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The original homepage is [[http://www.runestorm.com/ballistic here]]. Though [=RuneStorm=] has abandoned the mod, a new development team has picked up the reins and is actively updating it well into TheNewTwenties; the latest version can be downloaded from their Discord server [[https://steamcommunity.com/sharedfiles/filedetails/?id=264940047 here]].

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The original homepage is [[http://www.runestorm.com/ballistic here]]. Though [=RuneStorm=] has abandoned the mod, a new development team has picked up the reins and is reins, actively updating it well into TheNewTwenties; the latest version can be downloaded from their Discord server [[https://steamcommunity.com/sharedfiles/filedetails/?id=264940047 here]].
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A popular mod for ''VideoGame/UnrealTournament2004'', created by [=RuneStorm=]. Instead of focusing on game modes, they focused on new guns guns.

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A popular mod for ''VideoGame/UnrealTournament2004'', created by [=RuneStorm=]. Instead of focusing on game modes, they focused on new guns guns.
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A popular mod for ''VideoGame/UnrealTournament2004'', made by [=RuneStorm=]. Instead of focusing on game modes, they focused on guns.

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A popular mod for ''VideoGame/UnrealTournament2004'', made created by [=RuneStorm=]. Instead of focusing on game modes, they focused on new guns guns.



Can be downloaded from the homepage [[http://www.runestorm.com/ballistic here]].

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Can be downloaded from the The original homepage is [[http://www.runestorm.com/ballistic here]]. Though [=RuneStorm=] has abandoned the mod, a new development team has picked up the reins and is actively updating it well into TheNewTwenties; the latest version can be downloaded from their Discord server [[https://steamcommunity.com/sharedfiles/filedetails/?id=264940047 here]].
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** The upcoming [=Mk. 781=] is a Benelli M1014.
** The upcoming [=AT40 STREAK=] is the M202 FLASH.

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** The upcoming [=Mk. 781=] is a Benelli M1014.
** The upcoming [=AT40 STREAK=] is the M202 FLASH.



** The [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-june-update MARS and MARS-2]] are FN F2000s.
** The coming-soon [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-august-update Conqueror]] is a chopped-up Milkor MGL.

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** The [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-june-update MARS and MARS-2]] are FN F2000s.
F2000s, with later versions giving them mounted [=EGLMs=].
** The coming-soon [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-august-update Conqueror]] is a chopped-up Milkor MGL.



** The [=MRS138=] shotgun has a ''taser'' mounted below the barrel for this purpose.

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** The [=MRS138=] shotgun has a ''taser'' mounted below the barrel for this purpose.purpose, while the M763's melee is simply smacking an enemy with the barrel.



* SwissArmyGun: the E-23 [=ViPeR=], to some extent - it has a shotgun mode, a continuous laser, a rapid-fire mode, and, when zoomed in, turns into a sniper rifle.

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* SwissArmyGun: the E-23 [=ViPeR=], to some extent - it has a shotgun mode, a continuous laser, a rapid-fire mode, and, when zoomed in, turns into and a sniper rifle.slower but stronger mode meant to be used with the integrated scope.
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* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry or the burst didn't do the trick. Finally, the STREAK is a murder machine that will close off hallways and stop enemy charges dead cold (well, not very cold, rather).

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* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot.shot, or taking the slightest bit of damage. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry or the burst didn't do the trick. Finally, the STREAK is a murder machine that will close off hallways and stop enemy charges dead cold (well, not very cold, rather).

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* UniversalAmmunition: Mostly averted; only a few weapons share ammo. Most of the 12 gauge shotguns do, but they're (with one exception) loaded from loose shells.
** Played straight with any magazine-based weapons using the same caliber - 5.56 weapons, for example, all share ammo, but without the addon packs, very few weapons are affected by this.

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* UniversalAmmunition: Mostly averted; only a few weapons share ammo. Most of the 12 gauge shotguns do, but they're (with one exception) loaded from loose shells.
** Played straight with any magazine-based weapons
that are identified as using the same caliber - 5.56 weapons, for example, all share ammo, ammo will draw from the same ammo pool, but without addons this is only particularly noticeable with the addon packs, very few weapons are affected by this.shotguns, where only two of the five (the [=MRS138=] and the Wilson 41-DB's secondary fire) have unique ammo pools.

