History Main / SortingAlgorithmOfWeaponEffectiveness

3rd Nov '17 12:33:39 PM REV6Pilot
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* Averted in the ''VideoGame/BlakeStone'' games. For almost every enemy except the plasmoids, bosses, and the tough-ass camouflage-clad security guards, the starting rechargeable pistol is your best bet. It gains strength based on proximity to your foe, uses no ammunition, '''and''' it is freakin' silent. An awesome, awesome little gun, though the [[SpecialEffectFailure shooting sound effect]] will leave you [[{{Narm}} on the floor laughing]] the first time you hear it. It is, quite literally, a "bloop." There is nothing like hearing Blake's pistol followed by a blood-curdling death scream. Made all the more funny by every enemy having a single death animation. That's some silenced pistol there, causing giant green plant beasts to explode and limbs to fly every which way with that one unassumingly horrifying little "bloop."

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* Averted in the ''VideoGame/BlakeStone'' games. For almost every enemy except the plasmoids, bosses, and the tough-ass camouflage-clad security guards, the starting rechargeable pistol is your best bet. It gains strength based on proximity to your foe, uses no ammunition, '''and''' it is freakin' silent. An awesome, awesome little gun, though the [[SpecialEffectFailure shooting sound effect]] will leave you [[{{Narm}} on the floor laughing]] the first time you hear it. It is, quite literally, a "bloop." There is nothing like hearing Blake's pistol followed by a blood-curdling death scream. Made all the more funny by every enemy having a single death animation. That's some silenced pistol there, causing giant green plant beasts to explode and limbs to fly every which way with that one unassumingly horrifying little "bloop.""bloop".



* ''VideoGame/{{Duke Nukem 3D}}'' totally ignored this, hiding almost every weapon in almost every level at least once (ignoring the fact that the last four don't appear in the shareware portion that is). Most are in secret areas though. Notably, the devastator, which has the best DPS in the game, is located five feet from the starting position of the first level of episode three, and if you know where to look in the first level of episode one you can get two [=RPGs=] and an ammo pack before meeting your third enemy.
* ''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 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, 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.

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* ''VideoGame/{{Duke Nukem 3D}}'' totally ignored ignores this, hiding almost every weapon in almost every level at least once (ignoring the fact that the last four don't appear in the shareware portion that is). Most are in secret areas though. Notably, the devastator, [[MacrossMissileMassacre Devastator]], which has the best DPS in the game, is located five feet from the starting position of the first level of episode three, Episode Three, and if you know where to look in the first level of episode one Episode One, you can get two [=RPGs=] [=RPG's=] and an ammo pack before meeting your third enemy.
* ''VideoGame/CommandAndConquerRenegade'' manages to both play it straight and subvert it.
**
You start the game with just a [[LittleUselessGun supposedly weak pistol... silenced pistol]]... which is silenced, has [[BottomlessMagazines unlimited ammunition, reserve ammunition]], and [[PunchPackingPistol can take out almost all infantry you encounter with a single headshot, encounter]] [[BoomHeadshot if your headshot game is good]], allowing you to [[TooAwesomeToUse save the other, limited ammo types for when you actually need them.them]]. If you're a good 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 [[VideoGameFlamethrowersSuck the flamethrower, flamethrower]], which you get in the second level, which has a generous level. The range of the flame spewed is very generous, ammo supply because the enemy type Nod flamethrower soldiers that drops it appears drop its ammo appear in every level ''every level'' after they're introduced, and which no other enemies ever gain an immunity to. save for vehicles, turrets and the flamethrower soldiers themselves, fire stunlocks ''anything''. The flamethrower is only really outclassed in the final two levels when Nod officers begin carrying the [[GameBreaker Tarantula]] [[FrickinLaserBeams laser]] [[GatlingGood chaingun]], and even still it's a good sidearm.
**
Conversely, most of the Tiberium-based weapons are patently useless, despite their incredible power and relatively generous ammo, because except for the chemical sprayer 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, and even that chemical sprayer mooks. Even the 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 considerable chance of mutating an enemy into a Visceroid rather than outright killing it, making so you need to spend ammo from a conventional weapon to kill it anyway.
3rd Nov '17 11:03:04 AM REV6Pilot
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* In ''VideoGame/{{Quake|I}}'', the player begins the game with a lowly shotgun and a [[JokeItem useless ax]] as its only backup. As the game progresses you can pick up nailguns, grenade and rocket launchers and a LightningGun - roughly in that order.

