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* ''VideoGame/PlantsVsZombiesGardenWarfare:'' Most characters have the Zoom variation, with some having additional wrinkles:
** The All-Star spins up his barrels while zooming in. This arguably works against him, since he's much more suited for close-to-mid range combat where the zoom from his weapon simply results in tunnel vision. The [[LongRangeFighter Golf Star]] has it even worse, since he gets a much stronger zoom and ''the screen shakes violently if he shoots while zoomed in.''
** [[LongRangeFighter Captain Deadbeard]] and [[CloseRangeCombatant Super Brainz]] both switch between an attack with a very short range and one with a very long range depending on whether they're zoomed in or not; the former's [[ShortRangeShotgun Scurvy Scattershot]] consumes more ammo than his zoomed-in shots and is meant as an EmergencyWeapon more than anything, while the latter's Heroic Beam won't do much more than startle faraway enemies before it very quickly overheats.
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* ''VideoGame/GHOSTSquad'' can have multiple firing modes depending on the weapon:

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* ''VideoGame/GHOSTSquad'' ''VideoGame/GhostSquad2004'' can have multiple firing modes depending on the weapon:
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* ''VideoGame/GHOSTSquad'' can have multiple firing modes depending on the weapon:
** Single-shot is the default mode for many handguns and shotguns, can be used on rifles as well, and always has infinite use.
** 2-shot burst is available on some shotguns, as a temporary PowerUp that lasts for a set number of shots.
** 3-shot burst is the default mode for many rifles including the default XM-2119 assault rifle, and typicailly has infinite use.
** Full-auto is available for some rifles as a temporary power-up that lasts for a set number of shots. Some other weapons, mainly machineguns, have this as a the default firing mode and as infinite-use, but as a tradeoff many of those weapons have low accuracy.
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* In ''VideoGame/Doom2016,'' the Heavy Assault Rifle can be modded with a tactical scope, which allows it to be used as a DMR. The Gauss Cannon can also be modded with a scope, and [[ChargeAttack it charges up as you do so.]]

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* In ''VideoGame/Doom2016,'' the Heavy Assault Rifle can be modded with a tactical scope, which allows it to be used as a DMR. The Gauss Cannon can also be modded with a scope, and [[ChargeAttack [[ChargedAttack it charges up as you do so.]]



* In ''VideoGame/Warhammer40000InquisitorMartyr,'' each gun has four attacks. Usually, single-shot and burst fire are bound to the left and right mouse button, and then the 1 and 2 keys have a '''Related but Different''' attack each. The exception is the Autogun class, which has a burstfire primary and a full-auto secondary. Certain attacks also have the "Compression" rule, which allows them to make a '''ChargeAttack.'''

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* In ''VideoGame/Warhammer40000InquisitorMartyr,'' each gun has four attacks. Usually, single-shot and burst fire are bound to the left and right mouse button, and then the 1 and 2 keys have a '''Related but Different''' attack each. The exception is the Autogun class, which has a burstfire primary and a full-auto secondary. Certain attacks also have the "Compression" rule, which allows them to make a '''ChargeAttack.'''ChargedAttack.'''
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* In ''VideoGame/StarCraft,'' the Terran Siege Tank can unfold into a howitzer battery, swapping its twin-linked 30mm PlasmaCannon with a massive "Arclite Shock Cannon," which more than doubles its attack power, at the cost of giving it an ArbitraryMinimumRange and rooting it in place. In the original, it's two guns crammed into the same turret, but in the sequel, the two smaller cannons unfold into one big one.

