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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]].
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Broken trope link in Bo I example fixed


** 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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* {{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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* 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).
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*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games.
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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.

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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.
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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.
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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.
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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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** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are inferior to a level 1 sentry in terms of health and damage output and can't be upgraded; when broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry. However, mini-sentries cost less metal to build, take less time to build, and acquire targets much faster as well.

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** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are inferior mini-sentries. Compared to a level 1 sentry sentry, they are weaker in terms of health and damage output and can't be upgraded; when broken, you can't even grab the broken parts to get they also do not drop any metal for your next sentry, something you can do with the normal sentry.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, 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.
** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are worse than a level 1 normal sentry in health and damage and can't be upgraded; when broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry. However, they cost less metal to build, take less time to build, and fire and rotate faster, meaning they are good for times when your sentry will keep getting destroyed even if you play well, and are good for attacking, since sentries in this game are mostly for defense, there was a time when a mini-sentry couldn't be repaired by Engineers, but that changed.

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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.
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, that fit really well in this trope since they are worse than inferior to a level 1 normal sentry in terms of health and damage output and can't be upgraded; when broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry. However, they mini-sentries cost less metal to build, take less time to build, and fire and rotate faster, meaning they are good for times when your sentry will keep getting destroyed even if you play well, and are good for attacking, since sentries in this game are mostly for defense, there was a time when a mini-sentry couldn't be repaired by Engineers, but that changed.
acquire targets much faster as well.
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** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are worst than a level 1 normal sentry in health and damage and can't be upgraded, when it's broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry, but this effect comes with a bonus that they cost less metal to build, take less time to be ready, and fire and rotate faster, meaning they are good for times when your sentry will keep getting destroyed even if you play well, and are good for attacking, since sentries in this game are mostly for defense, there was a time when a mini-sentry couldn't be repaired by Engineers, but that changed.

to:

** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are worst worse than a level 1 normal sentry in health and damage and can't be upgraded, upgraded; when it's broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry, but this effect comes with a bonus that sentry. However, they cost less metal to build, take less time to be ready, build, and fire and rotate faster, meaning they are good for times when your sentry will keep getting destroyed even if you play well, and are good for attacking, since sentries in this game are mostly for defense, there was a time when a mini-sentry couldn't be repaired by Engineers, but that changed.
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None


* ''VideoGame/TeamFortress2'' has sentry guns that can be only built by the Engineer class, using metal, 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.

to:

* ''VideoGame/TeamFortress2'' has sentry guns that can be only built by the Engineer class, using metal, 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.

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to:

* ''VideoGame/TeamFortress2'' has sentry guns that can be only built by the Engineer class, using metal, 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.
** By equiping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries, that fit really well in this trope since they are worst than a level 1 normal sentry in health and damage and can't be upgraded, when it's broken, you can't even grab the broken parts to get metal for your next sentry, something you can do with the normal sentry, but this effect comes with a bonus that they cost less metal to build, take less time to be ready, and fire and rotate faster, meaning they are good for times when your sentry will keep getting destroyed even if you play well, and are good for attacking, since sentries in this game are mostly for defense, there was a time when a mini-sentry couldn't be repaired by Engineers, but that changed.
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None


*** Due to having the same game engine, ''VideoGame/{{FalloutNewVegas}}'' has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.

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*** Due to having the same game engine, ''VideoGame/{{FalloutNewVegas}}'' ''VideoGame/{{Fallout New Vegas}}'' has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.
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** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves, 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.

to:

** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves, 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.hits.
*** Due to having the same game engine, ''VideoGame/{{FalloutNewVegas}}'' has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.
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* ''Franchise/BioShock''

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* ''Franchise/BioShock'' ''VideoGame/BioShock''
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* 'VideoGame/DeusEx'':

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* 'VideoGame/DeusEx'':* ''VideoGame/DeusEx'':
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* While they're extremely tough, just like everything else electrical, in the first game autoturrets can be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, [[WideOpenSandbox that kind of game]].

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* ** While they're extremely tough, just like everything else electrical, in the first game autoturrets can be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, [[WideOpenSandbox that kind of game]].
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''Are you still there?''

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Mass cleanup.


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, smarter game designers will usually put them in hard-to-reach places or at the end of long corridors. 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, smarter game designers will usually put them in hard-to-reach places or at the end of long corridors.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.



* ''VideoGame/TheBindingOfIsaac'' had several turret-like enemies. The trope was played straight with Horfs - floating, disembodied heads that died in three regular shots and were easily knocked about by your [[AbnormalAmmo tears]]. Hosts averted it, being completely invulnerable when not shooting and taking a fair amount of punishment even when exposed. The Red Hosts played it a little straighter, being permanently exposed to damage, but they compensated for it by having a five-way SpreadShot instead of regular three-way, which was a pain to dodge.
** Averted with Eyes in the last couple of levels. These had extremely large health, fired no-delay lasers, locked onto you almost instantly and were practically the only enemy able to shoot at you at ''any'' angle instead of just the cardinal and ordinal directions. They even had the elite version in Bloodshot Eyes, which fired a blood beam that was much wider and harder to avoid, as well as being able to go straight through all obstacles.

to:

* ''VideoGame/TheBindingOfIsaac'' had has several turret-like enemies. The trope was played straight with Horfs - enemies, only some of which qualify:
** Horfs,
floating, disembodied heads that died die in three regular shots and were are easily knocked about by your [[AbnormalAmmo tears]]. tears]].
** Unlike regular
Hosts averted it, being completely which are invulnerable except when not shooting and taking a fair amount of punishment even when exposed. The firing, Red Hosts played it a little straighter, being are permanently exposed to damage, but they compensated [[GlassCannon compensate for it by having a five-way SpreadShot instead of regular three-way, which was is a pain to dodge.
** Averted with Eyes in the last couple of levels. These had extremely large health, fired no-delay lasers, locked onto you almost instantly and were practically the only enemy able to shoot at you at ''any'' angle instead of just the cardinal and ordinal directions. They even had the elite version in Bloodshot Eyes, which fired a blood beam that was much wider and harder to avoid, as well as being able to go straight through all obstacles.
dodge]].



