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Designation error; corrected.


* {{Zigzagged|Trope}} in ''[[VideoGame/{{Descent}} Descent 3]]'' with its variety of turrets. The smaller Repeater turrets only fire bursts of Vulcan rounds that do very little damage on their own, but they are usually placed in strategic spots to make them hard to find and/or hit. However, the larger Swatter, Destroyer, and MT-55 turrets can take more punishment, are usually placed in very prominent locations and/or en masse, and have their weapons defined by the level designer—a Destroyer turret spamming Concussion missiles and Vulcan rounds in one level can be seen in another level firing Homing missiles and ''Mass Driver rounds''.

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* {{Zigzagged|Trope}} in ''[[VideoGame/{{Descent}} Descent 3]]'' with its variety of turrets. The smaller Repeater turrets only fire bursts of Vulcan rounds that do very little damage on their own, but they are usually placed in strategic spots to make them hard to find and/or hit. However, the larger Swatter, Destroyer, and MT-55 ST-55 turrets can take more punishment, are usually placed in very prominent locations and/or en masse, and have their weapons defined by the level designer—a Destroyer turret spamming Concussion missiles and Vulcan rounds in one level can be seen in another level firing Homing missiles and ''Mass Driver rounds''.
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Changed the example for Descent 3.


* ''[[VideoGame/{{Descent}} Descent 3]]'''s sentry guns fire weak easily-dodged lasers and go down quickly.

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* {{Zigzagged|Trope}} in ''[[VideoGame/{{Descent}} Descent 3]]'''s sentry guns 3]]'' with its variety of turrets. The smaller Repeater turrets only fire weak easily-dodged lasers bursts of Vulcan rounds that do very little damage on their own, but they are usually placed in strategic spots to make them hard to find and/or hit. However, the larger Swatter, Destroyer, and go down quickly.MT-55 turrets can take more punishment, are usually placed in very prominent locations and/or en masse, and have their weapons defined by the level designer—a Destroyer turret spamming Concussion missiles and Vulcan rounds in one level can be seen in another level firing Homing missiles and ''Mass Driver rounds''.
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** Their suckiness is somewhat justified in-universe, when it was revealed in ''VideoGame/Portal2'' that the turrets [[CartridgesInFlight 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.

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** Their suckiness is somewhat justified in-universe, when it was revealed in as [[https://www.youtube.com/watch?v=6i-nMWgBUp0 a trailer]] for ''VideoGame/Portal2'' reveals that the turrets [[CartridgesInFlight 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.
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** Their suckiness is somewhat justified in-universe, when it was revealed in ''VideoGame/Portal2'' 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.

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** Their suckiness is somewhat justified in-universe, when it was revealed in ''VideoGame/Portal2'' that the turrets [[CartridgesInFlight shoot the entire bullet using a spring mechanism instead of just firing the bullet normally.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.

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* 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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* 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]], nowhere nearly strong enough]], means that the threat they pose just keeps dropping.dropping.
** Venomancer's Plague Wards are a straight example. Their HP and damage are comparable to lane creeps and are one of the weakest summoned units outs of all heroes. They make up for it with their very large deployable range and vision radius, so they're used more for scouting or chipping down fleeing enemies. One of the max level Talent bonus makes them exponentially more powerful, however.
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** 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 more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.

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** Turrets in the [[VideoGame/BioShock1 first]] [[VideoGame/BioShock2 two]] games are easily destroyed, can be stunned with the [[ShockAndAwe Electro Bolt]] or [[AnIcePerson Winter Blast]] 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 more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
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Monster Sob Story is no longer a trope.


* In ''VideoGame/{{Portal}}'', the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making 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 also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.

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* In ''VideoGame/{{Portal}}'', the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making 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 also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.
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* ''VideoGame/MetroidIIReturnOfSamus'':
** The Wallfires are turrets that are shaped like bird (or Chozo) heads found within Chozo ruins. They can be wrecked with a single shot of Samus's basic Power Beam. While their attacks produce considerable Knock Back, they only shoot periodically in a fixed direction and angle, so all Samus has to do is be patient and wait for an opening.
** Starting in Phase 3, you'll start encountering Autracks, which are stronger gun mounts with extendable "necks" and a more frequent firing rate than Wallfires. However, by then, you should have the Ice Beam, which can freeze them and their shots, or the Wave Beam, which lets you whittle them down from behind cover. In the event you meet one on level ground, you can just duck underneath their shots.
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* Zig-zagged in ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront II]]'':

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* Zig-zagged in ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront II]]'':''VideoGame/StarWarsBattlefrontII'':

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Alphabetizing examples and fixing sequel title formatting


* 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 several times that, and that's assuming you go for criticals.

