History Main / ShortRangeLongRangeWeapon

4th Nov '16 1:52:18 PM CurledUpWithDakka
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* Somewhat differently done in ''Film/IndependenceDay'': A B-2 bomber launches a nuclear cruise missile from a distance that it takes the nuke about half a minute to hit. Considering the rather humble speed of a B-2, it would most likely be caught in the blast. Or the EMP. In RealLife, B-2s would launch their nukes ''over the horizon''; if you see can the target, you're already too close. It's a freakin' cruise missile, after all. It can travel over 1500 miles.

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* Somewhat differently done in ''Film/IndependenceDay'': A B-2 bomber launches a nuclear cruise missile from a distance so that it takes the nuke about half a minute to hit. Considering the rather humble speed of a B-2, it would most likely be caught in the blast. Or the EMP. In RealLife, B-2s would launch their nukes ''over the horizon''; if you can see can the target, you're already too close. It's a freakin' cruise missile, after all. It can travel over 1500 miles.
23rd Oct '16 4:45:22 PM Kadorhal
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* In ''VisualNovel/FateStayNight'', the Archer class of Servant is supposed to specialize in long-range combat. But the Archer summoned in this particular Holy Grail War prefers to fight with [[DualWielding two shortswords]]. To be fair, though, these are special ''[[ThrowingYourSwordAlwaysWorks throwing]]'' swords with an explicit [[BoomerangComeback boomerang property]] ("[[VisualNovel Dodge it!]]"). He can also fire tracking, exploding arrows at machine-gun rate of fire and velocity, but only does this a few times in the game. [[spoiler:The OTHER Archer, Gilgamesh, also fights up close, though to his defence Gates of Babylon is relatively short-ranged and Gilgamesh is the type of person who likes to see his enemies crumble at his feet]]. In practice the Servants' class names often only make sense when we see their [[LimitBreak ultimate attacks]]. The name "Archer" is something of a misnomer, however - "Archers" focus more on close combat, apparently being a justification for why they can dual wield.\\

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* In ''VisualNovel/FateStayNight'', the Archer class of Servant is supposed to specialize in long-range combat. But the Archer summoned in this particular Holy Grail War prefers to fight with [[DualWielding two shortswords]]. To be fair, though, these are special ''[[ThrowingYourSwordAlwaysWorks throwing]]'' swords with an explicit [[BoomerangComeback boomerang property]] ("[[VisualNovel Dodge it!]]"). property]]. He can also fire tracking, exploding arrows at machine-gun a machine gun-like rate of fire and velocity, but only does this a few times in the game. [[spoiler:The OTHER Archer, Gilgamesh, also fights up close, though to his defence Gates of Babylon is relatively short-ranged and Gilgamesh is the type of person who likes to see his enemies crumble at his feet]]. In practice the Servants' class names often only make sense when we see their [[LimitBreak ultimate attacks]]. The name "Archer" is something of a misnomer, however - "Archers" focus more on close combat, apparently being a justification for why they can dual wield.\\



The sequel does show him shooting his bow from kilometers away, sniping from the roof of a skyscraper. ''No'' one managed to get close to him at all until someone equally ridiculous just outright [[InASingleBound leaped four kilometers in an instant]], getting in melee range before he could even ready his swords.

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The sequel does show him shooting his bow from kilometers away, sniping from the roof of a skyscraper. ''No'' one ''Nobody'' managed to get close to him at all until someone equally ridiculous just outright [[InASingleBound leaped leapt four kilometers in an instant]], getting in melee range before he could even ready his swords.



* Snake takes this trope to the next level in his ''VideoGame/SuperSmashBros'' appearance--he fires an RPG at his own feet as a smash attack. He is also capable of clubbing his enemies with his mortar, and then blowing them up with the shell after they've flown maybe three feet above him.

