History Main / StandardFPSGuns

16th Apr '17 7:16:00 PM nombretomado
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Most class-based FPS games, such as ''VideoGame/TeamFortress2'' or ''StarWarsBattlefront'' have an interesting variation on StandardFPSGuns; character classes are given the roles of the weapons (as well as the weapons themselves). For example, in ''VideoGame/TeamFortress2'', the [[AxCrazy Pyro]] fulfills the flamethrower role and the Demoman is armed exclusively with grenades and mines.

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Most class-based FPS games, such as ''VideoGame/TeamFortress2'' or ''StarWarsBattlefront'' ''VideoGame/StarWarsBattlefront'' have an interesting variation on StandardFPSGuns; character classes are given the roles of the weapons (as well as the weapons themselves). For example, in ''VideoGame/TeamFortress2'', the [[AxCrazy Pyro]] fulfills the flamethrower role and the Demoman is armed exclusively with grenades and mines.



* The award pistol in ''StarWarsBattlefront 2'' does as much damage as a normal sniper rifle and has six sixteen-shot magazines.

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* The award pistol in ''StarWarsBattlefront ''VideoGame/StarWarsBattlefront 2'' does as much damage as a normal sniper rifle and has six sixteen-shot magazines.



* ''StarWarsBattlefront 2'' has the standard base class for every faction with an assault rifle. The award version shoots pulses of three bolts instead of being full-auto, but two hits will down anything short of a Wookie. The Clone Commander and the Destroyer Droid also have specialized high rate of fire unlimited ammo guns.

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* ''StarWarsBattlefront ''VideoGame/StarWarsBattlefront 2'' has the standard base class for every faction with an assault rifle. The award version shoots pulses of three bolts instead of being full-auto, but two hits will down anything short of a Wookie. The Clone Commander and the Destroyer Droid also have specialized high rate of fire unlimited ammo guns.



* Almost everyone in ''StarWarsBattlefront 2'' has at least a few grenades, and three of the four factions have unlockable classes that carry grenade launchers. Special mention goes to the Wookie Warrior, who carries four normal grenades and has fifteen shots for his grenade launcher.

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* Almost everyone in ''StarWarsBattlefront ''VideoGame/StarWarsBattlefront 2'' has at least a few grenades, and three of the four factions have unlockable classes that carry grenade launchers. Special mention goes to the Wookie Warrior, who carries four normal grenades and has fifteen shots for his grenade launcher.
12th Apr '17 11:26:52 AM DaNuke
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* ''SpecOpsTheLine'' has two shotguns: the W2000, which is a standard close-range shotgun, and the [=AA12=], which has the distinction of being a fully automatic videogame shotgun that fires slugs -- it's so amazingly powerful, you can kill a heavy trooper in just a few seconds with it.
12th Apr '17 11:19:39 AM DaNuke
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*** The HK [=G3SG1=], the Sig SG550 (HLCS) and the FN SCAR (CSGO) are semiautomatic marksman guns, also known as "autonoobs" because of just how amazingly easy it is to snipe someone compared with the AWP: just put your sight, and flood your enemy with shots from afar until he's dead. The drawback? ''They cost an AK-47 and a half'', meaning that if you die and you didn't buy your autonoob with maximum funds, you will have to make do with a pistol or a submachine gun.

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*** The HK [=G3SG1=], the Sig SG550 (HLCS) and the FN SCAR (CSGO) are semiautomatic marksman guns, also known as "autonoobs" because of just how amazingly easy it is to snipe someone compared with the AWP: just put your sight, and flood your enemy with shots from afar until he's dead. The drawback? ''They cost an AK-47 and a half'', meaning that if you die and you didn't buy your autonoob with maximum funds, on the next round you will have to make do with a pistol or a submachine gun.
12th Apr '17 11:18:15 AM DaNuke
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*** The HK [=G3SG1=], the Sig SG550 (HLCS) and the FN SCAR (CSGO) are semiautomatic marksman guns, also known as "autonoobs" because of just how amazingly easy it is to snipe someone compared with the AWP: just put your sight, and flood your enemy with shots from afar until he's dead. The drawback? ''They cost an AK-47 and a half'', meaning that if you die and you didn't buy your autonoob with maximum funds, you will have to make do with a pistol or a submachine gun.
2nd Apr '17 9:39:25 AM nombretomado
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* The Electro (/Driver) from ''{{Painkiller}}'' also arcs toward enemies.