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* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics covered in organic or psuedo-organic material, like the Franchise/{{Terminator}}s, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular energy guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.

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* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, races - namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), whole]]); the Cryon, where the info from the flavor text of the Spectre states they're synthetics covered in organic or psuedo-organic material, like the Franchise/{{Terminator}}s, Franchise/{{Terminator}}s; and the Krao, who we don't know much about, except that about other than the Skrith command them on the basis of WeHaveReserves, and battles against them go as expected (the M353 and M925 machine guns slaughtered were used to slaughter millions of them in a particularly bloody battle."Wasteland Siege", and one captain apparently managed to [[OneManArmy hold off six companies' worth of them]] with the M290 shotgun). WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular energy guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.



* {{BFG}}: The XMV-850 minigun, SKAS-21 super shotgun, JL-21 MRL 'Peacemaker' rocket launcher, J2329 HAMR portable mortar, [=RX22A=] flamethrower, [=HVC-MK9=] lightning gun, M75-TIC Railgun, R20 Bulldog Assault Cannon, and the E-V 9000 Plasma Cannon (which is a ShoutOut to [[VideoGame/{{Doom}} the original BFG]]).
** The HAMR is particularly Big - the recoil is so bad firing it unmounted ''damages'' you.

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* {{BFG}}: The XMV-850 minigun, SKAS-21 super shotgun, JL-21 MRL 'Peacemaker' rocket launcher, J2329 HAMR portable mortar, mortar (the [[UpToEleven biggest of the Big]], as its recoil is so high that you take damage if you fire it from the shoulder), [=RX22A=] flamethrower, [=HVC-MK9=] lightning gun, M75-TIC Railgun, R20 Bulldog Assault Cannon, and the E-V 9000 Plasma Cannon (which is a ShoutOut to [[VideoGame/{{Doom}} the original BFG]]).
** The HAMR is particularly Big - the recoil is so bad firing it unmounted ''damages'' you.
BFG]]).



** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact and SRS Mod 2, the rare Red Tiger Stripe pattern actually changes how the guns work - they become fully-automatic, and the former reloads in half a second. The SRAC-21/G autocannon likewise has the "Fabulous" paint scheme, which is purple and removes the manual fire mode, but is otherwise unchanged.

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** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact and SRS Mod 2, the rare Red Tiger Stripe pattern actually changes how the guns work - they become fully-automatic, and the former reloads in half a second. The SRAC-21/G autocannon likewise has the "Fabulous" paint scheme, which is purple and removes the manual fire mode, mode (and renames the automatic mode to "Fabulous"), but is otherwise unchanged.



** A number of pistols have a LaserSight. The XRS-10 and S-AR 12 do, as well, the former combining with a detachable suppressor and the latter with an adjustable stock.

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** A number of pistols have a LaserSight. The XRS-10 and S-AR 12 do, as well, the former combining with a detachable suppressor and the latter with an adjustable stock.stock that allows for greater mobility at the expense of stability while firing when pushed in and vice versa when pulled out.



* TooDumbToLive: Overcharging your heavy weapons.
** Walking into a hallway filled with napalm you just shot off.
** Firing your RPG into the wall in front of you.



* UsedFuture: Nearly all projectile weapons are 20th[=/=]21st century weapons yanked out of mothballs and given higher-tech internals in a last-ditch attempt to fight off the Skrith, whose shields stopped all laser or plasma weaponry, but not old projectile weapons. The flavor texts says there are much newer guns that aren't desperation weapons, but we only see mostly outdated weapon models, with the exception of the cutting-edge Spectre, the stylized machine pistols, and the LK-05 and SRS battle rifles - and even then the latter two are heavily based on early 21st-century weapons. Jack Carver's pack also explicitly states that its Desert Eagle is a recreation of an overly popular 20th century gun.

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* UsedFuture: Nearly all projectile weapons are 20th[=/=]21st century weapons yanked out of mothballs and given higher-tech internals in a last-ditch attempt to fight off the Skrith, whose shields stopped all laser or plasma weaponry, but [[KineticWeaponsAreJustBetter not old projectile weapons.weapons]]. The flavor texts says there are much newer guns that aren't desperation weapons, but we only see mostly outdated weapon models, with the exception of the cutting-edge Spectre, the stylized machine pistols, and the LK-05 and SRS battle rifles - and even then the latter two are heavily based on early 21st-century weapons. Jack Carver's pack also explicitly states that its Desert Eagle is a recreation of an overly popular 20th century gun.
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*** Yet another variant, [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-september-update the yet-to-be-released LK05]], mashes together bits and pieces of the Magpul Masada and the SCAR-L (mostly the stock).

