History Main / UnusableEnemyEquipment

2nd Feb '18 2:48:05 AM Jake
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* Attempts to make this trope TruthInTelevision with ''Skyfall''-style lockout systems have so far met with failure. Biometrics are very expensive, and military, police and civilian consumers alike are reluctant to trust lower-tech options like magnetic or infrared lockouts because of their dodgy reliability in tests; to paraphrase one firearms journalist: "A gun that doesn't fire 100% of the time that it's supposed to is not a smart gun; it's the dumbest gun in the world."
** Another issue is that the primary purpose of said lockout systems as far as police are concerned is to prevent someone from taking a gun from a cop and immediately turning it back on them. Most workable schemes either rely on the weapon being unlocked until put away or relying on the proximity of some sort of signal - neither of which helps to prevent someone from grappling with a cop and shooting them with their own gun at point-blank range, which is the scenario that the police are trying to avoid.

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* Attempts to make this trope TruthInTelevision with ''Skyfall''-style lockout systems have so far met with failure. Biometrics are very expensive, and military, police and civilian consumers alike are reluctant to trust lower-tech options like magnetic or infrared lockouts because of their dodgy reliability in tests; to paraphrase one firearms journalist: "A gun that doesn't fire 100% of the time that it's supposed to is not a smart gun; it's the dumbest gun in the world."
" The most reliable example of these mechanisms was a prototype modified from the Heckler & Koch P7 handgun that in effect added a second safety catch that could only be disengaged with a key, but that never went anywhere because it offered no particular benefits over just putting a lock on whatever it was stored in when not in use.
** Another issue is that the primary purpose of said lockout systems as far as police are concerned is to prevent someone from taking a gun from a cop and immediately turning it back on them. Most workable schemes either rely on the weapon being unlocked until put away or relying on the proximity of some sort of signal - neither of which helps to prevent someone from grappling with a cop and shooting them with their own gun at point-blank range, which is the scenario that the police are trying to avoid. The most practical solution to date has not involved modifying the actual weapons at all, but instead on designing a holster that is shaped so that trying to pull the weapon out is difficult and awkward unless you are the one wearing it.
22nd Jan '18 2:43:05 AM jormis29
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* In several WWII games set in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAtWar'' or ''VideoGame/MedalOfHonor'' games like ''Rising Sun'' and ''[[VideoGame/MedalOfHonorPacificAssault Pacific Assault]]''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.

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* In several WWII games set in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAtWar'' or ''VideoGame/MedalOfHonor'' games like ''Rising Sun'' ''[[VideoGame/MedalOfHonorRisingSun Rising Sun]]'' and ''[[VideoGame/MedalOfHonorPacificAssault Pacific Assault]]''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.
6th Jan '18 1:49:56 PM Kadorhal
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* In several WWII game sset in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAtWar'', ''VideoGame/MedalOfHonor: Rising Sun'' and ''VideoGame/MedalOfHonorPacificAssault''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.

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* In several WWII game sset games set in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAtWar'', ''VideoGame/MedalOfHonor: Rising ''VideoGame/CallOfDutyWorldAtWar'' or ''VideoGame/MedalOfHonor'' games like ''Rising Sun'' and ''VideoGame/MedalOfHonorPacificAssault''), ''[[VideoGame/MedalOfHonorPacificAssault Pacific Assault]]''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.



* In the ''Franchise/MetalGear'' series, the player is unable to use the weapons of fallen enemies.

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* In the ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series, the player is unable to use the weapons of fallen enemies.
5th Jan '18 1:54:09 AM Cryoclaste
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** The ''Franchise/BaldursGate'' and ''IcewindDale'' games are also counterexamples since humanoid enemies will drop their equipment on death (except things for which it would not make sense, like ghosts. The final bosses are also exempt). The games even keep track of the amount of arrows in opponents' quivers and the like: The faster you kill an archer the more arrows you can get to use yourself, and enemies can run out of ammunition and be forced to engage you in melee. However, it's also hardly worth the effort to pick every sword and armor up since they weigh a lot and don't sell for much. Normal ammunition can't even be sold at all.

