History Main / SortingAlgorithmOfWeaponEffectiveness

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.
4th Jul '16 12:36:53 PM REV6Pilot
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* Averted in ''VideoGame/{{Unreal}}''. Despite it being a long game by FPS standards, you have every weapon just past the halfway point, and weapons that are useful to start with generally retain their usefulness. The Dispersion Pistol, your EmergencyWeapon, also gets upgrades throughout the game to make it keep up (so much that, before being patched to weaken it slightly the fully upgraded version was a total GameBreaker, {{one hit kill}}ing ''anything'' when aided by the Amplifier), and the Automag, the second weapon you find at the very start of the second level, stays as the best fast-firing HitScan gun around, better than even the [[GatlingGood Minigun]]'s inefficient dakka. The expansion pack goes the same path, by gifting Prisoner 849 the [[GameBreaker Combat Assault Rifle]] nicely packed in an airdrop crate before you even get into your first serious battle.

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* Averted in ''VideoGame/{{Unreal}}''. Despite it being a long game by FPS standards, you have every weapon just past the halfway point, and weapons that are useful to start with generally retain their usefulness. The Dispersion Pistol, your EmergencyWeapon, RangedEmergencyWeapon, also gets upgrades throughout the game to make it keep up (so much that, before being patched to weaken it slightly the fully upgraded version was a total GameBreaker, {{one hit kill}}ing ''anything'' when aided by the Amplifier), Amplifier '''including the final boss'''), and the Automag, the second weapon you find at the very start of the second level, [[PunchPackingPistol stays as the best fast-firing HitScan gun around, better than even the the]] [[GatlingGood Minigun]]'s inefficient dakka. The expansion pack goes the same path, by gifting Prisoner 849 the [[GameBreaker Combat Assault Rifle]] nicely packed in an airdrop crate before you even get into your first serious battle.
4th Jul '16 12:22:31 PM REV6Pilot
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* 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.
20th May '16 3:54:31 PM jormis29
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* ''VideoGame/JustCause 2'' wants to do this, starting Rico with a pistol and [[GrapplingHookPistol his grappling hook]], but it quickly becomes clear that the grappling hook is one of the most hilariously powerful things in the game, and the tutorial mission often ends with Rico having yanked a minigun with infinite ammo off its mount and mowing down everything in sight. In the game proper, it isn't impossible for Rico to come across a heavy machine gun or assault rifle in a matter of ten minutes after the world opens up whether by stumbling across an ammo crate or taking off an enemy, and all of the weapons available to him are always capable of killing off Panau's numerous guards and soldiers. [[VideoGameCrueltyPotential And civilians.]] Similarly, it is possible to end up stealing high-level, heavily armed vehicles that the army just leaves lying around, provided he can get close to it.

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* ''VideoGame/JustCause 2'' ''VideoGame/JustCause2'' wants to do this, starting Rico with a pistol and [[GrapplingHookPistol his grappling hook]], but it quickly becomes clear that the grappling hook is one of the most hilariously powerful things in the game, and the tutorial mission often ends with Rico having yanked a minigun with infinite ammo off its mount and mowing down everything in sight. In the game proper, it isn't impossible for Rico to come across a heavy machine gun or assault rifle in a matter of ten minutes after the world opens up whether by stumbling across an ammo crate or taking off an enemy, and all of the weapons available to him are always capable of killing off Panau's numerous guards and soldiers. [[VideoGameCrueltyPotential And civilians.]] Similarly, it is possible to end up stealing high-level, heavily armed vehicles that the army just leaves lying around, provided he can get close to it.
27th Apr '16 10:43:55 AM BeerBaron
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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 Luck will result in you potentially finding higher leveled items than you normally would.)

to:

** ''[[VideoGame/TheElderScrollsIIIMorrowind]]'' ''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.)
27th Apr '16 10:43:23 AM BeerBaron
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* While played straight in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', as noted above (and ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', for that matter), they are also exceptions. While almost all enemy equipment and chest contents are based on your level, items just lying around on tabletops, bookshelves, etc. are not leveled, and some of the most important equipment in the game can be obtained through simple theft, literally within minutes. What's more, due to a quirk of the leveling system, character level and power level don't necessarily have anything to do with each other. It's possible to max out most of the skills in the game (which are what determines a very large part of your overall power level) without ever reaching level 2. Even the weakest knife in the game becomes a lethal joke item when you have the ability to enchant it with maxed out Destruction magic.

to:

* ''Series/TheElderScrolls''
** ''[[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.)
**
While generally played straight in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', as noted above (and ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', for that matter), they above, there are also exceptions. While almost all enemy equipment and chest contents are based on your level, items just lying around on tabletops, bookshelves, etc. are not leveled, and some of the most important equipment in the game can be obtained through simple theft, literally within minutes. What's more, due to a quirk of the leveling system, character level and power level don't necessarily have anything to do with each other. It's possible to max out most of the skills in the game (which are what determines a very large part of your overall power level) without ever reaching level 2. Even the weakest knife in the game becomes a lethal joke item when you have the ability to enchant it with maxed out Destruction magic.
21st Feb '16 8:01:01 PM REV6Pilot
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* Averted in ''VideoGame/{{Unreal}}''. You have every weapon just past the half-way point (and it's a long game by FPS standards), and weapons that are useful to start with generally retain their usefulness. The Dispersion Pistol, your EmergencyWeapon, also gets upgrades throughout the game to make it keep up (so much that, before being patched to weaken it slightly the fully upgraded version was a total GameBreaker, {{one hit kill}}ing ''anything'' when aided by the Amplifier).

