History Main / SightedGunsAreLowTech

8th May '17 10:36:31 PM Kadorhal
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* Excluding the scoped version used by Private Watkins and the Mk II variant briefly shown near the end of the film, the Morita assault rifles in TheFilmOfTheBook ''Film/StarshipTroopers'' lack sights of any kind. Combined with [[ArtisticLicenseGunSafety a complete lack of any sort of safety protocols at the firing range]], this is [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise taken to its logical conclusion]] when the recruits are training with live ammo.

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* Excluding the scoped version used by Private Watkins and the Mk II variant with a front post briefly shown near the end of the film, the Morita assault rifles in TheFilmOfTheBook ''Film/StarshipTroopers'' lack sights of any kind. Combined with [[ArtisticLicenseGunSafety a complete lack of any sort of safety protocols at the firing range]], this is [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise taken to its logical conclusion]] when the recruits are training with live ammo.


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* The LAPD 2019 Blaster from ''Film/BladeRunner'' is a partial example, as it only has a visible front sight - the gun it's based on has a channel along the top of the frame acting as the rear sight, which was completely covered by the receiver of an entirely different weapon as part of its makeover to turn it into the blaster.
8th May '17 1:47:01 PM Kadorhal
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* Excluding the scoped version used by Private Watkins, the Morita Mk I assault rifles in TheFilmOfTheBook ''Film/StarshipTroopers'' lack sights of any kind. [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise This is taken to its logical conclusion when the recruits are training with live ammo.]] The Mk II variant shown near the end of the film does have a front sight, at least.

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* Excluding the scoped version used by Private Watkins, Watkins and the Mk II variant briefly shown near the end of the film, the Morita Mk I assault rifles in TheFilmOfTheBook ''Film/StarshipTroopers'' lack sights of any kind. Combined with [[ArtisticLicenseGunSafety a complete lack of any sort of safety protocols at the firing range]], this is [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise This is taken to its logical conclusion conclusion]] when the recruits are training with live ammo.]] The Mk II variant shown near the end of the film does have a front sight, at least.



* ''Franchise/StarTrek'' phasers have no sights at all. The official HandWave is that don't actually ''need'' sights: all the one-handed phasers are designed specifically to be point and shoot. Where you point with your index finger (if you extended it) is where you shoot. In practice, actors had so much trouble aiming their guns (so that the effects team could add in the beams coming straight out of the weapons and still hit the target) that the weapons were redesigned with gun sights for ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.

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* ''Franchise/StarTrek'' phasers have no sights at all. The official HandWave is that don't actually ''need'' sights: all the one-handed phasers are designed specifically to be point and shoot. Where you point with shoot, where your index finger (if you points if it were extended it) is would be where you shoot. In practice, actors had so much trouble aiming their guns (so that the effects team could add in the beams coming straight out of the weapons and still hit the target) that the weapons were redesigned with gun sights for ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.



** The [[OurElvesAreBetter Eldar]] almost completely avert this, pretty much every weapon in their arsenal (down to the pistols...) is equipped with either an optical scope or a sense-link that allows the user's HUD to display a view of what the gun is looking at.

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** The [[OurElvesAreBetter Eldar]] almost completely avert this, pretty much every weapon in their arsenal (down to the pistols...) pistols) is equipped with either an optical scope or a sense-link that allows the user's HUD to display a view of what the gun is looking at.



** The entire top of the assault rifle completely smooth (though the ExpandedUniverse claims that the weapon has backup iron sights somewhere along the top). So are most of the non-precision Covenant weapons.

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** The entire top of the assault rifle is completely smooth (though the ExpandedUniverse claims that the weapon has backup iron sights somewhere along the top). So are most of the non-precision Covenant weapons.



** [[JustifiedTrope Justified]] with the needler though, as it fires homing ammunition and thus does not need precision aiming. It's also justified with the Forerunners, whose guns were built for specifically for PoweredArmor-wearing soldiers and robots with independent targeting systems.

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** [[JustifiedTrope Justified]] with the needler though, as it fires homing ammunition and thus does not need precision aiming. It's also justified with the Forerunners, whose guns were built for specifically for PoweredArmor-wearing soldiers and robots with independent targeting systems.



* The machine gun (which is actually more of a submachine gun) from ''VideoGame/{{Doom}} 3'' seems to be completely ripped off from the assault rifle from the ''Halo'' games. That means it has no sights.
** In the original ''Doom'' games neither of the energy weapons have any sights (though with the {{BFG}} [[ThereIsNoKillLikeOverkill you really don't need them]]). The rocket launcher sports both a rear sight and a pistol grip to make it viable, but said sight can't be seen in first person.

