History Main / WeakTurretGun

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]].
9th Jul '16 8:08:58 AM EDP
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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 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]].
23rd Jun '16 12:05:50 AM Alceister
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* Some missions in the ''VideoGame/FreeSpace'' series have sentry guns, essentially two or four gun turrets attached to a frame. They only take a few shots to destroy. In the second game, the ''GTSG Mjolnir Remote Beam Cannon''. As the name suggests, it's a turret with a beam cannon (the most powerful in the game for the GTVA) mounted on it (and nothing else). They also tend to die quickly when under attack, making them semi-literal {{Glass Cannon}}s (in that they are cannons, but not made of glass). If you can keep them alive, they are your best friend in the one mission they appear in (in which you must kill a few capital ships, something the Mjolnir excels at).

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* Some missions in the ''VideoGame/FreeSpace'' series have sentry guns, essentially two one, two, or four gun turrets attached to a frame. They only take a few shots to destroy. In the second game, the ''GTSG Mjolnir Remote Beam Cannon''. As the name suggests, it's a turret with a beam cannon (the most powerful in the game for the GTVA) mounted on it (and nothing else). They also tend to die quickly when under attack, making them semi-literal {{Glass Cannon}}s (in that they are cannons, but not made of glass). If you can keep them alive, they are your best friend in the one mission they appear in (in which you must kill a few capital ships, something the Mjolnir excels at).
20th Jun '16 8:52:00 PM wolftickets1969
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*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games.
17th May '16 11:59:19 AM REV6Pilot
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*** The only exception is the ceiling turrets triggered by red lasers, which are completely invulnerable to anything Gordon may try to dish out at them. They don't fare well against big hordes of enemies like zombies, because they either may run out of ammo or malfunction after firing too long.
* ''Videogame/BlackMesa'' joined the characteristics of both variants for their version of the HECU turret. It has finite ammo, a limited arc of coverage, is light enough to be knocked over and will shut down until set upright, and if Gordon picks one up, it'll be reprogrammed to also attack enemies. It's also destructible.

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*** The only exception is the ceiling turrets triggered by red lasers, which are completely invulnerable to anything Gordon may try to dish out at them. They don't fare well against big hordes of enemies like zombies, though, because they either may run out of ammo or malfunction after firing for too long.
* ** ''Videogame/BlackMesa'' joined the characteristics of both variants for their version of the HECU turret. It has finite ammo, a limited arc of coverage, is light enough to be knocked over and will shut down until set upright, and if Gordon picks one up, it'll be reprogrammed to also attack enemies. It's also destructible.
17th May '16 11:58:26 AM REV6Pilot
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* In ''VideoGame/HalfLife1'', its expansions, ''VideoGame/HalfLife2'' and the subsequent Episode sequels, the turret guns are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off until they're set back up (even picking them up and dropping them can be enough), which can be a boon when they're used against you, or a curse when you're trying to [[HoldTheLine use them yourself]]. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.

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* ''VideoGame/HalfLife''.
**
In ''VideoGame/HalfLife1'', ''VideoGame/HalfLife1'' and its expansions, turrets are weak enemies that fall over, entirely disabled, after a few rounds. Ground-bound can't be moved otherwise - falling over is their "death" animation.
** In
''VideoGame/HalfLife2'' and the subsequent Episode sequels, the Combine turret guns are quite faulty.
*** Mobile ground turrets
are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off (permanently for enemy ones; reprogrammed ones stay dead until they're set back up (even picking them up and dropping them can be enough), up), which can be a boon when they're used against you, or a curse when you're trying to [[HoldTheLine use them yourself]]. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.
*** Floor turrets have a very narrow detection range and have to pop out of the ground to shoot, which takes a while. Their alcove all but has a "Insert Grenade Here" sign as well.
*** The only exception is the ceiling turrets triggered by red lasers, which are completely invulnerable to anything Gordon may try to dish out at them. They don't fare well against big hordes of enemies like zombies, because they either may run out of ammo or malfunction after firing too long.
* ''Videogame/BlackMesa'' joined the characteristics of both variants for their version of the HECU turret. It has finite ammo, a limited arc of coverage, is light enough to be knocked over and will shut down until set upright, and if Gordon picks one up, it'll be reprogrammed to also attack enemies. It's also destructible.
17th May '16 11:36:43 AM REV6Pilot
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* Played straight in ''VideoGame/{{Borderlands 2}}'', where the Hyperion turrets attached to walls of their settlements are some of the most fragile enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require will require several.

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* Played straight in ''VideoGame/{{Borderlands 2}}'', where the Hyperion turrets attached to walls of their settlements are some of the most fragile enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require will require several.several times that, and that's assuming you go for criticals.
5th Apr '16 5:43:22 AM Alceister
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* Double subverted in ''VideoGame/DefenseOfTheAncients''. In the early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both {{Mooks}} and heroes, while the towers [[CantCatchUp don't grow stronger]], means that the threat they pose just keeps dropping.

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* Double subverted Generally averted in ''VideoGame/DefenseOfTheAncients''. In the early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both {{Mooks}} and heroes, while the towers [[CantCatchUp don't grow stronger]], means that the threat they pose just keeps dropping.
5th Apr '16 5:41:33 AM Alceister
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** The turrets in ''VideoGame/BioShockInfinite'' are stylized to resemble WWI soldiers and are nearly as fragile. You cannot deflect their missiles backwards this time, but you also don't need to bother with hacking: a single use of [[MindControl Possession]] vigor is enough for them. It's also possible to summon friendly ones through the Tears.

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** The turrets in ''VideoGame/BioShockInfinite'' are stylized similar to resemble WWI soldiers and are nearly as fragile. You cannot deflect their missiles backwards this time, but coutnerparts in other games in the series. The main difference is that unlike previous games, you also don't need to bother with hacking: a single use of can utilize the [[MindControl Possession]] vigor is enough for them. It's to easily take control of them, albeit only temporarily. You can also possible to summon friendly ones through the Tears.Tears as well.



** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves by shooting their lenses, or hacked and disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher-level turrets, such as those in the final area of ''Broken Steel'', are more durable, but by this time you have the [[{{BFG}} Tesla Cannon]], which can take them out in one or two hits.

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** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves by shooting destroying their lenses, control unit, or hacked and disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher-level turrets, such as those in the final area of ''Broken Steel'', are more durable, but by this time you have the [[{{BFG}} Tesla Cannon]], which can take them out in one or two hits.
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