History Main / StandardFPSGuns

5th Sep '16 8:34:29 PM wolftickets1969
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** ''VideoGame/{{Fallout 4}}'''s Missile Launcher can be modded with a Targeting Computer to fire homing missiles.
5th Sep '16 9:32:31 AM nombretomado
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In the wake of ''Doom'', almost every FPS had a shotgun or shotgun equivalent with a cool reload animation that was basically the standard weapon for most players. These days, however, shotguns are generally treated as specialist items that should only be used for close-up attacks on [[ZombieApocalypse soft targets]], since the pellets ([[VideoGame/{{Rainbow Six}} shotguns]] [[VideoGame/DeusEx almost]] [[AlienVsPredator never]] [[VideoGame/{{Crysis}} use]] [[VideoGame/{{Stalker}} slugs]] [[VideoGame/{{Battlefield}} in]] [[VideoGame/MassEffect3 computer]] games) spread out over much wider distances than they would in reality or even disappear past a dozen meters or so.

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In the wake of ''Doom'', almost every FPS had a shotgun or shotgun equivalent with a cool reload animation that was basically the standard weapon for most players. These days, however, shotguns are generally treated as specialist items that should only be used for close-up attacks on [[ZombieApocalypse soft targets]], since the pellets ([[VideoGame/{{Rainbow Six}} shotguns]] [[VideoGame/DeusEx almost]] [[AlienVsPredator [[Franchise/AlienVsPredator never]] [[VideoGame/{{Crysis}} use]] [[VideoGame/{{Stalker}} slugs]] [[VideoGame/{{Battlefield}} in]] [[VideoGame/MassEffect3 computer]] games) spread out over much wider distances than they would in reality or even disappear past a dozen meters or so.
5th Sep '16 12:52:45 AM Arca
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* [[MoreDakka Automatic weapon]]: Shoots fast and has lots of ammo. While they range in size from tiny [=SMGs=] through assault rifles to hulking machine guns and [[GatlingGood gatling guns]], they tend to be less accurate than a pistol and do less damage per slug no matter how large they are.
** Old-school first-person shooters usually have at least one which shoots {{hitscan}} projectiles and one which shoots fast but non-hitscan projectiles. The classic-style automatic weapons can include
*** [[NailEm Nailgun]]: Sometimes ImprovisedWeapon. Rapid fire and powerful, but shoots relatively slow and visible projectiles.

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* [[MoreDakka Automatic weapon]]: Weapon]]: Shoots fast and has lots of ammo. While they range in size from tiny [=SMGs=] through assault rifles to hulking machine guns and [[GatlingGood gatling guns]], they tend to be less accurate than a pistol and do less damage per slug hit no matter how large they are.
** Old-school first-person shooters usually have at least one which shoots {{hitscan}} projectiles "projectiles" and one which shoots fast but non-hitscan physically-modelled projectiles. The classic-style automatic weapons can include
include;
*** [[NailEm Nailgun]]: Sometimes an ImprovisedWeapon. Rapid fire and powerful, but shoots relatively slow and visible projectiles.



*** LightningGun: Creates a focused, sustained lightning bolt of death. Powerful, but ammo will be scarce and incompatible with other weapons.

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*** LightningGun: Creates a focused, sustained lightning bolt of death.death, or a series of wild arcs. Powerful, but ammo will be scarce and incompatible with other weapons. Alternately it might fire a single powerful discharge, in which case it's probably a SniperRifle.



*** Assault Rifle: Likely to not have mobility penalties or not very heavy ones, [[JackOfAllStats is rather balanced in usefulness]], [[BoringButPractical and may be the most plentiful weapon in the game]].
*** Submachine Gun: Likely has no movement penalties, but suffer from range and magazine issues forcing them to be relied on only in closer ranges. If a shotgun is in the game, the shotgun will tend to beat the submachine gun within a certain range (in which they usually inflict a OneHitKill), and the submachine gun will likely beat the shotgun outside of that range. Some games with submachine guns, particularly smaller models identified as machine pistols in reality like the Mini/Micro-Uzi, Skorpion, TMP/MP9 and MAC-10, allow you to [[GunsAkimbo dual-wield them]] much like pistols for MoreDakka.

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*** Assault Rifle: Likely to not have mobility penalties or not very heavy ones, [[JackOfAllStats is rather balanced in usefulness]], [[BoringButPractical and may be the most plentiful weapon in the game]].
game]] in terms of general availability (and ammo availability).
*** Submachine Gun: Likely has no movement penalties, but suffer from range and magazine issues forcing them to be relied on only in closer ranges. If a shotgun is in the game, the shotgun will tend to beat the submachine gun within a certain range (in which they usually inflict a OneHitKill), and the submachine gun will likely beat the shotgun outside of that range. Some games with submachine guns, particularly smaller models identified as machine pistols in reality like the Mini/Micro-Uzi, Skorpion, TMP/MP9 and MAC-10, allow you to [[GunsAkimbo dual-wield them]] much like pistols for MoreDakka. The [=SMG=] usually has a high rate of fire and abysmal accuracy.



