History Main / ScrappyWeapon

18th Jul '16 7:15:27 AM REV6Pilot
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* Rocket launchers in ''VideoGame/{{Borderlands}}'' are a joke: they deal ''very'' underwhelming damage for what you'd expect a weapon of this class to have, made worse by their small ammo pool and inherent sluggishness of operation, especially when they're single-shot[[note]]shoot once very slowly, then reload even more slowly to shoot slowly again[[/note]]. You can do far more damage per second or even ''per shot'' with a decent revolver or sniper rifle, none of which are harder to come by than a launcher of any quality. ''Borderlands 2'' [[RescuedFromTheScrappyHeap rescued them from being]] VendorTrash by '''drastically''' upping their damage output and making them the {{BFG}}'s that they're supposed to be.
15th Jul '16 7:21:09 AM Sonofstranger
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** 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.
17th Jun '16 10:40:18 PM nombretomado
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** Exotic weapons in general had this problem except for D&D's spiked chain, which could be a MinMaxersDelight. It was severely [[{{Nerf}} nerfed]] in TableTopGames/{{Pathfinder}}. Any benefit the exotic weapon provided was grossly overshadowed by the thought of "wasting" a feat and the low chance of finding a magical version of the weapon. If an exotic weapon was associated with a certain race, allowing that race to use it more easily, it would see modest use. The rest almost never saw action.

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** Exotic weapons in general had this problem except for D&D's spiked chain, which could be a MinMaxersDelight. It was severely [[{{Nerf}} nerfed]] in TableTopGames/{{Pathfinder}}.TabletopGame/{{Pathfinder}}. Any benefit the exotic weapon provided was grossly overshadowed by the thought of "wasting" a feat and the low chance of finding a magical version of the weapon. If an exotic weapon was associated with a certain race, allowing that race to use it more easily, it would see modest use. The rest almost never saw action.
17th Jun '16 10:40:13 PM nombretomado
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* TableTopGames/DungeonsAndDragons 3.0, 3.5, and TableTopGames/{{Pathfinder}} made the heavy crossbow nearly useless. A user could fire it a bit further than a light crossbow and on average did one more point of damage on a hit compared to a longbow or a light crossbow. However, the weapon took an entire round to reload, leaving the character useless for an entire turn. Characters who knew how to use a bow would always do better to use the bow if they planned to make more than one attack in a round or spend more than one round shooting. Characters above first level could almost always afford a bow that let them add their strength to the damage, negating the heavy crossbow's advantage to damage. Characters who couldn't use a bow would usually rather shoot and move with a light crossbow or were spellcasters whose actions in combat were almost always better used casting a spell. Feats (special tricks characters learn) were priceless, and using one to select "Rapid Reload" for a heavy crossbow was generally a terrible choice. Even the range advantage was usually useless due to the metagame; most [=GMs=] who use maps don't set many encounters at distances where the extra range comes into play. If the adventure takes place inside a dungeon of any kind, forget it. Many "subpar" weapons have tons of uses for smart players, but the game's rules render heavy crossbows worthless. Even the siangham (a monk weapon which does less damage than the monk's fist) has its uses.

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* TableTopGames/DungeonsAndDragons TabletopGame/DungeonsAndDragons 3.0, 3.5, and TableTopGames/{{Pathfinder}} TabletopGame/{{Pathfinder}} made the heavy crossbow nearly useless. A user could fire it a bit further than a light crossbow and on average did one more point of damage on a hit compared to a longbow or a light crossbow. However, the weapon took an entire round to reload, leaving the character useless for an entire turn. Characters who knew how to use a bow would always do better to use the bow if they planned to make more than one attack in a round or spend more than one round shooting. Characters above first level could almost always afford a bow that let them add their strength to the damage, negating the heavy crossbow's advantage to damage. Characters who couldn't use a bow would usually rather shoot and move with a light crossbow or were spellcasters whose actions in combat were almost always better used casting a spell. Feats (special tricks characters learn) were priceless, and using one to select "Rapid Reload" for a heavy crossbow was generally a terrible choice. Even the range advantage was usually useless due to the metagame; most [=GMs=] who use maps don't set many encounters at distances where the extra range comes into play. If the adventure takes place inside a dungeon of any kind, forget it. Many "subpar" weapons have tons of uses for smart players, but the game's rules render heavy crossbows worthless. Even the siangham (a monk weapon which does less damage than the monk's fist) has its uses.
14th Jun '16 2:31:53 PM Yalsaris63
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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=]. 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, its 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=]. 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, its it's pretty much VendorTrash. ''Albion Prelude'' buffed the weapon generators on all non-Terran corvettes, making the [=CIG=] more useful there.
7th Jun '16 8:17:21 PM DeathBySnooSnoo
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* The Anguis pin in ''VideoGame/TheWorldEndsWithYou'', despite having the highest raw damage number in the game, fails in practically every other way imaginable and then some. First, it's highly inaccurate - in a game where enemies move constantly, this is a big problem. Second, it never reboots, meaning ItOnlyWorksOnce per battle ''chain'' - if you string 16 battles together, you'll only have a single use of Anguis in ''one'' of those battles, and in a game where most battles are either chain battles or long battles, this is a huge problem. Third, the Anguis pin is considered a Reaper-class pin. The player is only allowed to wear one Reaper-class pin into any battle chain, meaning using Anguis takes away from a wide variety of pins that actually have consistent use. What brings Anguis from merely being a bad weapon into the area of players utterly loathing it with a passion, however, is mastering the pin. Anguis takes a ''ridiculously'' long time to master. You can have 99% of the pins in the game mastered, and then spend '''days''' just mastering that one last Anguis pin. And to top it all off, there's a piece of equipment that requires a fully mastered Anguis pin to buy. If you want the game to acknowledge HundredPercentCompletion, you need to have everything in your inventory, which means ''both'' a fully mastered Anguis pin '''and''' the piece of equipment you use one to buy. This means going through the trouble of mastering the pin TWICE. Small wonder people have been known to (deliberately) misspell it as the "Anguish" pin...
30th May '16 8:03:09 PM hamza678
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* VideoGame/DeusExHumanRevolution brings us the mine templates. Place a grenade in it and it becomes a mine that explodes with that grenade model's effect. Sounds useful until you realize that the arming delay is so ridiculously short that unless you ''throw'' it at wall from a healthy distance, you ''will'' blow up with it.

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* VideoGame/DeusExHumanRevolution ''VideoGame/DeusExHumanRevolution'' brings us the mine templates. Place a grenade in it and it becomes a mine that explodes with that grenade model's effect. Sounds useful until you realize that the arming delay is so ridiculously short that unless you ''throw'' it at wall from a healthy distance, you ''will'' blow up with it.
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.
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