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* Solid Snake takes this trope to the next level in his ''VideoGame/SuperSmashBros'' appearance--he fires an RPG at his own feet as a smash attack. He is also capable of clubbing his enemies with his mortar, and then blowing them up with the shell after they've flown maybe three feet above him.
19th Oct '16 9:00:50 PM Kadorhal
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* Much the same in ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' -- and done in such a way that at close quarters long-range weapons has lesser hit probability than short-ranged ones. This carries back to the main ''VideoGame/{{Fallout}}'' series, where the basic pistol had a top range of 25 meters, and the very best sniper weapons maxed out at 60.\\

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* Much the same in ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' -- and done in such a way that at close quarters long-range weapons has lesser hit probability than short-ranged ones. This carries back to the main The ''VideoGame/{{Fallout}}'' series, where the series has extremely short ranges for a lot of its weapons, with basic pistol had a top range of pistols topping out at 25 meters, and the very best sniper rifles maxing out at a mere 60. This is chiefly caused by the RuleOfFun, along with isometric view not being much good beyond throwing distance - these would not be fun games if you got instantly blasted by an impossible-to-see foe with a sniper rifle as soon as you entered a raider camp, or something.
* Played with in ''VideoGame/{{Fallout 3}}'', since it no longer uses an isometric view.
** Many
weapons maxed can now be used to hit targets way beyond throwing distance, but enemies still don't go out of their way to keep the distance in between the player and them. Some will switch to more appropriate weapons as they or the player gets close, but many will cheerfully keep using laser and sniper rifles at 60.\\spitting distance. However, most weapons are rather ridiculous in terms of how much the shots spread from the point you're aiming at, keeping this trope in effect to an extent. [[JustifiedTrope Though it probably has been a while since when those weapons were made]]. However, this is even worse than you think: many weapons, the sniper rifle included, actually have an ArbitraryMaximumRange, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom; the best long-range weapon in the game is a lever-action rifle ''with iron sights'', because it does a lot of damage and has a spread of 0.
** Also strangely inverted as well, as the standard hunting rifle, one of the more effective long range weapons (slightly less than the sniper rifle's range) lacks iron sights entirely. This would make the weapon near impossible to aim at anything further than very close range in real life. The hunting rifle model was given proper iron sights in ''New Vegas'', which was required as that game introduced the ability to actually look down them. However, the sights added to the hunting rifle – both the default iron sights and the optional scope – are unfortunately off-centre (almost all of the returning weapons from ''3'' have wonky or otherwise barely-usable sights because they weren't designed for actually using them, or modified to fit the game that lets you).
** All of this is very much a case of design based on engine limitation, as the Gamebryo engine is not capable of having combat go on at the ranges such weapons would be used at in real life.
*** Completely averted with the the PC console-activated .44 Magnum (the very gun the Mysterious Stranger uses). It always scores a critical hit and ''WILL'' kill '''EVERYTHING''' (except your allies if you have the Broken Steel DLC) when you fire it. This means that random shots at vaguely-visible targets on the horizon can cause the game the game to notify you that you killed them with a critical hit, even if you can't even see what you hit.
** ''VideoGame/FalloutNewVegas'' does let you hit targets from as far as you can see them with the right guns (or, at least, it isn't as blatant about this trope as ''3'' is), so instead deprives you of your perfectly-placed Boom, Headshot by putting large, tall rocks or other scenery with [[HitboxDissonance even larger and taller collision boxes]] all over the Mojave, making actual sniping pretty much impossible since your target is always either hidden from view until you're five feet away from them or on the far side of an invisible wall. A perfect demonstration is in [[spoiler:the Second Battle of Hoover Dam, if you've sided with the NCR]] – the [[spoiler:Legate's camp]] has a sniper nest that, in real-world terms, is placed perfectly to overlook the entire camp and snipe any intruders, but in game-engine terms, is entirely useless because it is impossible for either the occupant to shoot out of it or you to shoot into it. There's also the fact that actual sniping even with a scoped weapon is still difficult anyway because even the dedicated sniper rifle's scope only zooms in about 3x.
* Similarly, all manner of ranged attacks in ''VideoGame/WorldOfWarcraft'', be they bows, guns, or magic fireballs, have a maximum range of 30–45 yards. They also have a ''minimum'' range, however. If the enemy gets too close you're forced into melee combat, so it is averted to a degree.
** As of the Mists of Pandaria expansion, this trope is played straight, as there is no longer a minimum distance on ranged weapons.
* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; however going by the game's own logic, the rifle is as powerful as a 12 gauge shotgun. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat, made even more so considering she's firing a sand grain sized pellet through an atmosphere.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\