* Grenades: Can be either thrown by hand or launched from a weapon. Pipe bombs, bundles of dynamite, etc. fall under this category. Grenades are also the most likely weapon to have side-effects (fire, gas, flashbang, cryo, EMP, etc.). Timed 'nades can often be "cooked" (held for a few seconds after pulling the pin) for better timing. If anything in the game has a physics simulation, it'll be these first, and ragdolls close after. Grenades are a prime way to deal with campers. Usually does SplashDamage.
** Mines: Dropped where you are, or sometimes thrown to stick to walls. Explode messily. Most mines are proximity mines, which explode when an enemy gets close enough. Players can often trigger the explosions as well; in multiplayer, HilarityEnsues. Other types include remote mines, which require the player to trigger the explosion via a handheld detonator, and timed mines which automatically detonate after a specified time. Hybrid timed mines even more with grenades and you get the StickyBomb, which bounces around until it touches an enemy, which it then sticks to. Usually does SplashDamage.
** Demolition packs: like a mine, but always manual triggered, and ludicrously powerful. The weapon of choice for destroying parked vehicles or mission objectives.
* Marksman Gun: While not as powerful as a full Sniper Rifle (though it usually has a simple scope) or as rapid-firing as an Automatic, this weapon has enough punch to kill in one headshot and groups tight enough to land them all in skilled hands, while its firing rate and mag size allow many consecutive kills. Most historical FPS fill this role with a semiautomatic rifle, such as the M1 Garand. This weapon type and subsequent derivatives may somewhere around the Assault Rifle in degrees of BoringButPractical if the game's open enough to make their above-average accuracy and damage very useful in good hands more often than not.
** [[AutomaticCrossbow Crossbow]]: Distinguished by a slower projectile, and usually requires the player to compensate by aiming higher. Could be quieter than standard guns, able to fire [[TrickArrow a variety of different bolts]] such as [[TechnicalPacifist non-lethal]] or elemental ones, or they could be more precise than guns. Also, you will almost never be able to recover ammo, and you have an abnormally high chance of wielding preposterously rare repeating crossbows. Longbows are reserved for a true {{Badass}}, usually with [[MagicalNativeAmerican Native American]] influences.
** Battle Rifle: Comparable to the Marksman Gun, but adds in an automatic or burst setting at the cost of higher recoil. A single burst can usually kill someone, and it's accurate enough to be used at range, or simply fired in auto for close quarters.
* SniperRifle: A powerful rifle that needs careful aiming, but can kill from a great distance. Usually has a scope and/or a LaserSight. Also tends to have limited ammo available. In more modern incarnations, to prevent a particularly good shot of a player from [[PlayerVersusPlayer dominating everyone else]] far too easily, using a Sniper Rifle may leave the user extremely vulnerable to anything that they aren't aiming at already due to [[DoNotRunWithAGun being slowed down]] or requiring it to get into position in some way leaving its user vulnerable when not already prepared to fire, or slow fire rates making it unlikely to kill many players quickly at once where other guns can do so much more easily.

