History Main / ScrappyWeapon

14th Feb '17 5:26:14 PM Omny
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** ''New Vegas'' introduces "Fatigue Damage", which can knock enemies unconscious for a short amount of time when dealt enough fatigue damage. However, there's only five of such weapons in the game, and are all hard to come by (Boxing Gloves, Boxing Tape, the Cattle Prod, Flashbang grenades, the Compliance Regulator, and Beanbag Shells for shotguns). Unless you're going for a pacifist run, knocking enemies out isn't nearly as beneficial as straight-up killing them.
5th Feb '17 4:30:04 PM DastardlyDemolition
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* ''VideoGame/{{Fallout 3}}'' brings the same weapon back as the Chinese Pistol. It no longer suffers from having unique and unreasonably-rare ammo, now sharing with the 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 have a silenced version. Its only saving graces are that it sells for a fair deal of 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, but with twice the ammo usage.

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* ''VideoGame/{{Fallout 3}}'' brings the same weapon (well, Chinese knockoff version[[note]]It's [[AKA47 based on]] the Shanxi Type 17, a 20th Centruy ripoff of the Mauser C96 "Broom Handle"[[/note]] of it) back as the Chinese Pistol. It no longer suffers from having unique and unreasonably-rare ammo, now sharing with the 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 have a silenced version. Its only saving graces are that it sells for a fair deal of 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, but with twice the ammo usage.
5th Feb '17 11:08:08 AM MyFinalEdits
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* The Slingshot in ''VideoGame/TheLegendOfZeldaTwilightPrincess''. While some of the other items suffer from insufficient usefulness except inside the dungeons, the slingshot is even more irrelevant because of the Bow and Arrow, which is obtained in the ''second'' dungeon. Its only purpose after obtaining the bow is to conserve arrows when dealing with Skullwalltulas. In ''VideoGame/TheLegendOfZeldaSkywardSword'', the Slingshot returns, with an almost as useless upgrade in the form of the Scattershot. Not only are the pellets too slow to really hit Keese and lack range, the only enemies they really do anything to ''are'' Keese (the only other enemies it can kill are walltulas, which you can use the beetle on, and that doesn't have an ammo limit; everything else, the slingshot will only stun). At least this time the Bow won't be obtained as early as it was in ''Twilight Princess'', so there's enough time for the player to get quite creative when you need it to be: Bokoblin + Tightrope + Slingshot = [[VideoGameCrueltyPotential Fun]].

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



*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] is in perfect condition and with a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' (something very important to note) and scores a critical hit the critical hit for each pellet is counted individually. This means that if '''all''' pellets make contact the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240 (880 + 440 extra points from the perk). If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/labelnote]]

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*** ** The Combat Shotgun isn't much better. It's is 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] is in perfect condition and with a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' (something very important to note) and scores a critical hit the critical hit for each pellet is counted individually. This means that if '''all''' pellets make contact the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240 (880 + 440 extra points from the perk). If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/labelnote]]
4th Feb '17 8:00:00 PM DastardlyDemolition
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*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] in perfect condition and a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' and scores a critical hit, the critical hit for each pellet is counted individually. This means that (if all pellets make contact), the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240. If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/labelnote]]

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*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] is in perfect condition and with a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' (something very important to note) and scores a critical hit, hit the critical hit for each pellet is counted individually. This means that (if all if '''all''' pellets make contact), contact the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240.1240 (880 + 440 extra points from the perk). If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/labelnote]]
4th Feb '17 7:55:02 PM DastardlyDemolition
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*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] in perfect condition and a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' and scores a critical hit, the critical hit for each pellet is counted individually. This means that (if all pellets make contact), the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doeubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240. If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/lablenote]]

