History Main / VeryHighVelocityRounds

2nd Apr '18 11:38:44 AM DavidCowie
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A staple trope of shooter games that make use of BulletTime. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an [[AcceptableBreaksFromReality Acceptable Break From Reality]]; while it's exhilirating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasinally, attempts are made to [[JustifiedTrope justify it]].

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A staple trope of shooter games that make use of BulletTime. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an [[AcceptableBreaksFromReality Acceptable Break From Reality]]; while it's exhilirating exhilarating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasinally, Occasionally, attempts are made to [[JustifiedTrope justify it]].
4th Sep '17 8:46:40 AM Peteman
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* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower than in real life]], you have to plan where and when you shoot to guarantee a hit.

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* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower than in real life]], you have to plan where and when you shoot to guarantee a hit.
28th Jul '17 6:13:11 PM thatother1dude
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* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that a HitScan in regular time.

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* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that a are HitScan in regular time.
4th Jun '17 8:39:25 AM thatother1dude
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* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given slowed projectiles in Zed Time.

to:

* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given every weapon but the Railgun has slowed projectiles in Zed Time.Time, even the ones that a HitScan in regular time.
28th May '17 1:00:07 AM Kadorhal
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* Going as far back as 30 years ago, versions of StarTrek computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.
* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower then in real life]], you have to plan where and when you shoot to guarantee a hit.

to:

* Going as far back as 30 years ago, versions of StarTrek ''Franchise/StarTrek'' computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.
* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower then than in real life]], you have to plan where and when you shoot to guarantee a hit.hit.
* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given slowed projectiles in Zed Time.



* Not exactly rounds, but the logic behind this trope is parodied in an episode of ''WesternAnimation/DextersLaboratory'' - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. [[RealityEnsues This does very little to help Dexter]] as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.

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* Not exactly rounds, but the logic behind this trope is parodied in an episode of ''WesternAnimation/DextersLaboratory'' parodies the logic behind this trope in the episode "Morning Stretch" - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. [[RealityEnsues This does very little to help Dexter]] as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, the microwave set on a three-minute timer takes a full minute to get through one second, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.
14th May '17 4:47:06 PM nombretomado
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* Using the [[BulletTime healing touch]] in ''TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]

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* Using the [[BulletTime healing touch]] in ''TraumaCenter'' ''VideoGame/TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]
19th Apr '17 1:36:10 PM DastardlyDemolition
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* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].

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* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] first]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].
19th Apr '17 1:35:40 PM DastardlyDemolition
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Added DiffLines:

* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].
26th Jan '17 6:58:39 PM Blastgamer
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[[folder:Fighting Game]]
* [[AvertedTrope Averted]] in ''VideoGame/{{Superfighters}}''. Bullets fired during the brief BulletTime power-ups get slowed as much as everything else. Not that this is a problem, as its much easier to ''aim'' said shots when slowed and considering how much damage guns like the [[HandCannon Magnum]] and [[SniperRifle Sniper]] do in one hit its an easy way to secure a kill.
[[/folder]]
18th Dec '16 6:02:44 AM TrustyGun2
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* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower then in real life]], you have to plan where and when you shoot to guarantee a hit.
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