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* Grenades: Can be either thrown by hand or launched from a weapon. Pipe bombs, bundles of dynamite, etc. fall under this category. Grenades are also the most likely weapon to have side-effects (fire, gas, flashbang, cryo, EMP, etc.).) and may not always be directly lethal. Timed 'nades can often be "cooked" (held for a few seconds after pulling the pin) for better timing. If anything in the game has a physics simulation, it'll be these first, and ragdolls close after. Grenades are a prime way to deal with campers. Usually does SplashDamage.
campers or other entrenched enemies. Sometimes they can be launched from some kind of gun (see GrenadeLauncher below) for extra range.
** Mines: Dropped where you are, or sometimes thrown to stick to walls. Explode messily. Most mines are proximity mines, which explode when an enemy gets close enough. Players can often trigger the explosions as well; in multiplayer, HilarityEnsues. Other types include remote mines, which require the player to trigger the explosion via a handheld detonator, and timed mines which automatically detonate after a specified time. Hybrid timed Cross mines even more with grenades and you get the StickyBomb, which bounces can do fun things like bounce around until it touches an enemy, which it then sticks to. Usually does SplashDamage.
Sometimes their sensor or explosive effect is limited to a specific cone, or they won't be triggered by moving very slowly, so that they can be outflanked and safely defused without making a lot of noise.
** Demolition packs: Packs: Known as C4, RDX, or other ominous names; these are used like a mine, mines, but always manual triggered, and ludicrously are far more powerful. The Most often timed or remote, they're weapon of choice for destroying parked vehicles or mission objectives.
objectives. Expect them to be used for plot purposes rather than as something you can plant anywhere you feel like. They'll probably beep regularly and have a little flashing light to let you know that they're armed.
* Marksman Gun: While not quite as powerful as a full Sniper Rifle (though it usually has a simple scope) or as rapid-firing as an Automatic, Assault Rifle, this weapon has enough punch to kill in one headshot and groups tight enough to land them all in skilled hands, while its firing rate and mag size allow many consecutive kills. Most historical FPS fill this role with a semiautomatic rifle, such as the M1 Garand.Garand; more modern shooters will use a heavier "Battle Rifle" (like the [=FN FAL=]) instead. This weapon type and subsequent derivatives may somewhere around the Assault Rifle in degrees of BoringButPractical if the game's open enough to make their above-average accuracy and damage very useful in good hands more often than not.
** [[AutomaticCrossbow Crossbow]]: Distinguished by a slower projectile, and usually requires the player to compensate by aiming higher. Could be quieter than standard guns, able to fire [[TrickArrow a variety of different bolts]] such as [[TechnicalPacifist non-lethal]] or elemental ones, or and/or they could be more precise than guns. Also, you will almost never be able to recover ammo, and you have an abnormally high chance of wielding preposterously rare repeating crossbows. Longbows are reserved for a true {{Badass}}, usually with [[MagicalNativeAmerican Native American]] influences.
** Battle Rifle: Comparable to the Marksman Gun, but adds in an automatic or burst setting at the cost of higher recoil. A single burst can usually kill someone, and it's accurate enough to be used at range, or simply fired in auto for close quarters.
quarters. To compensate for its recoil and power, its automatic rate of fire will often be fairly low; users will still need to be fairly precise up-close rather than spraying wildly.
* SniperRifle: A powerful rifle that needs careful aiming, but can kill from a great distance. Usually has a scope and/or a LaserSight.LaserSight that may take the form of a beam or a dot that everybody can see. Also tends to have limited ammo available. In more modern incarnations, to prevent a particularly good shot of a player from [[PlayerVersusPlayer dominating everyone else]] far too easily, using a Sniper Rifle may leave the user extremely vulnerable to anything that they aren't aiming at already due to [[DoNotRunWithAGun being slowed down]] or requiring it to get into position in some way leaving its user vulnerable when not already prepared to fire, or slow fire rates making it unlikely to kill many players quickly at once where other guns can do so much more easily. Variants may leave a distinct smoke trail after firing, if they don't have a highly visible laser.



** Full Auto Sniper Rifle: A rare yet slowly growing subset of sniper rifle that is essentially an oversized assault rifle with either sniper accuracy and/or power. Unlikely to ever be seen in multiplayer PvP matches. Like the full-auto shotgun, it tends to drink ammo to pay for the power.
** [[MagneticWeapons Rail Gun or Gauss Rifle]]: Capable of [[OneHitPolykill overpenetration]], this weapon fires right through people, vehicles, and sometimes even walls. In short, an up-gunned SniperRifle. In the latter case, it usually comes with some way to see through walls. Typically leaves a brightly colored trail behind (caused by the sheer speed of the projectile ionizing the oxygen in air, which then converts into blueish ozone), exposing the shooter immediately upon firing. [[CompetitiveBalance Its lack of stealth is a trade-off for its tremendous firepower]].

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** Full Auto Sniper Rifle: A rare yet slowly growing subset of sniper rifle that is essentially an oversized assault rifle with either sniper accuracy and/or power. Unlikely to ever be seen in multiplayer PvP matches. Like the full-auto shotgun, it tends to drink ammo to pay for the power.
power. Also see 'Battle Rifle', above.
** [[MagneticWeapons Rail Gun or Gauss Rifle]]: Capable of [[OneHitPolykill overpenetration]], this weapon fires right through people, vehicles, and sometimes even walls. In short, an up-gunned SniperRifle. In the latter case, it usually comes with some way to see through walls. Typically leaves Like some Sniper Rifles, these typically leave a brightly colored trail behind (caused by the sheer speed of the projectile ionizing the oxygen in air, which then converts into blueish ozone), (exact explanation and colour varies from incarnation to incarnation), exposing the shooter immediately upon firing. [[CompetitiveBalance Its lack of stealth is a trade-off for its tremendous firepower]]. Sometimes they need a second or two to charge up before they can fire as well.



