History Main / WeakTurretGun

17th Aug '17 3:28:13 PM jtierney50
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** Their suckiness is somewhat justified in-universe, when it was revealed in ''VideoGame/{{Portal 2}}'' that the turrets shoot the entire bullet using a spring mechanism instead of just firing the bullet normally. Cave Johnson claims that this is better because it shoots "sixty-five percent more bullet per bullet", although the fact that Chell can take a theoretically infinite amount of bullets would disprove this.
28th May '17 10:23:03 PM Gatordragon24
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* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide area control, but don't hit very hard and are not very durable. He makes up for their weaknesses by being able to deploy up to two of them and can protect them with his shields. With the "Architectonics" legendary card, Barik's turrets are upgraded with increased damage and hitscan attacks that never miss.
17th May '17 2:59:55 AM KEEP_IN
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* ''VideoGame/TeamFortress2'' has sentry guns that can be only built by the Engineer class and require metal for that, the Engineer can use more metal to upgrade his sentries into 3 levels, in level 1, the sentry fits in this trope since it doesn't have much health and not much firepower, but upgrading to level 2 makes the sentry more resistant and much more deadly with bigger guns, and level 3 makes even more resistant and even deadlier with the rocket launchers that are added to the guns. While capable of killing anything short of a Medic+Heavy combo in seconds, they have limited range, have difficulty locking onto targets outside of a 90 degree forward arc, and are incapable of acquiring disguised/invisible targets on their own.
** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries. Compared to a level 1 sentry, they are weaker in terms of health and damage output and can't be upgraded; they also do not drop any metal when destroyed. However, mini-sentries cost less metal to build, take less time to build, and acquire targets much faster as well.

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* ''VideoGame/TeamFortress2'' has sentry guns that can be only built by the Engineer class and require metal for that, class, at the Engineer can use more metal to upgrade his sentries into 3 levels, in cost of 130 metal. The level 1, the 1 sentry gun fits in this trope since it doesn't have much health and not much nor firepower, but upgrading to level 2 makes gives the sentry more resistant and much more deadly with a bigger guns, health pool along with a significant boost to its DPS, and level 3 makes even more resistant brings it to a whopping 216 health and even deadlier rockets to go with the rocket launchers that are added to the its gatling guns. While capable of killing anything short of a Medic+Heavy combo in seconds, they have a somewhat limited range, have difficulty locking onto targets outside of a 90 degree forward arc, and are incapable of acquiring disguised/invisible targets on their own.
** By equiping equipping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries. Compared to a level 1 sentry, they are weaker in terms of health and damage output and can't be upgraded; they also do not drop any metal when destroyed. However, mini-sentries cost less metal to build, take less time to build, and acquire targets much faster as well.well, and a single Gunslinger Engineer can deploy up to three of them at a time.
26th Nov '16 7:27:44 PM KlarkKentThe3rd
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Technological progress is a strange thing, and even more so in VideoGames. Often, the enemy weapon manufacters can design a fully-automatic gun that basically [[BottomlessMagazines never runs out of ammo]] with ease. Yet, it can never be designed in such a way that someone can't destroy it or knock it down fairly easily. If this trope is in play, game designers will usually put them in hard-to-reach places or at the end of long corridors so that the challenge is ''getting'' to them; once you're in close, actually defeating them in trivial. Most frequently seen in [[FirstPersonShooter FPS]] games.

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Technological progress is a strange thing, and even more so in VideoGames. Often, the enemy weapon manufacters can design a fully-automatic gun that basically [[BottomlessMagazines never runs out of ammo]] with ease. Yet, it can never be designed in such a way that someone can't destroy it or knock it down fairly easily. If this trope is in play, game designers will usually put them in hard-to-reach places or at the end of long corridors so that the challenge is ''getting'' to them; once you're in close, actually defeating them in trivial.is trivial. Sometimes one hit is all that's needed. Most frequently seen in [[FirstPersonShooter FPS]] games.
13th Nov '16 7:23:04 PM Discar
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!!Video Games



* {{Justified}} in ''VideoGame/{{Homeworld}}'': the drones deployed by the drone frigate, that act as turrets, are easily taken down by capital ship weaponry and, being always in the same position aroud the frigate, are easy targets, but [[FlawedPrototype they're also the very first application of a brand new and immature technology]]. The new model of drone frigate from ''Homeworld: Cataclysm'' completely averts the trope, as the drones now act as [[AttackDrone attack fighters]].

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* {{Justified}} in ''VideoGame/{{Homeworld}}'': the drones deployed by the drone frigate, that act as turrets, are easily taken down by capital ship weaponry and, being always in the same position aroud around the frigate, are easy targets, but [[FlawedPrototype they're also the very first application of a brand new and immature technology]]. The new model of drone frigate from ''Homeworld: Cataclysm'' completely averts the trope, as the drones now act as [[AttackDrone attack fighters]].




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13th Nov '16 7:22:32 PM Discar
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[[AC:VideoGames]]

* In the freeware platformer ''VideoGame/BinaryBoy'', there are biological turret-like enemies on the first three levels. These can instantly kill you with one of their shots or [[CollisionDamage by touch]], and are completely invulnerable ... until you meet one in the water level, where it can be overturned by the air bubble you can now form.

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[[folder: Video Games ]]


* In the freeware platformer ''VideoGame/BinaryBoy'', there are biological turret-like enemies on the first three levels. These can instantly kill you with one of their shots or [[CollisionDamage by touch]], and are completely invulnerable ... until you meet one in the water level, where it can be overturned by the air bubble you can now form.



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''Are you still there?''

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''Are you still there?''
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9th Nov '16 3:20:10 PM Tarrn
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* ''VideoGame/{{Overwatch}}'' has Symmetra's turrets, which are literally one-hit wonders, and any form of damage will destroy them. This is balanced by the fact that she can have up to six deployed at any time, they're quick to build and deploy, and can be stuck to walls and ceilings so have a chance of killing an enemy before they can even find them.
14th Oct '16 5:48:26 AM Pseudoname
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* In ''VideoGame/{{Evolve}}'', Bucket's turrets can do [[DeathByAThousandCuts significant damage if ignored]] but can be destroyed in a single blow by the monster.
13th Jul '16 3:25:53 AM Leo40Troper
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** Unlike regular Hosts which are invulnerable except when firing, Red Hosts are permanently exposed to damage, but [[GlassCannon compensate for it by having a five-way]] [[SpreadShot]] [[instead of regular three-way, which is a pain to dodge]].

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** Unlike regular Hosts which are invulnerable except when firing, Red Hosts are permanently exposed to damage, but [[GlassCannon compensate for it by having a five-way]] [[SpreadShot]] [[instead SpreadShot [[GlassCannon instead of regular three-way, which is a pain to dodge]].
13th Jul '16 3:25:04 AM Leo40Troper
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** Unlike regular Hosts which are invulnerable except when firing, Red Hosts are permanently exposed to damage, but [[GlassCannon compensate for it by having a five-way SpreadShot instead of regular three-way, which is a pain to dodge]].

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** Unlike regular Hosts which are invulnerable except when firing, Red Hosts are permanently exposed to damage, but [[GlassCannon compensate for it by having a five-way SpreadShot instead five-way]] [[SpreadShot]] [[instead of regular three-way, which is a pain to dodge]].
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