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** The ''Franchise/BaldursGate'' and ''IcewindDale'' ''VideoGame/IcewindDale'' games are also counterexamples since humanoid enemies will drop their equipment on death (except things for which it would not make sense, like ghosts. The final bosses are also exempt). The games even keep track of the amount of arrows in opponents' quivers and the like: The faster you kill an archer the more arrows you can get to use yourself, and enemies can run out of ammunition and be forced to engage you in melee. However, it's also hardly worth the effort to pick every sword and armor up since they weigh a lot and don't sell for much. Normal ammunition can't even be sold at all.
4th Jan '18 11:11:49 PM Kadorhal
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* In several WWII game sset in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAWar'', ''VideoGame/MedalOfHonorRisingSun'' and ''VideoGame/MedalOfHonorPacificAssault''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.

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* In several WWII game sset in the Pacific theatre (like ''VideoGame/CallOfDutyWorldAWar'', ''VideoGame/MedalOfHonorRisingSun'' ''VideoGame/CallOfDutyWorldAtWar'', ''VideoGame/MedalOfHonor: Rising Sun'' and ''VideoGame/MedalOfHonorPacificAssault''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout both series: if someone can be killed, their weapons can usually be looted.
4th Jan '18 10:57:07 PM Kadorhal
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* In the ''VideoGame/SplinterCell'' series, Sam Fisher, for whatever reason, can't use the guns of fallen enemies. For ammo and weapons, he must find them laying around by themselves. This becomes ridiculous in the Xbox version of ''Double Agent'', where at one point a choice made earlier in the game can net Sam a pistol carried by a guard... but it is impossible to take the pistols from any other guards!
** This was lampshaded at one point in ''Chaos Theory'', where Sam can find an email yelling at a {{mook}} for ordering the wrong ammunition, that only Sam can use. By extension somewhat [[JustifiedTrope justifying]] the trope, given that all the weapons shown are modeled on real weapons, very few of the enemies would carry ammunition for the weapons Sam uses. Also, no one in their right mind would trade a FN F2000 with suppressor and grenade launcher (specially designed for firing less-lethal rounds) for a terrorist's AK-47... except for Sam in ''Conviction'', where he can now do just that whenever he wants.

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* In the ''VideoGame/SplinterCell'' series, Sam Fisher, for whatever reason, can't use the guns of fallen enemies. For ammo and weapons, he must find them laying around by themselves. This becomes ridiculous in the Xbox version of ''Double Agent'', where at one point a choice made earlier in the game can net Sam a pistol carried by a guard... but it is impossible to take the pistols from any other guards!
''other'' guards despite them all using the exact same model.
** This was lampshaded at one point in ''Chaos Theory'', where Sam can find an email in a Korean missile battery yelling at a {{mook}} for somehow ordering the wrong ammunition, that only Sam can Western rifle ammunition rather than anything their weapons actually use. By extension somewhat [[JustifiedTrope justifying]] the trope, given that all the weapons shown are modeled on real weapons, and very few of the enemies would carry ammunition for the weapons that share ammo with the ones Sam uses. Also, no one in their right mind would trade a FN F2000 with suppressor and grenade launcher (specially designed for firing less-lethal rounds) for a terrorist's AK-47... except for Sam in ''Conviction'', where he can now do just that whenever he wants.



* There was oh so much stuff lying in the background of the ''Franchise/ResidentEvil'' series. Most notably, you find a squad of dead soldiers in the sewers of ''[=RE2=]'' with [=MP5s=] you cannot claim. Also, doesn't it seem odd that none of the hundreds of zombified police officers are carrying their sidearms or ammunition?

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* There was oh so much stuff lying in the background of the ''Franchise/ResidentEvil'' series. Most notably, you find a squad of dead soldiers in the sewers of ''[=RE2=]'' ''VideoGame/ResidentEvil2'' with [=MP5s=] you cannot claim. Also, doesn't it seem odd that none of the hundreds of zombified police officers are carrying their sidearms or ammunition?



** Face it: [[spoiler:Wesker's Samurai Edge]] would've been a nice spoil of war after facing [[spoiler:him]] so many times in ''5'', though you can make it yours with a healthy application of [[GameMod cheating]].
** ''VideoGame/ResidentEvil6'' contains an even more frustrating example in Jake/Sherry's campaign. Both work their way out of a laboratory with little more than the hospital garb they're wearing and have to avoid the armed J'avo infesting the place. If you do manage to kill any, though, their guns and machetes dissolve along with them, so you're forced to take them on hand-to-hand until you recover your gear. In a truly ''"WTF?!"'' moment atop this, Sherry starts out her scenario with a stun baton-- ''that she took off a dead J'avo.''
* In ''VideoGame/Outlast2'', Blake can't use the flashlights he finds near villagers' corpses, although he ''can'' pick up the batteries. If you think about it, it makes sense: he's on the lam from a whole commune of violent and relentless religious fanatics, and a flashlight's beam would draw a lot of undesired attention. [[NightVisionGoggles The camera's NV mode]] is far less conspicuous.

