History Main / SniperPistol

10th Sep '17 11:38:19 AM Jacce
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** Or there was just so many hounds that it would be difficult to miss. He also aims for the [[CoolHorse horse]] his brother Julian (the handler) is riding on and misses, although Random mentions a rumor that the horse can only be killed by a [[SilverBullet silver bullet]].
5th Aug '17 10:24:35 PM HighCrate
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* Almost all weapons in the ''[[{{VideoGame/XCOM}} XCOM]]'' games have no maximum limit to their range, so a pistol can easily shoot across the map, assuming there's nothing in the way. Soldiers ''do'' have a limited range of vision, but this is easily overcome with the use of spotters. Plus, the chances of actually hitting an enemy at such long range are miniscule in a game where your soldiers are the leftovers too inaccurate to be stormtroopers.
** Mostly averted in ''VideoGame/XCOMEnemyUnknown'', as the pistol does little damage and is pitifully inaccurate at range (though less so than the shotgun, making it a reasonable backup for Assault soldiers), making it more designed to be used by a sniper up close, [[EmergencyWeapon if you run out of ammo in a pinch]], or just weaken the target for capture. "Mostly" because probably due to a coder oversight, a pistol-wielding sniper on Overwatch with the Squad Sight perk still gets a reaction shot against enemies outside of his/her pistol's effective aiming range (something that is usually reserved for sniper rifles only). That being said, Snipers are also the only class with a perk that increase the base damage of the pistol: combined with the Foundry upgrades that increase pistol damage and effectiveness, they'll be able to reach the same kind of overall damage values as other soldiers wielding heavier weaponry of the same type.
** ''VideoGame/XCOM2'' plays this trope straight to an incredible degree, with the Sharpshooter Class (XCOM 2's equivalent to the sniper) not only being the only class with a pistol, but having one of the 2 skill paths being devoted to pistol marksmanship.
*** The Alien Hunters DLC added the Shadowkeeper, a pistol with a permanent Aim bonus and no range penalties: Anything within non-Squadsight range can be hit with a reasonable chance. And that's before the once-a-mission auto-hit shot comes in...
** Averted in the ''VideoGame/UFOAfterBlank'' spiritual successor trilogy. All weapons have two range stats for each of their fire modes - "effective range", beyond which the user will suffer increasing accuracy penalties, and "maximum range", beyond which the weapon cannot be fired at all (the accuracy penalties drop your accuracy to zero at this point, and soldiers will either refuse the order to fire or move closer before shooting depending which game in the trilogy is being played). Pistols have very short effective ranges and short max ranges, especially on full-auto (for those pistols where it's an option), and can't hope to match the range, accuracy and single-shot damage of equivalent tech sniper weapons. As an example, in ''UFO Aftermath'' the entry level sniper rifle (Remington 800) has triple the effective and maximum range of the standard handguns, and equals or exceeds the per-shot damage of all equivalent (and almost all higher-tech) pistols. Generally, pistols conform to their real-life role of small, lightweight backup weapons.

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* Almost all weapons in the ''[[{{VideoGame/XCOM}} XCOM]]'' games have no maximum limit to their range, so a pistol can easily shoot across the map, assuming there's nothing in the way. Soldiers ''do'' have a limited range of vision, but this is easily overcome with the use of spotters. Plus, the chances of actually hitting an enemy at such long range are miniscule in a game where your soldiers are the leftovers too inaccurate to be stormtroopers.
** Mostly averted in ''VideoGame/XCOMEnemyUnknown'', as the pistol does little damage and is pitifully inaccurate at range (though less so than the shotgun, making it a reasonable backup for Assault soldiers), making it more designed to be used by a sniper up close, [[EmergencyWeapon if you run out of ammo in a pinch]], or just weaken the target for capture. "Mostly" because probably due to a coder oversight, a pistol-wielding sniper on Overwatch with the Squad Sight perk still gets a reaction shot against enemies outside of his/her pistol's effective aiming range (something that is usually reserved for sniper rifles only). That being said, Snipers are also the only class with a perk that increase the base damage of the pistol: combined with the Foundry upgrades that increase pistol damage and effectiveness, they'll be able to reach the same kind of overall damage values as other soldiers wielding heavier weaponry of the same type.
** ''VideoGame/XCOM2'' plays this trope straight to an incredible degree, with the Sharpshooter Class (XCOM 2's equivalent to the sniper) not only being the only class with a pistol, but having one of the 2 skill paths being devoted to pistol marksmanship.
***
''VideoGame/XCOM2'': The Alien Hunters DLC added the Shadowkeeper, a pistol with a permanent Aim bonus and no range penalties: Anything within non-Squadsight range can be hit with a reasonable chance. And that's before the once-a-mission auto-hit shot comes in...
** Averted in the ''VideoGame/UFOAfterBlank'' spiritual successor trilogy. All weapons have two range stats for each of their fire modes - "effective range", beyond which the user will suffer increasing accuracy penalties, and "maximum range", beyond which the weapon cannot be fired at all (the accuracy penalties drop your accuracy to zero at this point, and soldiers will either refuse the order to fire or move closer before shooting depending which game in the trilogy is being played). Pistols have very short effective ranges and short max ranges, especially on full-auto (for those pistols where it's an option), and can't hope to match the range, accuracy and single-shot damage of equivalent tech sniper weapons. As an example, in ''UFO Aftermath'' the entry level sniper rifle (Remington 800) has triple the effective and maximum range of the standard handguns, and equals or exceeds the per-shot damage of all equivalent (and almost all higher-tech) pistols. Generally, pistols conform to their real-life role of small, lightweight backup weapons.
in...
31st Jul '17 12:28:07 PM Caps-luna
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* Many early semi-automatics with adjustable sights had the sights go up to a kilometer or more. To be fair, removable stocks were also commonly sold with semi-autos at the time.