Caused by the RuleOfFun, along with isometric view not being much good beyond throwing distance. VideoGame/{{Fallout|1}}, VideoGame/{{Fallout 2}} and Fallout Tactics would not be fun games if you got instantly blasted by an impossible-to-see foe with a sniper rifle as soon as you entered a raider camp, or something.
* Played with in VideoGame/{{Fallout 3}}, since it no longer uses an isometric view. Many weapons can now be used to hit targets way beyond throwing distance, but enemies still don't go out of their way to keep the distance in between the player and them. Some will switch to more appropriate weapons as they or the player gets close, but many will cheerfully keep using laser and sniper rifles at spitting distance. However, most weapons are rather ridiculous in terms of how much the shots spread from the point you're aiming at, keeping this trope in effect to an extent. [[JustifiedTrope Though it probably has been a while since when those weapons were made…]]\\

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Caused by Strangely, the RuleOfFun, along with isometric view not being much good beyond throwing distance. VideoGame/{{Fallout|1}}, VideoGame/{{Fallout 2}} and Fallout Tactics would not be fun games if you got instantly blasted by an impossible-to-see foe with ''VideoGame/MassEffect3'' trailer clearly shows Major Coats wielding a sniper rifle as soon as you entered a raider camp, or something.
* Played with in VideoGame/{{Fallout 3}}, since it no longer uses an isometric view. Many weapons can now be used to hit
against targets way beyond throwing distance, on the ground from the clock face of Big Ben. It's a longer range than any gunfight in the series.
* Makoto Sawatari of ''VideoGame/EternalFighterZero'' wields a gun as her primary weapon,
but enemies still only one of her specials (and one super) actually uses the gun as a long-range attack. It doesn't make much sense why her firing the gun straight forward only counts as a close-range attack.
* Both of the opening cinematic of ''VideoGame/StarWarsTheOldRepublic'' are guilty of this, but it's most blatant in the 'rage' opening for Imperial players. A skilled Sith is walking into enemy territory with no fear and the 6 mook soldiers decide to walk right up to him brandishing weapons. Here's a tip, when a guy who clearly outclasses you by order of magnitude and wields a short range weapon is approaching, 1)
don't go out get close, 2) don't ask questions before shooting, and 3) better yet retreat back and regroup with your stronger forces where you actually may be of their way to keep some use rather than dying in a second.
** And of course in
the game itself, the maximum range for ''any'' weapon, including '''sniper rifles''', is a whopping '''30 meters'''.
* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a
distance in between of only thirty feet or so, and this at a scale where the player melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''VideoGame/ShiningForce'', being essentially a clone of the series, has the same deal.
* In ''VisualNovel/FateStayNight'', the Archer class of Servant is supposed to specialize in long-range combat. But the Archer summoned in this particular Holy Grail War prefers to fight with [[DualWielding two shortswords]]. To be fair, though, these are special ''[[ThrowingYourSwordAlwaysWorks throwing]]'' swords with an explicit [[BoomerangComeback boomerang property]] ("[[VisualNovel Dodge it!]]"). He can also fire tracking, exploding arrows at machine-gun rate of fire
and them. Some will switch to more appropriate weapons as they or velocity, but only does this a few times in the player gets game. [[spoiler:The OTHER Archer, Gilgamesh, also fights up close, but many will cheerfully keep using laser though to his defence Gates of Babylon is relatively short-ranged and sniper rifles at spitting distance. However, most weapons are rather ridiculous in terms of how much Gilgamesh is the shots spread from type of person who likes to see his enemies crumble at his feet]]. In practice the point you're aiming at, keeping this trope in effect to an extent. [[JustifiedTrope Though it probably has been a while since Servants' class names often only make sense when those weapons were made…]]\\we see their [[LimitBreak ultimate attacks]]. The name "Archer" is something of a misnomer, however - "Archers" focus more on close combat, apparently being a justification for why they can dual wield.\\



