pointed out swapping the SVF's ability with Scout's Sun-on-a-stick (which would admittedly make it a reskin of the Axtinguisher) would fix much of the uselessness (except having the opposite effect for Medieval Mode), but Valve hasn't yet thought to try.
1st May '17 11:36:41 PM Riverstyx197
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*''VideoGame/Freespace2'' has the Prometheus-R, a supposed retrofit of the well-liked Prometheus from the first game. Unfortunately for you, this retrofit effectively made the weapon worse in every possible way, with a painfully slow rate of fire, high power consumption, and per-shot damage that is barely higher than the starting [[BoringButPractical Subach HL-7]]. Even worse, a few missions force you to use it. Thankfully it is supplanted later on in the game by the Prometheus-S, a variant more up to the standards of the first game's Prometheus.
26th Apr '17 11:08:13 AM EponymousKid
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* ''Dual Strike'' has Stealth plane, an aerial version of the Submarine in that it can become invisible to the enemy (unless adjacent to an enemy unit). Even after being discovered, hidden Stealths can only be targeted by Fighters and other Stealths. ''However'', they have just under 2/3rds the fuel capacity of other air units, and burn through that meager fuel reserve blisteringly fast just by staying hidden, much less actually ''moving'' while hidden. This means Stealth units require constant resupply to get anywhere, making them much more trouble than they're worth.

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* ** ''Dual Strike'' has the Stealth plane, an aerial version of the Submarine in that it can become invisible to the enemy (unless adjacent to an enemy unit). Even They're peerlessly versatile, able to attack ''any'' unit in the game for solid damage. And even after being discovered, hidden Stealths can only be targeted by Fighters and other Stealths. ''However'', they have just under 2/3rds the fuel capacity of other air units, and burn through that meager fuel reserve blisteringly fast just by staying hidden, much less actually ''moving'' while hidden. This means Stealth units require constant resupply to get anywhere, making them much more trouble than they're worth. worth, especially in light of how much they cost to deploy.
22nd Apr '17 9:17:24 AM EponymousKid
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* ''Dual Strike'' has Stealth plane, an aerial version of the Submarine in that it can become invisible to the enemy (unless adjacent to an enemy unit). After being discovered, hidden Stealths can only be targeted by Fighters and other Stealths. ''However'', they have just under 2/3rds the fuel capacity of other air units, and burn through that meager fuel reserve blisteringly fast just by staying hidden, much less actually moving while hidden. This means Stealth units require constant resupply to get anywhere, making them much more trouble than they're worth.

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* ''Dual Strike'' has Stealth plane, an aerial version of the Submarine in that it can become invisible to the enemy (unless adjacent to an enemy unit). After Even after being discovered, hidden Stealths can only be targeted by Fighters and other Stealths. ''However'', they have just under 2/3rds the fuel capacity of other air units, and burn through that meager fuel reserve blisteringly fast just by staying hidden, much less actually moving ''moving'' while hidden. This means Stealth units require constant resupply to get anywhere, making them much more trouble than they're worth.
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