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* The Electro (/Driver) from ''{{Painkiller}}'' ''VideoGame/{{Painkiller}}'' also arcs toward enemies.



* ''{{Painkiller}}'''s shuriken gun.

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* ''{{Painkiller}}'''s ''VideoGame/{{Painkiller}}'''s shuriken gun.



* The stakegun in ''{{Painkiller}}'' impales foes and nails them to walls. The bolts spontaneously ignite once they have traveled a certain distance, dealing double damage if they hit.

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* The stakegun in ''{{Painkiller}}'' ''VideoGame/{{Painkiller}}'' impales foes and nails them to walls. The bolts spontaneously ignite once they have traveled a certain distance, dealing double damage if they hit.
7th Mar '17 6:50:33 PM flameclaw0x7
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* [[ShotgunsAreJustBetter Shotgun]]: Deals a lot of damage up close, but [[ShortRangeShotgun nearly useless at long range]] (with a few exceptions -- early games like ''VideoGame/{{Doom}}'' in particular) and slow to reload (although it almost always lets you 'top off' its ammo in a flash, even in games without OneBulletClips).

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* [[ShotgunsAreJustBetter Shotgun]]: Deals a lot of damage up close, but [[ShortRangeShotgun nearly generally useless at long range]] (with a few exceptions -- early games like ''VideoGame/{{Doom}}'' in particular) particular). Usually reloads only one shell at a time, making whole reloads slower but reloading for single shots faster. If ShortRangeShotgun is averted and slow an Assault Rifle isn't present, expect this one to reload (although it almost always lets you 'top off' its ammo in a flash, even in games without OneBulletClips).be the BoringYetPractical replacement for the pistol.



*** 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.

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*** 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.range (in which ShortRangeShotgun begins to take effect). 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.
7th Mar '17 11:37:45 AM Thunderchin
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** [[http://tvtropes.org/pmwiki/pmwiki.php/Main/DeployableCover Drop Shield]]: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.

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** [[http://tvtropes.org/pmwiki/pmwiki.php/Main/DeployableCover [[DeployableCover Drop Shield]]: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.
7th Mar '17 11:36:58 AM Thunderchin
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* [[LuckilyMyShieldWillProtectMe Shields]]: Instead of healing damage, this device relies on protecting its user from damage in the first place. Whether an energy shield projected in front of or around the user, or a physical hunk of metal the character holds in front of himself, it will always absorb most of, or sometimes all, damage from bullets that hit it. To qualify, a shield must be actively equipped as a weapon, otherwise, it's merely another form of armor. Expect mobility and visibility penalties to come with a physical shield, and the ability to ShieldBash anyone that gets close. Woe is the shield user who gets a StickyBomb stuck to it...
** Drop Shield: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.

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* [[LuckilyMyShieldWillProtectMe Shields]]: Instead of healing or dealing damage, this device relies on protecting its user from damage in the first place. Whether an energy shield projected in front of or around the user, or a physical hunk of metal the character holds in front of himself, it will always absorb most of, or sometimes all, if not all bullet damage dealt to it. Blast, fire, and status effect protection is much more variable from bullets that hit it. game to game. To qualify, a shield must be actively equipped held as a weapon, otherwise, it's merely another form of armor. Expect mobility and visibility penalties to come with a physical shield, and the ability to ShieldBash anyone that gets close. Woe is the shield user who gets a StickyBomb stuck to it...
** [[http://tvtropes.org/pmwiki/pmwiki.php/Main/DeployableCover Drop Shield: Shield]]: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.
6th Mar '17 6:33:41 PM Thunderchin
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** The Buffing Device: Medics and other team-support roles may additionally have means to temporarily increase the stats of their friends. Whether increasing their damage, their maximum health, granting resistances, boosting speed...as long as it enables another to more easily make a kill. See also a debuffing device, which is used against the enemy to temporarily decrease their stats or inflict StandardStatusEffects.