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* In ''VideoGame/StarCraft,'' the Terran Siege Tank can unfold into a howitzer battery, swapping its twin-linked 30mm PlasmaCannon with a massive "Arclite Shock Cannon," which more than doubles its attack power, at the cost of giving it an ArbitraryMinimumRange ArbitraryWeaponRange and rooting it in place. In the original, it's two guns crammed into the same turret, but in the sequel, the two smaller cannons unfold into one big one.
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* In ''VideoGame/InquisitorMartyr,'' each gun has four attacks. Usually, single-shot and burst fire are bound to the left and right mouse button, and then the 1 and 2 keys have a '''Related but Different''' attack each. The exception is the Autogun class, which has a burstfire primary and a full-auto secondary. Certain attacks also have the "Compression" rule, which allows them to make a '''ChargeAttack.'''

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* In ''VideoGame/InquisitorMartyr,'' ''VideoGame/Warhammer40000InquisitorMartyr,'' each gun has four attacks. Usually, single-shot and burst fire are bound to the left and right mouse button, and then the 1 and 2 keys have a '''Related but Different''' attack each. The exception is the Autogun class, which has a burstfire primary and a full-auto secondary. Certain attacks also have the "Compression" rule, which allows them to make a '''ChargeAttack.'''
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* ''VideoGame/SCPSecretLaboratory'': By default, the .44 Revolver will fire after holding left-click for a tenth of a second. Middle-clicking will cock the hammer, making the next shot much more accurate.
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* ''VideoGame/Borderlands'', as of ''VideoGame/Borderlands3'', has literally ALL of these, except for Spinning Up Barrels.
** Weapons can spawn with a bayonet, which increases melee damage when held.
** All weapons can zoom in, which causes you to aim down sight. Depending on the scope (and in ''3'', the manufacturer), you'll get a different looking crosshair.

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* ''VideoGame/Borderlands'', ''VideoGame/{{Borderlands}}'', as of ''VideoGame/Borderlands3'', has literally ALL of these, except for Spinning Up Barrels.
** Weapons can spawn with a bayonet, which increases melee damage when held.
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** All weapons can zoom in, which causes you to aim down sight.sights. Depending on the scope (and in ''3'', the manufacturer), you'll get a different looking crosshair.
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Up To Eleven is a defunct trope


'''Related But Different Secondary Fire:''' Weapon which has secondary fire which uses same type of ammo as the primary fire, but the projectile itself is different. For an example, the ASMD Shock Rifle from the ''VideoGame/{{Unreal}}'' series has an instant-hit concussive beam as its primary fire, but its alt-fire takes the form of a plasma ball. As a bonus, these two attacks can be combined (shoot the ball with the beam) to form a [[UpToEleven tertiary fire mode]] by exploding the ball powerfully.

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'''Related But Different Secondary Fire:''' Weapon which has secondary fire which uses same type of ammo as the primary fire, but the projectile itself is different. For an example, the ASMD Shock Rifle from the ''VideoGame/{{Unreal}}'' series has an instant-hit concussive beam as its primary fire, but its alt-fire takes the form of a plasma ball. As a bonus, these two attacks can be combined (shoot the ball with the beam) to form a [[UpToEleven tertiary fire mode]] mode by exploding the ball powerfully.
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* ''VideoGame/Borderlands'', as of ''VideoGame/Borderlands3'', has literally ALL of these, except for Spinning Up Barrels.
** Weapons can spawn with a bayonet, which increases melee damage when held.
** All weapons can zoom in, which causes you to aim down sight. Depending on the scope (and in ''3'', the manufacturer), you'll get a different looking crosshair.
** Dahl weapons can switch between semi-auto and burst fire. In previous entries this was done on ADS, in ''3'' and later you can switch at will with the press of a button.
** All Maliwan weapons in ''3'' need to be charged before firing.
** All Vladof weapons in ''3'' have some kind of underbarrel attachment, ranging from a taser to micro-rockets to an attached shotgun.

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* ''VideoGame/Killzone}}'': The Helghast pistol inverts this, firing a 3-round burst as primary fire and a single shot as its secondary fire. Meanwhile, the shotgun and AT rifle unload 2 shots at once with their secondary fire, while the Helghast rocket launcher fires all three tubes.