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* Played straight in ''VideoGame/{{Borderlands 2}}'', ''VideoGame/Borderlands2'', 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 several times that, and that's assuming you go for criticals.



* ''VideoGame/{{Descent}} 3'''s sentry guns fire weak easily-dodged lasers and go down quickly.

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* ''VideoGame/{{Descent}} 3'''s ''[[VideoGame/{{Descent}} Descent 3]]'''s sentry guns fire weak easily-dodged lasers and go down quickly.



* ''VideoGame/DukeNukem 3D'' 's turrets 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.

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* ''VideoGame/DukeNukem 3D'' ''VideoGame/DukeNukem3D'' 's turrets 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.



** ''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 by destroying their 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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** ''VideoGame/{{Fallout 2}}'': ''VideoGame/Fallout2'': 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}}'' ''VideoGame/Fallout3'' can be quickly destroyed, "frenzied" to attack everything that moves by destroying their 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.



*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, [[PoweredArmor Power Armor]] wearing player in seconds.

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*** In ''VideoGame/{{Fallout 4}}'', ''VideoGame/Fallout4'', non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, [[PoweredArmor Power Armor]] wearing player in seconds.



* {{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 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]].



* ''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 three 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.



** 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.

to:

** Their suckiness is somewhat justified in-universe, when it was revealed in ''VideoGame/{{Portal 2}}'' ''VideoGame/Portal2'' 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.



* ''VideoGame/{{StarCraft II}}'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.

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* ''VideoGame/{{StarCraft II}}'' ''VideoGame/StarCraftII'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.



* ''VideoGame/{{Warframe}}'' Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Laser towers in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.[[note]]In out-of-sector combat, the mechanics negate their range advantage.[[/note]] They got a major buff in ''X3: Albion Prelude'' to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in ''[=TC=]'': a SuperweaponSurprise for pursuing ships.



* {{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 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]].
* ''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 three 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.


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* ''VideoGame/{{Warframe}}'': Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Laser towers in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.[[note]]In out-of-sector combat, the mechanics negate their range advantage.[[/note]] They got a major buff in ''X3: Albion Prelude'' to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in ''[=TC=]'': a SuperweaponSurprise for pursuing ships.
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* ''VideoGame/TeamFortress2'' has sentry guns that can be built by the Engineer class, at the cost of 130 metal. The level 1 sentry gun fits this trope since it doesn't have much health nor firepower, but upgrading to level 2 gives the sentry a bigger health pool along with a significant boost to its DPS, and level 3 brings it to a whopping 216 health and rockets to go with 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.

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* ''VideoGame/TeamFortress2'' has sentry guns that can be built by the Engineer class, at the cost of 130 metal. The level 1 sentry gun fits this trope since it doesn't have much health nor firepower, but upgrading to level 2 gives the sentry a bigger health pool along with a significant boost to its DPS, and level 3 brings it to a whopping 216 health and rockets to go with 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. Speaking of disguised targets, the Spy can walk right up to an enemy sentry and slap a device on it (or other Engineer contraptions) that immediately disables it and makes it self-destruct after a few seconds; only Engineers can remove these sabotage-machines, so he practically has to hang around babysitting his sentry for it to be of much use.
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%% This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.
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%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1392358176078402500
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[[quoteright:350:[[VideoGame/{{Portal}} https://static.tvtropes.org/pmwiki/pub/images/fallen_turret_9787.png]]]]
[[caption-width-right:350: Please put me back up!]]

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 is trivial. Sometimes one hit is all that's needed. Most frequently seen in [[FirstPersonShooter FPS]] games.