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* The machine gun (which is actually more of a submachine gun) from ''VideoGame/{{Doom}} 3'' ''VideoGame/{{Doom 3}}'' seems to be completely ripped off from the assault rifle from the ''Halo'' games. That means it has no sights.
** In the original ''Doom'' games ''VideoGame/{{Doom}}'' games, neither of the energy weapons have any sights (though with the {{BFG}} [[ThereIsNoKillLikeOverkill you really don't need them]]). The rocket launcher sports both a rear sight and a pistol grip to make it viable, but said sight can't be seen in first person.



* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will only actually directly looks down them when zooming if the weapon has a scope or reflex sight of some form, every weapon save the Psychosis Gun, which isn't really a gun in any sense, has sights of some variety - even the plasma rifle (thanks to being more or less a direct copy of the real-life FAMAS assault rifle) that almost any other game at the time would have never bothered putting sights on ''because'' it's a plasma rifle.

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* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will only actually directly looks down them when zooming if the weapon has a scope or reflex sight of some form, every weapon save the Psychosis Gun, which isn't really a gun in any sense, has sights of some variety - even the plasma rifle (thanks to being more or less a direct copy of the real-life FAMAS assault rifle) that almost any other game at the time would have never bothered putting sights on ''because'' it's a plasma rifle.



* Subverted with the Bullseye from ''VideoGame/{{Resistance}}''. While the gun lacks physical sights, it has a holographic HUD that serves the same function. Plus there's the SecondaryFire, which causes its bullets to home in on a tagged target no matter what direction they're fired in.

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* Subverted with the Bullseye from ''VideoGame/{{Resistance}}''. While the gun lacks physical sights, it has a holographic HUD that serves the same function. Plus there's the SecondaryFire, which causes its bullets to home in on a tagged target no matter what direction they're fired in.in; you can also see it has a LaserSight when a homing tag is active.
7th May '17 7:55:29 PM Kadorhal
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* The Tavor TAR-21 CoolGuns/{{assault rifle|s}} was actually initially designed without ironsights, instead meant solely for use with the ITL MARS red dot sight. The production version does have regular ironsights, but there's still hints that it was meant to use the MARS, such as the fact that the battery for that sight is within the body of the rifle, rather than the sight.
7th May '17 7:47:40 PM Kadorhal
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** The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly.

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** The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly.fly, almost all options either able to be zeroed or having markings to determine where the shot will land at certain distances.
22nd Feb '17 4:18:58 PM REV6Pilot
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* Averted in ''Franchise/DeadSpace'' if you look closely. The pulse rifle, which is the only weapon in the game that was actually designed to be used ''as a weapon'' rather than a mining tool, does indeed have iron sights on it (although like all weapons in the game, you aim it using a laser pointer instead).
* Averted with most of the guns in ''VideoGame/{{Borderlands}}'' naturally, since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 anything and everything]] can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.

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* Averted in ''Franchise/DeadSpace'' if you look closely. The pulse rifle, which is the only weapon in the game that was actually designed to be used ''as a weapon'' rather than a mining tool, does indeed have iron sights on it (although like all weapons in the game, you aim it using a laser pointer LaserSight instead).
* Averted naturally with most of the guns in ''VideoGame/{{Borderlands}}'' naturally, ''VideoGame/{{Borderlands}}'', since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 anything and everything]] can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.
16th Feb '17 4:56:51 PM Kadorhal
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* Averted with most of the guns in ''VideoGame/{{Borderlands}}'' naturally, since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally anything and everything can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.

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* Averted with most of the guns in ''VideoGame/{{Borderlands}}'' naturally, since the game allows you to aim down the sights. However, sometimes the random gun generator will produce a weapon with a very strange sight setup on it, and there are a few pistols that don't have sights at all. And thanks to the randomized drops, literally [[http://www.awkwardzombie.com/index.php?page=0&comic=041210 anything and everything everything]] can have a scope on it. Including [[ShortRangeShotgun a Terrible Scattergun with a 60º spread]] having a 5x sight.