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*** Yet another variant, [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-september-update the yet-to-be-released LK05]], mashes together bits and pieces of the Magpul Masada and the SCAR-L (mostly the stock).



** The [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-february-update Puma-77 Repeater]] is a H&K UMP. Bizarrely enough, it launches airburst grenades and comes with an energy shield deployer.
** The upcoming [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-march-update FMP-2012]] is the [[UsefulNotes/NazisWithGnarlyWeapons MP-40.]]

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** The [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-february-update Puma-77 Repeater]] is a an H&K UMP. Bizarrely enough, rather than bullets, it launches airburst grenades and comes with an energy shield deployer.
** The upcoming [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-march-update FMP-2012]] is the [[UsefulNotes/NazisWithGnarlyWeapons MP-40.]]



** The wait-for-it-please [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-june-update MARS and MARS-2]] are FN F2000s.

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** The wait-for-it-please [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-june-update MARS and MARS-2]] are FN F2000s.



*** The [=XM300=] Dragon Nanoblade and the SKAS-21 super shotgun (and by extension the SRAC-21/G autocannon) are carbon copies of the Dragon's Tooth sword and assault shotgun from the original ''VideoGame/DeusEx''.

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*** The Many weapons come from the original ''VideoGame/DeusEx''. There's the [=XM300=] Dragon Nanoblade and Nanoblade, which is a Dragon's Tooth sword; the SKAS-21 super shotgun (and shotgun, and by extension the SRAC-21/G autocannon) autocannon, are carbon copies of the Dragon's Tooth sword and assault shotgun from shotgun; and the original ''VideoGame/DeusEx''.PS-9m stealth pistol is, well, the stealth pistol.
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*** The [=XM300=] Dragon Nanoblade is a [[VideoGame/DeusEx Dragon's Tooth sword]]. Likewise, the SKAS-21 super shotgun, and by extension the SRAC-21/G autocannon, are carbon copies of the assault shotgun from the same game.

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*** The [=XM300=] Dragon Nanoblade is a [[VideoGame/DeusEx Dragon's Tooth sword]]. Likewise, and the SKAS-21 super shotgun, and shotgun (and by extension the SRAC-21/G autocannon, autocannon) are carbon copies of the Dragon's Tooth sword and assault shotgun from the same game.original ''VideoGame/DeusEx''.

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** [[Film/TheManWithTheGoldenGun The Golden Gun. Its flavor text is a direct quote of Scaramanga.]] [[VideoGame/{{Goldeneye 1997}} It also functions like you'd expect it to be in a FPS.]]

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** [[Film/TheManWithTheGoldenGun The Golden Gun. Its flavor text is a direct quote of Scaramanga.]] [[VideoGame/{{Goldeneye 1997}} It also functions like you'd expect it to be in a FPS.]]



*** The [=XM300=] Dragon Nanoblade is a [[VideoGame/DeusEx Dragon's Tooth sword]].

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*** The [=XM300=] Dragon Nanoblade is a [[VideoGame/DeusEx Dragon's Tooth sword]]. Likewise, the SKAS-21 super shotgun, and by extension the SRAC-21/G autocannon, are carbon copies of the assault shotgun from the same game.



** The autoshotgun and autocannon are the ones from the first VideoGame/DeusEx.



* WeakTurretGun: Very, very averted. The four mountable weapons in the base mod are the [[{{BFG}} XMV-850 minigun, the J2329 HAMR mortar]], the [[MoreDakka M353 LMG]], and the M925 .50 caliber machine gun. If gun sway is increased to realistic levels, this is the only way to actually hit anything.

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* WeakTurretGun: Very, very averted. The four mountable weapons in the base mod are the [[{{BFG}} XMV-850 minigun, the J2329 HAMR mortar]], the [[MoreDakka M353 LMG]], and the M925 .50 caliber machine gun.gun; all four are incredibly deadly even unmounted, and are much moreso when set up properly. If gun sway is increased to realistic levels, this is the only way to actually hit anything.
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!!Ballistic Weapons includes examples of:

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!!Ballistic Weapons !! ''Ballistic Weapons'' includes examples of:
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** The upcoming [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-march-update FMP-2012]] is the [[NazisWithGnarlyWeapons MP-40.]]