** Turrets in the [[VideoGame/BioShock1 first]] [[VideoGame/BioShock2 two]] games are easily destroyed, can be stunned with the [[ShockAndAwe Electro Bolt]] and hacked to turn on other enemies, and with Telekinesis you can [[GrenadeHotPotato deflect the rockets of RPG turrets back at them]]. In ''VideoGame/BioShock2'', there are also even weaker (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
** The turrets in ''VideoGame/BioShockInfinite'' are stylised to resemble WWI soldiers but are just as weak otherwise. You cannot deflect the 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.
* Played straight in ''VideoGame/{{Borderlands 2}}'', where the Hyperion turrets attached to walls of their settlements are some of the weakest enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require will require several.
* Downplayed in ''VideoGame/TheBureauXCOMDeclassified''. Both the turrets created by your Engineers and the turrets spawned by Outsider Tech Commanders had a decent amount of health in addition to great firepower.
* In ''Call Of Duty: VideoGame/ModernWarfare 2'' low level sentry guns can be instantly killed in the online play by knifing them.
** However, you must attack from behind or have Cold-Blooded perk. Other than that, they're actually pretty resistant to damage and they deal a lot of it themselves.
** In ''[[VideoGame/CallOfDutyBlackOps2 Black Ops 2]]'' sentry guns in multiplayer can no longer be taken out by a single knife blow to the back, can see through the Cold-Blooded perk, [[BlindedByTheLight can't be blinded by tactical grenades]], lock onto players faster and more accurately and, if that wasn't enough, can also be controlled by the player who deployed it, averting this trope.
* [[InvertedTrope Inverted]] by ''VideoGame/CityOfHeroes'', where the Malta [=TacOps=] Engineer can create a gun turret that does relatively weak damage, but which can take a lot of damage before being destroyed, and will stick around and shoot at you even after its creator is dead. Compared to [[DemonicSpiders some other Malta enemies]], it's merely a nuisance.
** And recently, all turrets have been upgraded to hovering models...

to:

** Turrets in the [[VideoGame/BioShock1 first]] [[VideoGame/BioShock2 two]] games are easily destroyed, can be stunned with the [[ShockAndAwe Electro Bolt]] and hacked to turn on other enemies, and with Telekinesis you can [[GrenadeHotPotato deflect the rockets of RPG turrets back at them]]. In ''VideoGame/BioShock2'', there are also even weaker more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
** The turrets in ''VideoGame/BioShockInfinite'' are stylised stylized to resemble WWI soldiers but and are just nearly as weak otherwise. fragile. You cannot deflect the 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.
* Played straight in ''VideoGame/{{Borderlands 2}}'', where the Hyperion turrets attached to walls of their settlements are some of the weakest most fragile enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require will require several.
* Downplayed in ''VideoGame/TheBureauXCOMDeclassified''. Both the turrets created by your Engineers and the turrets spawned by Outsider Tech Commanders had a decent amount of health in addition to great firepower.
*
* In ''Call Of Duty: VideoGame/ModernWarfare 2'' low level low-level sentry guns can be instantly killed in the online play by knifing them.
**
them. However, you must attack from behind or have Cold-Blooded perk. Other than that, they're actually pretty resistant to damage and they deal a lot of it themselves.
** In ''[[VideoGame/CallOfDutyBlackOps2 Black Ops 2]]'' sentry guns in multiplayer can no longer be taken out by a single knife blow to the back, can see through the Cold-Blooded perk, [[BlindedByTheLight can't be blinded by tactical grenades]], lock onto players faster and more accurately and, if that wasn't enough, can also be controlled by the player who deployed it, averting this trope.
* [[InvertedTrope Inverted]] by ''VideoGame/CityOfHeroes'', where the Malta [=TacOps=] Engineer can create a gun turret that [[StoneWall does relatively weak damage, but which can take a lot of damage before being destroyed, destroyed]], and will stick around and shoot at you even after its creator is dead. Compared to [[DemonicSpiders some other Malta enemies]], it's merely a nuisance.
** And recently, all turrets have been upgraded to hovering models...
nuisance.



* Double subverted in ''DefenseOfTheAncients''. In 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 don't grow stronger, means that the threat they pose just keeps dropping.
* ''VideoGame/{{Descent}} 3'''s sentry guns fire weak easily-dodged lasers and go down quickly.roes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
* While they're extremely tough, just like everything else electrical in ''VideoGame/DeusEx'', autoturrets could be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, [[WideOpenSandbox that kind of game]].

to:

* Double subverted in ''DefenseOfTheAncients''. ''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, stronger]], means that the threat they pose just keeps dropping.
* ''VideoGame/{{Descent}} 3'''s sentry guns fire weak easily-dodged lasers and go down quickly.roes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
quickly.
* 'VideoGame/DeusEx'':
* While they're extremely tough, just like everything else electrical electrical, in ''VideoGame/DeusEx'', the first game autoturrets could can be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, [[WideOpenSandbox that kind of game]].



