History Main / ScrappyWeapon

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.
24th Nov '16 6:29:34 AM gophergiggles
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* Missiles are this in the first ''VideoGame/AdvanceWars'' on pre-deploy maps, since the game likes to give them to you on maps that ''don't have enemy air units''. Missiles cannot target ground units at all meaning it's only purpose on such maps is to block enemy units and take attacks, and since it's wheels give it poor mobility and it is lacking in armor, it's not even all that useful for ''that'' purpose. Later games don't hand these units out on pre-deploy maps unless the enemy has either aircraft or an airport.

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* ''VideoGame/AdvanceWars:''
**
Missiles are this in the first ''VideoGame/AdvanceWars'' game on pre-deploy maps, since the game likes to give them to you on maps that ''don't have enemy air units''. Missiles cannot target ground units at all meaning it's only purpose on such maps is to block enemy units and take attacks, and since it's wheels give it poor mobility and it is lacking in armor, it's not even all that useful for ''that'' purpose. Later games don't hand these units out on pre-deploy maps unless the enemy has either aircraft or an airport.airport.
** The duster from ''Days of Ruin'' has such lacklustre firepower (it's on par with ''infantry'') and such a niche use (finishing off aircraft weakened by fighters and taking on copters) that they are effectively useless. Their MasterOfNone trait is so pronounced that you'd rather just build a copter or save up for a fighter or bomber.
20th Nov '16 12:49:29 AM SwordsageRagnar
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** The Sunfire Cape during part of the 2015 season, a decent item to build on some of the tankier Fighter, and Tank champions due to it's good Health bonus, moderate armor, and Magic damage Area of Effect aura. Since the Juggernaut meta change in Season 5 (2015), it's been OvershadowedByAwesome of the new or updated tank and defensive items. Jungler Champions who would've built it as a core item at one point, now have the Cinderhulk enchantment for their Jungler weapon, which provides the Immolate effect, health, and very powerful +15% to ALL Bonus health they have, be it from Runes, Mastery bonuses, or other items with +HP. It's been relegated now to being a "Snowballing" build option if a team is decently far ahead in the early-mid game to provide even more pressure, and thus force a collapse of the enemy team's already weakened defense. Or as a way to boost minion wave clear for Champions that lack it. The introduction of the Titanic Hydra weapon though[[note]]Provides +400 HP, +50 Attack Damage, Bonus health regen, and an Area of affect attack with each Auto-Attack strike with bonus damage based on one's Max HP[[/note]], has made it's usefulness even more questionable. Latter patches in 2015 and early 2016 gave it enough of a boost to see it's use again.
** While we're speaking of Snowballing, let's talk about three items built specifically with Snowballing in mind: Mejai's Soulstealer, Sword of the Occult (removed in Pre-Season 6), and the long since removed in Season 3, Leviathan armor. Each has a stacking mechanic, that gives stacks for Kill/Assists of enemy champions, of a buff that enhances their effects[[note]]Ability Power, Attack Damage, or HP they provide respective[[/note]]. At their maximal 20 stacks, they gain an additional buff and they are also are/were fairly cheap on gold costs (1400 gold for the two that are still in the game). However, this comes with one massive catch: they provide very low stats with minimal or no stacks, and each time the champion bearing one of these items dies, they lose '''''half''''' of their stacks, causing a huge power loss for the champion using them with even a single death. Because of the risks involved, and that it relies more upon the enemy team making massive mistakes in the early game, most players rather just skip these items snowballing potential, and go with safer, more stable power boosting items which provide better general utility. Indeed, because of this risk, only Mejai's Soulstealer remains, and has been reworked to build out of starting item for AP focused champions to begin earning stacks ahead of time, which can be sold off for only a minor gold loss if the snowballing attempt fails.

