History Main / UniversalAmmunition

22nd Jan '17 5:23:08 AM icewater
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** Averted to a slightly unrealistic degree at times in the earlier games. Even the normal and sniper versions of a weapon did not have interchangeable ammunition; while in some cases like most bolt-action rifles this was at least semi-accurate since attaching a scope made it impossible to reload them using stripper clips, it was even the case when the weapons ''should'' have used exactly the same ammunition loaded exactly the same way, like the Sten being nearly-impossible to replenish despite taking the same magazines as the [=MP40=]s every other German soldier drops, or a scoped Mosin-Nagant [[GoodBadBugs reloading with clips anyway]] but not being able to take more from unscoped ones.

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** Averted to a slightly unrealistic degree at times in the earlier games. Even the normal and sniper versions of a weapon did not have interchangeable ammunition; while in some cases like most bolt-action rifles this was at least semi-accurate slightly-accurate since attaching a scope made it impossible to reload them using stripper clips, it was even the case when the weapons ''should'' have used exactly the same ammunition loaded exactly the same way, like the Sten being nearly-impossible to replenish despite taking the same magazines as the [=MP40=]s every other German soldier drops, or a scoped Mosin-Nagant [[GoodBadBugs reloading with clips anyway]] but not being able to take more from unscoped ones.
4th Jan '17 2:32:19 PM Kadorhal
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* ''VideoGame/DeusExInvisibleWar'' takes this trope to the extreme. Anything that uses ammunition uses ''the same ammunition'' as everything else. The in-game explanation is that ammunition is reduced to a slurry of nanomachines that form into the proper ammunition for the weapon. This includes battery packs, flame thrower fuel, regular bullets, and even '''rockets'''. The creative reason behind this is that the inventory system got simplified, and [[AcceptableBreaksFromReality carrying 20 types of ammo didn't sound appealing when you only had 7 spaces]]. This has the major drawback of burning your ammo with one gun means you're screwed.
** Averted in the first game, and wasn't an issue because ammo was stored in a HyperspaceArsenal ([[BadassLongcoat your coat]]) separate from the normal GridInventory. That said, pistol and sniper ammo were simply cartons of loose bullets rather than magazines. That's OneBulletClips for you.

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* ''VideoGame/DeusExInvisibleWar'' takes this trope to the extreme. Anything that uses ammunition uses ''the same ammunition'' as everything else. The in-game explanation is that ammunition is reduced to a slurry of nanomachines that form into the proper ammunition for the weapon. This includes battery packs, flame thrower fuel, regular bullets, and even '''rockets'''. The creative reason behind this is that the inventory system got simplified, and [[AcceptableBreaksFromReality carrying 20 types of ammo didn't sound appealing when you only had 7 spaces]]. This has the major drawback of burning your ammo with one gun gun, or even doing too much shooting late in the game means you're screwed.
screwed, since you can still only carry about as much ammo as you could in the first game but that limited supply is stretched across four or five guns now.
** Averted in [[VideoGame/DeusEx the first game, game]], and wasn't an issue because ammo was stored in a HyperspaceArsenal ([[BadassLongcoat your coat]]) separate from the normal GridInventory. That said, pistol and sniper ammo were simply cartons of loose bullets rather than magazines. That's OneBulletClips for you.you (on top of an attachment increasing the mag size of a specific weapon.



* The ''VideoGame/{{Doom}}'' trilogy: the first two games had four types of ammunition for six guns (seven if you include the second game's super shotgun). The Plasma Gun and BFG share ammo, as do the aforementioned super shotgun and the original shotgun, which are both justified as the former two are both energy weapons powered by battery packs and the latter two are fed with loose shells, is justified. The pistol and chaingun also share ammunition, which is less justified. Doom 3 averts the trope entirely; every gun now uses separate ammo (except for, once again, the new super shotgun in ''Resurrection of Evil'', which shares ammo with the base shotgun). ''VideoGame/Doom2016'' goes back to the style of the first two games, using four ammo types for seven guns and two special ammo types for the [[ChainsawGood special]] [[{{BFG}} weapons]].
* ''VideoGame/Wolfenstein3D'' uses this trope, but to its credit, there's only three guns.
** And the Luger pistol and [=MP40=] SMG both use 9mm cartridges (though not from the same magazines.) The minigun? Well it ''is'' fictional.
** Later ports of the game add a rocket launcher and flamethrower weapon, each of which use separate ammo types from each other and the regular guns.