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* [[LuckilyMyShieldWillProtectMe Shields]]: Instead of healing damage, this device relies on protecting its user from damage in the first place. Whether an energy shield projected in front of or around the user, or a physical hunk of metal the character holds in front of himself, it will always absorb most of, or sometimes all, damage from bullets that hit it. To qualify, a shield must be actively equipped as a weapon, otherwise, it's merely another form of armor. Expect mobility and visibility penalties to come with a physical shield, and the ability to ShieldBash anyone that gets close. Woe is the shield user who gets a StickyBomb stuck to it...
** Drop Shield: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.



* ''VideoGame/TeamFortress2'' has the Medigun, arguably the TropeCodifier, a Beam that rapidly heals whoever happens to be the Medic's Current Patient, it's powerful enough to overpower an inaccurate enemy firing at the target, but any combat class can overpower it with accurate shots.

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* ''VideoGame/TeamFortress2'' has the Medigun, arguably the TropeCodifier, a Beam that rapidly heals whoever happens to be the Medic's Current Patient, it's powerful enough to overpower an inaccurate enemy firing at the target, but any combat class can overpower it with accurate shots. While all Mediguns are capable of Overhealing their targets, The Vaccinator goes above and beyond as a Buffing Device by protecting against one damage type at a time.



** Aura and Sawbonez use Defibrillators to revive Downed teammates. Sparks can use her REVIVR gun to do the same from a distance.

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** Aura Aura, Phoenix, and Sawbonez use Defibrillators to revive Downed teammates. Sparks can use her REVIVR gun to do the same from a distance.distance, while Phoenix can revive himself.



** As-yet-unreleased Merc Phoenix has an area-of-effect healing ability.

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** As-yet-unreleased Merc Phoenix has an area-of-effect healing ability.pulse that instantly heals himself and teammates in the pulse area.


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[[folder: Shields]]
* ''Franchise/{{Halo}}'' has had Bubble Shields and Drop Shields in various installments. They always emit a bubble that blocks all fire from entering it, staying fixed for 20 seconds. Any character and/or vehicle can enter and leave the shield freely, however. The ones in ''VideoGame/HaloReach'' have a healing effect to anyone inside, friend or foe.
* Every ''Franchise/CallOfDuty'' game since ''VideoGame/ModernWarfare2'' sports a player-wieldable Riot Shield of some fashion. ''VideoGame/BlackOps2'' added the ability to drop yours as deployable cover. To date, though, the only attack available to the player is a simple ShieldBash - but [[TheComputerIsACheatingBastard don't tell the AI that of course.]]
[[/folder]]
21st Feb '17 9:29:26 PM wolftickets1969
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* ''VideoGame/ResidentEvil4'' has single-use RPG's that take up a motherload of inventory space. There's also an infinite ammo version unlocked on a NewGamePlus.

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* ''VideoGame/ResidentEvil4'' has a single-use RPG's [[AKA47 RPG-7 expy]] that take takes up a motherload of inventory space. There's also an infinite ammo version unlocked on a NewGamePlus.


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* ''ResidentEvil4'' has a bolt-action sniper rifle obtainable the first time you meet the Merchant, and a semi-automatic rifle once you reach the Castle.


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* The [[BraggingRightsReward PRL 412]] in ''VideoGame/ResidentEvil4'' can fire either a single pulse that damages and stuns enemies, or when charged, a WaveMotionGun beam that pierces and kills most enemies in one hit.
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