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** Face it: [[spoiler:Wesker's Samurai Edge]] would've been a nice spoil of war after facing [[spoiler:him]] so many times in ''5'', though you can make it yours with outside of a healthy application of [[GameMod cheating]].
cheating]] you can't get it yourself until [[VideoGame/ResidentEvil7Biohazard two games later]].
** ''VideoGame/ResidentEvil6'' contains an even more frustrating example in Jake/Sherry's campaign. Both work their way out of a laboratory with little more than the hospital garb they're wearing and have to avoid the armed J'avo infesting the place. If you do manage to kill any, though, their guns and machetes dissolve along with them, so you're forced to take them on hand-to-hand until you recover your gear. In a truly ''"WTF?!"'' moment atop this, Sherry starts out her scenario with a stun baton-- baton -- ''that she took off a dead J'avo.''
* In ''VideoGame/Outlast2'', ''VideoGame/OutlastII'', Blake can't use the flashlights he finds near villagers' corpses, although he ''can'' pick up the batteries. If you think about it, it makes sense: he's on the lam from a whole commune of violent and relentless religious fanatics, and a flashlight's beam would draw a lot of undesired attention. [[NightVisionGoggles The camera's NV mode]] is far less conspicuous.conspicuous.
* The original ''VideoGame/{{Siren}}'' does this, where so long as a [[OurZombiesAreDifferent shibito]] is holding onto a weapon, be it some variety of gardening tool or a police revolver, there's no way for you to normally pry it out of their cold, undead hands - one objective in a level even requires you to take out a specific shibito in a particular way to get him to actually ''drop'' his gun so you can take it, and beyond that your only means of acquiring a firearm is hoping you find one in the stage (Naoko's Type 26 revolver) or just starting with one (Akira's hunting rifle, Tamon's .38 revolver). In later games this is averted, as you can take weapons from shibito at will, but with the caveat that you can only carry one weapon at a time, so unless you're completely unarmed before somehow taking out a shibito, that means giving up whatever you've already got to take their weapon - and some objectives or archive items do require you to give a gun to a shibito so you can take whatever necessary tool they were using before.



* In ''VideoGame/DarkSector'', the trope is somewhat averted by being able to pick up the guns, but they blow up in your face after 30 seconds due to 'infection governors'. Why you can't loot the ammo is anybody's guess.
** If you watch the blinking of the sensor, most of them are very close to the weapon's magazine.

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* In ''VideoGame/DarkSector'', the trope is somewhat averted by being able to pick up the guns, but they all have "magnetic governors" somewhere on them that are meant to keep the weapon out of the hands of the hands of infected individuals, so once you yourself are infected after the first chapter they all blow up in your face after 30 seconds due to 'infection governors'. Why you about thirty seconds. You can't even loot the ammo is anybody's guess.
** If you watch
from them for your governor-less weapons purchased from the blinking black market (though on a lot of the sensor, most of them weapons the sensors are very close shown to be near the weapon's magazine.magazine).



** Similar was done in the 50's when the Soviets adopted a new pistol cartridge; since they'd already had their own guns loaded with enemy ammo used against them during UsefulNotes/WorldWarII[[note]]7.62mm Tokarev was dimensionally identical to the German's 7.63mm Mauser, but higher-pressure, so when the Germans were able to capture massive amounts of Soviet materiel early in the war they were able to turn a lot of it on its makers[[/note]], when it looked like they would be adopting a 9mm round, they opted to make it shorter but wider than the existing 9x19mm so that ''nobody'' could use stolen enemy ammo in their own guns in the event of [[WorldWarIII another war]].