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* ''VideoGame/Killzone}}'': ''VideoGame/{{Killzone}}'': The Helghast pistol inverts this, firing a 3-round burst as primary fire and a single shot as its secondary fire. Meanwhile, the shotgun and AT rifle unload 2 shots at once with their secondary fire, while the Helghast rocket launcher fires all three tubes.


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* ''VideoGame/{{Killzone}}'':
** The ISA rocket launcher can either dead-fire a rocket or shoot a [[PlayerGuidedMissile laser-guided projectile]].
** The grenade launcher normally shoots projectiles that detonate on impact, but its secondary firing mode converts its grenades into proximity mines.
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* ''VideoGame/Killzone}}'': The Helghast pistol inverts this, firing a 3-round burst as primary fire and a single shot as its secondary fire. Meanwhile, the shotgun and AT rifle unload 2 shots at once with their secondary fire, while the Helghast rocket launcher fires all three tubes.


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* The first ''VideoGame/{{Killzone}}'' game has underslung weapons on both assault rifle variants: the ISA rifle has a grenade launcher, while the Helghast rifle has a single-shot shotgun. The ISA chaingun also has an underslung ''rocket launcher''.


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* ''VideoGame/TeamFortress2'': The Sniper's various rifles use the secondary fire to scope in, allowing them to [[BoomHeadshot inflict critical headshots]] and charge up for bonus damage.
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* In ''VideoGame/StarCraft,'' the Terran Siege Tank can unfold into a howitzer battery, swapping its twin-linked 30mm PlasmaCannon with a massive "Arclite Shock Cannon," which more than doubles its attack power, at the cost of giving it an ArbitraryMinimumRange and rooting it in place. In the original, it's two guns crammed into the same turret, but in the sequel, the two smaller cannons unfold into one big one.
* In ''VideoGame/StarCraftII: Heart of the Swarm,'' the Terran Hellion attack buggy gains the ability to swap between its fast, long-ranged ATV mode and its slower, shorter-ranged MiniMecha Hellbat form. It uses the exact same flamethrower, it just rapidly oscilates it back and forth to make it hit in a cone rather than a long line.


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* The ''Covert Ops'' DLC campaign for ''VideoGame/StarCraftII'' has the "[[MagneticWeapons Magrail Munitions]]" upgrade, wich gives Nova's Black-Ops Marauders a railgun cannon that triggers every 20 seconds and does 30 damage.
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* In ''VideoGame/Doom2016'', the Heavy Assault Rifle can be modded to fire miniature rockets. The Combat Shotgun also has a grenade launcher attachment. The Super Shotgun in ''VideoGame/DoomEternal'' gets a GrapplingHook.

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* In ''VideoGame/Doom2016'', the Heavy Assault Rifle can be modded to fire miniature rockets. The Combat Shotgun also has a grenade launcher attachment. The Super Shotgun in ''VideoGame/DoomEternal'' gets a GrapplingHook.[[GrapplingGun grappling hook]] attachment.

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* ''VideoGame/DoomEternal'' replaces the Burst Fire shotgun mod from ''VideoGame/Doom2016'' with a Full Auto mod that basically turns the shotgun into a ''gatling'' shotgun.



** The Heavy Assault Rifle's mini-missiles described below requires quite some time to arm all 6 rockets.

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** The Heavy Assault Rifle's mini-missiles described below requires quite some time to arm all 6 rockets. When it's fully upgraded, it can fire missiles [[MacrossMissileMassacre with no charge time]].



** The [[MagneticWeapons Gauss Cannon]] combines this with '''Zoom'''. It also has the "Siege Mode" secondary, which turns it into a PlasmaCannon.

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** The [[MagneticWeapons Gauss Cannon]] combines this with '''Zoom'''. It also has the "Siege Mode" secondary, which turns it into a PlasmaCannon.WaveMotionGun. The Arbelast in ''VideoGame/DoomEternal'' fills the same function, except replace Wave Motion Cannon with a wide energy wave.