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** The Sunfire Cape during part of the 2015 season, a decent item to build on some of the tankier Fighter, and Tank champions due to it's good Health bonus, moderate armor, and Magic damage Area of Effect aura. Since the Juggernaut meta change in Season 5 (2015), it's been OvershadowedByAwesome of the new or updated tank and defensive items. Jungler Champions who would've built it as a core item at one point, now have the Cinderhulk enchantment for their Jungler weapon, which provides the Immolate effect, health, and very powerful +15% to ALL Bonus health they have, be it from Runes, Mastery bonuses, or other items with +HP. It's been relegated now to being a "Snowballing" build option if a team is decently far ahead in the early-mid game to provide even more pressure, and thus force a collapse of the enemy team's already weakened defense. Or as a way to boost minion wave clear for Champions that lack it. The introduction of the Titanic Hydra weapon though[[note]]Provides +400 HP, +50 Attack Damage, Bonus health regen, and an Area of affect attack with each Auto-Attack strike with bonus damage based on one's Max HP[[/note]], has made it's usefulness even more questionable. Latter patches in 2015 and early 2016 gave it enough of a boost to see it's use again.
** While we're speaking of Snowballing, let's talk about three
style stacking items built specifically with Snowballing in mind: such as Mejai's Soulstealer, along with the removed items Sword of the Occult (removed in Pre-Season 6), 6) and the long since removed Leviathan armor (removed in Season 3, Leviathan armor. 3). Each has a stacking mechanic, that gives buff stacks for scoring a Kill/Assists of against an enemy champions, of a buff that enhances their effects[[note]]Ability Power, Attack Damage, or HP they provide for Mejai's, Sword of the occult, and Leviathan respective[[/note]]. At their maximal 20 stacks, they gain an additional buff and they are also are/were fairly cheap on gold costs (1400 gold for the two that are still in the game).costs. However, this comes with one massive catch: they provide very low stats with minimal or no stacks, and each time the champion bearing one of these items dies, they lose '''''half''''' of their stacks, causing a huge power loss for the champion using them with even a single death. Because of the risks involved, and that it relies more upon the enemy team making massive mistakes in the early game, most players rather just skip these items snowballing potential, and go with safer, more stable power boosting items which provide better general utility. Indeed, because Because of this risk, only Mejai's Soulstealer remains, and has been reworked to build out of starting item for AP focused champions to begin earning stacks ahead of time, which can be sold off for only a minor gold loss if the snowballing attempt fails.
19th Nov '16 4:05:19 PM gophergiggles
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* Missiles are this in the first ''VideoGame/AdvanceWars'' on pre-deploy maps, since the game likes to give them to you on maps that ''don't have enemy air units''. Missiles cannot target ground units at all meaning it's only purpose on such maps is to block enemy units and take attacks, and since it's wheels give it poor mobility and it is lacking in armor, it's not even all that useful for ''that'' purpose. Later games don't hand these units out on pre-deploy maps unless the enemy has either aircraft or an airport.
5th Nov '16 1:38:12 PM billybobfred
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* ''VideoGame/{{Terraria}}'' has short swords. Theoretically, they're faster than broadswords, but do less damage and are smaller. However, unlike broadswords, your character doesn't swing it in an arc; rather, he/she jabs it straight forward. It's moderately useful against enemies that walk right into your attacks, but worthless against nearly everything else.

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* ''VideoGame/{{Terraria}}'' has short swords. Theoretically, they're faster than broadswords, but do less damage and are smaller. However, unlike broadswords, your character doesn't swing it in an arc; rather, he/she jabs they jab it straight forward. It's moderately useful against enemies that walk right into your attacks, but worthless against nearly everything else.
19th Oct '16 2:13:14 PM gophergiggles
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* The XM M63 501 in ''VideoGame/MetalGearSolid3SnakeEater'' if you decide to use it during the bike chase (Which, owing to this being a ActionBasedMission and it's high ammo capacity, you will). Yes, the weapon is handy, but Snake's constant ''Franchise/{{Rambo}}'' style yelling (which will occur non-stop since you'll be firing in bursts) is [[MostAnnoyingSound literal ear poison]] and tempts many players into using the less effective (but more pleasant to listen to) AK-47 or Skorpion.
8th Oct '16 3:35:12 PM MyFinalEdits
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** Speaking of the Homewrecker, it's a melee weapon that deals double damage to buildings in exchange for less damage against players. There is virtually no reason to take advantage of this; your flamethrower kills buildings in almost the exact same amount of time ''and'' each flame particle can penetrate through the building to damage the Engineer on the other side, all for less effort and from further away. The Homewrecker was abandoned almost immediately. Two months later it was given the ability to remove sappers on friendly buildings, which made it a boon for Pyros guarding Engineer teammates from Spies to have, but it's still one of the least used weapons in the game. While the Neon Annihilator can also remove Sappers, the Homewrecker does it faster - breaking a Sapper in a single strike.
** The Phlogistonator is also a heavily hated weapon. It grants a short period of {{critical hit}}s, and regains all the user's health after dealing a certain amount of damage, and the effect is activated with a taunt. Unfortunately, like the original Backburner, it completely disables the reflecting compression blast, essentially considered one of the only redeeming factors of the Pyro in the competitive circle. Essentially, it seems to ''encourage'' LeeroyJenkins tactics. There's little consensus on whether it's overpowered or junk, as it seems to swing wildly from those two poles depending on the circumstances.
*** It got worse when the Phlogistinator was buffed later with more damage and total invulnerability when taunting, making it incredibly strong in pubs until players learned to adapt to it. Then a counter-nerf was applied, removing the Pyro's health refill and increasing the requirements to fill the Mmmph meter, pushing it back into this list.