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* Many early semi-automatics semi-automatic pistosl with adjustable sights had the sights go up to a kilometer or more. To be fair, removable stocks were also commonly sold with semi-autos at the time.
31st Jul '17 12:27:24 PM Caps-luna
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* Many early semi-automatics with adjustable sights had the sights go up to a kilometer or more. To be fair, removable stocks were also commonly sold with semi-autos at the time.
20th Apr '17 3:02:44 AM AaronHong
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[[folder:Western Animation]]
* Megatron from ''{{WesternAnimation/Transformers}}'' turned into a Walther with scope, stock and extended barrel. [[KibblesAndBits Only the scope has a proper location in robot mode.]]
[[/folder]]
16th Apr '17 12:16:45 PM Megacandy
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* ''Videogame/ReturnToCastleWolfenstein'' features a sniper machine pistol, the silenced Sten gun. Though scopeless, it has the lowest bullet spread of any weapon and can hit with pixel-perfect accuracy across the map.
** Of course, ''Videogame/WolfensteinEnemyTerritory'''s version inherits this chatacteristic.
24th Mar '17 7:26:10 PM nombretomado
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* The {{Nintendo 64}} adaptation of ''Film/TheWorldIsNotEnough'' gives you a [[RevolversAreJustBetter Colt Anaconda]] which is equipped with a scope. Since it's the [[HandCannon most powerful pistol]] in the game, it fits this well as accurately-aimed shots can be one-shot kills.

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* The {{Nintendo 64}} UsefulNotes/Nintendo64 adaptation of ''Film/TheWorldIsNotEnough'' gives you a [[RevolversAreJustBetter Colt Anaconda]] which is equipped with a scope. Since it's the [[HandCannon most powerful pistol]] in the game, it fits this well as accurately-aimed shots can be one-shot kills.
17th Mar '17 9:05:28 PM Jake18
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** [[VideoGame/MafiaIII The third game]] allows you to obtain a scoped revolver as a favor from Vito.
17th Feb '17 3:24:51 PM margdean56
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* The primary, and ultimately insurmountable, reason for pistol inaccuracy is the simple fact that a pistol, by definition, has a relatively short barrel, which reduces the amount of rifling (grooves) in the barrel that can apply spin to the bullet. Make the barrel longer, and you either have a rifle with no stock, or a pistol that is ''really'' inconvenient - imagine trying to draw a pistol with even a 1-foot barrel out of a hip holster when you're in a hurry, much less in a shoulder holster or when carrying concealed.
* The Remington XP100 is a notable example, being a bolt-action pistol based on the Remington 700 rifle line. Chambered in the propietary .221 Fireball cartridge, it ''was'' very accurate at long ranges.

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* The primary, and ultimately insurmountable, reason for pistol inaccuracy is the simple fact that a pistol, by definition, has a relatively short barrel, which reduces the amount of rifling (grooves) in the barrel that can apply spin to the bullet. Make the barrel longer, and you either have a rifle with no stock, or a pistol that is ''really'' inconvenient - -- imagine trying to draw a pistol with even a 1-foot barrel out of a hip holster when you're in a hurry, much less in a shoulder holster or when carrying concealed.
* The Remington XP100 [=XP100=] is a notable example, being a bolt-action pistol based on the Remington 700 rifle line. Chambered in the propietary .proprietary .221 Fireball cartridge, it ''was'' very accurate at long ranges.
10th Feb '17 4:03:56 PM zachaquack1987
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* ''Film/{{XXX}}'' In the opening, ''ColdSniper'' Kirill kills a secret agent with one of these. Justified in that the pistol is a custom job with specialized rail attachments.
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