History Main / SortingAlgorithmOfWeaponEffectiveness

14th Jan '17 12:50:18 PM nombretomado
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* LucasArts game ''Gladius'' ends the game in the town of Caltha, which is in the Imperium. Depending on which campaign you're playing, you either begin the game in the Imperium or go there second, and will only return at the end of the game. Even though the player can't fight the high-end battles in Caltha, though, they can buy the items... if they could ever afford them! The prices are sky-high, and since you can't backtrack to the Imperium after you've left, there's really no way to get a hold on these prizes.

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* LucasArts Creator/LucasArts game ''Gladius'' ''{{VideoGame/Gladius}}'' ends the game in the town of Caltha, which is in the Imperium. Depending on which campaign you're playing, you either begin the game in the Imperium or go there second, and will only return at the end of the game. Even though the player can't fight the high-end battles in Caltha, though, they can buy the items... if they could ever afford them! The prices are sky-high, and since you can't backtrack to the Imperium after you've left, there's really no way to get a hold on these prizes.
27th Dec '16 7:19:11 AM MiddleEighth
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[[folder: Fan Works]]
*In ''Fanfic/TheKeysStandAlone'', at least in regards to the Pyar cities, the really good stuff can only be found in the very dangerous cities of Darrodech (tech items) and Daarthayu (magic items and spells). Tevri'ed, the safest city, has a vast supply of everyday items but relatively weak magic and tech.
**This is only mentioned in passing; the four never do go looking for anything strong, except for the amulet that will give Ringo the ability to see through masks, and that's not exactly in a store.
[[/folder]]
8th Dec '16 7:28:17 AM Morgenthaler
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* Generally this is also true in ''TabletopGame/{{Shadowrun}}'', ''TabletopGame/CallOfCthulhu'', ''TabletopGame/AllFleshMustBeEaten'', ''TabletopGame/{{Traveller}}'', ''StarWars'' games for non-Force-users, ''TabletopGame/DeadLands'', ''TabletopGame/UnknownArmies'', and most games following Science Fiction, Modern Horror, or Historical tropes. Players often ''think'' this trope is ubiquitous in RPGS because of the overwhelming popularity of D&D. It fits these types of settings much better. Using ''StarWars'' as an example, it's much cooler to think Han's blaster is just a really well-made heavy blaster and the reason it's so lethal is because Han Solo is the BadAss using it.

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* Generally this is also true in ''TabletopGame/{{Shadowrun}}'', ''TabletopGame/CallOfCthulhu'', ''TabletopGame/AllFleshMustBeEaten'', ''TabletopGame/{{Traveller}}'', ''StarWars'' games for non-Force-users, ''TabletopGame/DeadLands'', ''TabletopGame/UnknownArmies'', and most games following Science Fiction, Modern Horror, or Historical tropes. Players often ''think'' this trope is ubiquitous in RPGS because of the overwhelming popularity of D&D. It fits these types of settings much better. Using ''StarWars'' as an example, it's much cooler to think Han's blaster is just a really well-made heavy blaster and the reason it's so lethal is because Han Solo is the BadAss badass using it.
15th Nov '16 7:01:32 PM nombretomado
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** It does compensate for this somewhat by making the earlier weapons [[MagikarpPower better than the later weapons]] when they're fully upgraded (or at least gives them some advantage). For example the "Broken Butterfly" revolver ends up more powerful than the semi-automatic "Killer7" (both use the game's rare-but-powerful magnum rounds) and the bolt action rifle ends up more powerful (albeit slower) than the semi-automatic sniper rifle.

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** It does compensate for this somewhat by making the earlier weapons [[MagikarpPower better than the later weapons]] when they're fully upgraded (or at least gives them some advantage). For example the "Broken Butterfly" revolver ends up more powerful than the semi-automatic "Killer7" "[=Killer7=]" (both use the game's rare-but-powerful magnum rounds) and the bolt action rifle ends up more powerful (albeit slower) than the semi-automatic sniper rifle.
29th Oct '16 2:21:30 PM nombretomado
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* GuildWars averts this, in part due to its low max-level barrier. There is no physical restriction preventing a level 5 character from wearing armor with the maximum protection. However, as all armor is class-restricted (and possibly personalized), the character will generally have to craft their own at the appropriate towns. These towns will generally be unreachable until the character reaches the appropriate level, or is run there by another player.