** Missile Launcher: A version of the Rocket Launcher with [[MissileLockOn lock-on ability]], sometimes useless against anything but vehicles.
* GrenadeLauncher: A large gun that fires explosive shells. These rounds usually fly in an arc, giving them a limited range but allowing the player to hit enemies behind cover. Sometimes your grenades bounce off walls, allowing for kills around corners as well, though it also allows for occasional accidents where it bounces off a wall and ends up coming right back to you and blowing you up. May be the cheaper, more common alternative to the rocket launcher. Often appears as a secondary fire function for assault rifles. Usually does SplashDamage.
* [[FireBreathingWeapon Flamethrower]]: A medium-range weapon that slowly kills foes by [[ManOnFire lighting them on fire]]. While RealLife military flamethrowers operate more like pneumatic squirtguns that propel an arcing stream of gluey napalm over 120 feet away, [[VideogameFlamethrowersSuck they are typically portrayed as atomizers that jet out a hazardously inaccurate cloud of burning aerosol for about 30 feet]] (this isn't their fault though, since [[PopculturalOsmosis they're just imitating Hollywood]]).
* [[FrickinLaserBeams Energy Gun]]: Can be [[ChargedAttack charged]] before firing to increase its effect. Very often is just a [[CallARabbitASmeerp cosmetic variation of one of the above]], with increased damage and decreased ammunition availability. If ''any'' weapon in the game can recharge its own ammo over time, this is the one.
* {{BFG}}: Extremely slow, and chews up a ''lot'' of ammo (or has very little ammo to begin with), but [[SuperiorFirepowerTacticalNukes annihilates everybody in the room]].
** [[PuppetGun Target Designator]]: A signal flare, laser designator, homing beacon or other tool used to mark targets for air strikes, KillSat strikes, or other [[DeathFromAbove massive damage from above]].
* Gimmicky Weapon: A peculiar weapon that operates more on the RuleOfFunny than any practical usage. Like ''VideoGame/DukeNukem''[='=]s shrink-ray and freeze-ray, ''VideoGame/UnrealTournament''[='=]s translocator and link gun, ''VideoGame/{{Doom}} 3''[='=]s soul cube, ''VideoGame/{{Portal}}''[='=]s portal gun, ''VideoGame/HalfLife2''[='=]s gravity gun, ''VideoGame/Battlefield2142'''s {{EMP}} grenades and countless [[GrapplingHookPistol Grappling Hook Pistols]]. Often helps in puzzle solving, sometimes to the extent of being a MagicTool.
** UtilityWeapon: A gun which is mainly there for the aforementioned puzzle solving.
* [[BifurcatedWeapon Secondary options]]: Simply put, [[SecondaryFire things you can do with the weapon in addition]] to its primary fire and method of killing. Not to be confused with [[GunAccessories scopes or silencers attached]] or different kinds of (lethal) ammo, as it is still the same weapon being utilized in the same way, aided toward a certain role. Examples include grenade launcher (frequently to assault rifles) or bayonets attachments, or just plain [[PistolWhipping hitting something with the weapon]].
* Gun Turret: A very powerful, rapid-fire, high-accuracy weapon, usually with unlimited ammo. Would be perfect and utterly overpowered if it wasn't bolted down in a fixed location (sometimes facing a fixed direction only, giving it a limited area of fire). Expect MoreDakka, maybe even [[GatlingGood a minigun]]. When you see this gun, prepare for a [[SuspiciousVideoGameGenerosity scripted ambush.]]
** A recent trend in shooter games with superhuman protagonists (''Halo 3, Gears of War, [=WH40k=]: Space Marine'') is [[RemovableTurretGun to give the player the option of tearing the turret off its stand and carrying it around]]. It maintains its power, fire rate and accuracy whilst becoming portable, but sacrifices its infinite ammo for a finite number of rounds in return.
** A SentryGun is like the above, but it does the shooting without a [[TheTurretMaster player present]]. Both of these provide a valuable game balance, by letting a small number of defenders fixed in place cover an area against superior numbers, thus allowing the bulk of the team to take the field for offense.
* The Healing Device: Varies from [[HealingShiv melee to a beam to projectiles]], usually cappable of healing fast enough to be useful in a fight, and use always leads to you [[ShootTheMedicFirst shot first]] by competent enemies. The Healing Device tends to be found on a SupportPartyMember, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back.