** Bizarrely averted in ''F.E.A.R. 2'', which features the Seegert [=ACM46=], a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, and which no one to this day has figured out how to use properly.
** Most of the energy weapons through the series play this straight; especially odd in the case of the Type-7 in the first game, as it's the game's resident DisintegratorRay-as-SniperRifle; the first game also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual scopes (the ASP and ''Perseus Mandate''[='=]s VES), with some oddities resulting from that such as the HV Penetrator having both front ''and'' rear sights positioned on the front of the weapon. ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities such as the above [=ACM46=] pistol, an automatic shotgun with only a front sight, a small handful of other ballistic weapons not having proper ironsights because of them having some variety of powered optic, like the assault rifle with its red dot scope,[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and energy weapons (except for the scoped Type-12 {{BFG}}) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]]. The [=LP4=] LightningGun from the first game's ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.

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** Bizarrely averted The first game plays this straight for the most part. Most of the energy weapons in particular lack sights of any kind, which is especially odd in the case of the Type-7 Particle Weapon, which is the game's resident DisintegratorRay-as-SniperRifle. The weapons that ''did'' have sights also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual scopes (the ASP and ''Perseus Mandate''[='=]s VES), with some oddities resulting from that such as the HV Penetrator having both front ''and'' rear sights positioned on the front of the weapon, which wouldn't be able to be lined up properly anyway with the [[DiegeticInterface ammunition counter]] jutting out of the gun just behind them. The [=LP4=] LightningGun from the ''Perseus Mandate'' expansion pack justifies it in that the arc curves towards the target, so not much precision is needed.
**
''F.E.A.R. 2'', which features 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities. One of the most bizarre ''aversions'', however, is the Seegert [=ACM46=], [=ACM46=] pistol, a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, and which no one to this day has figured out how to use properly.
** Most of the energy weapons through the series play this straight; especially odd in the case of the Type-7 in the first game, as it's the game's resident DisintegratorRay-as-SniperRifle; the first game also had the caveat that the aiming mode was just a generic zoom except for the weapons with actual scopes (the ASP and ''Perseus Mandate''[='=]s VES), with some
properly. Other oddities resulting from that such as include the HV Penetrator having both front ''and'' rear sights positioned on the front of the weapon. ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities such as the above [=ACM46=] pistol, an automatic Ultra92 shotgun with only having a front sight, a small handful of other ballistic weapons not having proper ironsights because of them having they have some variety of powered optic, optic like the [=PK470=] assault rifle with its red dot scope,[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and energy weapons (except for the scoped Type-12 {{BFG}}) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]]. The [=LP4=] LightningGun from
** ''F.3.A.R.'' averts this further for
the first game's ''Perseus Mandate'' expansion pack justifies it in ballistic weapons. ''Every'' one of them, even those with optics of some kind, or the [[GunsAkimbo dual machine pistols]] you can't aim properly with, have iron sights. Energy weapons still play this straight, however, as even the ones that look like they have sights are given the arc curves towards the target, so not much precision is needed.old generic zoom mode.
8th Feb '17 11:13:06 PM Kadorhal
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** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights (The other major exception is the pistol, which has a special sighting system that is connected to the user's helmet. With it they can zoom in on targets digitally and pinpoint their shots). Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even some of the [[{{Precursors}} Forerunner]] guns have sights.

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** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights (The sights. The other major exception is the pistol, which has a special sighting system that is [[DiegeticInterface connected to the user's helmet. helmet]]. With it they can zoom in on targets digitally and pinpoint their shots).shots. Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even some of the [[{{Precursors}} Forerunner]] guns have sights.



* Averted in ''VideoGame/HalfLife2''. The [=AR2=] Overwatch Standard Issue Pulse Rifle has tiny iron sights. Nobody uses them and they're hardly noticeable, though. The [=MP7=] has an open reflex sight.
** The Tau Cannon from the first game seems ''specifically designed'' to be fired from the hip. On the other hand, it IS a prototype that doesn't even have covering, much less sights of any kind.

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* Averted in ''VideoGame/HalfLife2''. The [=MP7=] has an open reflex sight and the [=AR2=] Overwatch Standard Issue Pulse Rifle has tiny iron sights. Nobody uses them and they're they latter are hardly noticeable, though. The [=MP7=] has an open reflex sight.
though.
** The Tau Cannon from the first game seems ''specifically designed'' to be fired from the hip. On the other hand, it IS ''is'' a prototype that doesn't even have covering, much less sights of any kind.



* Averted in ''VideoGame/PerfectDark Zero''. All the guns can be fired from their sights, though Joanna only actually directly looks down them if the weapon has a scope or reflex sight of some form.