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* In ''VideoGame/{{Quake|I}}'', the player Ranger begins the game with a lowly shotgun and a [[JokeItem useless ax]] as its only backup. As the game progresses you can pick up nailguns, grenade and rocket launchers and a LightningGun - roughly in that order. The shotguns only really get used in combat because their ammo is absurdly plentiful, otherwise the shotty is only pulled out to shoot certain switches.
7th Oct '17 2:21:20 PM TheBKaine
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* While the enemies of ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' scale with the player and by extension their weapon drops, it's possible to manipulate the game to make that happen early[[note]][[UndergroundMonkey Stronger variants]] of monsters and weapons appear based on how many you've killed[[/note]]. In-map weapons are set in specific locations and shrines; [[spoiler:the Master Sword and Hyrule Shield]], the [[InfinityPlusOneSword most powerful weapon and gear in their categories]], are available from the start of the game, with only a small health requirement for the former.
16th Sep '17 8:29:35 PM Peteman
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*** All the DLC for Fallout 3 and New Vegas avert this hard by giving you one of the best weapons they have to offer straight away (the Gauss rifle, The Auto Axe, all the alien weaponry, the Holorifle, the .45 pistol and SMG's and the Red Glare are all either given to you, available to purchase cheaply, or can be taken off of someone's corpse within the first five minutes) though the very best and unique variants are often given as a reward at the end of the DLC or require some obsessive side questing within the DLC

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*** All the DLC for Fallout 3 and New Vegas avert this hard by giving you one of the best weapons they have to offer straight away (the Gauss rifle, The Auto Axe, all the alien weaponry, the Holorifle, the .45 pistol and SMG's and the Red Glare are all either given to you, available to purchase cheaply, or can be taken off of someone's corpse within the first five minutes) though the very best and unique variants are often given as a reward at the end of the DLC or require some obsessive side questing within the DLC
1st Sep '17 1:40:17 AM Magpiesapocalypse
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** Additionally, Pokemon moves will rapidly fall off in terms of effectiveness after Generation I (where Pokemon movesets were so sparse and good TMs so precious that you would often still be using at least one starting move by the end of the game per Pokemon). Moves like Quick Attack and Thundershock are all well and good when you're fighting weak little Caterpie and Rattata at the beginning of the game, but by the und you really need to invest in stronger moves or you will not last long in a fight. Appropriately, the TMs you can get to teach your Pokemon new moves get progressively stronger as you go on.

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** Additionally, Pokemon moves will rapidly fall off in terms of effectiveness after Generation I (where Pokemon movesets were so sparse and good TMs T.M.s so precious that you would often still be using at least one starting move by the end of the game per Pokemon). Moves like Quick Attack and Thundershock are all well and good when you're fighting weak little Caterpie and Rattata at the beginning of the game, but by the und end you really need to invest in stronger moves or you will not last long in a fight. Appropriately, the TMs T.M.s you can get to teach your Pokemon new moves get progressively stronger as you go on.
1st Sep '17 1:38:58 AM Magpiesapocalypse
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** Additionally, Pokemon moves will rapidly fall off in terms of effectiveness after Generation I (where Pokemon movesets were so sparse and good TMs so precious that you would often still be using at least one starting move by the end of the game per Pokemon). Moves like Quick Attack and Thundershock are all well and good when you're fighting weak little Caterpie and Rattata at the beginning of the game, but by the und you really need to invest in stronger moves or you will not last long in a fight. Appropriately, the TMs you can get to teach your Pokemon new moves get progressively stronger as you go on.


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** The simplest reason for this is the idea of the war economy - the notion that war is simply good for business. And the best way to attract investors is to be bigger and badder than whatever came before. Thus, war drives innovation in science and technology like nothing else. Aeroplanes, nuclear fission power, space travel, automated aerial drones ... little gets humanity's greatest minds going quite like coming up with new and inventive ways to kill each other or stop or friends from being killed.
31st Aug '17 1:27:33 AM HalcyonDayz
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* ''VideoGame/JaggedAlliance 2'' plays this straight: your opponents all start out wielding pistols while your mercs brandish [=SMGs=]. The availability of weapons on both sides gradually go upwards. Unless you [[SequenceBreaking decide to attack Meduna directly]], which is guaranteed to go badly for you, even with UnusableEnemyEquipment turned off, because merc MP5s against enemy M249s will not end well.