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** Similar was done in the 50's TheFifties when the Soviets adopted a new pistol cartridge; since they'd cartridge, although more by accident - at the same time most Western armies started standardizing around the German 9x19mm pistol cartridge for handguns, the Soviets adopted a 9x18mm cartridge. In theory, this would have allowed for the Soviet 9mm to be loaded into Western 9mm pistols and safely fired, which had already had their own guns loaded with enemy ammo used against them happened to the Soviets during UsefulNotes/WorldWarII[[note]]7.62mm UsefulNotes/WorldWarII (due to 7.62x25mm Tokarev was dimensionally being higher-pressure but otherwise identical to the German's 7.63mm 63x25mm Mauser, but higher-pressure, so when the Germans were able to capture massive amounts of Soviet materiel early in the war they meaning German units were able to turn a lot of it stolen Russian equipment against their makers during the siege on its makers[[/note]], when it looked like they would be adopting a 9mm round, they opted to make it shorter Stalingrad) - but wider since the Soviets measured caliber in a different manner than the existing 9x19mm so that ''nobody'' West (according to the thinner lands in a rifled barrel, rather than the grooves as typical in the US) the Soviet 9mm cartridge actually ended up being 9.22mm by Western measurements, meaning neither side could use stolen captured enemy pistol ammo in their own guns in the event of [[WorldWarIII another war]].without also acquiring enemy weapons chambered for them.



* In the era of flintlock muskets it was often the case that soldiers of the army with the larger calibre could at a pinch use captured enemy cartridges, but the army with the smaller calibre had to rely only on its own ammunition.

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* In the era of flintlock muskets it was often the case that soldiers of the army with the larger calibre could at a pinch use captured enemy cartridges, but the army with the smaller calibre had to rely only on its own ammunition.ammunition, such as the British Brown Bess musket being able to use the French Charleville's 17.5mm musket balls, while the Charleville couldn't use the Brown Bess' 18mm ones.



* ''TabletopGame/{{Warhammer 40000}}'': An Imperial raid on a Tau base saw one guy attempt a [[GrandTheftPrototype Gundam Jacking]] into a battlesuit. The suit recognized his DNA as non-Tau and fried him.
** Justified for most Imperial forces, since xenos and Chaotic equipment is [[AgainstMyReligion literally against their religion]]; Chaotic stuff has the additional drawback of regularly causing mutation and corruption, while most xenos weaponry will either refuse to work (aforementioned Tau DNA scanners, Eldar weapons being psychic and thus hostile, Tyranid weapons being biological and thus uncontrollable and Ork weapons being plain nonfucntional outside of Ork hands due to their gestalt field helping out), and in some cases actively dangerous to the wrong user (explosives are tiny, powerful and can be placed everywhere).

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* ''TabletopGame/{{Warhammer 40000}}'': An Imperial raid on a Tau base saw one guy attempt a [[GrandTheftPrototype Gundam Jacking]] into of a battlesuit. The suit recognized his DNA as non-Tau and fried him.
** Justified for most Imperial forces, since xenos and Chaotic equipment is [[AgainstMyReligion literally against their religion]]; Chaotic stuff has the additional drawback of regularly causing mutation and corruption, while most xenos weaponry will either refuse to work (aforementioned Tau DNA scanners, Eldar weapons being psychic and thus hostile, Tyranid weapons being biological and thus uncontrollable and Ork weapons being plain nonfucntional outside of Ork hands due to [[ClapYourHandsIfYouBelieve their gestalt field field]] helping out), and in some cases actively dangerous to the wrong user (explosives are tiny, powerful and can be placed everywhere).
4th Jan '18 3:24:55 PM Kadorhal
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* In ''VideoGame/CallOfDuty: World at War'' and ''VideoGame/MedalOfHonor: RisingSun'' and ''VideoGame/MedalOfHonor: Pacific Assault'', the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]][[FridgeBrilliance Then again, why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout the series: if someone can be killed, their weapons can usually be looted.

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* In ''VideoGame/CallOfDuty: World at War'' and ''VideoGame/MedalOfHonor: RisingSun'' and ''VideoGame/MedalOfHonor: several WWII game sset in the Pacific Assault'', theatre (like ''VideoGame/CallOfDutyWorldAWar'', ''VideoGame/MedalOfHonorRisingSun'' and ''VideoGame/MedalOfHonorPacificAssault''), the player can and will see many Japanese officers with a katana, sometimes even using them, but they cannot be picked up or used by the player after killing the officer[[labelnote:+]][[FridgeBrilliance Then officer[[labelnote:+]]Then again, [[FridgeBrilliance why would a trained soldier want to pick up a melee weapon he's unfamiliar with, especially when the enemy will always be using ranged weaponry against him and the butt of his gun is already a good enough option for melee encounters?]][[/labelnote]]. Otherwise averted throughout the both series: if someone can be killed, their weapons can usually be looted.