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!!Examples:

!!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.
* ''VideoGame/TheBindingOfIsaac'' has several turret-like enemies, only some of which qualify:
** Horfs, floating, disembodied heads that die in three regular shots and are easily knocked about by your [[AbnormalAmmo tears]].
** 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 [[GlassCannon instead of regular three-way, which is a pain to dodge]].
* ''VideoGame/BioShock''
** 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 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 similar to their counterparts in other games in the series. The main difference is that unlike previous games, you can utilize the [[MindControl Possession]] vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.
* 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 several times that, and that's assuming you go for criticals.
* 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.
* [[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]], 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.
* The ''VideoGame/{{Crusader}}'' games use this trope pretty prominently... and then subvert it by having some such turrets protected by unlimited shielding and, naturally, using the biggest, baddest, shield-penetratingest weapons in the game.
* 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.
* ''VideoGame/{{Descent}} 3'''s sentry guns fire weak easily-dodged lasers and go down quickly.
* ''VideoGame/DeusEx'':
** 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]].
** ''VideoGame/DeusExHumanRevolution'' has turrets that aren't weak in the physical sense - indeed, they're quite resistant to damage and so very hard to destroy. However, if you have a strength-increasing augment merely walking behind them lets the player ''pick them up'' and relocate them somewhere they won't be a threat - like, facing straight into a corner. Even more fun, hack the turret so it's on your side and you've got an infinite ammo portable shield and machine gun. You can even ''[[https://www.youtube.com/watch?v=e5YHE5reYwY use one of these against a boss.]]''
* ''VideoGame/DukeNukem 3D'' 's turrets 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.
* ''VideoGame/EnemyTerritoryQuakeWars'' features several weak and easily-destroyed turrets, which are only useful if spammed all at once.
* In ''VideoGame/{{Evolve}}'', Bucket's turrets can do [[DeathByAThousandCuts significant damage if ignored]] but can be destroyed in a single blow by the monster.
* ''VideoGame/{{Fallout}}'':
** ''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 by destroying their 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.
*** Due to having the same game engine, ''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.
*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, [[PoweredArmor Power Armor]] wearing player in seconds.
* Some missions in the ''VideoGame/FreeSpace'' series have sentry guns, essentially 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).
* 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.
* ''VideoGame/HalfLife''.
** In ''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), 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, 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.
* ''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. 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.
* In ''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.
* ''VideoGame/MajinAndTheForsakenKingdom'' has an enemy type that is essentially a stationary eye on a stalk appear infrequently. While it fires powerful lasers, those can be avoided by simply weaving from place to place faster than it can track, and up close it dies almost instantly.
* In ''VideoGame/MercenariesPlaygroundOfDestruction'', it's possible to effectively destroy stationary machineguns, grenade launchers, and recoilless rifles by ramming them in a vehicle. So hop in a vehicle owned by that faction, convince the enemy to get away from the gun... and knock it down!
* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide great area control and constant pressure, 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. The "Architectonics" Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets can become [[StoneWall Stone Walls]] with relatively high health and swift regeneration.
* ''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. 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 can damage vehicles, is better-armored, slimmer, and the engineer can place up to ten of them, though the turret 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}}'', the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making 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 also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.
** 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.
* The first ''VideoGame/RatchetAndClank'' game has a turret gun that works within a 180 degree field of vision. When the player character reaches that angle, the gunner will just sit there until struck.
* The automated turrets in ''VideoGame/RedFaction'' 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 online game ''VideoGame/S4League'' allows players to place one turret on the map, but they take up one of the three weapon slots, have fairly low health, and you only get three of them each spawn (other held weapons have unlimited ammo for reloading). Their usefulness mainly depends on whether you can place them in an advantageous spot.
* ''VideoGame/SplinterCell'' has computer-controlled turrets. They can't be shot, but they ''can'' be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they have to be distracted by chemical flares. As long as you aren't in the area when the flare runs out. [[PrepareToDie If you are...]]
* ''VideoGame/{{StarCraft II}}'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
* 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.
** Played straight in the final mission of the campaign, however (the map for which is also used in the Hoth's Hunt mode). Whether you're an stormtrooper or a Wampa, the automatic turrets used by rebels are easily avoided and destroyed.
* ''VideoGame/{{Warframe}}'' Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Laser towers in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.[[note]]In out-of-sector combat, the mechanics negate their range advantage.[[/note]] They got a major buff in ''X3: Albion Prelude'' to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in ''[=TC=]'': a SuperweaponSurprise for pursuing ships.
* ''VideoGame/TeamFortress2'' has sentry guns that can be built by the Engineer class, at the cost of 130 metal. The level 1 sentry gun fits this trope since it doesn't have much health nor firepower, but upgrading to level 2 gives the sentry a bigger health pool along with a significant boost to its DPS, and level 3 brings it to a whopping 216 health and rockets to go with 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 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 even acquire targets much faster, which means that enemies generally won't be able to destroy them without taking at least SOME damage.
* {{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 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]].
* ''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 three 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.
* ''VideoGame/WarcraftIII's'' towers, while not exactly weak (early-game rushes and air units will generally fail if there's a few towers around), are only good in large numbers (and Undead and Night Elf towers have larger footprints, so less of them in one space), as they either fire too slowly (Ancient Protectors and Spirit/Nerubian Towers) or don't have Fortified armor (Guard/Watch Towers and uprooted Ancients) to outlast enemy waves.
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[[quoteright:350:[[VideoGame/{{Portal}} https://static.tvtropes.org/pmwiki/pub/images/fallen_turret_9787.png]]]]
[[caption-width-right:350: Please put me back up!]]