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* ''VideoGame/JaggedAlliance 2'' plays this straight: your opponents all start out wielding pistols while your mercs brandish [=SMGs=]. The availability of weapons on both sides gradually go upwards. Unless you [[SequenceBreaking decide to attack Meduna directly]], which is guaranteed to go badly for you, even with UnusableEnemyEquipment turned off, because merc MP5s [=MP5s=] against enemy M249s will not end well.
18th Aug '17 4:07:39 PM Lightning4119
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** ''VideoGame/MassEffectAndromeda'' does this as well, thanks to the game's crafting system. Even if you decide to cut out the vendors and craft your own weapons (which is how you'll get most of your hardware) you have to research the level of that weapon first, which is - you guessed it - only available when you reach a certain level. Certain weapons will be stocked by vendors or contained in random drops, but the level the weapons are at will reflect your character's level, although sometimes the weapons stocked by vendors or peeled off the dead enemies will be marginally more effective than what you're capable of producing on your own. It's highly unlikely that you'll see the level 10 weapons before a NewGamePlus, however.



** Done again in the sequel, ''VideoGame/Xcom2'', with your R&D department reverse-engineering alien technology to produce bigger and better guns and armor for your soldiers.



* In ''VideoGame/{{STALKER}}: Shadow of Chernobyl'', the outpost where you start is separated from the outside world by only by a half-hearted military cordon and some {{Insurmountable Waist Height Fence}}s, so of course you can only find shotguns and light pistols there. Deeper in the Zone, various factions employ a wide variety of high-quality military equipment, and at its heart, [[spoiler: the insane, isolated Monolith faction somehow have access to military exoskeletons, rocket propelled grenades, and the best rifles in the game.]]

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* In ''VideoGame/{{STALKER}}: Shadow of Chernobyl'', the outpost where you start is separated from the outside world by only by a half-hearted military cordon and some {{Insurmountable Waist Height Fence}}s, so of course you can only find shotguns and low-end shotguns, light pistols there.pistols, and the odd submachine gun there despite the local trader being the only one mentioned as capable of getting things in and out of the Zone. Deeper in the Zone, various factions employ a wide variety of high-quality military equipment, and at its heart, [[spoiler: the insane, isolated Monolith faction somehow have access to military exoskeletons, rocket propelled grenades, and the best rifles in the game.]]]] Mild subversion as despite only being able to purchase low-end weapons in the starting area, there are a handful of decent assault rifles nearby of the type that you'll be using for the first half of the game. It's just that the people holding them are rather reluctant to give them up, and much like the Fallout example, finding ammunition for those weapons will be tricky for a while.



* The best weapon in the ''Franchise/AssassinsCreed'' games is the hidden blade for anyone that's skilled with counter kills. Once you get that, all other melee weapons are useless. Later games have had to make bosses immune to counter kills just to prevent the player from beating them in one attack. Since the hidden blade is the trademark weapon of the series, it's always one of your first weapons.

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* The best weapon in the ''Franchise/AssassinsCreed'' games is the hidden blade for anyone that's skilled with counter kills. Once you get that, all other melee weapons are useless. Later games have had to make bosses immune to counter kills just to prevent the player from beating them in one attack. Since the hidden blade is the trademark weapon of the series, it's always one of your first weapons. The real subversion comes in with the ''armor'', where the stronger sets only become available as the game goes on, including the unique sets only being available after a certain point.


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** ''VideoGame/Doom2016'' toys with it - you start out with a dinky pistol in the first level, but pick up a shotgun not long after that never stops being effective through the end of the game, even as bigger and bigger guns are unlocked. Later weapons tend to have restrictive ammunition pools, which along with weapon upgrades keep the earlier guns from becoming obsolete.
26th Jul '17 4:22:08 PM Kadorhal
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* ''Franchise/StarWars: VideoGame/DarkForces'' had an interesting twist on this. The game 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. [[VideoGame/DarkForcesSaga Later games]] more or less deal with this in the same manner, though the addition of the lightsaber plays around with this some more as, once you get that, you really won't need (or even want) to use anything else. ''VideoGame/JediKnightIIJediOutcast'' particularly highlights this with the stun prod, a [[EmergencyWeapon useless melee weapon]] that Kyle ditches entirely once he gets his lightsaber back after two missions.