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*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] in perfect condition and a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' and scores a critical hit, the critical hit for each pellet is counted individually. This means that (if all pellets make contact), the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doeubles doubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240. If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/lablenote]] [[/labelnote]]
4th Feb '17 7:38:13 PM DastardlyDemolition
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** The unique variant is slightly more useful, as it is capable of [[KillItWithFire setting enemies on fire]] in addition to the base damage and even better durability (approximately three times as much as the regular 10mm pistol). In spite of this, it's still probably one of the least powerful unique weapons out there (even weaker than many regular weapons; it only deals more damage than the regular Chinese pistol due to the fire damage) and is only good for supplementing another firearm or for lighting up occasional pockets of gas.
** There's also the .32 Pistol, which does less damage than the starter 10mm pistol which you probably fled Vault 101 with ''hours'' prior, has an unusably small ammo capacity (5-shot cylinder) and uses ammo that, while plentiful, is much more useful when loaded into a [[BoringButPractical Hunting Rifle.]]
** The Sawed-off Shotgun breaks easily, only holds two shots, is unusually rare (making it hard to repair), doesn't do all that much damage, and has an effective range of about two feet. It's barely even worth carrying back to sell once you loot it off one of the few raiders in the game that carries it.
*** The Combat Shotgun isn't much 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.

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** The unique variant is slightly more useful, as it is capable of [[KillItWithFire setting enemies on fire]] in addition to the base damage and even better durability (approximately three times as much as the regular 10mm pistol). In spite of this, it's still probably one of the least powerful unique weapons out there (even weaker than many regular weapons; it only deals more damage than the regular Chinese pistol due to the fire damage) and is only good for supplementing another firearm or for lighting up occasional pockets of gas.
gas. Something a laser pistol can do as well as hit three times harder and not waste good 10mm ammo.
** There's also the .32 Pistol, which does less damage than the starter 10mm pistol which you probably fled Vault 101 with ''hours'' prior, has an unusably small ammo capacity (5-shot cylinder) and uses ammo that, while plentiful, is much more useful when loaded into a [[BoringButPractical Hunting Rifle.]]
]] Wild Bill's Sidearm in ''The Pitt'' DLC is actually pretty decent doing more damage than other common pistols at 10 points of damage and the only pistols that hit harder are energy pistols, the very rare and [[GlassCannon flimsy]] [[HandCannon scoped .44 Magnum]], and Colonel Autumn's 10mm pistol.
** The Sawed-off Shotgun breaks easily, only holds two shots, is unusually rare (making it hard to repair), repair outside of merchants so it'll never be at 100% for long), doesn't do all that much damage, and has an effective range of about two feet. It's barely even worth carrying back to sell once you loot it off one of the few raiders in the game that carries it.
*** The Combat Shotgun isn't much 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. The named variant called " The Terrible Shotgun" found in Evergreen Mills can kill the nearby Super Mutant Behemoth in ''a single sneak headshot''.[[labelnote:How does it all work?]]If [=TTS=] in perfect condition and a Small Guns skill of 100 the weapon deals 80 damage with an extra 40 damage for critical hits. However, this weapon fires 9 pellets so because of this when the weapon is '''fired outside of V.A.T.S.''' and scores a critical hit, the critical hit for each pellet is counted individually. This means that (if all pellets make contact), the weapon will deal 440 damage (80 base damage, plus 9 extra 40 critical damages). While sneaking it doeubles to 880 points of damage. In addition if the player has the Better Criticals perk the damage will increase to 1240. If you manage to score a headshot (not an easy task due it's high spread of 6) then that damage doubles again to 2480. That's 480 points more than the five super mutant behemoths' hit point count! You can kill a twenty foot tall mountain of mutant muscle in a single shot... if every pellet hits outside of V.A.T.S.[[/lablenote]]