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** Missile Launcher: A version of the Rocket Launcher with [[MissileLockOn lock-on ability]], sometimes useless against anything but vehicles.
vehicles or aircraft in that they'll refuse to fire at all unless they have a lock. Some versions can lock onto multiple targets at once using several smaller missiles.
* GrenadeLauncher: A large gun that fires explosive shells. These rounds usually fly in an arc, giving them a limited range but allowing the player to hit enemies behind cover. Sometimes your grenades bounce off walls, allowing for kills around corners as well, though it also allows for occasional accidents where it bounces off a wall and ends up coming right back to you and blowing you up. May be the cheaper, more common alternative to the rocket launcher. Often appears as a secondary fire function for assault rifles. Usually does SplashDamage.
Compared to regular grenades, a launcher usually offers greater range in exchange for shots detonating on impact, making it a little less flexible and less useful in tight spaces.
* [[FireBreathingWeapon Flamethrower]]: A medium-range weapon that slowly kills foes by [[ManOnFire lighting them on fire]]. While RealLife military flamethrowers operate more like pneumatic squirtguns that propel an arcing stream of gluey napalm over 120 feet away, [[VideogameFlamethrowersSuck they are typically portrayed as atomizers that jet out a hazardously inaccurate cloud of burning aerosol for about 30 feet]] (this isn't their fault though, since [[PopculturalOsmosis they're just imitating Hollywood]]).
Hollywood]] and/or trying to be relatively balanced). If they have an alternate fire mode it's probably something weird or trap-like, like creating a wall of fire to slow enemies, or a blast of compressed air that can deflect projectiles.
* [[FrickinLaserBeams Energy Gun]]: Shoots anything from a sustained beam to an arc of lightning to explosive homing bolts. Can be often be [[ChargedAttack charged]] before firing to increase its effect. Very often is just a [[CallARabbitASmeerp cosmetic variation of any one of the above]], above entries]], with increased damage and decreased ammunition availability. If ''any'' weapon in the game can recharge its own ammo over time, this is the one.
one. May also have very high capacity, no need to reload, and/or overheating. Expect enemies killed with it to disintegrate in exciting ways.
* {{BFG}}: Extremely slow, and chews up a ''lot'' of ammo (or has very little ammo to begin with), but [[SuperiorFirepowerTacticalNukes annihilates everybody in the room]].
room]]... possibly even an incautious wielder. Usually hidden in challenging-to-access locations, with a long respawn time.
** [[PuppetGun Target Designator]]: A signal flare, laser designator, homing beacon beacon, or other tool used to mark targets for air strikes, KillSat strikes, offshore bombardments, or other [[DeathFromAbove massive damage from above]].
* Gimmicky Weapon: UtilityWeapon: A peculiar weapon "weapon" that operates may operate more on the RuleOfFunny than any practical usage. It may not be directly lethal by itself, instead disabling victims. Alternately it may be used for solving puzzles, or for added mobility. Like ''VideoGame/DukeNukem''[='=]s shrink-ray and freeze-ray, ''VideoGame/UnrealTournament''[='=]s translocator and link gun, translocator, ''VideoGame/{{Doom}} 3''[='=]s soul cube, ''VideoGame/{{Portal}}''[='=]s portal gun, ''VideoGame/HalfLife2''[='=]s gravity gun, ''VideoGame/Battlefield2142'''s {{EMP}} grenades grenades, and countless [[GrapplingHookPistol Grappling Hook Pistols]]. Often helps in puzzle solving, sometimes to the extent of being a MagicTool.
** UtilityWeapon: A gun which is mainly there for the aforementioned puzzle solving.
* [[BifurcatedWeapon Secondary options]]: Simply put, [[SecondaryFire things you can do with the weapon in addition]] to its primary fire and method of killing. Not to be confused with [[GunAccessories scopes or silencers attached]] or different kinds of (lethal) ammo, as it is still the same weapon being utilized in the same way, aided toward a certain role. Examples include underbarrel grenade launcher launchers and shotguns (frequently to on assault rifles) or bayonets rifles), bayonet attachments, or just plain [[PistolWhipping hitting something with the weapon]].
* Gun Turret: A very powerful, rapid-fire, high-accuracy weapon, usually with unlimited ammo. Probably also prone to overheating if you try to fire it for too long. Would be perfect and utterly overpowered if it wasn't bolted down in a fixed location (sometimes facing a fixed direction only, giving it a limited area of fire). Expect MoreDakka, maybe even [[GatlingGood a minigun]]. When you see this gun, gun in single player, prepare for a [[SuspiciousVideoGameGenerosity scripted ambush.]]
]] If you see one in multiplayer, stay well away; [[SchmuckBait it's probably being watched]] by an enemy sniper.
** A recent trend in shooter games with superhuman protagonists (''Halo 3, Gears of War, [=WH40k=]: Space Marine'') is [[RemovableTurretGun to give the player the option of tearing the turret off its stand and carrying it around]]. It maintains its power, fire rate and accuracy whilst becoming portable, but sacrifices its infinite ammo for a finite number of rounds in return.
return. Expect serious movement penalties when lugging one around.
** A SentryGun is like the above, but it does the shooting without a [[TheTurretMaster player present]]. Both of these provide a valuable game balance, by letting a small number of defenders fixed in place cover an area against superior numbers, thus allowing the bulk of the team to take the field for offense.
offense. An automated sentry gun will typically have a limited sensor range or a fixed arc of sensing and firing, so that it can't easily dominate an entire map with good placement.
* The Healing Device: Increasingly frequent with the rise of team-vs-team based shooters. Varies from [[HealingShiv melee to a beam to projectiles]], sometimes explosive or area-based, usually cappable capable of healing fast enough to be useful in a fight, and use always leads to you [[ShootTheMedicFirst the user being shot first]] by competent enemies. The Healing Device tends to be found on a SupportPartyMember, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back.
back. When it isn't useless against enemies, it's liable to have some kind of LifeDrain effect that takes health from the victim and transfers it to the attacker. Sometimes, it might even add ''extra'' temporary health to allies, making it useful all the time instead of just when someone is injured.
** Repair Gun/Tool: A variant that is only useful for building or repairing damaged vehicles, structures, and the like. May take the form of a welding tool or a high-tech energy projector. Unlike a Healing Device, expect a Repair Gun to damage anyone you happen to point it at. It might even be surprisingly more lethal than you'd anticipate, though usually short-ranged to the point of being a melee weapon. Occasionally it may even just ''be'' one, taking the form of a wrench, spanner, or similar tool.
4th Sep '16 3:57:25 PM nombretomado
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* Garden-variety, sawed-off, and double-barrel shotguns also appear in ''VideoGame/DukeNukem3D'', ''VideoGame/RedneckRampage'', ''VideoGame/{{Blood}}'', all of the ''VideoGame/{{Quake}}'' games, the ''VideoGame/CallOfDuty'' games, the ''AliensVsPredator'' games, ''Franchise/{{Halo}}'', ''VideoGame/{{FEAR}}'', ''VideoGame/{{Singularity}}''...