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* GuildWars ''VideoGame/GuildWars'' averts this, in part due to its low max-level barrier. There is no physical restriction preventing a level 5 character from wearing armor with the maximum protection. However, as all armor is class-restricted (and possibly personalized), the character will generally have to craft their own at the appropriate towns. These towns will generally be unreachable until the character reaches the appropriate level, or is run there by another player.
29th Oct '16 1:55:25 PM Kadorhal
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* ''{{Crackdown}}'' half-follows this trope by starting you out with an assault rifle while basic street thugs cart around machine guns on the first island, rocket launchers on the second, and homing rocket launchers on the third...

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' half-follows this trope by starting you out with an assault rifle while basic street thugs cart around machine guns on the first island, rocket launchers on the second, and homing rocket launchers on the third...


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* The ''VideoGame/FarCry'' series plays this straight as an arrow, particularly in the later games where the game world is generally split between two major areas, and the weapons available to you are in turn split. ''VideoGame/FarCry2''[='=]s starting G3 takes six to eight bullets to kill a single unarmored guy, with primary assault rifles gradually getting stronger through the AK unlocked through doing favors for the arms dealer, the FAL in the second half of the game, and finally the AR-16 through more favors, which kills almost anyone in one burst. Heavy weapons mounted on technicals and at checkpoints are universally the M249 in the first half, and as you get into the second you start seeing the heavier Browning M2 and even a Mk 19 grenade launcher. Even the Signature weapons, introduced in ''VideoGame/FarCry3'', start to fall to this pattern in ''[[VideoGame/FarCry4 4]]'', with the first few you can unlock through easy actions being barely a step above their stock counterparts.
29th Oct '16 12:55:01 PM Kadorhal
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* ''VideoGame/CommandAndConquerRenegade''. Starting with a simple pistol and finishing the game with a laser chaingun that stunlocks enemies, a gun that shoots Tiberium shards, and a personal Ion Cannon. After the level where you get incarcerated and [[NoGearLevel lose almost all of your weapons]], you never even get some of the low-tier stuff like the assault rifle back, because everyone's upgraded to the chaingun and laser weapons.

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* ''VideoGame/CommandAndConquerRenegade''. Starting with a simple pistol and finishing the game with a laser chaingun that stunlocks enemies, a gun that shoots Tiberium shards, and a personal Ion Cannon. After the level where you get incarcerated and [[NoGearLevel lose almost all of your weapons]], you never even get some of the low-tier stuff like the assault rifle back, because everyone's even the basic Nod mooks have upgraded to the chaingun and laser weapons.



* ''Franchise/StarWars: VideoGame/DarkForces'' had an interesting twist on this. The game stars you out with a simple blaster pistol and your fists, and as you progress you can work your way through everything from a fusion cutter to a plasma cannon with a side of rocket launcher, but many of the weapons share a pool of ammo, so you're seldom left with useless ammo, and each weapon is useful in specific circumstances.
* Played straight in ''VideoGame/{{Borderlands}}''. You start off with an ''extremely'' shitty weapon and have to face off a small squad of bandits before you can get to a chest containing a BLR Swatter pistol, which is nothing special aside from being lots better than your starting piece. You'll be forced to use VendorTrash for a good while into the game, at least until you hit level 10. ''VideoGame/{{Borderlands 2}}'' makes it a lot less painful by putting the lowest weapon effectiveness at "does the job decently enough", as long as you take levels into account. In all games, though, by the end game you're likely to have your "worst" weapon at blue rarity level, if not purple.

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* ''Franchise/StarWars: VideoGame/DarkForces'' had an interesting twist on this. The game stars starts you out with a simple blaster pistol and your fists, and as you progress you can work your way through everything from a fusion cutter to a plasma cannon with a side of rocket launcher, but many of the weapons share a pool of ammo, so you're seldom left with useless ammo, and each weapon is useful in specific circumstances.
* Played straight in ''VideoGame/{{Borderlands}}''. You start off with an ''extremely'' shitty weapon and have to face off a small squad of bandits before you can get to a chest containing a BLR Swatter pistol, which is nothing special aside from being lots miles better than your that starting piece.weapon but still nothing special. You'll be forced to use VendorTrash for a good while into the game, at least until you hit level 10. ''VideoGame/{{Borderlands 2}}'' makes it a lot less painful by putting the lowest weapon effectiveness at "does the job decently enough", as long as you take levels into account. In all games, though, by the end game you're likely to have your "worst" weapon at blue rarity level, if not purple.