However, this is worse than you think: Many weapons, the sniper rifle included, actually have an ArbitraryMaximumRange, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom.\\
\\
The best long-range weapon in the game is a lever-action rifle ''with iron sights'', because it does a lot of damage and has a spread of 0. Unfortunately, it uses the rarest ammo in the game. Oh yeah, and it was originally owned by Abraham Lincoln.\\
\\
Also strangely inverted as well, as the standard hunting rifle, one of the more effective long range weapons (slightly less than the sniper rifle's range) lacks iron sights entirely. This would make the weapon near impossible to aim at anything further than very close range in real life. The hunting rifle model was given proper iron sights in VideoGame/FalloutNewVegas, which was required as that game introduced the ability to actually look down them. However, the sights added to the hunting rifle – both the default iron sights and the optional scope – are unfortunately off centre. This makes using the hunting rifles at long range quite dubious.
** All of this is very much a case of design based on engine limitation, as the Gamebryo engine is not capable of having combat go on at the ranges such weapons would be used at in real life.
*** Completely averted with the the PC Console activated .44 Magnum (the very gun the Mysterious Stranger uses). It always scores a critical hit and ''WILL'' kill '''EVERYTHING''' (except your allies if you have the Broken Steel DLC) when you shoot it. This means that if you randomly fire off at vaguely visible targets out on the horizon, the game will notify you that you killed them with a critical hit, even if you didn't even see what you hit.
** ''VideoGame/FalloutNewVegas'' does let you hit targets from as far as you can see them with the right guns (or, at least, it isn't as blatant about this trope as ''3'' is), so instead deprives you of your perfectly-placed Boom, Headshot by putting large, tall rocks or other scenery with [[HitboxDissonance even larger and taller collision boxes]] all over the Mojave, making actual sniping pretty much impossible since your target is always either hidden from view until you're five feet away from them or on the far side of an invisible wall. A perfect demonstration is in [[spoiler:the Second Battle of Hoover Dam, if you've sided with the NCR]] – the [[spoiler:Legate's camp]] has a sniper nest that, in real-world terms, is placed perfectly to overlook the entire camp and snipe any intruders, but in game-engine terms, is entirely useless because it is impossible for either the occupant to shoot out of it or you to shoot into it. There's also the fact that actual sniping even with a scoped weapon is still difficult anyway because even the dedicated sniper rifle's scope only zooms in about 3x.
* Similarly, all manner of ranged attacks in ''VideoGame/WorldOfWarcraft'', be they bows, guns, or magic fireballs, have a maximum range of 30–45 yards. They also have a ''minimum'' range, however. If the enemy gets too close you're forced into melee combat, so it is averted to a degree.
** As of the Mists of Pandaria expansion, this trope is played straight, as there is no longer a minimum distance on ranged weapons.
* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; however going by the game's own logic, the rifle is as powerful as a 12 gauge shotgun. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat, made even more so considering she's firing a sand grain sized pellet through an atmosphere.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\
\\
Strangely, the ''VideoGame/MassEffect3'' trailer clearly shows Major Coats wielding a sniper rifle against targets on the ground from the clock face of Big Ben. It's a longer range than any gunfight in the series.
* Makoto Sawatari of ''VideoGame/EternalFighterZero'' wields a gun as her primary weapon, but only one of her specials (and one super) actually uses the gun as a long-range attack. It doesn't make much sense why her firing the gun straight forward only counts as a close-range attack.
* Both of the opening cinematic of ''VideoGame/StarWarsTheOldRepublic'' are guilty of this, but it's most blatant in the 'rage' opening for Imperial players. A skilled Sith is walking into enemy territory with no fear and the 6 mook soldiers decide to walk right up to him brandishing weapons. Here's a tip, when a guy who clearly outclasses you by order of magnitude and wields a short range weapon is approaching, 1) don't get close, 2) don't ask questions before shooting, and 3) better yet retreat back and regroup with your stronger forces where you actually may be of some use rather than dying in a second.
** And of course in the game itself, the maximum range for ''any'' weapon, including '''sniper rifles''', is a whopping '''30 meters'''.
* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a distance of only thirty feet or so, and this at a scale where the melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''VideoGame/ShiningForce'', being essentially a clone of the series, has the same deal.
* In ''VisualNovel/FateStayNight'', the Archer class of Servant is supposed to specialize in long-range combat. But the Archer summoned in this particular Holy Grail War prefers to fight with [[DualWielding two shortswords]]. To be fair, though, these are special ''[[ThrowingYourSwordAlwaysWorks throwing]]'' swords with an explicit [[BoomerangComeback boomerang property]] ("[[VisualNovel Dodge it!]]"). He can also fire tracking, exploding arrows at machine-gun rate of fire and velocity, but only does this a few times in the game. [[spoiler:The OTHER Archer, Gilgamesh, also fights up close, though to his defence Gates of Babylon is relatively short-ranged and Gilgamesh is the type of person who likes to see his enemies crumble at his feet]]. In practice the Servants' class names often only make sense when we see their [[LimitBreak ultimate attacks]]. The name "Archer" is something of a misnomer, however - "Archers" focus more on close combat, apparently being a justification for why they can dual wield.\\
\\