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* Garden-variety, sawed-off, and double-barrel shotguns also appear in ''VideoGame/DukeNukem3D'', ''VideoGame/RedneckRampage'', ''VideoGame/{{Blood}}'', all of the ''VideoGame/{{Quake}}'' games, the ''VideoGame/CallOfDuty'' games, the ''AliensVsPredator'' ''VideoGame/AliensVsPredator'' games, ''Franchise/{{Halo}}'', ''VideoGame/{{FEAR}}'', ''VideoGame/{{Singularity}}''...



*** The Pulse Rifle from ''AliensVsPredator 2'', like the Scavenger Rifle, also doubled as a grenade-launcher.

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*** The Pulse Rifle from ''AliensVsPredator ''VideoGame/AliensVsPredator 2'', like the Scavenger Rifle, also doubled as a grenade-launcher.



* Used in ''AliensVsPredator 2'' with both tracking and non-tracking ammunition.

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* Used in ''AliensVsPredator ''VideoGame/AliensVsPredator 2'' with both tracking and non-tracking ammunition.



* The speargun and net gun from Monolith's ''AliensVsPredator'' games fall into this category.

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* The speargun and net gun from Monolith's ''AliensVsPredator'' ''VideoGame/AliensVsPredator'' games fall into this category.
2nd Sep '16 4:00:02 AM erforce
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** As did ''VideoGame/TimeSplitters 2''.
*** And a recent example, ''VideoGame/ModernWarfare 2'' has you dual wielding the same. We don't get to see how to reload them, as the animation is just lowering the gun below the screen for a bit.

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** As did ''VideoGame/TimeSplitters 2''.
''VideoGame/TimeSplitters2''.
*** And a recent example, ''VideoGame/ModernWarfare 2'' ''VideoGame/CallOfDutyModernWarfare2'' has you dual wielding the same. We don't get to see how to reload them, as the animation is just lowering the gun below the screen for a bit.
14th Aug '16 11:08:40 PM UmbrellasWereAwesome
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* Franchise/{{Halo}}'': While not a canonical example, a hidden EasterEgg {{BFG}} on the third mission in ''VideoGame/{{Halo 2}}'' fired a beam similar to the Scarab's and did the same amount of damage.

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* Franchise/{{Halo}}'': ''Franchise/{{Halo}}'': While not a canonical example, a hidden EasterEgg {{BFG}} on the third mission in ''VideoGame/{{Halo 2}}'' fired a beam similar to the Scarab's and did the same amount of damage.
13th Aug '16 10:23:38 PM UmbrellasWereAwesome
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** ''VideoGame/HaloReach'''s Plasma Launcher can charge to fire up to four homing plasma grenades, ''VideoGame/{{Halo 4}}''[='s=] Boltshot has a shotgun-esque charge shot, the Plasma Caster can charge to fire a sticky grenade that releases secondary explosives, and ''VideoGame/Halo5Guardian''[='s=] Incineration Cannon has a more powerful charge shot.

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** ''VideoGame/HaloReach'''s Plasma Launcher can charge to fire up to four homing plasma grenades, ''VideoGame/{{Halo 4}}''[='s=] Boltshot has a shotgun-esque charge shot, the Plasma Caster can charge to fire a sticky grenade that releases secondary explosives, and ''VideoGame/Halo5Guardian''[='s=] ''VideoGame/Halo5Guardians''[='s=] Incineration Cannon has a more powerful charge shot.
13th Aug '16 6:38:46 PM arcanashaman
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* ''Battlefront 2'' has the normal shotgun, carried by the Engineer class, which shoots a spread of green laser beams and is only dangerous up close. The award shotgun shoots [[LawOfChromaticSuperiority purple]] beams and has a much tighter spread. Curiously, the V-wing bomber on space maps has a starfighter-sized version.