* ''VideoGame/CommandAndConquerRenegade'' manages to both play it straight and subvert it. You start the game with just a supposedly weak pistol... which is silenced, has unlimited ammunition, and can take out almost all infantry you encounter with a single headshot, allowing you to save the other, limited ammo types for when you actually need them. If you're a good shot, it can be the most effective weapon until at least halfway through the game. Another one of the most effective weapons happens to be the flamethrower, which you get in the second level, which has a generous ammo supply because the enemy type that drops it appears in every level after they're introduced, and which no other enemies ever gain an immunity to. Conversely, most of the Tiberium-based weapons are patently useless, despite their incredible power and relatively generous ammo, because except for the chemical sprayer they're all introduced at the same point mutants who are [[ReviveKillsZombie healed by exposure to Tiberium]] take over for most of the basic mooks.

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* ''VideoGame/CommandAndConquerRenegade'' manages to both play it straight and subvert it. You start the game with just a supposedly weak pistol... which is silenced, has unlimited ammunition, and can take out almost all infantry you encounter with a single headshot, allowing you to save the other, limited ammo types for when you actually need them. If you're a good shot, shot and wary of ambushes by snipers, it can be the most effective weapon until at least halfway through the game. Another one of the most effective weapons happens to be the flamethrower, which you get in the second level, which has a generous ammo supply because the enemy type that drops it appears in every level after they're introduced, and which no other enemies ever gain an immunity to. Conversely, most of the Tiberium-based weapons are patently useless, despite their incredible power and relatively generous ammo, because except for the chemical sprayer they're all introduced at the same point mutants who are [[ReviveKillsZombie healed by exposure to Tiberium]] take over for most of the basic mooks.mooks, and even that chemical sprayer suffers in comparison to the flamethrower since A) chemical troopers that carry it are much rarer than flame infantry, so rare ammo, and B) it, like all the other Tiberium weapons, has a chance of mutating an enemy rather than outright killing it, making you need to spend ammo from a conventional weapon to kill it anyway.



* As per the above, ''VideoGame/TeamFortress2'' averts this; the starting weapons are just fine even compared to unlocks and randomly acquired weapons; most alternate weapons have some kind of downside to balance their utility, where the stock weapons have no deficiencies. This means that a new player with no items can still be effective against a veteran player with every weapon in the game, and only a very small handful of items (consisting mostly of esoteric melee weapons) are straight upgrades.
* Averted in ''VideoGame/RainbowSix: Vegas 2''; despite the game featuring a level-up system where you unlock new weapons as you score points during the campaign, the weapons with the highest overall stats are ''the default ones you start the game with''[[note]]except for the 552 Commando, which while also listed with very high stats is about as effective as a passing breeze past close range if you can't consistently nail headshots[[/note]]. Additionally, a lot of the later-unlocked weapons can be grabbed off of dead terrorists if you want - the AK-47, for instance, is both the last assault rifle unlocked with Assault points and the most common enemy weapon in ''the first mission''.

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* As per the above, ''VideoGame/TeamFortress2'' averts this; the starting weapons are just fine even compared to unlocks and randomly acquired weapons; most alternate weapons have some kind of downside to balance their utility, where the stock weapons have no deficiencies. This means that a new player with no items can still be effective against a veteran player with every weapon in the game, and only a very small handful of items (consisting mostly of esoteric melee weapons) are straight upgrades.
upgrades, most of which have since been patched to have a downside.
* Averted in ''VideoGame/RainbowSix: Vegas 2''; despite the game featuring a level-up system where you unlock new weapons as you score points during the campaign, the weapons with the highest overall stats are ''the default ones you start the game with''[[note]]except for the 552 Commando, which while also listed with very high stats is about as effective as a passing breeze past close range if you can't consistently nail headshots[[/note]]. Additionally, in the singleplayer/co-op modes a lot of the later-unlocked weapons can be grabbed off of dead terrorists if you want - the AK-47, for instance, is both the last assault rifle unlocked with Assault points and the most common enemy weapon in ''the first mission''.



* In ''VideoGame/{{Fallout 1}}'' and ''[[VideoGame/{{Fallout2}} 2]]'' you can find enemies wearing gauss weaponry (the strongest slug throwers) and plasma weapons (the strongest standard energy weapons) early on. It's even occasionally possible to find the crashed spacecraft and it's alien blaster (the best energy weapon) within moments of leaving your initial location, though it's rare.