** This is partly explained by the family friendly nature of the series. The creator of the game openly stated that Snake doesn't use a realistic handgun because it wouldn't fit with the tone of the series, and as an extension he also deliberately misuses dangerous looking weaponry to make things more whimsical.
* ''VideoGame/MirrorsEdge'' is a heavy offender: the firearm-slinging {{Mooks}} will ''always'' try to club you with said firearms rather than gain distance and continue shooting. Not that [[ImperialStormtrooperMarksmanshipAcademy it'd help them much]] and it makes disarming easy as pie, so [[RuleOfFun nobody is complaining]]...

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** This is partly explained by the family friendly nature of the series. The creator of the game openly stated that Snake doesn't use a realistic handgun because it wouldn't fit with the tone of the series, and as an extension he also deliberately misuses dangerous looking dangerous-looking weaponry and explosives to make things more whimsical.
* ''VideoGame/MirrorsEdge'' is a heavy offender: the firearm-slinging {{Mooks}} will ''always'' try to club you with said firearms rather than gain distance and continue shooting. Not that [[ImperialStormtrooperMarksmanshipAcademy it'd help them much]] and much]], plus it makes disarming easy as pie, so [[RuleOfFun nobody is complaining]]...complaining]].



* Also shows up, shamefully, in the online MMO ''VideoGame/TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a rocket launcher with an "optimum" range, period? Or a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - this is a baffling limitation.
** …which is fantastic range compared to another sci-fi MMORPG, ''AnarchyOnline'' where most sniper rifles have a range of 35 meters(!) or less.
** all rocket launchers IRL have an optimal range. It's far enough away you won't be caught in the blast, but close enough so that the enemy can't really do anything about it like move out of the way (rockets are not lasers.) For the SMAW for instance, I believe it's 150m.

to:

* Also shows up, shamefully, in the online MMO ''VideoGame/TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a This makes sense for rocket launchers, which actually ''do'' have optimal ranges (close enough that the enemy can't really do anything to dodge before it hits, but not so close that [[HoistByHisOwnPetard the launcher with an "optimum" range, period? Or gets caught in the resulting blast]])... but a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - exotic, this is a baffling limitation.
** …which ** ...which is fantastic range compared to another sci-fi MMORPG, ''AnarchyOnline'' ''VideoGame/AnarchyOnline'' where most sniper rifles have a range of 35 meters(!) or less.
** all rocket launchers IRL have an optimal range. It's far enough away you won't be caught in the blast, but close enough so that the enemy can't really do anything about it like move out of the way (rockets are not lasers.) For the SMAW for instance, I believe it's 150m.
less.