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* The ''VideoGame/{{Doom}}'' trilogy: the first two games had four types of ammunition for six guns (seven if you include the second game's super shotgun). The Plasma Gun and BFG share ammo, as do the aforementioned super shotgun and the original shotgun, which are both justified as the former two are both energy weapons powered by battery packs and the latter two are fed with loose shells, is justified. The pistol and chaingun also share ammunition, which is less justified. Doom 3 ''VideoGame/{{Doom 3}}'' averts the trope entirely; every gun now uses separate ammo (except for, once again, the new super shotgun in ''Resurrection of Evil'', which shares ammo with the base shotgun). ''VideoGame/Doom2016'' goes back to the style of the first two games, using four ammo types for seven guns and two special ammo types for the [[ChainsawGood special]] [[{{BFG}} weapons]].
* ''VideoGame/Wolfenstein3D'' uses this trope, but to its credit, there's only three guns.
** And
guns, and the Luger P08 pistol and [=MP40=] SMG both use 9mm cartridges (though not from the same magazines.) magazines). The minigun? Well it ''is'' fictional.
**
fictional. Later ports of the game add a rocket launcher and flamethrower weapon, each of which use separate ammo types from each other and the regular guns.
24th Dec '16 8:10:03 AM TheMysteriousTroper
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* ''Film/DieHard'' only gave McClane one starting magazine for his Beretta, but once he captured some of the enemy MP5 submachine guns, he also was able to top off his lone pistol mag because the two weapons share 9mm ammo. It helps that McClane had a ''lot'' of downtime during the whole ordeal, where he's presumably loading magazines off camera.

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* ''Film/DieHard'' only gave McClane [=McClane=] one starting magazine for his Beretta, but once he captured some of the enemy MP5 [=MP5=] submachine guns, he also was able to top off his lone pistol mag because the two weapons share 9mm ammo. It helps that McClane [=McClane=] had a ''lot'' of downtime during the whole ordeal, where he's presumably loading magazines off camera.
7th Nov '16 3:20:13 PM 100pointonepercent
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* The ''VideoGame/{{Doom}}'' trilogy: the first two games had four types of ammunition for six guns (seven if you include the second game's super shotgun). The Plasma Gun and BFG share ammo, as do the aforementioned super shotgun and the original shotgun, which are both justified as the former two are both energy weapons powered by battery packs and the latter two are fed with loose shells, is justified. The pistol and chaingun also share ammunition, which is less justified. Doom 3 averts the trope entirely; every gun now uses separate ammo (except for, once again, the new super shotgun in ''Resurrection of Evil'', which shares ammo with the base shotgun).

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* The ''VideoGame/{{Doom}}'' trilogy: the first two games had four types of ammunition for six guns (seven if you include the second game's super shotgun). The Plasma Gun and BFG share ammo, as do the aforementioned super shotgun and the original shotgun, which are both justified as the former two are both energy weapons powered by battery packs and the latter two are fed with loose shells, is justified. The pistol and chaingun also share ammunition, which is less justified. Doom 3 averts the trope entirely; every gun now uses separate ammo (except for, once again, the new super shotgun in ''Resurrection of Evil'', which shares ammo with the base shotgun). ''VideoGame/Doom2016'' goes back to the style of the first two games, using four ammo types for seven guns and two special ammo types for the [[ChainsawGood special]] [[{{BFG}} weapons]].
30th Oct '16 11:09:26 AM nombretomado
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* Painfully averted in ''{{GURPS}}: High Tech'' which gives an exhaustive list of ammunition types. Played more straight in ''Ultra-Tech'' where there are only a dozen different rounds between all the guns. ''High Tech'' even has a table explaining ammo compatibility (including showing how less powerful and/or smaller parent cartridges fit into their descendant guns, like .38 Special into .357 Magnum, but not vice-versa), and optional rules that let the GM determine the effect of loading incompatible ammo that somehow fits in the gun (with the best result being lower efficiency and possible jamming, and the worst result being the gun exploding).