*** The same thing happens at the beginning of ''Episode One'', when your gravity gun is supercharged again. Bizarrely, though, enemies killed by Alyx also have their weapons disintegrate, even though she wields an ordinary pistol.
** The original ''VideoGame/HalfLife1'' has an interesting example with the [[BeeBeeGun Hivehand]] weapon. Unlike every other weapon the player can't retrieve it from the corpse of an enemy that wields it, because it's literally attached to them. There are two Hivehands that have been previously removed and the player can acquire, but other than that they can't be used.

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*** The same thing happens at the beginning of ''Episode One'', when your gravity gun is supercharged again. Bizarrely, though, enemies killed by Alyx during that portion of the game also have their weapons disintegrate, even though she wields an ordinary pistol.
** The original ''VideoGame/HalfLife1'' has an interesting example with the [[BeeBeeGun Hivehand]] weapon. Unlike every other weapon weapon, the player can't retrieve it from the corpse of an enemy that wields it, because it's literally attached to them. There are two Hivehands that have been previously removed and the player can acquire, but other than that they can't be used.



** Gordon has yet to have been able to use a Combine sniper rifle, and must make do with the Resistance's equivalent rebar-launching crossbow or letting Alyx cover him with a commandeered sniper rifle.

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** Gordon has yet to have been able to use a Combine sniper rifle, and must make do with the Resistance's equivalent rebar-launching crossbow or letting Alyx cover him with a commandeered sniper rifle.rifle up in an area only she can access.



* Played straight in VideoGame/RainbowSix (or at least the earlier games), although justified. In addition to practical reasons listed above, most missions require suppressed weapons, which the bad guys rarely have. No ammo drops either, as enemies rarely use the same ammo, and when they do, it's generally a non-compatible magazine style. Annoyingly, you can't get ammo off from your fallen comrades either, even if they are using the same weapons. Made slightly more annoying since there are no OneBulletClips. As with ''Ghost Recon'' above, this went away with the ''Vegas'' spinoffs, where nearly anything can have a suppressor removed and reattached as it's necessary and you can freely take weapons and scavenge ammo from bad guys.

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* Played straight in VideoGame/RainbowSix ''VideoGame/RainbowSix'' (or at least the earlier games), although justified. In addition to practical reasons listed above, most missions require suppressed weapons, which the bad guys rarely have. No ammo drops either, as enemies rarely use the same ammo, and when they do, it's generally a non-compatible magazine style. Annoyingly, you can't get ammo off from your fallen comrades either, even if they are using the same weapons. Made slightly more annoying since there are no OneBulletClips. As with ''Ghost Recon'' above, this went away with the ''Vegas'' spinoffs, where nearly anything can have a suppressor removed and reattached as it's necessary and you can freely take weapons and scavenge ammo from bad guys.



* The World War II ''VideoGame/MedalOfHonor'' games, such as ''Frontline'', prevent the player from picking up weapons from enemies. This is usually for gameplay purposes: the player would either have no need for the weapon (like a Kar98 bolt-action rifle) because superior ones are available in large numbers, or the enemies all carry the same guns as the player and simply provide ammo. [[UniversalAmmunition However, almost all enemies will still drop ammunition for American weapons, suggestion that either the M1 Garand is able to chamber both .30-06 and 7.92mm Mauser, or that the Kar98s are all loaded with .30-06 rounds]].

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* The World War II ''VideoGame/MedalOfHonor'' games, such as ''Frontline'', prevent the player from picking up weapons from enemies. This is usually for gameplay purposes: the player would either have no need for the weapon (like a Kar98 bolt-action rifle) because superior ones are available in large numbers, or the enemies all carry the same guns as the player and simply provide ammo. [[UniversalAmmunition However, almost all enemies will still drop ammunition for American weapons, weapons]], suggestion that either the M1 Garand is able to chamber both .30-06 and 7.92mm Mauser, or that the Kar98s are all loaded with .30-06 rounds]].rounds.