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* ''Battlefront 2'' has the normal shotgun, carried by the Engineer class, which shoots a spread of green laser beams and is only dangerous up close. The award shotgun shotgun, called a "[[CallARabbitASmeerp flechette launcher]]" like in the above entry, shoots [[LawOfChromaticSuperiority purple]] beams and has a much tighter spread. Curiously, the V-wing bomber on space maps has a starfighter-sized version.
10th Aug '16 3:10:33 AM UmbrellasWereAwesome
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* ''VideoGame/HaloCombatEvolved'' was one of the first games to have the player use pistol-whipping or rifle-swinging as an alternative to an emergency weapon.
** ''[[VideoGame/HaloReach Reach]]'' gives everyone knives, but they're only used for extended [[BackStab Assassination]] kills.

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* ''Franchise/{{Halo}}'':
**
''VideoGame/HaloCombatEvolved'' was one of the first games to have the player use pistol-whipping or rifle-swinging as an alternative to an emergency weapon.
** Games from ''[[VideoGame/HaloReach Reach]]'' gives onward give everyone knives, but they're only used for extended [[BackStab Assassination]] kills.



* The Energy Sword in ''VideoGame/{{Halo 2}}'', as well as the Gravity Hammer in the third.

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* ''Franchise/{{Halo}}'': The Energy Sword in ''VideoGame/{{Halo 2}}'', as well as the and Gravity Hammer in the third.Hammer.



* In ''VideoGame/HaloCombatEvolved'', the pistol was rather powerful and accurate, and even included a sniper scope. The scope and most of its damage was removed in ''VideoGame/{{Halo 2}}''. Cue rioting. The scope returns in ''VideoGame/Halo3ODST'', and ''VideoGame/HaloReach'' raises the damage. Cue cheering.

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* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', the pistol was rather powerful and accurate, and even included a sniper scope. The scope and most of its damage was removed in ''VideoGame/{{Halo 2}}''. Cue rioting. The scope returns in ''VideoGame/Halo3ODST'', and games from ''VideoGame/HaloReach'' raises onward have raised the damage. Cue cheering.



* ''{{Franchise/Halo}}'' had the shotgun, and then a smaller, weaker, dual weldable "Mauler" shotgun.

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* ''{{Franchise/Halo}}'' had the shotgun, and then a smaller, weaker, dual weldable "Mauler" shotgun.shotgun, and a pretty good Scattershot (which can also ricochet its shots off hard surfaces).



* Numerous weapons from ''Franchise/{{Halo}}''.



* Most of the guns in Halo are automatic; but Halo 3 added some overkill with the ability to tear chaingun turrets off their tripod and go to town (It slows you down and runs out of ammo fast, but damn it looks awesome).

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* Most of the guns in Halo are ''Franchise/{{Halo}}'' can be fired automatic; but Halo 3 the series from ''VideoGame/{{Halo 3}}'' onward added some overkill with the ability to tear chaingun turrets off their tripod and go to town (It slows you down and runs out of ammo fast, but damn it looks awesome).



* ''Halo'' has the "Needler", which shoots pink, exploding, homing crystal needles.

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* ''Halo'' ''Franchise/{{Halo}}'' has the "Needler", which shoots pink, exploding, homing crystal needles.needles. ''VideoGame/HaloReach'' has the Needle Rifle, a non-homing precision version.



** The third had flame and spike grenades added.
** Did we forget about the Rocket Launcher (''Halo 2'' added a homing missile feature), Missile Pod, Fuel Rod Cannon, Brute Shot, and ''Halo: Reach'''s Grenade Launcher, Concussion Rifle and Plasma Launcher?

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** The third ''VideoGame/{{Halo 3}}'' had flame and spike grenades added.
added, and ''VideoGame/{{Halo 4}}'' and ''VideoGame/Halo5Guardians'' add the pulse/splinter grenade (with the latter mode creating secondary explosions).
** Did we forget about the Rocket Launcher (''Halo 2'' (''VideoGame/{{Halo 2}}'' added a homing missile feature), Missile Pod, Fuel Rod Cannon, Brute Shot, and ''Halo: Reach'''s Grenade Launcher, Concussion Rifle and Rifle, Plasma Launcher?Launcher, Sticky Detonator, Plasma Caster (which can fire a charged stick grenade with secondary explosions), and Incineration Cannon (with insane splash damage in ''4'' thanks to, again, secondary explosions)?



* ''VideoGame/{{Halo 2}}'' and ''Halo 3'' had the Battle Rifle, which fires three bullets per shot, and can kill in 4 headshots. ''Reach'' has the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is the carbine in 2 and 3, and in Reach the Needle Rifle, a weapon that works the same as the smaller needler.