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** Speaking of the Homewrecker, it's The Homewrecker is a melee weapon that deals double damage to buildings in exchange for less damage against players. There is virtually no reason to take advantage of this; your flamethrower kills buildings in almost the exact same amount of time ''and'' each flame particle can penetrate through the building to damage the Engineer on the other side, all for less effort and from further away. The Homewrecker was abandoned almost immediately. Two months later it was given the ability to remove sappers on friendly buildings, which made it a boon for Pyros guarding Engineer teammates from Spies to have, but it's still one of the least used weapons in the game. While the Neon Annihilator can also remove Sappers, the Homewrecker does it faster - breaking a Sapper in a single strike.
** The Phlogistonator is also a heavily hated weapon. It grants a short period of {{critical hit}}s, and regains all the user's health after dealing a certain amount of damage, and the effect is activated with a taunt. Unfortunately, like the original Backburner, it completely disables the reflecting compression blast, essentially considered one of the only redeeming factors of the Pyro in the competitive circle. Essentially, it seems to ''encourage'' LeeroyJenkins tactics. There's little consensus on whether it's overpowered or junk, as it seems to swing wildly from those two poles depending on the circumstances.
***
circumstances. It got worse when the Phlogistinator was buffed later with more damage and total invulnerability when taunting, making it incredibly strong in pubs until players learned to adapt to it. Then a counter-nerf was applied, removing the Pyro's health refill and increasing the requirements to fill the Mmmph meter, pushing it back into this list.
8th Oct '16 12:43:06 PM N8han11
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** However gold swords are often dropped by zombie pigmen, which are often hunted or farmed using arrays of nether portals because they also drop gold nuggets and ingots. For players with gold farms, the gold sword is by far the most common weapon in the game. However it is still up for debate if they are really worth the xp points to enchant.
*** This has gotten a bit better with the 1.8.x versions where it doesn't eat all of your XP levels to enchant an item, instead taking 1-3 levels and an equal amount of Lapis Lazuli depending on the level of the enchantment. Repairing things in the anvil was also made cheaper.
8th Oct '16 12:41:07 PM N8han11
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*** Actually the default weapon of almost all oversized weapon builds ever since a splat established that an oversized bastard sword may be wielded as a two-handed "fullblade." Due to the nature of size scaling one point of average damage at medium size becomes significantly larger at huge or more.
8th Oct '16 11:03:46 AM N8han11
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* The ''Franchise/RatchetAndClank'' series was the main inspiration for this trope. [[VideoGame/RatchetAndClank2002 The first game]] had a handful of weapons that were quite useful (e.g., the [[ArrowCam Visibomb Gun]], [[BoringButPractical Devastator]]) and some that were almost useless ([[VideoGameFlamethrowersSuck Pyrocitor]], [[WhyDontYouJustShootHim Taunter]]). [[VideoGame/RatchetAndClankGoingCommando The second game]] and onwards introduced leveling up weapons, further polarizing their effectiveness. It was quite easy to level up weapons that were easy to use and fairly powerful (the Negotiator and Constructo Shotgun from ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack in Time]]'', for instance), and weapons that barely got any use (such as the wimpy Buzz Blades) would never be able to level up except on the weakest ankle-biter enemies.
** The Taunter is more of a situational weapon. It's not going to get used in every level, but in some levels, where the enemies are dumb enough to walk off cliffs, or walk into laser fences, you can use it to save some ammo. A true scrappy weapon is the Gold Morph-O-Ray. It takes away one of the original Morph-O-Ray's uses, creating ammo for the Suck Cannon. But no weapon is truly useless in the first game at least, it's just that some see a lot more use in a lot more levels than others. Same can't be said for the sequels mind. In particular, the formerly useful Visibomb gun becomes so [[{{Nerf}} nerfed]] that it goes from a most used weapon, to near useless, and the rest suffer an even worse fate.

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* The ''Franchise/RatchetAndClank'' series was the main inspiration for this trope. [[VideoGame/RatchetAndClank2002 The first game]] had a handful of weapons that were quite useful (e.g., the [[ArrowCam Visibomb Gun]], [[BoringButPractical Devastator]]) and some that were almost useless ([[VideoGameFlamethrowersSuck Pyrocitor]], [[WhyDontYouJustShootHim Taunter]]).Pyrocitor]]). [[VideoGame/RatchetAndClankGoingCommando The second game]] and onwards introduced leveling up weapons, further polarizing their effectiveness. It was quite easy to level up weapons that were easy to use and fairly powerful (the Negotiator and Constructo Shotgun from ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack in Time]]'', for instance), and weapons that barely got any use (such as the wimpy Buzz Blades) would never be able to level up except on the weakest ankle-biter enemies.
** The Taunter is more of a situational weapon. It's not going to get used in every level, but in some levels, where the enemies are dumb enough to walk off cliffs, or walk into laser fences, you can use it to save some ammo. A true scrappy weapon is the Gold Morph-O-Ray. It takes away one of the original Morph-O-Ray's uses, creating ammo for the Suck Cannon. But no weapon is truly useless in the first game at least, it's just that some see a lot more use in a lot more levels than others. Same can't be said for the sequels mind. In particular, the formerly useful Visibomb gun becomes so [[{{Nerf}} nerfed]] that it goes from a most used weapon, to near useless, and the rest suffer an even worse fate.
enemies.
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