History Main / SortingAlgorithmOfWeaponEffectiveness

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.
24th Apr '17 6:46:08 PM nombretomado
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** VideoGame/TalesOfSymphonia does something similar. You can get access to the [[InfinityMinusOneSword Infinity Minus One Weapons]] around the halfway point of the game. However, the city you buy them in, [[spoiler: Luin, was destroyed earlier.]] So you need to shell out 343,500 gald to allow the weapon shop to sell the Infinity Minus One Joke Weapons. And even then, each one costs 40,000 gald. Technically, you can have the 4th best weapons in the game (below the Devil's Arms, Colosseum Weapons, and the non-sidequest [[InfinityPlusOneSword Infinity Plus Ones]], the former 2 requiring a bit of effort to get) half way through the game if you have the cash.

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** VideoGame/TalesOfSymphonia ''VideoGame/TalesOfSymphonia'' does something similar. You can get access to the [[InfinityMinusOneSword Infinity Minus One Weapons]] around the halfway point of the game. However, the city you buy them in, [[spoiler: Luin, was destroyed earlier.]] So you need to shell out 343,500 gald to allow the weapon shop to sell the Infinity Minus One Joke Weapons. And even then, each one costs 40,000 gald. Technically, you can have the 4th best weapons in the game (below the Devil's Arms, Colosseum Weapons, and the non-sidequest [[InfinityPlusOneSword Infinity Plus Ones]], the former 2 requiring a bit of effort to get) half way through the game if you have the cash.



** Healing items are often like this in games where the healing is percentage-based instead of straight numbers; they never go out of style because they're always just as effective as before. Similar to ''TalesSeries'', which also uses percentage-based healing.

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** Healing items are often like this in games where the healing is percentage-based instead of straight numbers; they never go out of style because they're always just as effective as before. Similar to ''TalesSeries'', ''VideoGame/TalesSeries'', which also uses percentage-based healing.
23rd Apr '17 10:23:17 AM nombretomado
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* In ''SwordOfTheStars'', while moving up the line of a weapon sub-family eg. UV lasers to X-ray lasers generally results to increased effectiveness, switching from one weapon sub-family to a later-acquired one eg. Particle Beams to Heavy Combat Lasers does not always lead to greater effectiveness.

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* In ''SwordOfTheStars'', ''VideoGame/SwordOfTheStars'', while moving up the line of a weapon sub-family eg. UV lasers to X-ray lasers generally results to increased effectiveness, switching from one weapon sub-family to a later-acquired one eg. Particle Beams to Heavy Combat Lasers does not always lead to greater effectiveness.
22nd Mar '17 6:42:01 AM BeerBaron
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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' generally averts it. 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 through simple theft. Items within containers play it straight 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.) Finally, merchants have the same stock regardless of your level when you visit them. The FirstTown merchant possesses some better items than merchants you won't run into until hours later, and larger cities tend to have merchants with better stock.



** ''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, as higher Luck will potentially result in you finding higher leveled items than you normally would.
** While generally played straight in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', as noted 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.