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* In ''VideoGame/{{Fallout 1}}'' and ''[[VideoGame/{{Fallout2}} 2]]'' you can find enemies wearing utilizing gauss weaponry (the strongest slug throwers) and plasma weapons (the strongest standard energy weapons) early on. It's even occasionally possible to find the crashed spacecraft and it's its alien blaster (the best energy weapon) within moments of leaving your initial location, though it's rare.



*** The first main quest after the tutorial gives you a Fat Man in reasonable condition with 5 nukes. The problem is that only a handful of vendors sell mini-nukes, and they only sell up to 3, they cost quite a bit, and they only start selling them around level 14 (most first time players will be level 2-4 at this point). While there are mini-nukes in set places that you can go find a) there are no clues on how to find them and b) some of them are in really dangerous places. So the game gives you one of it's most powerful guns and a really good reason to use it (the 20-foot-tall super mutant behemoth) but ensures that you can't just use that gun all the time.
*** You can get the game's most badass Small Arm (Lincoln's Repeater) right from the start. Even if you haven't leveled the skill, it is BRUTALLY effective, and pretty much any Small Arms build's standard weapon.
*** It was specifically stated in an interview by a Fallout 3 developer that they could hand the player powerful weapons right from the start, as they needed ammunition to be used further. While unmentioned, even powerful melee weapons will require you to keep them repaired, and since you probably won't find too many of one kind in the beginning of the game to allow you to repair them with, getting good equipment repaired at a shop costs... a lot. Not to mention, the most powerful melee weapons in the game don't stop your enemies from shooting you to bits while you are currently out of range. '''In other words''', all those bottlecaps (currency) you save by not buying ammunition? You're probably going to be spending them on stimpacks and other health-restoring items, no matter if you have the best armor in the game.

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*** The first main quest after the tutorial gives you a Fat Man in reasonable condition with 5 nukes. The problem is that only a handful of vendors sell mini-nukes, and they only sell up to 3, they cost quite a bit, and they only start selling them around level 14 (most first time players will be level 2-4 at this point). While there are mini-nukes in set places that you can go find a) there are no clues on how to find them and b) some of them are in really dangerous places. So the game gives you one of it's its most powerful guns and a really good reason to use it (the 20-foot-tall super mutant behemoth) but ensures that you can't just use that gun all the time.
*** You can get the game's most badass Small Arm (Lincoln's Repeater) right from the start. Even if you haven't leveled the skill, it is BRUTALLY ''brutally'' effective, and pretty much any Small Arms build's standard weapon.
weapon. The only problem is that like the Fat Man it uses ammo that's still rare, though reasonably common compared to mini-nukes.
*** It was specifically stated in an interview by a Fallout 3 developer that they could hand the player powerful weapons right from the start, as they needed ammunition to be used further. While unmentioned, even powerful melee weapons will require you to keep them repaired, and since you probably won't find too many of one kind in the beginning of the game to allow you to repair them with, getting good equipment repaired at a shop costs... a lot. Not to mention, the most powerful melee weapons in the game don't stop your enemies from shooting you to bits while you are currently out of range. '''In other words''', all those bottlecaps (currency) you save by not buying ammunition? You're probably going to be spending them on stimpacks and other health-restoring items, no matter if you have the best armor in the game.game (which the rest of your caps are probably going to go for repairs on).



*** Played straighter with power armor though, as to use power armor you need to find a suit and receive training. While a few vendors sell low condition helmets or suits, and it's easily possible to loot the armor from dead Brotherhood of Steel paladins, the only way to get training is to complete a large part of the main quest. Further exacerbated by the fact that Tesla armor, the best armor in the game (barring the DLC only Hellfire armor and the unique T51-b), is only avalible in the last 2 main quests or at an Enclave outpost once you are over level 16. The only armor that comes close to power armor level of defense, Ranger armor, can be acquired straight away but requires you to do a very hard side quest found in the middle of downtown DC, a place low level players fear to tread.

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*** Played straighter with power armor though, as to use power armor you need to find a suit and receive training.training, which can't happen until around the same time that the Enclave starts showing up. While a few vendors sell low condition helmets or suits, and it's easily possible to loot the armor from dead Brotherhood of Steel paladins, the only way to get training is to complete a large part of the main quest. Further exacerbated by the fact that Tesla armor, the best armor in the game (barring the DLC only Hellfire armor and the unique T51-b), is only avalible in the last 2 main quests or at an Enclave outpost once you are over level 16. The only armor that comes close to power armor level of defense, Ranger armor, can be acquired straight away but requires you to do a very hard side quest found in the middle of downtown DC, a place low level players fear to tread.