* ZigZaggedTrope in ''VideoGame/DisgaeaHourOfDarkness''--at story-appropriate levels, the first time you go through Battleship Gargantua your party will probably be turned to paste by the twin turrets on the stage, as they have ridiculous range attack four times ''per turn'', so it's best to just chain-throw to the "stage clear" tile. But with enough LevelGrinding, the turrets don't even do ScratchDamage. [[CutscenePowerToTheMax Regardless of stats, in the cutscenes Laharl can take down the entire ships single-handedly.]]
* ''VideoGame/DukeNukem 3D'' 's turrets would go haywire and stop shooting you for several seconds after a ''single shot'', from ''any'' weapon. It didn't take much more than that to blow them up, too.
** They showed up earlier in ''DukeNukem II'' as well, but at least these couldn't be destroyed by the default weapon.
* ''VideoGame/TheElderScrollsIVOblivion'' averted it with its Oblivion towers. These were completely invulnerable and would constantly shoot fireballs at you.
* ''VideoGame/EnemyTerritoryQuakeWars'' features several weak and esaily destroyed turrets, which are only useful if spammed all at once. Anti-Vehicle turrets are the worst, unable to hit anything moving at a reasonable speed.
* [[ZigZaggedTrope Zig-Zagged]] in ''VideoGame/{{Fallout 2}}''. Turrets can fire a lot of bullets/plasma bolts and fighting them at short range is tantamount to suicide, especially with the plasma turrets in Navarro. However, a good long-range rifle and a careful shot to the camera lenses from the distance renders them harmless. Some of your [[TooDumbToLive teammates]] don't figure this out, though.
** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves, or hacked and disabled. The higher level turrets, such as those in the final area of ''Broken Steel'', still present a challenge, although by this time you have the [[{{BFG}} Tesla Cannon]], which can take them out in one or two hits.
* The pop-down turrets in ''VideoGame/FirstEncounterAssaultRecon'' are an aversion: they are highly durable and take at least two rockets to kill, plus they will make ground beef of you within seconds of detecting you. Most are best avoided. Played straight when you are controlling a turret, as the Replicas can make short work of it.
* 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).
* Averted with the Troika stationary guns in ''VideoGame/GearsOfWar'', which are armored in front and will reduce you to LudicrousGibs in a second.
* In ''VideoGame/GoldeneyeRogueAgent'', Dr. No employs turret guns. Goldeneye can turn these against his enemies with EMP Hack, but first he has to get them in his sights. Interestingly, the guns are easy enough on their own, but the gunfire coming from just about ''everywhere else'' makes them devastating.
* 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.
** Averted, however, by their big-brothers in ''[=HL1=]'', which are mounted in floors and ceilings and are both tough and deadly. They will also hunker down into a little armoured wart when idle, so beating them to the draw means you do less damage. ''[=HL2=]'' featured similar turrets in the Overwatch Nexus area. The only way to destroy one was to slide a grenade ''into'' the hole, which was only open while it was shooting.
* ''VideoGame/{{Iji}}'' features turrets whose weapons span from basic machineguns to plasma cannons and nuke-like MPFB Devastators. However, they all have relatively low health and can disabled with a single kick at ANY strength. If it doesn't notice you, it's also possible to crack it for its ammo clip, disabling it in process. More advanced turrets give better ammo, but are also harder to crack.
** During the last level, you'll run into [[DemonicSpiders Skysmashers]], Shocksplinter (i.e. upgraded missile) turrets that float around like crazy and whose shots cannot be avoided by ducking down. They're still just as vulnerable to kicking, though.

to:

* ZigZaggedTrope in ''VideoGame/DisgaeaHourOfDarkness''--at story-appropriate levels, the first time you go through Battleship Gargantua your party will probably be turned to paste by the twin turrets on the stage, as they have ridiculous range attack four times ''per turn'', so it's best to just chain-throw to the "stage clear" tile. But with enough LevelGrinding, the turrets don't even do ScratchDamage. [[CutscenePowerToTheMax Regardless of stats, in the cutscenes Laharl can take down the entire ships single-handedly.]]
* ''VideoGame/DukeNukem 3D'' 's turrets would will go haywire and stop shooting you for several seconds after a ''single shot'', from ''any'' weapon. It didn't take much more than that to blow them up, too.
** They showed up earlier in ''DukeNukem II'' as well, but at least these couldn't be destroyed by the default weapon.
* ''VideoGame/TheElderScrollsIVOblivion'' averted it with its Oblivion towers. These were completely invulnerable and would constantly shoot fireballs at you.
* ''VideoGame/EnemyTerritoryQuakeWars'' features several weak and esaily destroyed easily-destroyed turrets, which are only useful if spammed all at once. Anti-Vehicle turrets are the worst, unable to hit anything moving at a reasonable speed.
* [[ZigZaggedTrope Zig-Zagged]] in
once.
* ''Franchise/{{Fallout}}'':
**
''VideoGame/{{Fallout 2}}''. 2}}'': Turrets can fire a lot of bullets/plasma bolts and fighting them at short range is tantamount to suicide, especially with the plasma turrets in Navarro. However, a good long-range rifle and a careful shot to the camera lenses from the distance renders them harmless. Some of your [[TooDumbToLive teammates]] don't figure this out, though.
** Most turrets in ''VideoGame/{{Fallout 3}}'' can be quickly destroyed, "frenzied" to attack everything that moves, or hacked and disabled. disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher level higher-level turrets, such as those in the final area of ''Broken Steel'', still present a challenge, although are more durable, but by this time you have the [[{{BFG}} Tesla Cannon]], which can take them out in one or two hits.
* The pop-down turrets in ''VideoGame/FirstEncounterAssaultRecon'' are an aversion: they are highly durable and take at least two rockets to kill, plus they will make ground beef of you within seconds of detecting you. Most are best avoided. Played straight when you are controlling a turret, as the Replicas can make short work of it.
* 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.
**
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).
* Averted with the Troika stationary guns in ''VideoGame/GearsOfWar'', which are armored in front and will reduce you to LudicrousGibs in a second.
* In ''VideoGame/GoldeneyeRogueAgent'', Dr. No employs turret guns. Goldeneye can turn these against his enemies with an EMP Hack, but first he has to get them in his sights. Interestingly, the guns are easy enough on their own, but the gunfire coming from just about ''everywhere else'' makes them devastating.
* * 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.
** Averted, however, by their big-brothers in ''[=HL1=]'', which are mounted in floors and ceilings and are both tough and deadly. They will also hunker down into a little armoured wart when idle, so beating them to the draw means you do less damage. ''[=HL2=]'' featured similar turrets in the Overwatch Nexus area. The only way to destroy one was to slide a grenade ''into'' the hole, which was only open while it was shooting.
* ''VideoGame/{{Iji}}'' features turrets whose weapons span from basic machineguns to plasma cannons and nuke-like MPFB Devastators. However, they all have relatively low health and can be disabled with a single kick at ANY strength. If it doesn't notice you, it's also possible to crack it for its ammo clip, disabling it in process. More advanced turrets give better ammo, but are also harder to crack.
**
crack. During the last level, you'll run into [[DemonicSpiders Skysmashers]], Shocksplinter (i.e. upgraded missile) turrets that float around like crazy and whose shots cannot be avoided by ducking down. They're still just as vulnerable to kicking, though.



* ''VideoGame/MajinAndTheForsakenKingdom'' had enemy type that was essentially stationary eye on a stalk appear infrequently. While it fired powerful lasers, those could be avoided by simply weaving from place to place faster than it could track, and up close it dies almost instantly.
* Averted in ''Franchise/MassEffect''. In the [[VideoGame/MassEffect1 first game]], machine gun turrets are encountered once in [[spoiler: Chlora's Den back room]], where they're the toughest enemies in the mission, while missile turrets have some of the most powerful defenses in the game. They can be hacked and turned against other enemies, but this requires you to upgrade Electronics skill to the max. In the [[VideoGame/MassEffect2 second game]], turrets are even more challenging, largely because instead of the [[MightyGlacier Mako]] you're stuck with the weaker [[GlassCannon Hammerhead]]. In the ''VideoGame/MassEffectGalaxy'' {{Interquel}}, the turrets are some of the most powerful enemies in the game (which doesn't say much, though).
** ''VideoGame/MassEffect3'' has no anti-vehicle turrets but portable turrets spawned by the Cerberus engineers are quite tough, have very high rate of fire and are easily much greater threat than Engineer himself, and Geth Prime's turrets aren't much weaker. The trope is played straighter in ''VideoGame/MassEffectInfiltrator'', where the turrets are attached to the ceiling and have good firepower, but aren't very difficult to destroy.

to:

* ''VideoGame/MajinAndTheForsakenKingdom'' had has an enemy type that was is essentially a stationary eye on a stalk appear infrequently. While it fired fires powerful lasers, those could can be avoided by simply weaving from place to place faster than it could can track, and up close it dies almost instantly.
* Averted in ''Franchise/MassEffect''. In the [[VideoGame/MassEffect1 first game]], machine gun turrets are encountered once in [[spoiler: Chlora's Den back room]], where they're the toughest enemies in the mission, while missile turrets have some of the most powerful defenses in the game. They can be hacked and turned against other enemies, but this requires you to upgrade Electronics skill to the max. In the [[VideoGame/MassEffect2 second game]], turrets are even more challenging, largely because instead of the [[MightyGlacier Mako]] you're stuck with the weaker [[GlassCannon Hammerhead]]. In the ''VideoGame/MassEffectGalaxy'' {{Interquel}}, the turrets are some of the most powerful enemies in the game (which doesn't say much, though).
** ''VideoGame/MassEffect3'' has no anti-vehicle turrets but portable turrets spawned by the Cerberus engineers are quite tough, have very high rate of fire and are easily much greater threat than Engineer himself, and Geth Prime's turrets aren't much weaker. The trope is played straighter in ''VideoGame/MassEffectInfiltrator'', where the turrets are attached to the ceiling and have good firepower, but aren't very difficult to destroy.
instantly.