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* Painfully averted in ''{{GURPS}}: ''TabletopGame/{{GURPS}}: High Tech'' which gives an exhaustive list of ammunition types. Played more straight in ''Ultra-Tech'' where there are only a dozen different rounds between all the guns. ''High Tech'' even has a table explaining ammo compatibility (including showing how less powerful and/or smaller parent cartridges fit into their descendant guns, like .38 Special into .357 Magnum, but not vice-versa), and optional rules that let the GM determine the effect of loading incompatible ammo that somehow fits in the gun (with the best result being lower efficiency and possible jamming, and the worst result being the gun exploding).
19th Oct '16 9:40:58 PM Kadorhal
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* ''VideoGame/Left4Dead'' justifies this: all guns reload their ammunition or get upgraded ammo from the same pile/box, but they are clearly shown to contain a variety of ammo. There are also a few weapons that cannot be reloaded from the ammo piles but can get explosive or incendiary ammo, specifically the grenade launcher and M60.



* ''VideoGame/ReturnToCastleWolfenstein'' uses this for some of the guns; first for the Luger, [=MP40=] and Sten all using the 9mm Parabellum rounds (the British designed the Sten specifically to use [=MP40=] magazines for work behind enemy lines) along with the M1911 Colt pistol and Thompson both using .45 rounds, and the Mauser and FG 42 both taking 7.92mm rounds. The other guns, however, each have their own ammunition, and you're not going to be pilfering more ammo for them from the corpses of your enemies unless you stole the gun from one in the first place. Interestingly, the Venom gun has its own unique ammo supply, which is justified but in [[GameplayAndStorySegregation two entirely-imcompatible ways]] - the in-game operations manual you can find before you get it states that it uses a specific variety of 7.92mm ammo that the Mauser and FG 42 presumably are not using, but its ammo pickups are identified as [[{{BFG}} 12.7mm]] when you grab them.

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* ''VideoGame/ReturnToCastleWolfenstein'' uses this for some of the guns; first for the Luger, [=MP40=] and Sten all using the 9mm Parabellum rounds (the British designed the Sten specifically to use [=MP40=] magazines for work behind enemy lines) along with the M1911 Colt pistol and Thompson both using .45 rounds, and the Mauser and FG 42 both taking 7.92mm rounds. The other guns, however, each have their own ammunition, and you're not going to be pilfering more ammo for them from the corpses of your enemies unless you stole the gun from one in the first place. Interestingly, the Venom gun has its own unique ammo supply, which is justified but in [[GameplayAndStorySegregation two entirely-imcompatible entirely-incompatible ways]] - the in-game operations manual you can find before you get it states that it uses a specific variety of 7.92mm ammo that the Mauser and FG 42 presumably are not using, but its ammo pickups are identified as [[{{BFG}} 12.7mm]] 7mm (i.e. .50-caliber)]] when you grab them.


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* ''VideoGame/Left4Dead'' justifies this: all guns have separate ammo pools and replenish that or get upgraded ammo from the same pile/box, but they are all clearly shown to contain a variety of different types of ammo. There are also a few weapons that cannot be reloaded from the ammo piles but can get explosive or incendiary ammo, specifically the grenade launcher and M60.
19th Oct '16 8:35:43 PM Kadorhal
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* The primary and secondary weapons of ''VideoGame/{{PAYDAY 2}}'' use separate ammunition pools, but ammunition pickups restore ammo for almost all weapons (though different weapons and ammo types replenish at different rates; a box of ammo from a dead street cop will probably give you three or five bullets for your assault rifle, but only one extra shell for your secondary shotgun, possibly not even that if loading it with slugs or explosive shells). An attempt at justification can be seen in the ammo pickups having multiple ammunition boxes clustered together, but that does not explain why a player who only needs shotgun ammunition somehow makes all of the handgun ammo from a pickup vanish, or why exactly police with only one weapon on their person are carrying ammo for five different types. Nor does it explain how a player filling up on saw blades from an ammo bag somehow reduces the amount of .50 BMG ammunition available for a Thanatos-equipped player.