* Mostly played straight, but mildly averted in one case in ''[[VideoGame/EarthBound Earthbound / Mother 2]]''. When you first get to the town of Winters, it's because you begin play as another character, and the store there offers weapons far beyond your current power (And price range). As this character starts off poor, and can't earn money, you cannot afford the items until you come back towards the end of the game. Or, if you are willing to invest an hour or two, repeatedly fighting an enemy who drops an item which can be sold for a small amount of money will get you the weapon (which remains effective for a significant portion of the game) early.
* ''KingdomHearts'' titles give increasingly powerful weapons as the game goes on. However there are long stretches where it's best to use older Keyblades.

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* Mostly played straight, but mildly averted in one case in ''[[VideoGame/EarthBound Earthbound / Mother 2]]''. ''VideoGame/EarthBound''. When you first get to the town of Winters, it's because you begin play as another character, and the store there offers weapons far beyond your current power (And (and price range). As this character starts off poor, and can't earn money, you cannot afford the items until you come back towards the end of the game. Or, if you are willing to invest an hour or two, repeatedly fighting an enemy who drops an item which can be sold for a small amount of money will get you the weapon (which remains effective for a significant portion of the game) early.
* ''KingdomHearts'' ''Franchise/KingdomHearts'' titles give increasingly powerful weapons as the game goes on. However there are long stretches where it's best to use older Keyblades.



** ''VideoGame/TheElderScrollsIIIMorrowind'' generally averts this. Items outside of containers are hand placed, and never change regardless of your level. Because of this, it is possible to acquire some of the best equipment in the game at a low level. Items within containers downplay it to a degree, as the items they may contain come from random "leveled lists". Certain items only appear once you reach a certain level, with your Luck attribute also coming into play. (Higher Luck will result in you potentially finding higher leveled items than you normally would.)

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** ''VideoGame/TheElderScrollsIIIMorrowind'' generally averts this. Items outside of containers are hand placed, and never change regardless of your level. Because of this, it is possible to acquire some of the best equipment in the game at a low level. Items within containers downplay it to a degree, as the items they may contain come from random "leveled lists". Certain items only appear once you reach a certain level, with your Luck attribute also coming into play. (Higher play, as higher Luck will potentially result in you potentially finding higher leveled items than you normally would.)



* ''PhantasyStar'', or at least the original game, averts this. As soon as you get to Motavia you can spend a while grinding to your heart's content and get the best armor available for most everyone.
** PhantasyStar IV pokes fun at this trope with the city of Aiedo. It is, technically, the first place you start out in, and its main market (which of course is a world renowned center of commerce that even people on islands in the middle of nowhere come to shop in) sells low-end crap that the player would never bother spending money on because by the time you reach that point, you already have better equipment. However there's a second weapon and armor shop BEHIND the market that sells much better equipment. Each set of shops fulfills the trope in a different way (the former because you do start there, the latter because it's the second-closest town to the planet's last major dungeon).

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* ''PhantasyStar'', ''VideoGame/PhantasyStar'', or at least the original game, averts this. As soon as you get to Motavia you can spend a while grinding to your heart's content and get the best armor available for most everyone.
** PhantasyStar IV ''VideoGame/PhantasyStarIV'' pokes fun at this trope with the city of Aiedo. It is, technically, the first place you start out in, and its main market (which of course is a world renowned center of commerce that even people on islands in the middle of nowhere come to shop in) sells low-end crap that the player would never bother spending money on because by the time you reach that point, you already have better equipment. However there's a second weapon and armor shop BEHIND the market that sells much better equipment. Each set of shops fulfills the trope in a different way (the former because you do start there, the latter because it's the second-closest town to the planet's last major dungeon).
25th Sep '16 5:12:03 PM jormis29
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* ''Series/TheElderScrolls''

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* ''Series/TheElderScrolls''''Franchise/TheElderScrolls''



* ''{{Arcanum}}'' averts this. If you're lucky, you may find a decent magical sword in the very first city... Only you couldn't afford it. Also, if you go by the minimal number of [[ConvenientQuesting subquests]], the second city you get to is a Capital with appropriately equipped shops (though you've still got to hoard enough gold).