* Averted in ''VideoGame/MercenaryKings'', where all turrets have very respectable 2000 health and deal plenty of damage. Electric turrets deal even more damage and have 4000 [=HP=], making them one of the toughest non-boss enemies around.
* ''VideoGame/PerfectDark'': Both played straight and averted with the Laptop Gun, depending on your game mode. If your playing single-player, co-operative, or counter-operative, the Laptop Gun is best used as a machinegun, since the levels are more or less linear. In multiplayer matches, however, the turret mode becomes far more useful, as the turret can kill enemy players in ''seconds''.
** Also played straight with the sticky turrets in ''Perfect Dark Zero'', which fire at a woefully slow rate and can be destroyed in three shots.
* ''Videogame/PlanetSide 2'''s "Spitfire" automatic turret is large, carries a pathetically weak gun, [[HeroTrackingFailure pans very slowly]], and destroyed with roughly only a dozen shots from a carbine; and on top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in ''Planetside 1'', which could damage vehicles, was better armored, slimmer, and the engineer could place up to ten of them, though the turret could be bypassed by crouch-walking.
* Most of the sentry guns in ''VideoGame/PN03'', with the exception of the big [[WaveMotionGun death lasers]].
* In ''VideoGame/{{Portal}}'', while the turrets are again on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose), an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making their disablement impossible. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, [[CompanionCube not that they weren't already.]]) They are, however, adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.
** ''VideoGame/{{Portal 2}}'' introduces us to what happens when the above-mentioned turrets are defective. It's easiest to let their lines speak for themselves:
---> "So, we're ALL supposed to be blind, right?"
---> "Anyone got any bullets?"
---> "Er...[[SayingSoundEffectsOutLoud Blam! Blam! Blam!]] [[SuspiciouslySpecificDenial I'm not defective!]]"
* Averted in the ''VideoGame/QuakeII'' expansion pack ''Ground Zero''. Turrets are small, hard to spot, anything but fragile, and their shots are '''powerful'''. To make it worse, they're one of very few enemies in the game that can actually lead their shots. They're so [[DemonicSpiders frustrating to deal with]], they change gameplay entirely from "run-n'-gun" to "cover-crawling nightmare".
* The first ''VideoGame/RatchetAndClank'' game had a turret gun that worked within a 180 degree field of vision. When the player character reached that angle, the gunner would just sit there until struck. Subverted later on, when the turrets are set in bunkers it's impossible to get into without solving a puzzle. At one point, you couldn't even get into the bunker, and had to shoot the gunner through a tiny vent hole.
* The automated turrets in ''VideoGame/RedFaction'' were completely equivalent to stationary emplacements. As such, you could run up to an autoturret that's plugging away at you without taking too much damage, then hit action key and use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.

to:

* Averted in ''VideoGame/MercenaryKings'', where all turrets have very respectable 2000 health and deal plenty of damage. Electric turrets deal even more damage and have 4000 [=HP=], making them one of the toughest non-boss enemies around.
* ''VideoGame/PerfectDark'': Both played straight and averted with the Laptop Gun, depending on your game mode. If your playing single-player, co-operative, or counter-operative, the Laptop Gun is best used as a machinegun, since the levels are more or less linear. In multiplayer matches, however, the turret mode becomes far more useful, as the turret can kill enemy players in ''seconds''.
** Also played straight with the sticky turrets in ''Perfect Dark Zero'', which fire at a woefully slow rate and can be destroyed in three shots.
* ''Videogame/PlanetSide 2'''s "Spitfire" automatic turret is large, carries a pathetically weak gun, [[HeroTrackingFailure pans very slowly]], and can be destroyed with roughly only a dozen shots from a carbine; and on carbine. On top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in ''Planetside 1'', which could can damage vehicles, was better armored, is better-armored, slimmer, and the engineer could can place up to ten of them, though the turret could can be bypassed by crouch-walking.
* %%* Most of the sentry guns in ''VideoGame/PN03'', with the exception of the big [[WaveMotionGun death lasers]].
* In ''VideoGame/{{Portal}}'', while the standard turrets are again on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose), choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making their disablement impossible.them impossible to disable. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, [[CompanionCube not that they weren't already.]]) They are, however, are also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.
** ''VideoGame/{{Portal 2}}'' introduces us to what happens when the above-mentioned turrets are defective. It's easiest to let their lines speak for themselves:
---> "So, we're ALL supposed to be blind, right?"
---> "Anyone got any bullets?"
---> "Er...[[SayingSoundEffectsOutLoud Blam! Blam! Blam!]] [[SuspiciouslySpecificDenial I'm not defective!]]"
* Averted in the ''VideoGame/QuakeII'' expansion pack ''Ground Zero''. Turrets are small, hard to spot, anything but fragile, and their shots are '''powerful'''. To make it worse, they're one of very few enemies in the game that can actually lead their shots. They're so [[DemonicSpiders frustrating to deal with]], they change gameplay entirely from "run-n'-gun" to "cover-crawling nightmare".
* The first ''VideoGame/RatchetAndClank'' game had has a turret gun that worked works within a 180 degree field of vision. When the player character reached reaches that angle, the gunner would will just sit there until struck. Subverted later on, when the turrets are set in bunkers it's impossible to get into without solving a puzzle. At one point, you couldn't even get into the bunker, and had to shoot the gunner through a tiny vent hole.
struck.
* The automated turrets in ''VideoGame/RedFaction'' were are completely equivalent to stationary emplacements. As such, you could run up to an autoturret that's plugging away at you without taking too much damage, then hit action key and use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.