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** The upcoming [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-march-update FMP-2012]] is the [[NazisWithGnarlyWeapons [[UsefulNotes/NazisWithGnarlyWeapons MP-40.]]
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* HitScan: Played straight, but the illusion of bullet travel is faked very well; the effects for bullet weapons, including wall and object damage, are done after the original trace for damage.

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* HitScan: {{Hitscan}}: Played straight, but the illusion of bullet travel is faked very well; the effects for bullet weapons, including wall and object damage, are done after the original trace for damage.

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The Dev Team Thinks Of Everything is now Developers Foresight. Removed all non-illustrative or unclear examples as well as ZCE\'s and switched over all demonstrative examples.


* TheDevTeamThinksOfEverything: The [=MD24=] pistol's magazine shows if it's been emptied entirely when reloaded, the J2329 HAMR's remaining rounds are all clearly visible, and the two belt-fed machineguns both show their belts getting shorter when very few rounds remain in their magazines - they even have alternate reload animations for those situations.
** The D49 revolver's mechanics are incredibly well thought-out. You can see which shells have been fired and which are unused during reloads (complete with only the number of fired shells being left on the ground), secondary fire can only be used if the top and bottom shells in the chamber are both unfired, and hitting an empty chamber after using secondary fire is a real possibility (though this never will happen to you more than once in a row, even if there should be more than one fired chamber between a fresh bullet and the hammer). The Wilson 41-DB is much the same, with the added ability to [[AwesomeButImpractical continue dry-firing like a real double-action revolver, if you want to do so for whatever reason]].
** All weapons have the ability to only have their secondary fire reloaded, if it was used.
** Most weapons have a specialized kill message depending on where the killshot hit - the chest, an arm, a leg, the head, and so on.

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* TheDevTeamThinksOfEverything: The [=MD24=] pistol's magazine shows if it's been emptied entirely when reloaded, the J2329 HAMR's remaining rounds are all clearly visible, and the two belt-fed machineguns both show their belts getting shorter when very few rounds remain in their magazines - they even have alternate reload animations for those situations.
** The D49 revolver's mechanics are incredibly well thought-out. You can see which shells have been fired and which are unused during reloads (complete with only the number of fired shells being left on the ground), secondary fire can only be used if the top and bottom shells in the chamber are both unfired, and hitting an empty chamber after using secondary fire is a real possibility (though this never will happen to you more than once in a row, even if there should be more than one fired chamber between a fresh bullet and the hammer). The Wilson 41-DB is much the same, with the added ability to [[AwesomeButImpractical continue dry-firing like a real double-action revolver, if you want to do so for whatever reason]].
** All weapons have the ability to only have their secondary fire reloaded, if it was used.
**
DevelopersForesight: Most weapons have a specialized kill message depending on where the killshot hit - the chest, an arm, a leg, the head, and so on.
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** The ZG minigun shares the same look, fire rate (gets faster the longer you fire it), and function as VideoGame/PerfectDark's Reaper.
** The autoshotgun and autocannon are the ones from the first VideoGame/DeusEx.
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* FacklerScaleOfFPSRealism: At its most realistic, it plays like VideoGame/{{Insurgency}} after getting extremely sick and trying to be sci-fi. At its most unrealistic, it plays like a bizarre cross of VideoGame/CounterStrike, VideoGame/QuakeIIIArena, and VideoGame/UnrealTournament.
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* DramaticGunCock: There's an optional keybinding in the menu for doing this. It never costs any of your ammo, even though a lot of the guns have an actual bullet ejected when you use it.

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* DramaticGunCock: There's an optional keybinding in the menu for doing this. It never costs any of your ammo, even though a lot of the guns have an actual bullet ejected when you use it. In normal gameplay, it only happens when you equip a gun for the first time or after reloading it from empty.



* KineticWeaponsAreJustBetter: Played with; most energy weapons fire visible and slow-moving projectiles, but they tend to do a good bit of damage or have other useful attributes. For instance, the E-23 [=ViPeR=] plasma rifle is also capable of acting as an assault rifle, a shotgun, a repair tool (a la the Link Gun), and a marksman rifle with nightvision scope. This is also justified in-universe, as kinetic weapons are the only thing that get through Skrith shields.