* One of the many failings of the A.I. in ''SoldierOfFortune Payback'' is that many enemy soldiers will actually run at you from several dozen feet away to club you with their rifles instead of actually, you know, ''shooting'' at you. Even worse, if they remember what their guns are for and open fire after bashing you, you ''will'' die thanks to the game quadrupling all damage done by point-blank gunfire.
** Inverted with ''Soldier Of Fortune 2'', where your enemies have pixel-perfect accuracy at long distances, and your guns are [[ATeamFiring horribly inaccurate]] at said distance, even when they're the same gun as the enemy's. One of the many ways TheComputerIsACheatingBastard.

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* One of the many failings of the A.I. in ''SoldierOfFortune ''VideoGame/SoldierOfFortune: Payback'' is that many enemy soldiers will actually run at you from several dozen feet away to club you with their rifles instead of actually, you know, ''shooting'' at you. Even worse, if they remember what their guns are for and open fire after bashing you, you ''will'' die thanks to the game quadrupling all damage done by point-blank gunfire.
** Inverted with ''Soldier Of of Fortune 2'', where your enemies have pixel-perfect accuracy at long distances, and your guns are [[ATeamFiring horribly inaccurate]] at said distance, even when they're the same gun as the enemy's. One of the many ways TheComputerIsACheatingBastard.



** To the other extreme is quickscoping, making perfectly-accurate sniper shots without having to truly look through the scope, which is commonly used to make easy sniper kills from less than ten feet away. This sort of thing is taken to an extreme in one campaign level of ''Modern Warfare 3'', where the player's sniper rifle has a red dot sight mounted on the side of the barrel, just because; you can likewise opt to just use ironsights on certain normally-scoped rifles in ''VideoGame/CallOfDutyBlackOps2'' and ''VideoGame/CallOfDutyGhosts''.

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** To the other extreme is quickscoping, making perfectly-accurate sniper shots without having to truly look through the scope, which is commonly used to make easy sniper kills from less than ten feet away. This sort of thing is taken to an extreme in one campaign level of ''Modern Warfare 3'', where the player's sniper rifle has a red dot sight mounted on the side of the barrel, just because; you can likewise opt to just use ironsights on certain normally-scoped rifles in ''VideoGame/CallOfDutyBlackOps2'' and ''VideoGame/CallOfDutyGhosts''.''VideoGame/CallOfDutyGhosts'', with later games allowing the sniper rifles the use of the same short-range optics as any other non-explosive weapon.
10th Oct '16 10:10:06 AM Morgenthaler
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* In the ''GauntsGhosts'' novel ''The Armour of Contempt'', being able to connect with a "tread fether" anti-tank missile at 300 metres is considered great. Problem is, even back in 'Nam the [[http://en.wikipedia.org/wiki/RPG-7 RPG-7]] was accurate up to 300 and maxed out at ~920, while the [[http://en.wikipedia.org/wiki/M72_LAW LAW]] was good up to 200. In contrast, 1990s technology like the [[http://en.wikipedia.org/wiki/FGM-148_Javelin Javelin]] is good up to 2500 and guided to boot. Unless the Guard has regressed to 'Nam levels of technology, less than 300 metres is awful. Considering the [[TabletopGame/{{Warhammer 40000}} setting]], however, that explanation is entirely plausible.

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* In the ''GauntsGhosts'' ''Literature/GauntsGhosts'' novel ''The Armour of Contempt'', being able to connect with a "tread fether" anti-tank missile at 300 metres is considered great. Problem is, even back in 'Nam the [[http://en.wikipedia.org/wiki/RPG-7 RPG-7]] was accurate up to 300 and maxed out at ~920, while the [[http://en.wikipedia.org/wiki/M72_LAW LAW]] was good up to 200. In contrast, 1990s technology like the [[http://en.wikipedia.org/wiki/FGM-148_Javelin Javelin]] is good up to 2500 and guided to boot. Unless the Guard has regressed to 'Nam levels of technology, less than 300 metres is awful. Considering the [[TabletopGame/{{Warhammer 40000}} setting]], however, that explanation is entirely plausible.
30th Sep '16 10:39:51 AM nighttrainfm
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[[caption-width-right:350: Only a complete '''lunatic''' would use a bazooka that close to the targ— [[TheJoker oh, yeah. Right]].]]