** The turrets, however, make great distractions, support options, and enemy detectors (The scoreboard reports when your sentry gun is destroyed). They can also spot enemies the second they get within firing range, so cover is much less effective with them around.
* ''VideoGame/ShrekTheThird'' tie-in game had pirate cannons that were completely encased in wood and could somehow fire at you by themselves with no visible operator. On one hand, they were some of the most durable enemies present, requiring several [[ChargedAttack charged attacks]] to be destroyed. On the other hand, [[ItsEasySoItSucks that's still not saying much]].
* ''VideoGame/SplinterCell'' has computer-controlled turrets. They couldn't be shot, but they ''could'' be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they had to be distracted by chemical flares. As long as you weren't in the area when the flare ran out. [[PrepareToDie If you were...]]
** Averted in ''Conviction'', where the ceiling-mounted turret guns in [[spoiler: Third Echelon HQ]] cannot even be targeted by Sam - you get a(n un)helpful white cross in place of the crosshairs when aiming at them - much less destroyed. Similarly for the ground-based turrets you encounter in various places, though for these you at least can take out the operator, which will also prevent them from firing on you after that.
* ''VideoGame/{{StarCraft|I}}'' has the occasional turret gun in Installation levels. They are some of the feeblest units in the game.
** ''VideoGame/{{StarCraft II}}'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as weak as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
* Justified and subverted in ''{{Starlancer}}''. Capital ship turrets aren't much of a direct threat to the player's ship, but they ''can'' take out torpedoes. They're also small and hard to hit, forcing you to fly dangerously close.
* Zig-zagged in ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront II]]''. The turrets placed on spaceships have very low health, but they have good firepower and are completely invulnerable until the DeflectorShield surrounding the entire ship is down. You can also disable their controlling AI from the inside by storming the ship, where you'll face ceiling-mounted turrets alongside enemy mooks. These have the same health as enemy soldiers, but much greater firepower, are harder to hit, and will eventually regenerate.

to:

** The turrets, however, make great distractions, support options, and enemy detectors (The scoreboard reports when your sentry gun is destroyed). They can also spot enemies the second they get within firing range, so cover is much less effective with them around.
* ''VideoGame/ShrekTheThird'' tie-in game had pirate cannons that were completely encased in wood and could somehow fire at you by themselves with no visible operator. On one hand, they were some of the most durable enemies present, requiring several [[ChargedAttack charged attacks]] to be destroyed. On the other hand, [[ItsEasySoItSucks that's still not saying much]].
*
* ''VideoGame/SplinterCell'' has computer-controlled turrets. They couldn't can't be shot, but they ''could'' ''can'' be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they had have to be distracted by chemical flares. As long as you weren't aren't in the area when the flare ran runs out. [[PrepareToDie If you were...are...]]
** Averted in ''Conviction'', where the ceiling-mounted turret guns in [[spoiler: Third Echelon HQ]] cannot even be targeted by Sam - you get a(n un)helpful white cross in place of the crosshairs when aiming at them - much less destroyed. Similarly for the ground-based turrets you encounter in various places, though for these you at least can take out the operator, which will also prevent them from firing on you after that.
* ''VideoGame/{{StarCraft|I}}'' has the occasional turret gun in Installation levels. They are some of the feeblest units in the game.
**
''VideoGame/{{StarCraft II}}'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as weak fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
* Justified and subverted in ''{{Starlancer}}''. Capital ship turrets aren't much of a direct threat to the player's ship, but they ''can'' take out torpedoes. They're also small and hard to hit, forcing you to fly dangerously close.
*
Zig-zagged in ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront II]]''. II]]'':
**
The turrets placed on spaceships have very low health, but they have good firepower and are completely invulnerable until the DeflectorShield surrounding the entire ship is down. You can also disable their controlling AI from the inside by storming the ship, where you'll face ceiling-mounted turrets alongside enemy mooks. These have the same health as enemy soldiers, but much greater firepower, are harder to hit, and will eventually regenerate.



* Averted in ''VideoGame/SupremeCommander'' where turrets range from fast-firing peashooters at the beginning (which still shred the low-tier troops at the time) to late-game's monstrously powerful, slow-firing defenses that can hold off even Experimental units but will be overwhelmed by waves of cannon fodder. This provides balance and prevents you from relying on a single defense type. However, you still have to watch out for the artillery, which cannot be effectively countered with turrets alone.
* ''VideoGame/SystemShock2'' had relatively low-health turrets, when compared to many high-rate enemies. It's played with a bit in that the turrets have set weaknesses just like everything else (usually armor-piercing bullets) but have two set powers that you can't really tell until it fires.
* Played straight and subverted in ''VideoGame/TeamFortress2'', by the [[MrFixIt Engineer's]] sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy [[FragileSpeedster Scouts]] that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they avert this trope because they cannot be knocked down, despite enemies firing [[MacrossMissileMassacre masses of rockets]], [[MoreDakka thousands of bullets]], and everything else they can find at it.
** The Engineer's "Gunslinger", an unlockable melee weapon/[[ArtificialLimbs robotic replacement hand]], allows one to build 'Mini-Sentries' instead. It's a weaker version of a Level 1 sentry that cannot upgrade. Its appeal is that it can be deployed near-instantaneously and doesn't cost much [[YouRequireMoreVespeneGas metal]] - in fact, it costs less metal to destroy and rebuild one than to service one that's run out of ammo.
* Used effectively in ''VideoGame/TotalAnnihilation'', where every turret has its meaning in the appropriate phase of the game. First-level tank rush? Not a problem if you've built three or four light laser turrets. Entire enemy army going for your base? Why, that's precisely why you build stadium-sized super-cannons that can cover most of the map with utterly devastating showers of death. Play a game long enough and all sides will build enough static defences to make all standard units useless, and the only possible way to win is with atomic warhead slapfests...
* Averted in ''VideoGame/UnrealTournament''. There are various turrets on Assault arenas that will only attack the attacking team: they are indestructible and can only be stunned for a while after dealing a lot of damage. It's a lot easier to simply outrun them, perfectly fitting the speed-based Assault Matches. They all have their own camera feed that you can view as well.
* ''VideoGame/{{Warframe}}'' Corpus turrets are a double subversion; the turrets themselves are powerful and well-armoured, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Averted in ''VideoGame/WarhammerOnline'', where the turrets deployed by the Dwarf Engineer are generally quite durable and powerful. Same applies to the demons summoned by the Chaos Sorcerer, which act like turrets in all but name.
* Starting with ''VideoGame/WingCommander III'', these are the primary defense for capships. (Earlier games had turrets, but you couldn't select them as individual targets, due to limitations of the game engines at the time.)