** 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. As the gun shoots 14 pellets per shot, almost every firing results in your target collapsing in a 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]].
** The Laser RCW does less damage per shot and per second than a 9mm submachine gun, and its [hard-to-come-by] Electron Charge Pack ammo is better reserved for the Gatling Laser or Tesla Cannon. That is, unless you convert your ECP ammo to the Overcharge, Max Charge, and/or Optimized versions at any available workbench, the latter of which requires a special perk, in which case the RCW becomes more powerful (albeit at the cost of slightly faster degradation), essentially making it the poor man's Gatling Laser. In addition, the "Laser Commander" perk makes the RCW far more useful in most situations, thereby [[RescuedFromTheScrappyHeap rendering its issues moot and making it a worthwhile weapon]].
** The Recharger Rifle. Even for a [[SortingAlgorithmOfWeaponEffectiveness starter weapon]] its damage is absolutely pathetic, being 25% weaker than the 9mm pistol. On top of that it's extremely fragile, inaccurate, and [[ArsonMurderAndJaywalking just plain ugly]]. Even worse, it does not benefit from the "Laser Commander" perk despite it being a laser weapon, thanks to a programmer's oversight. The point of it is to have a viable early energy rifle when microfusion cells are rare, but you'd be better off selling the gun and just using the caps to buy some extra ammo.
** The Automatic Rifle was added in the Dead Money addon. As one of the heaviest guns in the game and requiring a maxed guns skill and very high strength, it offers extremely inefficient use of expensive .308 ammo, a tiny magazine, very high spread, and low DPS compared to the submachine guns that it competes against. Plus, like everything else added in Dead Money, you can't find it anywhere in regular gameplay after you've finished the DLC; for the weight of one, you could free up nearly half the space necessary for one of the far more valuable gold bars.

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** The Sawed-off Shotgun hasn't gotten much better since Fallout 3.''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. As the gun shoots 14 pellets per shot, almost every firing results in your target collapsing in a 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]].
** The Laser RCW is this if you don't invest in it. The RCW does less damage per shot and per second than a 9mm submachine gun, gun (15/139 vs 19/171), and its [hard-to-come-by] Electron Charge Pack ammo is better reserved for the Gatling Laser or Tesla Cannon. That is, unless you convert your ECP ammo Electron Charge Packs can be easier to acquire by recycling the Overcharge, Max Charge, and/or Optimized versions at any available workbench, the latter of which requires a special perk, cheap energy cells in which case the RCW becomes bulk to make more powerful (albeit at (especially with the cost of slightly faster degradation), Vigilant Recycler perk) and can maintained with plasma rifles and the dirty cheap Recharger Rifle essentially making it the poor man's Gatling Laser.Laser with lower costs and weight. In addition, the "Laser Commander" perk makes the RCW far more useful in most situations, thereby [[RescuedFromTheScrappyHeap rendering its issues moot and making it a worthwhile weapon]].
** The Recharger Rifle. Even for a [[SortingAlgorithmOfWeaponEffectiveness starter weapon]] its damage is absolutely pathetic, being 25% weaker than the 9mm pistol. On top of that it's extremely fragile, inaccurate, and [[ArsonMurderAndJaywalking just plain ugly]]. Even worse, it does not benefit from the "Laser Commander" perk despite it being a laser weapon, thanks to a programmer's oversight. The point of it is to have a viable early energy rifle when microfusion cells are rare, but you'd be better off selling the gun and just using the caps to buy some extra ammo.
ammo. With the Jury Rigging perk you can use these to repair the much better Laser RCW as well.
** The Automatic Rifle was added in the Dead Money addon.''Dead Money'' add-on. As one of the heaviest guns in the game and requiring a maxed guns skill and very high strength, it offers extremely inefficient use of expensive .308 ammo, a tiny magazine, very high spread, and low DPS compared to the submachine guns that it competes against. Plus, like everything else added in Dead Money, ''Dead Money'', you can't find it anywhere in regular gameplay after you've finished the DLC; for the weight of one, you could free up nearly half the space necessary for one of the far more valuable gold bars.
31st Jan '17 8:17:59 AM REV6Pilot
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* ''VideoGame/ArmA'' 3: Fans who enjoyed the NATO faction were generally disappointed when the new "High Tech" group, CTRG-15, was saddled with an M4 that fired 5.56x51mm NATO rounds, a puny comparison to the 6.5mm rounds that the main force employed. This is exacerbated by the fact that the opposition, CAST, also gained a special forces unit by the name of Viper that served as rivals the CTRG-15, but gained all of CTRG-15's benefits, plus a far more versatile gun that could fire TWO calibers, both of which easily trump the M4, better armor, which made the M4 even more useless, and a VTOL who's only downside to the NATO variant is a smaller carrying capacity (Which doesn't even matter outside of the vehicle transport variant, since most players will never see the infantry transport variant of either at max capacity in most servers. Granted, clever NATO players with the vehicle transport variant do benefit from the ability to transport twice as many light vehicles, and the ability to transport some heavy vehicles).