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[[caption-width-right:350: Only a complete '''lunatic''' would use a bazooka that close to the targ— [[TheJoker [[ComicBook/TheJoker oh, yeah. Right]].]]
26th Sep '16 3:23:55 PM SirRed
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[[caption-width-right:350: Only a complete '''lunatic''' would use a bazooka that close to the targ— [[SelfDemonstrating/TheJoker oh, yeah. Right]].]]

to:

[[caption-width-right:350: Only a complete '''lunatic''' would use a bazooka that close to the targ— [[SelfDemonstrating/TheJoker [[TheJoker oh, yeah. Right]].]]
9th Aug '16 10:05:34 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' games, it's entirely possible to "no scope" an enemy, meaning you shoot them dead with a sniper rifle without using the scope. As the rifle has a really long barrel and most players prefer to move while firing instead of standing in one spot, this is somewhat difficult to do.
** It became progressively easier (relative to actual scoped firing) to no-scope as the games progressed.
** Guns in general in Halo have ludicrously short range. SMG, automatic plasma weapons, the Spiker, and the AR fall victim to this trope the most, though the turrets can be somewhat silly, too.
** Explicitly for balance reasons, melee is more effective than shooting people. In fact, someone calculated that if a Spartan can flip a Scorpion in the time they do, they should be able to ''throw'' the bullets and do more than shooting, never mind melee.
** Elites, particularly in ''VideoGame/HaloReach'', will often flank your position and assassinate you with a melee attack.

to:

* In the ''Franchise/{{Halo}}'' games, it's ''Franchise/{{Halo}}'':
** It's
entirely possible to "no scope" an enemy, meaning you shoot them dead with a sniper rifle without using the scope. As the rifle has a really long barrel and most players prefer to move while firing instead of standing in one spot, this is somewhat difficult to do.
** It became progressively
do; while the games initially trended towards making it easier (relative to actual scoped firing) to no-scope as the games progressed.
no-scope, they've since trended back towards making it more difficult again.
** Guns in general in Halo have ludicrously short range. The SMG, automatic plasma weapons, the Spiker, the shotgun, and the AR tend to be the ones to fall victim to this trope the most, though the turrets can be somewhat silly, too.
** Explicitly for balance reasons, melee is more effective than shooting people. In fact, someone calculated that if a Spartan can flip a Scorpion in the time they do, they should be able to ''throw'' the bullets and do more than shooting, never mind melee.
** Elites, particularly in ''VideoGame/HaloReach'', will often flank your position and assassinate you with a melee attack.
too.
28th Jun '16 3:27:17 AM Morgenthaler
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* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a distance of only thirty feet or so, and this at a scale where the melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''ShiningForce'', being essentially a clone of the series, has the same deal.

to:

* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a distance of only thirty feet or so, and this at a scale where the melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''ShiningForce'', ''VideoGame/ShiningForce'', being essentially a clone of the series, has the same deal.



* Also shows up, shamefully, in the online MMO ''TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a rocket launcher with an "optimum" range, period? Or a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - this is a baffling limitation.

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* Also shows up, shamefully, in the online MMO ''TabulaRasa'', ''VideoGame/TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a rocket launcher with an "optimum" range, period? Or a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - this is a baffling limitation.
20th May '16 1:45:58 PM REV6Pilot
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However, this is worse than you think: Many weapons, the sniper rifle included, actually have an invisible maximum range, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom.\\

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However, this is worse than you think: Many weapons, the sniper rifle included, actually have an invisible maximum range, ArbitraryMaximumRange, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom.\\
19th May '16 4:23:54 AM bloodraven117
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* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; the pistols would probably be as effective as a present-day rifle. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\

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* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; however going by the pistols would probably be game's own logic, the rifle is as effective powerful as a present-day rifle.12 gauge shotgun. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat.feat, made even more so considering she's firing a sand grain sized pellet through an atmosphere.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\
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