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* ''Franchise/StarWars: VideoGame/DarkForces'' had an interesting twist on this. The game 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 [[UniversalAmmunition share a pool of ammo, ammo]], so you're seldom left with useless ammo, and each weapon is useful in specific circumstances. [[VideoGame/DarkForcesSaga Later games]] more or less deal with this in the same manner, though the addition of the lightsaber plays around with this some more as, once you get that, you really won't need (or even want) to use anything else. ''VideoGame/JediKnightIIJediOutcast'' particularly highlights this with the stun prod, a [[EmergencyWeapon useless melee weapon]] which takes two or three hits to knock out even a basic stormtrooper, and that Kyle ditches entirely once he gets his lightsaber back after two missions.



* ''VideoGame/CommandAndConquer'' does this, starting both the player and the enemies off with basic structures and units and slowly giving them more destructive weapons as the levels progress. Expect the first few levels to have nothing but basic infantry, but the last levels to include superweapons and [[TankGoodness huge tanks]].

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* ''VideoGame/CommandAndConquer'' does this, starting both the player and the enemies off with basic structures and units and slowly giving them more destructive weapons as the levels progress. Expect the first few levels to have nothing but basic infantry and maybe light vehicles geared towards fighting infantry, but the last levels to include superweapons and [[TankGoodness huge tanks]].



* ''{{Freelancer}}'' takes this to an almost ridiculous extreme, with the Liberty race having absolutely pathetic ships, and the pirates of all people with the best two ships in the game.

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* ''{{Freelancer}}'' ''VideoGame/{{Freelancer}}'' takes this to an almost ridiculous extreme, with the Liberty race having absolutely pathetic ships, and the pirates of all people with the best two ships in the game.



* ''VideoGame/ResidentEvil4'''s wandering merchant sells you progressively better weapons as the game progresses. A particularly annoying example, as he also sells you upgrades for your current weapons. So, you spend 80,000 ptas upgrading your shotgun so it can carry 9 rounds and has a power level of 8, then the riot gun (which uses the same ammo) becomes available for 40,000 ptas, carries 10 rounds, and starts with a power level of 9.5.
** 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.
*** And the first shotgun's exclusive upgrade (what you get when it's fully upgraded) is WAY better than the exclusive for the striker. Sure, a 100 round magazine is practical. But doing full shotgun damage at every range...

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* ''VideoGame/ResidentEvil4'''s wandering merchant sells you progressively better weapons as the game progresses. A particularly annoying example, as he also sells you upgrades for your current weapons. So, you spend 80,000 ptas pesetas upgrading your shotgun so it can carry 9 rounds and has a power level of 8, then the riot gun (which uses the same ammo) becomes available for 40,000 ptas, pesetas, carries 10 rounds, and starts with a power level of 9.5.
** 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 ''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.
***
rifle. And while the first shotgun's Striker's exclusive upgrade (what you get when it's fully upgraded) is WAY better than gives it a hundred-round magazine, the first shotgun's exclusive for the striker. Sure, a 100 round magazine is practical. But doing upgrade lets it deal full shotgun damage at every range...if so much as ''one'' pellet touches an enemy.



* 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 being barely a step above their stock counterparts primarily because unlocking them requires the completion of such daunting tasks as simply visiting the gun store for the first time.

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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 being barely a step above their stock counterparts primarily because 4]]''; start off unlocking them requires the completion of such "Sixer" Webley for the daunting tasks as task of simply visiting the gun store for the first time.time, which is barely a step up from the regular version, end with ridiculous things like the "Buzzsaw" MG 42 for the small feat of taking over every single outpost in the game world, which almost carries more ammo in its belt than you can hold in reserve and deals so much damage you don't ''need'' anything else, even for vehicles that don't die under a nanosecond's worth of fire.