to:

* Averted in ''VideoGame/SupremeCommander'' where turrets range from fast-firing peashooters at the beginning (which still shred the low-tier troops at the time) to late-game's monstrously powerful, slow-firing defenses that can hold off even Experimental units but will be overwhelmed by waves of cannon fodder. This provides balance and prevents you from relying on a single defense type. However, you still have to watch out for the artillery, which cannot be effectively countered with turrets alone.
* ''VideoGame/SystemShock2'' had relatively low-health turrets, when compared to many high-rate enemies. It's played with a bit in that the turrets have set weaknesses just like everything else (usually armor-piercing bullets) but have two set powers that you can't really tell until it fires.
* Played straight and subverted in ''VideoGame/TeamFortress2'', by the [[MrFixIt Engineer's]] sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy [[FragileSpeedster Scouts]] that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they avert this trope because they cannot be knocked down, despite enemies firing [[MacrossMissileMassacre masses of rockets]], [[MoreDakka thousands of bullets]], and everything else they can find at it.
** The Engineer's "Gunslinger", an unlockable melee weapon/[[ArtificialLimbs robotic replacement hand]], allows one to build 'Mini-Sentries' instead. It's a weaker version of a Level 1 sentry that cannot upgrade. Its appeal is that it can be deployed near-instantaneously and doesn't cost much [[YouRequireMoreVespeneGas metal]] - in fact, it costs less metal to destroy and rebuild one than to service one that's run out of ammo.
* Used effectively in ''VideoGame/TotalAnnihilation'', where every turret has its meaning in the appropriate phase of the game. First-level tank rush? Not a problem if you've built three or four light laser turrets. Entire enemy army going for your base? Why, that's precisely why you build stadium-sized super-cannons that can cover most of the map with utterly devastating showers of death. Play a game long enough and all sides will build enough static defences to make all standard units useless, and the only possible way to win is with atomic warhead slapfests...
* Averted in ''VideoGame/UnrealTournament''. There are various turrets on Assault arenas that will only attack the attacking team: they are indestructible and can only be stunned for a while after dealing a lot of damage. It's a lot easier to simply outrun them, perfectly fitting the speed-based Assault Matches. They all have their own camera feed that you can view as well.
* ''VideoGame/{{Warframe}}'' Corpus turrets are a double subversion; the turrets themselves are powerful and well-armoured, well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Averted in ''VideoGame/WarhammerOnline'', where the turrets deployed by the Dwarf Engineer are generally quite durable and powerful. Same applies to the demons summoned by the Chaos Sorcerer, which act like turrets in all but name.
* Starting with ''VideoGame/WingCommander III'', these are the primary defense for capships. (Earlier games had turrets, but you couldn't select them as individual targets, due to limitations of the game engines at the time.)
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** Averted with the turrets attached to the Torus station ringing Earth. Their extreme long range and high damage give them the ability to one-shot a fully shielded destroyer. Which is why the Argon resorted to sabotaging the Torus itself when ''Albion Prelude's'' war broke out.

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** Averted with the turrets attached to the Torus station ringing Earth. Their extreme long range and high damage give them the ability to one-shot a fully shielded destroyer. Which is why the Argon resorted to sabotaging the Torus itself when ''Albion Prelude's'' war broke out.
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* Played straight in ''VideoGame/{{Borderlands 2}}'', where the Hyperion turrets attached to walls of their settlements are some of the weakest enemies in the game. Often, they go down in often 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 weakest enemies in the game. Often, they go down in often a single burst of rifle fire, when most enemies require will require several.
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Not quite fitting the trope, on second thought; one usually takes a few hits to go down


* In ''VideoGame/{{Nectaris}}'', the SS-80 Atlas has the longest-ranged and (tied for) most powerful land attack of any unit, but it has worse defense than other artillery units and can't move.
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Tropes cannot be averted \"heavily.\" This is cruft.


** ''Heavily'' averted with Eyes in the last couple of levels. These had extremely large health, fired no-delay lasers, locked onto you almost instantly and were practically the only enemy able to shoot at you at ''any'' angle instead of just the cardinal and ordinal directions. They even had the elite version in Bloodshot Eyes, which fired a blood beam that was much wider and harder to avoid, as well as being able to go straight through all obstacles.