* Played painfully straight in all ''VideoGame/DeltaForce'' games. Your choice of weaponry throughout a mission is the guns you picked or the guns you picked. Friendlies' guns ''or even their ammo'' can't be collected either.

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* Played painfully straight in all most ''VideoGame/DeltaForce'' games. Your choice of weaponry throughout a mission is the guns you picked or the guns you picked. Friendlies' guns ''or even their ammo'' can't be collected either. Some, like ''Land Warrior'', do allow you to drop a weapon and pick up an enemy's, though there's rarely any need for it since there's a much wider selection of weapons you can start with or grab out of a weapons locker mid-mission than there is that you can pick up from an enemy.



* Played with in ''VideoGame/FarCry2''. There is nothing stopping you picking up the weapons dropped from dead mercs but their weapons are so beat up that they are liable to [[BreakableWeapons blow up in your face]] and leave you defenseless. The weapons you guy from the gun shop are much more durable just because they are new, so there is very little reason to use enemy equipment.

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* Played with in ''VideoGame/FarCry2''. There is nothing stopping you picking up the weapons dropped from dead mercs mercs, but their weapons are so beat up that they are liable to [[BreakableWeapons blow up in your face]] within an hour and leave you defenseless. The weapons you guy buy from the gun shop are much more durable just because they are new, so there is very little reason to use enemy equipment. equipment outside of the start of the game or the first few minutes of getting to the second half, where you simply haven't had the chance to buy anything from that area.
* The sequels, ''VideoGame/FarCry3'' and ''[[VideoGame/FarCry4 4]]'', also zig-zag this in a different way. ''3'' still has a pretty solid distinction between guns that are available in the first half of the game and those that show up in the second half, but otherwise allows guns to be acquired just from picking them up in any form. This means that near the end of the first half of the game, where you get a sneak-peek of the privateers with their better weapons, you can pick up their new guns and use them, but won't actually be able to buy attachments for them or switch them out for another gun and then grab them back later until you actually get to the second island. ''4'' is a bit more lenient, where the same deal of stronger enemies previewing the second half's weapons show up in missions immediately before you actually get to the second half of the game... but if you pick up their guns there, they actually do get added to your inventory, complete with the ability to modify them, store them and get them back, and the like. There's even one particular case for a mission set at a brick factory that's been repurposed as a drug lab, where if you do Amita's version of the mission you go inside, promptly going on a drug trip where your character hallucinates himself fighting off enemies with a randomly-rotated selection of weapons - all of which, if you didn't have them already, are added to your real inventory after the mission, even ones that are supposed to be held over until the second half of the game.
1st Jan '18 7:14:02 AM DirtyHarry44Magnum
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* ''VideoGame/TreasurePlanetBattleAtProcyon'':
** John Silver's flagship, 'Argentum' is only available to the AI in the campaign and is unusable to the player, even in the skirmish mode, although there are modifications that enable its use.
** Depending on what side you are playing on certain weapons will be unavailable. The Royal Navy does not have access to Medium and Heavy Lancers, the Pirates do not have access to Mines, Torpedos, Nova Mortars and Plasma Cannons, and the Procyons cannot equip their ships with Carronades.
29th Dec '17 9:58:37 AM Rytex
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[[folder:[=MMORPGs=]]]
* ''VideoGame/RuneScape'' has Goblin Armor, which is one of the first pieces of VendorTrash a player will find, but to low-level new players it seems like a decent drop, leading to many scams from the less-scrupulous higher-level players.
[[/folder]]
3rd Dec '17 1:29:37 AM thisissostupid
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* The ''VideoGame/QuestForGlory'' series was notorious for this trope. Even if you were equipped with only a dagger and leather armor, and you just killed dozens of enemies carrying scimitars, spears, maces, scale mail, shields, ball and chains, etc. they would invariably be too 'damaged' or 'worthless' for you to pick up, if the game even acknowledged their existence in the first place.

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* The ''VideoGame/QuestForGlory'' series was notorious for this trope. Even if you were equipped with only a dagger and leather armor, and you just killed dozens of enemies carrying scimitars, spears, maces, scale mail, shields, ball and chains, etc. they would invariably be too 'damaged' or 'worthless' for you to pick up, if the game even acknowledged their existence in the first place. The fifth game finally averts this, though the vast majority of enemy weapons are going to be vendor trash anyway.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.UnusableEnemyEquipment