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* ''{{Arcanum}}'' ''VideoGame/{{Arcanum}}'' averts this. If you're lucky, you may find a decent magical sword in the very first city... Only you couldn't afford it. Also, if you go by the minimal number of [[ConvenientQuesting subquests]], the second city you get to is a Capital with appropriately equipped shops (though you've still got to hoard enough gold).
12th Aug '16 8:05:26 PM nombretomado
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* Subverted in ''{{Albion}}'', an RPG about a sci-fi space pilot from Earth who crash-lands on a fantasy jungle world populated by cat people and druids. No, really. You can obtain a pistol early on, an extremely powerful weapon, but ammo for it is limited and only found in small quantities in a very few places in the game. As a result, once your clip runs dry, you end up relying on local swords and shields for most of the rest of the game.

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* Subverted in ''{{Albion}}'', ''VideoGame/{{Albion}}'', an RPG about a sci-fi space pilot from Earth who crash-lands on a fantasy jungle world populated by cat people and druids. No, really. You can obtain a pistol early on, an extremely powerful weapon, but ammo for it is limited and only found in small quantities in a very few places in the game. As a result, once your clip runs dry, you end up relying on local swords and shields for most of the rest of the game.
10th Aug '16 12:27:35 AM UmbrellasWereAwesome
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* Present to an extent in ''Franchise/{{Halo}}''. The first game starts you off with just a pistol, and works you up to an assault rifle and various energy weapons, then grants sniper rifles, rocket launchers and shotguns at about the time when they start being necessary for survival. Not fully in force because the weapon types retain their various strengths and weaknesses, no one completely eclipsing another in all situations.
** Using the Plasma Pistol's charged shot followed by a burst from the pistol, battle rifle, or DMR, all of which can be acquired in the first level of their respective games, does away with almost all Legendary-difficulty Elites and remains useful to the last.
** The regular pistol, which you start with in nearly every level as well as most multiplayer matches, can be used to easily outdo most other weapons (including the rocket launcher at any range other than point-blank) thanks to a handy zoom function, good damage per shot and a reasonably high rate of fire. Though it's entirely understandable why the pistol was nerfed for the next two games in the series, many players still miss their trusty pistol from the first game.
** At the meta level, averted. The [[LimitedLoadout two-weapon carry-limit]] and the weapon balance (apparently the pistol's [=OPness=] was an [[GoodBadBug accident]] right before the ship date) were meant to avert this trope.

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* Present to an extent in ''Franchise/{{Halo}}''. The first game ''Franchise/{{Halo}}'', though it's never fully in force because the weapon types retain their various strengths and weaknesses, with none completely eclipsing another in all situations:
** ''VideoGame/HaloCombatEvolved''
starts you off with just a pistol, and works you up to an assault rifle and various energy weapons, then grants sniper rifles, rocket launchers and shotguns at about the time when they start being necessary for survival. Not As noted, this isn't fully in force because force. Heck, the weapon types retain their various strengths and weaknesses, no one completely eclipsing another in all situations.
** Using the Plasma Pistol's charged shot followed by a burst from the pistol, battle rifle, or DMR, all of which can be acquired in the first level of their respective games, does away with almost all Legendary-difficulty Elites and remains useful to the last.
** The
regular pistol, which you start with in nearly every level as well as most multiplayer matches, can be used to easily outdo most other weapons (including the rocket launcher at any range other than point-blank) thanks to a handy zoom function, good damage per shot and a reasonably high rate of fire. Though it's entirely understandable fire[[note]]You can see why the pistol it was nerfed for the next two games in the series, subsequent games; nonetheless, many players still miss their trusty pistol ''CE'' pistol, and were happy to see it reappear as a special power weapon in ''VideoGame/Halo5Guardians''[='s=] Warzone mode[[/note]].
** Using the Plasma Pistol's charged shot followed by a burst
from the pistol, battle rifle, or DMR, all of which can be acquired in the first game.
level depending on the game, does away with almost all Legendary-difficulty Elites and remains useful to the last.
** At the meta level, averted. The the franchise's [[LimitedLoadout two-weapon carry-limit]] and the continual effort at weapon balance (apparently the ''Combat Evolved'' pistol's [=OPness=] was an [[GoodBadBug accident]] right before the ship date) were are meant to avert this trope.
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