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* ''Franchise/{{Halo}}'' has the Battle Rifle (introduced in ''VideoGame/{{Halo 2}}'' and ''Halo 3'' had the Battle Rifle, 2}}'', which fires three bullets per shot, and can kill in 4 headshots. ''Reach'' has ''VideoGame/HaloReach'' introduced the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is the carbine in 2 and 3, and in Reach Covenant Carbine, with ''Reach'' adding the Needle Rifle, a weapon that works the same as which is a more precise version of the smaller needler.needler. On the Promethean side, there's the Lightrifle, which fires HardLight.



* The Halo games feature the UNSC Sniper Rifle as well as the battery powered Covenant Particle Beam Rifle often employed by Jackal snipers.

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* The Halo ''Franchise/{{Halo}}'' games feature the UNSC Sniper Rifle as well as the battery powered Covenant Particle Beam Rifle often employed by Jackal snipers.snipers. ''VideoGame/{{Halo 4}}'' introduces the Forerunner Binary Rifle, which fires a beam that can one-shot enemies ''without'' needing a headshot.



** ''VideoGame/HaloReach'''s Plasma Launcher can charge to fire up to four homing plasma grenades.

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** ''VideoGame/HaloReach'''s Plasma Launcher can charge to fire up to four homing plasma grenades.grenades, ''VideoGame/{{Halo 4}}''[='s=] Boltshot has a shotgun-esque charge shot, the Plasma Caster can charge to fire a sticky grenade that releases secondary explosives, and ''VideoGame/Halo5Guardian''[='s=] Incineration Cannon has a more powerful charge shot.



* While not a canonical example, a hidden EasterEgg {{BFG}} on the third mission in ''Halo 2'' fired a beam similar to the Scarab's and did the same amount of damage.
** The Missile Pod in Halo 3, the Fuel Rod Cannon, the Spartan Laser, and the Scarab (With the part of the level it is in being called ''Scarab. BFG. End of the World.'').

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* Franchise/{{Halo}}'': While not a canonical example, a hidden EasterEgg {{BFG}} on the third mission in ''Halo 2'' ''VideoGame/{{Halo 2}}'' fired a beam similar to the Scarab's and did the same amount of damage.
** The Missile Pod in Halo 3, ''VideoGame/{{Halo 3}}'', the Fuel Rod Cannon, the Spartan Laser, ''VideoGame/{{Halo 4}}''[='s=] Incineration Cannon, and the Scarab (With the part of the level it is in being called ''Scarab. BFG. End of the World.'').



* The Brute Weapons in Halo 3 have sharp blades used for killing in the Books, and up the melee power in the game.

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* ''Franchise/{{Halo}}'': The Brute Weapons in Halo 3 ''VideoGame/{{Halo 3}}'' have sharp blades used for killing in the Books, and killing, which actually up the melee power in the game.game.
** ''VideoGame/HaloReach'''s grenade launcher can fire airburst shots. The rocket launchers have a lock-on function in most games, as does the Hydra. A number of Promethean weapons have slightly different projectile properties when zoomed in.



* ''VideoGame/HaloReach'''s grenade launcher can fire airburst shots. The rocket launchers in this game and ''VideoGame/{{Halo 2}}'' have a lock-on function.
12th Jul '16 12:46:14 AM jormis29
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* Gimmicky Weapon: A peculiar weapon that operates more on the RuleOfFunny than any practical usage. Like ''VideoGame/DukeNukem''[='=]s shrink-ray and freeze-ray, ''VideoGame/UnrealTournament''[='=]s translocator and link gun, ''VideoGame/{{Doom}} 3''[='=]s soul cube, ''VideoGame/{{Portal}}''[='=]s portal gun, ''VideoGame/HalfLife2''[='=]s gravity gun, ''VideoGame/{{Battlefield}} 2142'''s {{EMP}} grenades and countless [[GrapplingHookPistol Grappling Hook Pistols]]. Often helps in puzzle solving, sometimes to the extent of being a MagicTool.

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* Gimmicky Weapon: A peculiar weapon that operates more on the RuleOfFunny than any practical usage. Like ''VideoGame/DukeNukem''[='=]s shrink-ray and freeze-ray, ''VideoGame/UnrealTournament''[='=]s translocator and link gun, ''VideoGame/{{Doom}} 3''[='=]s soul cube, ''VideoGame/{{Portal}}''[='=]s portal gun, ''VideoGame/HalfLife2''[='=]s gravity gun, ''VideoGame/{{Battlefield}} 2142'''s ''VideoGame/Battlefield2142'''s {{EMP}} grenades and countless [[GrapplingHookPistol Grappling Hook Pistols]]. Often helps in puzzle solving, sometimes to the extent of being a MagicTool.
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