* In ''VideoGame/Doom2016'', the Heavy Assault Rifle can be modded to fire six miniature rockets. The Combat Shotgun also has a grenade launcher attachment.

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* In ''VideoGame/Doom2016'', the Heavy Assault Rifle can be modded to fire six miniature rockets. The Combat Shotgun also has a grenade launcher attachment. The Super Shotgun in ''VideoGame/DoomEternal'' gets a GrapplingHook.



* ''VideoGame/Doom2016'' 's plasma rifle has two: a "stun bomb" plasma bolt that creates a shockwave of electricity, and a weaponized cooling vent that acts like a slowly-charging shotgun. The chaingun also has the ability to split into three miniguns, tripling its damage output but occasionally overheating and stalling out.

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* ''VideoGame/Doom2016'' 's plasma rifle has two: a "stun bomb" plasma bolt that creates a shockwave of electricity, and a weaponized cooling vent that acts like a slowly-charging shotgun. ''VideoGame/DoomEternal'' replaces the stun bomb with a lock-on energy beam that literally cooks the victim until it violently explodes. The chaingun also has the ability to split into three or four miniguns, tripling multiplying its damage output but occasionally overheating causing it to overheat and stalling out.stall if fired for too long (until the weapon's been mastered), or deploy an energy shield.
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* Unupgraded Marines in ''VideoGame/AliensVsPredatorExtinction'' will fire single shots at long range and switch to full-auto at close range. The upgrade involves better armor and switching out the fire selector for a grenade launcher.

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resorted to match folders and names


'''Burst or Rapid fire:''' Usually found on pistols, sometimes on rifles, this allows for a faster, but less accurate series of shots, generally intended to be used at short range or during more intense firefights where precision is unneeded. A variant of this often appears in games featuring a double-barreled shotgun, firing both barrels at once.

'''[[BifurcatedWeapon Under/Overslung Weapons]]:''' Most common on assault rifles, but can appear on any gun, these can take the form of [[ShotgunsAreJustBetter shotguns]], {{Grenade Launcher}}s, [[LaserCutter cutting lasers]] or something similar. Often, these weapons can damage the player if misused, but even more often they take things down fast. The alt-fire weapon may use the gun's standard ammo, but more often has its own ammo supply which may be hard to come by.

'''[[QuickMelee Melee Attack]]:''' Often used in place of a default hand-to-hand weapon, a secondary fire might involve stabbing or whacking the opponent with the gun, which may have {{bayonet|Ya}}s or spikes specifically for that purpose. See also PistolWhipping.

'''Melee Block:''' In games with dedicated melee weapons, the alt-fire may allow you block other people using melee weapons, possibly also countering. This is most often applied to swords.

'''Zoom:''' Almost exclusively on sniper or marksman weapons, allows use of a scope to make accurate shots over a range. Usually this is useless at short range because it obscures your view and/or slows down the speed of the cursor so you can't easily track nearby targets. This includes the iron sight modes common in the more realistic shooters.

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'''Burst or Rapid fire:''' Fire:''' Usually found on pistols, sometimes on rifles, this allows for a faster, but less accurate series of shots, generally intended to be used at short range or during more intense firefights where precision is unneeded. A variant of this often appears in games featuring a double-barreled shotgun, firing both barrels at once.

'''[[BifurcatedWeapon Under/Overslung Weapons]]:''' Most common on assault rifles, but can appear on any gun, these can take the form of [[ShotgunsAreJustBetter shotguns]], {{Grenade Launcher}}s, [[LaserCutter cutting lasers]] or something similar. Often, these weapons can damage the player if misused, but even more often they take things down fast. The alt-fire weapon may use the gun's standard ammo, but more often has its own ammo supply which may be hard to come by.