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** ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' generally averts this.it. 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. if you know where to look. Items within containers downplay play it straight to a degree, as the items they may contain come from random "leveled lists". Certain items only appear within the "leveled lists" once you reach a certain level, with your Luck attribute also coming into play, as higher play. (Higher Luck will potentially result in you potentially finding higher leveled items than you normally would.
would.) Finally, merchants have the same stock regardless of your level when you visit them. The FirstTown merchant possesses some better items than merchants you won't run into until hours later, and larger cities tend to have merchants with better stock.
** While generally played straight in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', as noted 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 dagger in the game becomes a lethal joke item when you have the ability to enchant it with maxed out Destruction magic.
22nd Mar '17 6:39:08 AM BeerBaron
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** In ''VideoGame/TheElderScrollsIVOblivion'', NPC weaponry is determined by player level. So if you're level one, bandits will attack you with cardboard swords and arrows with suckers on the end; if you're level thirty, they will have ludicrously expensive glass swords and incredibly rare Daedric armour. This is rather like your average mugger not using a knife or pistol, but an attack helicopter and rocket launcher. To make it even less believable, the Daedric armor is virtually impossible to get otherwise- It's worn by the top ranking demons within the hell hierarchy.
*** [[FridgeLogic Even stranger]], the area the game takes place in is supposed to be the center of the Empire that controls the known world, and the city you start in is its capital, yet the merchants only carry the weakest, most pathetic weapons imaginable. Things like chainmail and silvered weapons are only discovered/developed as you gain levels, apparently.
** Present in ''VideoGame/TheElderScrollsVSkyrim'' as well, albeit downplayed from ''Oblivion''; you'll never see bandits in Daedric armor, but the general level of gear found in the world does increase as you play. You can [[JustifiedTrope justify]] some of it if you FanWank hard enough; the player is constantly delving into ruins that have lain untouched for aeons and bringing out priceless treasures which he turns around and sells in town. That's a whole lot of new wealth being pumped into the local economy, and with a war going, maybe it's not surprising that a lot of it goes into creating or importing high-quality armaments.

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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' generally averts it. 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 through simple theft. Items within containers play it straight 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.) Finally, merchants have the same stock regardless of your level when you visit them. The FirstTown merchant possesses some better items than merchants you won't run into until hours later, and larger cities tend to have merchants with better stock.
** In ''VideoGame/TheElderScrollsIVOblivion'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', NPC weaponry is determined by player level. So if you're level one, bandits will attack you with cardboard swords and arrows with suckers on the end; if you're level thirty, they will have ludicrously expensive glass swords and incredibly rare Daedric armour. This is rather like your average mugger not using a knife or pistol, but an attack helicopter and rocket launcher. To make it even less believable, the Daedric armor is virtually impossible to get otherwise- It's worn by the top ranking demons within the hell hierarchy.
***
hierarchy. [[FridgeLogic Even stranger]], the area the game takes place in is supposed to be the center of the Empire that controls the known world, and the city you start in is its capital, yet the merchants only carry the weakest, most pathetic weapons imaginable. Things like chainmail and silvered weapons are only discovered/developed as you gain levels, apparently.
** Present in ''VideoGame/TheElderScrollsVSkyrim'' ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' as well, albeit downplayed from ''Oblivion''; you'll never see bandits in Daedric armor, but the general level of gear found in the world does increase as you play. You can [[JustifiedTrope justify]] some of it if you FanWank hard enough; the player is constantly delving into ruins that have lain untouched for aeons and bringing out priceless treasures which he turns around and sells in town. That's a whole lot of new wealth being pumped into the local economy, and with a war going, maybe it's not surprising that a lot of it goes into creating or importing high-quality armaments.
8th Mar '17 11:21:37 AM nombretomado
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* [[JustifiedTrope Justified]] for the most part in the ''MechWarrior'' series, since you generally get new guns and Mechs via salvage. Meaning in order to grab a Mad Cat, for instance, you had to be able to beat one, first.

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* [[JustifiedTrope Justified]] for the most part in the ''MechWarrior'' ''VideoGame/MechWarrior'' series, since you generally get new guns and Mechs via salvage. Meaning in order to grab a Mad Cat, for instance, you had to be able to beat one, first.
5th Mar '17 4:38:17 PM nombretomado
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* ''{{Crackdown}}'' lets you take an unlimited supply of specialized vehicles out of the Agency garage - each of which, even in their lowest-powered form (they level up with you, Transformers-style) kicks the crap out of anything anyone else is driving around.

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' lets you take an unlimited supply of specialized vehicles out of the Agency garage - each of which, even in their lowest-powered form (they level up with you, Transformers-style) kicks the crap out of anything anyone else is driving around.
30th Jan '17 8:28:23 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.

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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.