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* The primary and secondary weapons of ''VideoGame/{{PAYDAY 2}}'' use separate ammunition pools, but ammunition pickups restore ammo for almost all weapons (though different weapons and ammo types replenish at different rates; a box of ammo from a dead street cop will probably give you three or five bullets for your assault rifle, but only one or two extra shell shells for your secondary shotgun, possibly not even that if loading it with slugs or explosive shells). An attempt at justification can be seen in the ammo pickups having multiple ammunition boxes clustered together, but that does not explain why a player who only needs shotgun ammunition somehow makes all of the handgun ammo from a pickup vanish, or why exactly police a policeman only armed with only one weapon on their person a single pistol are carrying ammo for five different types. types of ammo. Nor does it explain how a player filling up on saw blades from an ammo bag bag, which ''looks'' to be filled only with magazines for specific assault rifles, somehow reduces the amount of .50 BMG ammunition available for a Thanatos-equipped player.



* ''Blockstorm'' uses a system similar to the above-mentioned ''Call of Duty''[='=]s Scavenger perk. Every time a player dies they drop a backpack, and any other player who picks that up before it disappears gets one magazine for both of their weapons and one more round for or instance of their explosive weapon, regardless of what either player is using. This gets particularly silly following the update that added HumongousMecha to the game, where ''they'' can pick up those backpacks to get more ArmCannon-{{gatling|Good}} ammo and another rocket, too.

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* ''Blockstorm'' uses a system similar to the above-mentioned ''Call of Duty''[='=]s Scavenger perk. Every time a player dies they drop a backpack, and any other player who picks that up before it disappears gets one full magazine for both of their weapons and one more round for or instance of their explosive weapon, regardless of what either player is using.using. The backpack also gives a full refill for the placeable team-colored blocks, even if the killed player had none left themselves. This gets particularly silly following the update that added HumongousMecha to the game, where ''they'' can pick up those backpacks to get more ArmCannon-{{gatling|Good}} ammo and another rocket, too.
17th Oct '16 8:47:22 AM AceOfScarabs
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*** N-Strike, N-Strike Elite, Zombie Strike, Rebelle, and Doomlands blasters that use Clip System Magazines can all swap magazines, for the most part. Yes, this means you can use your drum magazines from your old Raider with most other Clip System blaster.

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*** N-Strike, N-Strike Elite, Zombie Strike, Rebelle, and Doomlands blasters that use Clip System Magazines can all swap magazines, for the most part. Yes, this means you can use your drum magazines from your old Raider with most other Clip System blaster.blasters.
17th Oct '16 8:33:50 AM AceOfScarabs
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*** N-Strike, N-Strike Elite, Zombie Strike, Rebelle, and Doomlands blasters that use Clip System Magazines can all swap magazines, for the most part. Yes, this means you can use your drum magazines from your old Raider with most other Clip System blaster.
17th Oct '16 8:00:23 AM TheRedRedKroovy
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** Averted in ''VideoGame/ParasiteEve2'', each ammo type is ColorCodedForYourConvenience - this even gets lampshaded by one of the [=NPCs=], who notes that another character jammed a pistol by trying to force the ammo from a different pistol caliber into it.

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** Averted in ''VideoGame/ParasiteEve2'', each ammo type is ColorCodedForYourConvenience - this ColorCodedForYourConvenience. This even gets lampshaded by one of the [=NPCs=], who notes that another character jammed a pistol by trying to force the ammo from a different pistol caliber into it.


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* The first ''VideoGame/ObsCure'' game had pistol and shotgun ammunition used across all weapons in each category. It's justified for the shotguns, which are all presumably 12-gauge, but the pistol ammo is used in everything from the old pocket pistol you find early on to the custom heavy pistol you take from the principal's safe to the HandCannon [[RevolversAreJustBetter magnum revolver]], which all vary widely in power. The second game averts it, with each gun using different ammunition, but the spinoff ''Final Exam'' goes even further and has all guns, from the pistol to the rocket launcher, use the same generic ammo.
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