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* KineticWeaponsAreJustBetter: Played with; most energy weapons fire visible and [[PainfullySlowProjectile slow-moving projectiles, projectiles]], but they tend to do a good bit of damage or have other useful attributes. For instance, the E-23 [=ViPeR=] plasma rifle is also capable of acting as an assault rifle, a shotgun, a repair tool (a la the Link Gun), and a marksman rifle with nightvision scope. This is also justified in-universe, as kinetic weapons are the only thing that get through Skrith shields.
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* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics covered in organic or psuedo-organic material, like the [[Franchise/{{Terminator}}]]s, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular energy guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.

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* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics covered in organic or psuedo-organic material, like the [[Franchise/{{Terminator}}]]s, Franchise/{{Terminator}}s, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular energy guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.
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* ShockwaveAttack[=/=]GroundPound: The FGM-70 Shockwave (duh) has a secondary fire that exchanges the explosive payload for a seismic one that has a ''very'' wide sonic boom that passes through walls and melts brains.

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* ShockwaveAttack[=/=]GroundPound: ShockwaveStomp[=/=]GroundPound: The FGM-70 Shockwave (duh) has a secondary fire that exchanges the explosive payload for a seismic one that has a ''very'' wide sonic boom that passes through walls and melts brains.
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Added DiffLines:

** If you cap an enemy with the AK's ballistic knife altfire, the kill message explains that, in [[RussianReversal Soviet Russia, knife shoots YOU!!]]

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* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics of some sort, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.

to:

* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics of some sort, covered in organic or psuedo-organic material, like the [[Franchise/{{Terminator}}]]s, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular energy guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.



* FlechetteStorm: The Spectre utilizes flechette rounds - the Acheron's secondary fire can also do something similar.



* ShockwaveAttack[=/=]GroundPound: The FGM-70 Shockwave (duh) has a secondary fire that exchanges the explosive payload for a seismic one that has a ''very'' wide sonic boom that passes through walls and melts brains.



* UsedFuture: Nearly all projectile weapons are 20th[=/=]21st century weapons yanked out of mothballs and given higher-tech internals in a last-ditch attempt to fight off the Skrith, whose shields stopped all laser or plasma weaponry, but not old projectile weapons. It's implied there are much newer guns that aren't desperation weapons, but we only see mostly outdated weapon models, with the exception of the cutting-edge Spectre, the stylized machine pistols, and LK-05.
* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry or the burst didn't do the trick.

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* UsedFuture: Nearly all projectile weapons are 20th[=/=]21st century weapons yanked out of mothballs and given higher-tech internals in a last-ditch attempt to fight off the Skrith, whose shields stopped all laser or plasma weaponry, but not old projectile weapons. It's implied The flavor texts says there are much newer guns that aren't desperation weapons, but we only see mostly outdated weapon models, with the exception of the cutting-edge Spectre, the stylized machine pistols, and LK-05.
the LK-05 and SRS battle rifles - and even then the latter two are heavily based on early 21st-century weapons. Jack Carver's pack also explicitly states that its Desert Eagle is a recreation of an overly popular 20th century gun.
* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry or the burst didn't do the trick. Finally, the STREAK is a murder machine that will close off hallways and stop enemy charges dead cold (well, not very cold, rather).
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* BlingBlingBang: The [=AK490=] has a Golden variant. There's also the GRSXX, a [=GRS9=] with a gold-plated slide, slightly larger mag capacity, and a blue laser that deals more damage in return for faster rate of power consumption.
** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact, the rare Red Tiger Stripe one actually changes how the gun works - it becomes fully-automatic and reloads in half a second. The SRAC-21/G autocannon likewise has the "Fabulous" paint scheme, which is purple and removes the manual fire mode, but is otherwise unchanged.

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* BlingBlingBang: The [=AK490=] has a Golden variant. There's also the GRSXX, a [=GRS9=] with a gold-plated slide, slightly larger higher damage and mag capacity, and a blue laser that deals much more damage in return for faster rate of power consumption.
** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact, Compact and SRS Mod 2, the rare Red Tiger Stripe one pattern actually changes how the gun works guns work - it becomes fully-automatic they become fully-automatic, and the former reloads in half a second. The SRAC-21/G autocannon likewise has the "Fabulous" paint scheme, which is purple and removes the manual fire mode, but is otherwise unchanged.