* ''RiseOfTheTriad'': Begin with one pistol in slot 1. One minute into the first level find another pistol which fits slot 2 and is used [[GunsAkimbo akimbo]] with the first. Two minutes into the level find an [=MP40=] submachine gun which fills slot 3. Never touch the buttons 1 and 2 again for the rest of the game.

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* ''RiseOfTheTriad'': ''VideoGame/RiseOfTheTriad'': Begin with one pistol in slot 1. One minute into the first level find another pistol which fits slot 2 and is used [[GunsAkimbo akimbo]] with the first. Two minutes into the level find an [=MP40=] submachine gun which fills slot 3. Never touch the buttons 1 and 2 again for the rest of the game.



* ''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 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.)



* ''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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* ''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...third.



* ''VideoGame/ScarfaceTheWorldIsYours'' uses this. Handguns go up from a weaksauce .38 through a .45 to the [[HandCannon mighty Desert Eagle]], the [[{{BFG}} SAW]] gives you the best MoreDakka deal compared to the AK or the M16...
* 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.

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* ''VideoGame/ScarfaceTheWorldIsYours'' uses this. Handguns go up from a weaksauce .38 through a .45 to the [[HandCannon mighty Desert Eagle]], the [[{{BFG}} SAW]] gives you the best MoreDakka deal compared to the AK or the M16...
M16, etc.
* 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.counterparts primarily because unlocking them requires the completion of such daunting tasks as simply visiting the gun store for the first time.



* 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=] SMG's 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=] SMG's [=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.



* ''VideoGame/HalfLife2: Episode One'' is a textbook [[InvertedTrope inversion]]. The first weapon you get to fight with is the super-charged gravity gun, which then discharges, and you acquire progressively less powerful weapons throughout the game, all the way to the crowbar.

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* ''VideoGame/HalfLife2: Episode One'' is a textbook [[InvertedTrope inversion]]. The first weapon you get to fight with is the super-charged gravity gun, gun from the main game's finale, which then discharges, and you acquire progressively less powerful weapons throughout the game, all the way to the crowbar.



** These sorts of games can still play it semi-straight by giving you standard-issue weapons, whereas elite soldiers or special forces might get better kit. A modern-day shooter might start you off with a basic M16 or M4, but over time you could get more accurate sights, an M203 grenade launcher, or a full special forces mod kit, or even an [=XM8=], at least in games made before the M8 project got [[ScrewedByTheNetwork Screwed By The Military-Industrial Complex]].
*** [[VideoGame/MetalGearSolid4GunsOfThePatriots Or sometimes even]] [[VideoGame/BattlefieldBadCompany after]] [[VideoGame/RainbowSix it]] [[VideoGame/CallOfDutyBlackOps2 did.]]

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** These sorts of games can still play it semi-straight by giving you standard-issue weapons, whereas elite soldiers or special forces might get better kit. A modern-day shooter might start you off with a basic M16 or M4, but over time you could get more accurate sights, an M203 grenade launcher, or a full special forces mod kit, or even an [=XM8=], at least in games made before despite that the M8 project got [[ScrewedByTheNetwork Screwed By The Military-Industrial Complex]].
*** [[VideoGame/MetalGearSolid4GunsOfThePatriots Or sometimes even]] [[VideoGame/BattlefieldBadCompany after]] [[VideoGame/RainbowSix it]] [[VideoGame/CallOfDutyBlackOps2 did.]]
Complex]].



* 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 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 '''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]] [[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}}''.''VideoGame/{{Unreal|I}}''. 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 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 '''including the final boss'''), and the Automag, the second weapon you find at the very start of the second level, [[PunchPackingPistol stays as 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.



* 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 sound: "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 sound: "bloop."


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* ''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.
28th Jan '17 5:56:54 AM Fallingwater
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* ''RiseOfTheTriad'': Begin with one pistol in slot 1. One minute into the first level find another pistol which fits slot 2 and is used [[GunsAkimbo akimbo]] with the first. Two minutes into the level find an [=MP40=] submachine gun which fills slot 3. Never touch the buttons 1 and 2 again for the rest of the game.
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