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** ''Heavily'' averted Averted with Eyes in the last couple of levels. These had extremely large health, fired no-delay lasers, locked onto you almost instantly and were practically the only enemy able to shoot at you at ''any'' angle instead of just the cardinal and ordinal directions. They even had the elite version in Bloodshot Eyes, which fired a blood beam that was much wider and harder to avoid, as well as being able to go straight through all obstacles.



* Averted as a whole in ''Franchise/MassEffect''. In the [[VideoGame/MassEffect1 first game]], machine gun turrets are encountered once in [[spoiler: Chlora's Den back room]], where they're the toughest enemies in the mission, while missile turrets have some of the most powerful defenses in the game. They can be hacked and turned against other enemies, but this requires you to upgrade Electronics skill to the max. In the [[VideoGame/MassEffect2 second game]], turrets are even more challenging, largely because instead of the [[MightyGlacier Mako]] you're stuck with the weaker [[GlassCannon Hammerhead]]. In the ''VideoGame/MassEffectGalaxy'' {{Interquel}}, the turrets are some of the most powerful enemies in the game (which doesn't say much, though).

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* Averted as a whole in ''Franchise/MassEffect''. In the [[VideoGame/MassEffect1 first game]], machine gun turrets are encountered once in [[spoiler: Chlora's Den back room]], where they're the toughest enemies in the mission, while missile turrets have some of the most powerful defenses in the game. They can be hacked and turned against other enemies, but this requires you to upgrade Electronics skill to the max. In the [[VideoGame/MassEffect2 second game]], turrets are even more challenging, largely because instead of the [[MightyGlacier Mako]] you're stuck with the weaker [[GlassCannon Hammerhead]]. In the ''VideoGame/MassEffectGalaxy'' {{Interquel}}, the turrets are some of the most powerful enemies in the game (which doesn't say much, though).



* Largely averted in ''VideoGame/SupremeCommander'' where turrets range from fast-firing peashooters at the beginning (which still shred the low-tier troops at the time) to late-game's monstrously powerful, slow-firing defenses that can hold off even Experimental units but will be overwhelmed by waves of cannon fodder. This provides balance and prevents you from relying on a single defense type. However, you still have to watch out for the artillery, which cannot be effectively countered with turrets alone.

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* Largely averted Averted in ''VideoGame/SupremeCommander'' where turrets range from fast-firing peashooters at the beginning (which still shred the low-tier troops at the time) to late-game's monstrously powerful, slow-firing defenses that can hold off even Experimental units but will be overwhelmed by waves of cannon fodder. This provides balance and prevents you from relying on a single defense type. However, you still have to watch out for the artillery, which cannot be effectively countered with turrets alone.



* Played straight and subverted in ''VideoGame/TeamFortress2'', by the [[MrFixIt Engineer's]] sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy [[FragileSpeedster Scouts]] that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they partially avert this trope because they cannot be knocked down, despite enemies firing [[MacrossMissileMassacre masses of rockets]], [[MoreDakka thousands of bullets]], and everything else they can find at it.

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* Played straight and subverted in ''VideoGame/TeamFortress2'', by the [[MrFixIt Engineer's]] sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy [[FragileSpeedster Scouts]] that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they partially avert this trope because they cannot be knocked down, despite enemies firing [[MacrossMissileMassacre masses of rockets]], [[MoreDakka thousands of bullets]], and everything else they can find at it.



** Very, very averted with the turrets attached to the Torus station ringing Earth. Their extreme long range and high damage give them the ability to one-shot a fully shielded destroyer. Which is why the Argon resorted to sabotaging the Torus itself when ''Albion Prelude's'' war broke out.

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** Very, very averted Averted with the turrets attached to the Torus station ringing Earth. Their extreme long range and high damage give them the ability to one-shot a fully shielded destroyer. Which is why the Argon resorted to sabotaging the Torus itself when ''Albion Prelude's'' war broke out.

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* In ''VideoGame/{{Nectaris}}'', the SS-80 Atlas has the longest-ranged and (tied for) most powerful land attack of any unit, but it has worse defense than other artillery units and can't move.




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* In ''[[VideoGame/JakAndDaxter Jak X]]'', the only way to destroy a turret gun is to drive into it (of course, you're always in a car, so...). However, you receive no collateral damage for doing so, nor do you slow down.

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* In ''[[VideoGame/JakAndDaxter Jak X]]'', ''VideoGame/JakXCombatRacing'', the only way to destroy a turret gun is to drive into it (of course, you're always in a car, so...). However, you receive no collateral damage for doing so, nor do you slow down.
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** ''VideoGame/{{StarCraft II}}'' features a flying unit that can periodically drop turret guns with unlimited ammo but limited duration. While not as weak as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.

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** ''VideoGame/{{StarCraft II}}'' features a flying unit that the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as weak as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
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* ''Videogame/PlanetSide 2'''s "Spitfire" automatic turret is large, carries a pathetically weak gun, [[HeroTrackingFailure pans very slowly]], and destroyed with roughly only a dozen shots from a carbine; and on top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in ''Planetside 1'', which could damage vehicles, was better armored, slimmer, and the engineer could place up to ten of them, though the turret could be bypassed by crouch-walking.
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There was a repeated line.


* Double subverted in ''DefenseOfTheAncients''. In 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 health and damage available to both {{Mooks}} and heroes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.

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* Double subverted in ''DefenseOfTheAncients''. In 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 health and damage available to both {{Mooks}} and heroes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.

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