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* DoNotRunWithAGun: By default, you can't, as the game halves the walking speed. The devs, however, included a Ballistic Sprint mutator that allows you to... guess. This also applies to jumping. Interestingly enough, weapons can still be fired while running - but they're terribly off-target, making it impossible to aim unless it has a laser sight. Bots don't get the message, though, so at long ranges they're typically harmless.

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* DoNotRunWithAGun: By default, you can't, as the game halves the walking speed. The devs, however, included a Ballistic Sprint mutator that allows you to... guess. This also applies to jumping. Interestingly enough, weapons can still be fired while running - but they're terribly off-target, making it impossible to aim unless it has a laser sight.sight (and even then, good luck hitting anything past a couple meters in this fashion). Bots don't get the message, though, so at long ranges they're typically harmless.



** A particularly odd example comes with the revolvers, where if you wait long enough after emptying them, the used shells will simply vanish from the chambers.



* {{Overheating}}: Happens to some weapons. The [=HVC-MK9=] lightning gun hurts the user if it overheats, while the plasma cannons ''explode'' - the HV-9000 in particular detonates like a Redeemer missile.

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* {{Overheating}}: Happens to some weapons. The [=HVC-MK9=] lightning gun hurts the user if it overheats, while the plasma cannons ''explode'' - the HV-9000 in particular detonates like a Redeemer missile. Both can be cooled down faster by holding the reload button to turn them off.


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** The [=AK490=] has the ballistic knife-bayonet for this purpose; if that's been fired, the player instead uses the stock. The SK-410 also has a similar stock-bash attach.


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** The SK-410 can switch between regular, short-ranged high-powered buckshot or slugs. They're slower-moving than regular bullets and are affected by gravity, however.
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* BlingBlingBang: The [=AK490=] has a Golden variant. There's also the GRSXX, a [=GRS9=] with a gold-plated slide, slightly larger mag capacity, and a laser that deals more damage in return for faster rate of power consumption.
** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact, the rare Red Tiger Stripe one actually changes how the gun works - it becomes fully-automatic and reloads in half a second.

to:

* BlingBlingBang: The [=AK490=] has a Golden variant. There's also the GRSXX, a [=GRS9=] with a gold-plated slide, slightly larger mag capacity, and a blue laser that deals more damage in return for faster rate of power consumption.
** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact, the rare Red Tiger Stripe one actually changes how the gun works - it becomes fully-automatic and reloads in half a second. The SRAC-21/G autocannon likewise has the "Fabulous" paint scheme, which is purple and removes the manual fire mode, but is otherwise unchanged.



* DoNotRunWithAGun: By default, you can't, as the game halves the walking speed. The devs, however, included a Ballistic Sprint mutator that allows you to... guess. This also applies to jumping. Interestingly enough, weapons can still be fired while running - but they're terribly off-target, making it impossible to aim. Bots don't get the message, though, so at long ranges they're typically harmless.

to:

* DoNotRunWithAGun: By default, you can't, as the game halves the walking speed. The devs, however, included a Ballistic Sprint mutator that allows you to... guess. This also applies to jumping. Interestingly enough, weapons can still be fired while running - but they're terribly off-target, making it impossible to aim.aim unless it has a laser sight. Bots don't get the message, though, so at long ranges they're typically harmless.



* GatlingGood: The XMV-850; an interesting example in that it has a ''realistic'' max fire rate of 3600 RPM, at which point anyone on the receiving end may as well kiss their ass goodbye. It also doesn't overheat, but ammo is very limited - it only holds 900 rounds in a magazine, with 1800 spare, so you don't even have a minute of full-speed fire. The heavy recoil can be mitigated by mounting it using secondary fire. There's also the "Personal Minigun" that is much more man portable and has less recoil, at the cost of firing rate.

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* GatlingGood: The XMV-850; an interesting example in that it has a ''realistic'' max fire rate of 3600 RPM, at which point anyone on the receiving end may as well kiss their ass goodbye. It also doesn't overheat, but ammo is very limited - it only holds 900 rounds in a magazine, with 1800 spare, so you don't even have a minute of full-speed fire. The heavy recoil can be mitigated by mounting it using secondary fire. There's also the "Personal "XMB-500 Personal Minigun" that is much more man portable and has less recoil, at the cost of firing rate.