to:

* Averted in ''VideoGame/{{Unreal}}''. You Despite it being a long game by FPS standards, you have every weapon just past the half-way point (and it's a long game by FPS standards), halfway point, and weapons that are useful to start with generally retain their usefulness. The Dispersion Pistol, your EmergencyWeapon, also gets upgrades throughout the game to make it keep up (so much that, before being patched to weaken it slightly the fully upgraded version was a total GameBreaker, {{one hit kill}}ing ''anything'' when aided by the Amplifier).Amplifier), and the Automag, the second weapon you find at the very start of the second level, stays as the best fast-firing HitScan gun around, better than even the [[GatlingGood Minigun]]'s inefficient dakka. The expansion pack goes the same path, by gifting Prisoner 849 the [[GameBreaker Combat Assault Rifle]] nicely packed in an airdrop crate before you even get into your first serious battle.
6th Feb '16 11:52:58 PM Kadorhal
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** ''VideoGame/AceCombatZeroTheBelkanWar'' throws this all over the place as far as a plane's statistics are concerned, due to a much greater focus on the enemy {{Ace Pilot}}s combined with primarily using a YouKillItYouBoughtIt method of unlocking planes, with most "balance" being based solely on the cost of the aircraft. A player in the Knight style will only unlock the F-4E Phantom II, usually a starting-game plane, just over halfway through the game - and probably won't actually buy it, because the end-game-tier Su-37 "Terminator" will have been available for four missions by then, meaning the player will probably be saving up for that.
** ''VideoGame/AceCombatInfinity'', being more multiplayer-centric than the others, zig-zags this - missile damage actually ''does'' increase on higher-tier planes, but how much it does is determined by separate air-to-air and air-to-ground stats on the plane itself, and those can be increased both through upgrading the plane and attaching parts. So, for instance, a high-tier fighter like an F-22 or T-50 can one-shot almost anything else in the sky, but without a lot of upgrades and parts will only deal ScratchDamage to hardened bunkers that a low-tier Attacker or a Multirole with a small handful of upgrades could still take out in one or two salvos; conversely, an Attacker will be able to clear large groups of ground targets with ease, but simply doesn't have the speed or maneuverability to keep up with enemy fighters. The player's own skill and how much money they've put into upgrading their plane makes a large difference as well; the starting F-4E Phantom II with a good player and some decent parts can wipe the floor with end-game planes of any kind.

to:

** ''VideoGame/AceCombatZeroTheBelkanWar'' throws this all over the place as far as a plane's statistics are concerned, due to a much greater focus on the enemy {{Ace Pilot}}s combined with primarily using a YouKillItYouBoughtIt method of unlocking planes, with most "balance" being based solely on the cost of the aircraft. A player in the Knight style will only unlock the F-4E Phantom II, usually a starting-game flying brick of a plane, just over halfway through the game - and probably won't actually buy it, because they'll have been saving up for the end-game-tier Su-37 "Terminator" will have that's been available for four missions by then, meaning the player will probably be saving up for that.
that point.
** ''VideoGame/AceCombatInfinity'', being more multiplayer-centric than the others, others and putting a bit more distinction on the different types of planes, zig-zags this - missile weapon damage actually ''does'' increase on higher-tier planes, but how much it does is determined by separate air-to-air and air-to-ground stats on the plane itself, itself (for standard missiles) and on the special weapon, and those can be increased both through upgrading the plane and its special weapons and by attaching parts. So, for instance, a high-tier fighter like an F-22 or T-50 can one-shot almost anything else in the sky, but without a lot of upgrades and parts will only deal ScratchDamage to hardened bunkers that a low-tier Attacker or a Multirole with a small handful of upgrades could still take out in one or two salvos; salvos of its special weapon; conversely, an Attacker will be able to clear large groups of ground targets with ease, but simply doesn't have the speed or maneuverability to keep up with enemy fighters. The player's own skill and how much money they've put into upgrading their plane makes a large difference as well; the starting F-4E Phantom II with a good player and some decent parts can wipe the floor with end-game planes of any kind.kind if the player controlling it is good and has been flying long enough to tune it up with a lot of high-end parts.



** To give an idea, the first ''VideoGame/MetalGearSolid'' game gave you the offensive weapons in the following order: [[LaserSight SOCOM Pistol]], which was overall the most used and useful because it was the only one that could be silenced -> [[MoreDakka FAMAS Assault Rifle]], which was good for crowd-clearing during alerts or forced encounters -> [[{{Roboteching}} Nikita Missile]], primarily useful for puzzles but could also be used for certain bosses or other situations if you're crafty -> [[MacrossMissileMassacre Stinger Missile]], which had less versatility than the others, but was by far the most powerful and often the best (or only) option for boss fights.

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** To give an idea, the first ''VideoGame/MetalGearSolid'' game gave you the offensive weapons in the following order: [[LaserSight SOCOM Pistol]], Pistol, which was overall the most used and useful because it was the only one that could be silenced -> [[MoreDakka FAMAS Assault Rifle]], which was good for crowd-clearing during alerts or forced encounters -> [[{{Roboteching}} Nikita Missile]], primarily useful for puzzles but could also be used for certain bosses or other situations if you're crafty -> [[MacrossMissileMassacre Stinger Missile]], Missile, which had less versatility than the others, but was by far the most powerful and often the best (or only) option for boss fights.
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