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 is trivial. Sometimes one hit is all that's needed. Most frequently seen in [[FirstPersonShooter FPS]] games.

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!!Examples:

!!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.
* ''VideoGame/TheBindingOfIsaac'' has several turret-like enemies, only some of which qualify:
** Horfs, floating, disembodied heads that die in three regular shots and are easily knocked about by your [[AbnormalAmmo tears]].
** 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 [[GlassCannon instead of regular three-way, which is a pain to dodge]].
* ''VideoGame/BioShock''
** 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 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 similar to their counterparts in other games in the series. The main difference is that unlike previous games, you can utilize the [[MindControl Possession]] vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.
* 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 several times that, and that's assuming you go for criticals.
* 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.
* [[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]], 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.
* The ''VideoGame/{{Crusader}}'' games use this trope pretty prominently... and then subvert it by having some such turrets protected by unlimited shielding and, naturally, using the biggest, baddest, shield-penetratingest weapons in the game.
* 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.
* ''VideoGame/{{Descent}} 3'''s sentry guns fire weak easily-dodged lasers and go down quickly.
* ''VideoGame/DeusEx'':
** 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]].
** ''VideoGame/DeusExHumanRevolution'' has turrets that aren't weak in the physical sense - indeed, they're quite resistant to damage and so very hard to destroy. However, if you have a strength-increasing augment merely walking behind them lets the player ''pick them up'' and relocate them somewhere they won't be a threat - like, facing straight into a corner. Even more fun, hack the turret so it's on your side and you've got an infinite ammo portable shield and machine gun. You can even ''[[https://www.youtube.com/watch?v=e5YHE5reYwY use one of these against a boss.]]''
* ''VideoGame/DukeNukem 3D'' 's turrets 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.
* ''VideoGame/EnemyTerritoryQuakeWars'' features several weak and easily-destroyed turrets, which are only useful if spammed all at once.
* In ''VideoGame/{{Evolve}}'', Bucket's turrets can do [[DeathByAThousandCuts significant damage if ignored]] but can be destroyed in a single blow by the monster.
* ''VideoGame/{{Fallout}}'':
** ''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 by destroying their 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.
*** Due to having the same game engine, ''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.
*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, [[PoweredArmor Power Armor]] wearing player in seconds.
* Some missions in the ''VideoGame/FreeSpace'' series have sentry guns, essentially 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).
* 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.
* ''VideoGame/HalfLife''.
** In ''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), 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, 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.
* ''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. 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.
* In ''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.
* ''VideoGame/MajinAndTheForsakenKingdom'' has an enemy type that is essentially a stationary eye on a stalk appear infrequently. While it fires powerful lasers, those can be avoided by simply weaving from place to place faster than it can track, and up close it dies almost instantly.
* In ''VideoGame/MercenariesPlaygroundOfDestruction'', it's possible to effectively destroy stationary machineguns, grenade launchers, and recoilless rifles by ramming them in a vehicle. So hop in a vehicle owned by that faction, convince the enemy to get away from the gun... and knock it down!
* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide great area control and constant pressure, 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. The "Architectonics" Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets can become [[StoneWall Stone Walls]] with relatively high health and swift regeneration.
* ''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. 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 can damage vehicles, is better-armored, slimmer, and the engineer can place up to ten of them, though the turret 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}}'', the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making 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 also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite MonsterSobStory material.
** 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.
* The first ''VideoGame/RatchetAndClank'' game has a turret gun that works within a 180 degree field of vision. When the player character reaches that angle, the gunner will just sit there until struck.
* The automated turrets in ''VideoGame/RedFaction'' 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 online game ''VideoGame/S4League'' allows players to place one turret on the map, but they take up one of the three weapon slots, have fairly low health, and you only get three of them each spawn (other held weapons have unlimited ammo for reloading). Their usefulness mainly depends on whether you can place them in an advantageous spot.
* ''VideoGame/SplinterCell'' has computer-controlled turrets. They can't be shot, but they ''can'' be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they have to be distracted by chemical flares. As long as you aren't in the area when the flare runs out. [[PrepareToDie If you are...]]
* ''VideoGame/{{StarCraft II}}'' features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
* 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.
** Played straight in the final mission of the campaign, however (the map for which is also used in the Hoth's Hunt mode). Whether you're an stormtrooper or a Wampa, the automatic turrets used by rebels are easily avoided and destroyed.
* ''VideoGame/{{Warframe}}'' Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
* Laser towers in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.[[note]]In out-of-sector combat, the mechanics negate their range advantage.[[/note]] They got a major buff in ''X3: Albion Prelude'' to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in ''[=TC=]'': a SuperweaponSurprise for pursuing ships.
* ''VideoGame/TeamFortress2'' has sentry guns that can be built by the Engineer class, at the cost of 130 metal. The level 1 sentry gun fits this trope since it doesn't have much health nor firepower, but upgrading to level 2 gives the sentry a bigger health pool along with a significant boost to its DPS, and level 3 brings it to a whopping 216 health and rockets to go with 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 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 even acquire targets much faster, which means that enemies generally won't be able to destroy them without taking at least SOME damage.
* {{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 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]].
* ''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 three 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.
* ''VideoGame/WarcraftIII's'' towers, while not exactly weak (early-game rushes and air units will generally fail if there's a few towers around), are only good in large numbers (and Undead and Night Elf towers have larger footprints, so less of them in one space), as they either fire too slowly (Ancient Protectors and Spirit/Nerubian Towers) or don't have Fortified armor (Guard/Watch Towers and uprooted Ancients) to outlast enemy waves.
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*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games.