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* Averted in ''VideoGame/PerfectDark Zero''. All the guns can be fired from their sights, though Although Joanna will only actually directly looks down them when zooming if the weapon has a scope or reflex sight of some form.form, every weapon save the Psychosis Gun, which isn't really a gun in any sense, has sights of some variety - even the plasma rifle (thanks to being more or less a direct copy of the real-life FAMAS assault rifle) that almost any other game at the time would have never bothered putting sights on ''because'' it's a plasma rifle.



** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't either, but on many of them that do have iron sights (like the grenade rifle) it's more of a hindrance than it is helpful. ''Honest Hearts'' DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent although provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights and scopes can be attached. The Laser RCW does have a iron sight but seeing how it's a close to mid range weapon there's little point.

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** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't either, but on many of them that do have iron sights (like the grenade rifle) it's more of a hindrance than it is helpful. The ''Honest Hearts'' DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent although bent; regardless, provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights and scopes can be attached. The Laser RCW does have a iron sight but seeing how it's a close to mid range weapon there's little point.



* Required in one level of ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'', after an EMP strike which renders aftermarket gunsights useless. This requires the use of firearms with iron sights, thus forcing the player to [[ThrowAwayGuns dispose of them]] consequentially. [[note]]And, no, [[FridgeLogic you can't just remove the optics or use any backup ironsights that might be on them]]; the game engine doesn't let you, and for good measure just about every gun in the game has its iron sights removed entirely if optics are mounted - even when the real gun ''needs'' those sights attached to function properly, like the M16 and M4 having their gas block built into the front sight. However, you can find weapons without optics a while before your first firefight after the EMP. Also, a real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because EMP's really only destroy the more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] It does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment.

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* Required in one level of ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'', after an EMP strike which renders powered aftermarket gunsights sights useless. This requires the use of firearms with iron sights, thus forcing the player to [[ThrowAwayGuns dispose of them]] consequentially. [[note]]And, no, [[FridgeLogic you can't just remove the optics or use any backup ironsights that might be on them]]; the game engine doesn't let you, and for good measure just about every gun in the game has its iron sights removed entirely if optics are mounted - even when the real gun ''needs'' those sights attached to function properly, like the M16 and M4 having their gas block built into the front sight. However, you can find weapons without optics a while before your first firefight after the EMP. Also, a real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because EMP's [=EMPs=] really only destroy the more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] It does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment.
8th Feb '17 11:02:32 AM UmbrellasWereAwesome
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*** The one major exception is the pistol. The pistol has a special sighting system that is connected to the user's helmet. With it they can zoom in on targets digitally and pinpoint their shots.
** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights. Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even some of the [[{{Precursors}} Forerunner]] guns have sights.

to:

*** The one ** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights (The other major exception is the pistol. The pistol pistol, which has a special sighting system that is connected to the user's helmet. With it they can zoom in on targets digitally and pinpoint their shots.
** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights.
shots). Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even some of the [[{{Precursors}} Forerunner]] guns have sights.
27th Jan '17 10:46:49 AM SolidSonicTH
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Added DiffLines:

*** The one major exception is the pistol. The pistol has a special sighting system that is connected to the user's helmet. With it they can zoom in on targets digitally and pinpoint their shots.
20th Jan '17 12:52:56 AM DastardlyDemolition
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** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't either, but on many of them that do have iron sights (like the grenade rifle) it's more of a hindrance than it is helpful. One DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent. Provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights can be attached.

to:

** Played nearly straight in ''VideoGame/FalloutNewVegas'', though, which optionally uses iron sights as opposed to just zooming in. Almost all kinetic weapons use them (the only exceptions are the minigun and its unique variant), but a number of energy weapons, particularly lasers, do not. Most explosives don't either, but on many of them that do have iron sights (like the grenade rifle) it's more of a hindrance than it is helpful. One ''Honest Hearts'' DLC has a great rifle available to find, but after its many years of both pre- and post-nuclear service its front sight is bent. Provided bent although provided you point the right post at what you want to shoot, the sights are still ''perfectly accurate''. The main game's hunting rifle also has misaligned sights, though attaching a scope fixes this (on top of providing a zoom). The Gun Runners' Arsenal DLC adds versions of default laser/plasma weapons to which iron sights and scopes can be attached.attached. The Laser RCW does have a iron sight but seeing how it's a close to mid range weapon there's little point.
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