'''[[QuickMelee Melee Attack]]:''' Often used in place of a default hand-to-hand weapon, a secondary fire might involve stabbing or whacking the opponent with the gun, which may have {{bayonet|Ya}}s or spikes specifically for that purpose. See also PistolWhipping.

'''Melee Block:''' In games with dedicated melee weapons, the alt-fire may allow you block other people using melee weapons, possibly also countering. This is most often applied to swords.

'''Zoom:''' Almost exclusively on sniper or marksman weapons, allows use of a scope to make accurate shots over a range. Usually this is useless at short range because it obscures your view and/or slows down the speed of the cursor so you can't easily track nearby targets. This includes the iron sight modes common in the more realistic shooters.
once.



'''[[BifurcatedWeapon Under/Overslung Weapons]]:''' Most common on assault rifles, but can appear on any gun, these can take the form of {{shotguns|AreJustBetter}}, {{Grenade Launcher}}s, [[LaserCutter cutting lasers]] or something similar. Often, these weapons can damage the player if misused, but even more often they take things down fast. The alt-fire weapon may use the gun's standard ammo, but more often has its own ammo supply which may be hard to come by.

'''[[QuickMelee Melee Combat]]:''' Often used in place of a default hand-to-hand weapon, a secondary fire might involve stabbing or whacking the opponent with the gun, which may have {{bayonet|Ya}}s or spikes specifically for that purpose. See also PistolWhipping. In games with dedicated melee weapons, the alt-fire may instead allow you to block other people using melee weapons, possibly also countering. This is most often applied to swords.

'''Zoom:''' Almost exclusively on sniper or marksman weapons, allows use of a scope to make accurate shots over a range. Usually this is useless at short range because it obscures your view and/or slows down the speed of the cursor so you can't easily track nearby targets. This includes the iron sight modes common in the more realistic shooters.



[[folder:Rapid Fire]]

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[[folder:Rapid [[folder:Burst/Rapid Fire]]



[[folder:Melee Attack]]

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[[folder:Melee Attack]]Combat]]



[[folder:Related but Different Secondary Fire]]

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[[folder:Related but Different Secondary Fire]]Different]]



[[folder:Completely Unrelated Secondary Fire]]

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[[folder:Completely Unrelated Secondary Fire]]Unrelated]]



[[folder:Uncategorized / other]]

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[[folder:Uncategorized [[folder:Multiple / other]]Uncategorized]]
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* In ''TabletopGame/PlanetMercenary'' weapons with the Variable Ammunition quality have at least two different firing modes, most notably the Strohl G/G ([[MagneticWeapons Gauss]] / [[KineticWeaponsAreJustBetter Gunfoam]]) series. The Underslung Launcher quality is needed for grenades and similar explosives.
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* ''VideoGame/MegaMan'' and ''VideoGame/MegaManX'' are perhaps the iconic examples with their [[ArmCannon Arm Cannons]].

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* ''VideoGame/MegaMan'' ''VideoGame/MegaManClassic'' and ''VideoGame/MegaManX'' are perhaps the iconic examples with their [[ArmCannon Arm Cannons]].
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* ''Videogame/DoomTheRoguelike'' has this in spades, for almost every weapon available, and sometimes even alternate ''reloads''. Let's see:

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* ''Videogame/DoomTheRoguelike'' ''Videogame/{{DRL}}'' has this in spades, for almost every weapon available, and sometimes even alternate ''reloads''. Let's see:
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* This is the standard "Alt Reload" for EnergyWeapons in ''VideoGame/DoomTheRoguelike''. It allows the weapon to fire a single burst at double damage-and then promptly explode; in the BFG's case, with enough force to level the area.

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* This is the standard "Alt Reload" for EnergyWeapons in ''VideoGame/DoomTheRoguelike''.''VideoGame/{{DRL}}''. It allows the weapon to fire a single burst at double damage-and then promptly explode; in the BFG's case, with enough force to level the area.
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'''Examples''':

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'''Examples''':
!!'''Examples''':

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