* ImprobableWeaponUser[=/=]AbnormalAmmo: The [=AK490=]'s secondary fire launches a ballistic knife.

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* ImprobableWeaponUser[=/=]AbnormalAmmo: The [=AK490=]'s secondary fire launches a ballistic knife.knife; you can also use the knife on its own, either slashing and stabbing or launching the blade as above.



* LaserSight: Several weapons come with one; though it gives away your position, shots will ''always'' hit the aiming dot.

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* LaserSight: Several weapons come with one; though it gives away your position, shots will ''always'' hit the aiming dot. Using these are basically the only way to ensure hits when moving or dual-wielding.



** The .75 Bulldog is essentially a [[TabletopGame/{{Warhammer 40000}}]] Bolter, down to the red paint scheme and square, ugly build, the fact it uses .75 shells, and can fire explosive shot.

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** The .75 Bulldog is essentially a [[TabletopGame/{{Warhammer 40000}}]] ''TabletopGame/{{Warhammer 40000}}'' Bolter, down to the red paint scheme and square, ugly build, the fact it uses .75 shells, and can fire explosive shot.
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* DirtyCommunists: The SK-410 and [=AK490=] kill notifications are all parodies of Soviet militarism.

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* DirtyCommunists: The SK-410 and [=AK490=] kill notifications are all parodies of Soviet militarism.



* GunAccessories: The M50 has a grenade launcher and a small screen for use with the tertiary-fire camera, while the M46 has a ''proximity mine launcher''.

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* GunAccessories: The M50 has a grenade launcher and a small screen for use with the tertiary-fire camera, while the M46 has a ''proximity launcher that shoots grenades/proximity mine launcher''.combinations.



** The .75 Bulldog is essentially a [[TabletopGame/Warhammer40000]] Bolter, down to the red paint scheme and square, ugly build, the fact it uses .75 shells, and can fire explosive shot.

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** The .75 Bulldog is essentially a [[TabletopGame/Warhammer40000]] [[TabletopGame/{{Warhammer 40000}}]] Bolter, down to the red paint scheme and square, ugly build, the fact it uses .75 shells, and can fire explosive shot.

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'''Note:''' Since ''Ballistic Weapons'' is a mutator, all non-weapon tropes on the ''[=UT2004=]'' page also apply here.



!!In addition to all the non-weapon tropes on the ''[=UT2004=]'' page, Ballistic Weapons includes examples of:

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!!In addition to all the non-weapon tropes on the ''[=UT2004=]'' page, Ballistic !!Ballistic Weapons includes examples of:
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A popular mod for VideoGame/UnrealTournament2004, made by [=RuneStorm=]. Instead of focusing on game modes, they focused on guns.

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A popular mod for VideoGame/UnrealTournament2004, ''VideoGame/UnrealTournament2004'', made by [=RuneStorm=]. Instead of focusing on game modes, they focused on guns.



!!Ballistic Weapons includes examples of:

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!!Ballistic !!In addition to all the non-weapon tropes on the ''[=UT2004=]'' page, Ballistic Weapons includes examples of:
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Added DiffLines:

** The .75 Bulldog is essentially a [[TabletopGame/Warhammer40000]] Bolter, down to the red paint scheme and square, ugly build, the fact it uses .75 shells, and can fire explosive shot.
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* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry.

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* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry.dry or the burst didn't do the trick.
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Added DiffLines:

A popular mod for VideoGame/UnrealTournament2004, made by [=RuneStorm=]. Instead of focusing on game modes, they focused on guns.

[[GunPorn Lots and]] ''[[MoreDakka lots]]'' [[StandardFPSGuns of guns.]]

Even better, the whole mod can be added to any game type with a single mutator.

Can be downloaded from the homepage [[http://www.runestorm.com/ballistic here]].