* ''Film/FallingDown'' with Michael Douglas is the film example of this trope, to the point where it's inspired at least one ''GTA: San Andreas'' mod and [[http://www.youtube.com/watch?v=B6HCogeW4cI this video]]. He first walks into a store and antagonises the owner until he pulls out a bat, then takes the bat off him. He goes into gang-land and beats two of them up with the bat, pocketing their butterfly knife as they flee. The gang come back with a drive-by, [[EpicFail miss, crash]] and he pockets a duffel bag full of guns. He walks into an army surplus store, gets bum-rushed by the owner, kills him, and takes a rocket launcher he was keeping in the back.

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* ''Film/FallingDown'' with Michael Douglas is the film example of this trope, to the point where it's inspired at least one ''GTA: San Andreas'' mod and [[http://www.youtube.com/watch?v=B6HCogeW4cI this video]]. He first walks into a store and antagonises the owner until he pulls out a bat, then takes the bat off him. He goes into gang-land and beats two of them up with the bat, pocketing their butterfly knife as they flee. The gang come back with a drive-by, [[EpicFail miss, crash]] miss and crash]], and he pockets a duffel bag full of guns. He walks into an army surplus store, gets bum-rushed by the owner, kills him, and takes a rocket launcher he was keeping in the back.



* If a war lasts long enough, research and development can come up with better weapons as the war progresses. The most extreme example would be World War II, with nuclear bombs being developed mid-war. Even the regular small arms fell to this; weapons like the (in)famous Thompson and [=PPSh-41=] [=SMGs=] were retired either during or immediately after the war, because designs that came about along the way did their jobs just as well, but at half the cost and a fraction of the manufacturing time.

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* If a war lasts long enough, research and development can come up with better weapons as the war progresses. The most extreme example would be World War II, with nuclear bombs being developed mid-war. Even the regular small arms fell to this; weapons like the (in)famous Thompson and [=PPSh-41=] [=SMGs=] [=PPSh-41 SMGs=] were retired either during or immediately after the war, because designs that came about along the way did their jobs just as well, but at half the cost and a fraction of the manufacturing time.



* While ''VideoGame/{{Doom}}'' is generally known as the grand-daddy of this trope (and the FPS genre as a whole, pretty much), ''Doom II'' surprisingly averts this. There are actually quite a few {{BFG}}s (as in ''a'' BFG, not ''[[TropeNamer The]]'' BFG), including the super shotgun, within the first third of the game and even a rocket launcher in the very first level if you know where to look. Furthermore, most levels aren't particularly ammo-biased, due to the fact that there are only four types of ammo in the game for eight different ranged weapons. Frequently, unless playing on ITYTD or Nightmare level, where all ammo is doubled, a player may get into an ammo crunch and use weapons that aren't geared for the task simply because the cautious or paranoid player has hoarded up ammo for that particular gun. This often leads to a strange phenomenon where Chaingun and Shotgun ammo run dry but Plasma and Rocket ammo are in near-redundant abundance.

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* While ''VideoGame/{{Doom}}'' is generally known as the grand-daddy of this trope (and the FPS genre as a whole, pretty much), ''Doom II'' surprisingly averts this. There are actually quite a few {{BFG}}s (as in ''a'' BFG, not ''[[TropeNamer The]]'' BFG), including the super shotgun, within the first third of the game and even a rocket launcher in the very first level if you know where to look. Furthermore, most levels aren't particularly ammo-biased, due to the fact that there are only four types of ammo in the game for eight different ranged weapons.weapons, and generally ammo will start showing up for a weapon by the earliest point you can get it, even through secrets. Frequently, unless playing on ITYTD or Nightmare level, where all ammo is doubled, a player may get into an ammo crunch and use weapons that aren't geared for the task simply because the cautious or paranoid player has hoarded up ammo for that particular gun. This often leads to a strange phenomenon where Chaingun and Shotgun ammo run dry but Plasma and Rocket ammo are in near-redundant abundance.



** The other thing to consider is that, unlike many other games, enemies don't really get any more powerful as you progress - there are merely more of them, positioned more intelligently and better able to respond to threats. An [=MJ12=] soldier at the end of the game will still go down with a single bullet to the head, if you can get away with it.

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** The other thing to consider is that, unlike many other games, enemies don't really get any more powerful as you progress - there are merely more of them, positioned more intelligently and better able to respond to threats. An [=MJ12=] soldier at the end of the game will still go down with a single bullet to the head, head or stun prod to the back, if you can get away with it.