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*** In ''VideoGame/{{Fallout 4}}'', non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, [[PoweredArmor Power Armor]] wearing player in seconds.
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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.

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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 three 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.
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* ''Franchise/{{Fallout}}'':

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* ''Franchise/{{Fallout}}'':''VideoGame/{{Fallout}}'':
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* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide great area control and constant pressure, 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. The "Architectonics" Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets can become [[StoneWall StoneWalls]] with relatively high health and swift regeneration.

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* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide great area control and constant pressure, 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. The "Architectonics" Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets can become [[StoneWall StoneWalls]] Stone Walls]] with relatively high health and swift regeneration.
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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.

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* Barik from ''VideoGame/{{Paladins}}'' is a [[TheTurretMaster Turret Master]] who deploys small turrets that provide great area control, control and constant pressure, 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 The "Architectonics" legendary card, Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets are upgraded can become [[StoneWall StoneWalls]] with increased damage relatively high health and hitscan attacks that never miss.swift regeneration.
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** The turrets in ''VideoGame/BioShockInfinite'' are similar to their coutnerparts in other games in the series. The main difference is that unlike previous games, you can utilize the [[MindControl Possession]] vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.

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** The turrets in ''VideoGame/BioShockInfinite'' are similar to their coutnerparts counterparts in other games in the series. The main difference is that unlike previous games, you can utilize the [[MindControl Possession]] vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.
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** By 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, acquire targets much faster as well, and a single Gunslinger Engineer can deploy up to three of them at a time.

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** By 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 even acquire targets much faster as well, and a single Gunslinger Engineer can deploy up faster, which means that enemies generally won't be able to three of destroy them without taking at a time.least SOME damage.
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* ''VideoGame/WarcraftIII's'' towers, while not exactly weak (early-game rushes and air units will generally fail if there's a few towers around), are only good in large numbers (and Undead and Night Elf towers have larger footprints, so less of them in one space), as they either fire too slowly (Ancient Protectors and Spirit/Nerubian Towers) or don't have Fortified armor (Guard/Watch Towers and uprooted Ancients) to outlast enemy waves.
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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.
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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.
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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.
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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.

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Guess it doesn't really need to be folderized.


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[[folder: Video Games ]]


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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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[[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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* ''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.
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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.

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