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* ''VideoGame/ArmA'' ''VideoGame/{{ArmA}}'' 3: Fans who enjoyed the NATO faction were generally disappointed when the new "High Tech" group, CTRG-15, was saddled with an M4 that fired 5.56x51mm NATO rounds, a puny comparison to the 6.5mm rounds that the main force employed. This is exacerbated by the fact that the opposition, CAST, also gained a special forces unit by the name of Viper that served as rivals the CTRG-15, but gained all of CTRG-15's benefits, plus a far more versatile gun that could fire TWO calibers, both of which easily trump the M4, better armor, which made the M4 even more useless, and a VTOL who's only downside to the NATO variant is a smaller carrying capacity (Which doesn't even matter outside of the vehicle transport variant, since most players will never see the infantry transport variant of either at max capacity in most servers. Granted, clever NATO players with the vehicle transport variant do benefit from the ability to transport twice as many light vehicles, and the ability to transport some heavy vehicles).
21st Dec '16 1:23:28 AM GrandPoobahOfAllBacon
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* ''VideoGame/EnterTheGungeon'' has the Klobb, which works almost exactly the same as it does in [[VideoGame/Goldeneye1997 Goldeneye 007]].
11th Dec '16 7:55:00 PM Odacon_Spy
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** The Razorback, a sniper weapon, does nothing except prevent one backstab and handicap the Spy that tried to do it for a few seconds. However, wielding it requires you to give up your secondary weapon, meaning that you have to rely on your rifle and melee weapon for self-defense. Oh, and the only class to use backstabs also has a revolver that can kill you in three hits (or two, if they have the [[BoomHeadshot Ambassador]]), and can ''see'' your backstab-preventing shield. Since its release, it has been indirectly buffed by the introduction of new knives that give bonuses for backstabbing people, since it can deny Spies those bonuses and make them much more vulnerable, but still remains largely useless outside of Medieval Mode (where the shields are the only secondary items you ''can'' use).

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** The Razorback, a sniper weapon, does nothing except prevent one backstab and handicap the Spy that tried to do it for a few seconds. However, wielding it requires you to give up your secondary weapon, meaning that you have to rely on your rifle and melee weapon for self-defense. Oh, and the only class to use backstabs also has a revolver that can kill you in three hits (or two, if they have the [[BoomHeadshot Ambassador]]), Ambassador]], which came out in the same update as the Razorback), and can ''see'' your backstab-preventing shield. Since its release, it has been indirectly buffed by the introduction of new knives that give bonuses for backstabbing people, since it can deny Spies those bonuses and make them much more vulnerable, but still remains largely useless outside of Medieval Mode (where the shields are the only secondary items you ''can'' use).
26th Nov '16 10:44:25 PM BattleMaster
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*** The Katana and Scimitar shotguns had an effective range of about five feet, and even point blank weren't powerful enough to one-shot basic mooks. To get any use of them you had to get in an enemy's face, exposing yourself to automatic fire. Literally the only reason to ever use them in battle is if you're out of other ammo for other weapons and have melee enemies like varren coming up close.

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*** The Katana and Scimitar shotguns had an effective range of about five feet, and even point blank weren't powerful enough to one-shot basic mooks. To get any use of them you had to get in an enemy's face, exposing yourself to automatic fire. Literally the only reason to ever use them in battle is if you're out of other ammo for other weapons and have melee enemies like varren coming up close. They were so bad that the game designers created the Eviserator shotgun as a free DLC to replace both of them.
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