* While ''VideoGame/{{Marathon}}'' mostly follows the trope, the normally dinky fusion pistol can easily take down enemy machinery and is the ''only weapon'' which can hurt a player with the ''invincibility powerup''.

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* While ''VideoGame/{{Marathon}}'' mostly follows the trope, the normally dinky fusion pistol can easily take down enemy machinery and is the ''only weapon'' ''only'' weapon which can hurt a player with the ''invincibility powerup''.invincibility powerup.



* ''VideoGame/SeriousSam - The Second Encounter'' avoids this trope too. Chainsaw, sniper rifle and flamethrower are some of the best weapons in the game, yet they're often the first three weapons you can find at the start of each chapter, found sooner than the double shotgun. The rocket launcher is also very often available in a secret area close to the start of each chapter.

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* ''VideoGame/SeriousSam - The Second Encounter'' ''VideoGame/SeriousSam'' avoids this trope too. too.
**
Chainsaw, sniper rifle and flamethrower are some of the best weapons in the game, ''The Second Encounter'', yet they're often the first three weapons you can find at the start of each chapter, found sooner than the double shotgun. The Every game in the series also generally allows for the rocket launcher is also very often available in to be acquired from a secret area close to in the start first five minutes.
** ''BFE'' makes this more apparent, with multiple secrets netting you weapons quite a while before you're supposed to get them, including one secret in the first ''twenty seconds'' getting you a shotgun. Your starting melee weapon in the game is also a [[DropTheHammer sledgehammer]], which is powerful enough that it takes until the boss
of each chapter.the second level for you to find enemies that are strong enough that they aren't instakilled by one swing of it.



* ''VideoGame/TronTwoPointOh'' Zig-Zags this. Your first (and fallback) weapon is the iconic DeadlyDisc. This is actually very effective against most kinds of enemies and uses no energy. Other weapons, like the LOL (sniper rifle), [[MacrossMissileMassacre Ball Storm]] or the Prankster Bit can come with a massive energy cost, making them only good for a few shots before you have to refuel. In the case of the Prankster Bit, firing it at too close of a range is just as likely to kill ''you'' as what you're shooting. Most players, as a result, fall right back to the disc or one of its upgrades like Sequencer (splitting your disc into multiple parts and firing them) or Cluster (disc with shrapnel).

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* ''VideoGame/TronTwoPointOh'' Zig-Zags zig-zags this. Your first (and fallback) weapon is the iconic DeadlyDisc. This is actually very effective against most kinds of enemies and uses no energy. Other weapons, like the LOL (sniper rifle), [[MacrossMissileMassacre Ball Storm]] or the Prankster Bit can come with a massive energy cost, making them only good for a few shots before you have to refuel. In the case of the Prankster Bit, firing it at too close of a range is just as likely to kill ''you'' as what you're shooting. Most players, as a result, fall right back to the disc or one of its upgrades like Sequencer (splitting your disc into multiple parts and firing them) or Cluster (disc with shrapnel).



* ''VideoGame/JediKnightJediAcademy'' is an interesting aversion, considering how the rest of the series handles this - first weapon you're given is the lightsaber. All of the regular blasters and the like retain usefulness if you want to use them, but it's still telling that, in a game with at least three missions where you deal with gigantic monstrosities that can kill you instantly if they get too close but can't even be damaged in turn (or, if they can, they just respawn endlessly), the level where you're simply forced to [[NoGearLevel go without the lightsaber]] for fifteen minutes is considered at ''least'' as bad as them.

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* ''VideoGame/JediKnightJediAcademy'' is an interesting aversion, considering how the rest of the series handles this - the first weapon you're given is the lightsaber. All of the regular blasters and the like retain usefulness if you want to use them, but it's still telling that, in a game with at least three missions where you deal with gigantic monstrosities that can kill you instantly if they get too close but can't even be damaged in turn (or, if they can, they just respawn endlessly), the level where you're simply forced to [[NoGearLevel go without the lightsaber]] and blast your way through nothing but regular stormtroopers for fifteen minutes is considered at ''least'' as bad as them.
18th Jul '17 3:09:09 PM CynicalBastardo
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** ''Opposing Force'' actually gives the player the [[HandCannon Desert Eagle]] and the [[ShotgunsAreJustBetter shotgun]] before the 9mm pistol.
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