----
!!Ballistic Weapons includes examples of:
* AKA47: A number of weapons are based on real-world weapons, given alternate names.
** The M50 and M30 are obviously based on an M16, but lack several features (no forward assist, for one); the M46 Jackal is also similar to an M4 or [=M4A1=], but again is missing several features and has a barrel assembly that looks more like a SCAR-H than an M4 variant and uses wood furniture, not to mention it's in a caliber that simply isn't used with the M4 (.310).
*** The [=MJ51=], however, is a straight-up M4.
*** Yet another variant, [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-september-update the yet-to-be-released LK05]], mashes together bits and pieces of the Magpul Masada and the SCAR-L (mostly the stock).
** The [=RS8=] is rather obviously a Colt 1911 derivative (Smith & Wesson 1006). Similarly, the [=GRS9=] is a 9mm Glock.
** The [=XK2=] SMG ''looks'' like an [=MP5=], but has a massively different action - it has no cocking handle, instead it has an ambidextrous ejection port that's also used to prime the weapon.
** The Fifty-9 SMG looks like a heavily-customized and stylized Uzi mashed up with various other [=SMGs=], with a folding stock and an attached ''blade'' you can PistolWhip with. The [=XRS10=], meanwhile, is a barely-modified AB-10.
** The SRS-900 and its variants are rather blatant [=Mk 14 Mod 0 EBRs=].
** The Wilson 41-DB is a modernized [[CoolGuns/{{Revolvers}} LeMat Revolver]].
** The [=T9CN Hammer=] is based on the Beretta 92FS Inox (stainless steel finish included).
** The [=RS04=] has a P99 cocking indicator in the back. Its initial model was another Smith & Wesson 1006.
** The [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-february-update Puma-77 Repeater]] is a H&K UMP. Bizarrely enough, it launches airburst grenades and comes with an energy shield deployer.
** The upcoming [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-march-update FMP-2012]] is the [[NazisWithGnarlyWeapons MP-40.]]
*** Similarly, the FSSG-50 and [=FG50=] are the FG-42, rechambered for .50-cal bullets [[AC:and InSpace]].
** The upcoming [=Mk. 781=] is a Benelli M1014.
** The upcoming [=AT40 STREAK=] is the M202 FLASH.
** The [=AK490=] is mashup of various AK derivations.
** The wait-for-it-please [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-june-update MARS and MARS-2]] are FN F2000s.
** The coming-soon [[http://www.moddb.com/mods/ballistic-weapons/news/sergeant-kellys-pack-august-update Conqueror]] is a chopped-up Milkor MGL.
** It's hard to tell from the sides and front, but the SK-410 is a dressed-up Saiga-12, with a bigger magazine, prettied-up space-age barrel and handguard, and rails. It's more obvious when you hold it.
** The Redwood is a Marlin lever-action rifle.
* AllOrNothingReloads: Averted. Skipping the reload via weapon switch will leave the gun in the state of reloading it was in (i.e. skip pulling the charging handle, you'll have to take time to do so before you can fire the weapon next time you switch to it). This still allows noticeable amounts of time to be shaved off of some weapons' reloads, particularly the D49's.
* AllThereInTheManual: The flavor text of each gun alludes to some sort of war between what's essentially a cross of the [[Franchise/{{Halo}} UNSC]] and the [[Series/{{Firefly}} Alliance]], against various alien races, namely, the plasma-firing Skrith (who appear to be some sort of cross between the [[Franchise/{{Predator}} Yautja]] and the [[Franchise/{{Halo}} Covenant as a whole]]), the Cryon, where the info from the flavor text of the Spectre states they're synthetics of some sort, and the Krao, who we don't know much about, except that the machine guns slaughtered millions of them in a particularly bloody battle. WordOfGod is that {{zeerust}} [[TitleDrop ballistic weapons]] were fielded because they penetrated Skrith shields, which are made for deflecting plasma and lasers, far easier than their regular guns. In addition, it's implied that the weapons in-game are mostly outdated: the anti-materiel rifle says it's been supplanted by two other, modern anti-materiel sniper rifles, which aren't in-game.
* AmmunitionBackpack: A few of the heavy weapons have visible backpacks for storing their ammo. The [=RX22A=]'s backpack is particularly vulnerable to enemy weapons; if it gets so much as stabbed by an opponent, the user ends up rocketing into the air and exploding in a shower of gibs.
* AndNowForSomethingCompletelyDifferent: The Dark Star and Nova Staff. They're essentially magic staffs. One has a chainsaw.
* {{BFG}}: The XMV-850 minigun, SKAS-21 super shotgun, JL-21 MRL 'Peacemaker' rocket launcher, J2329 HAMR portable mortar, [=RX22A=] flamethrower, [=HVC-MK9=] lightning gun, M75-TIC Railgun, R20 Bulldog Assault Cannon, and the E-V 9000 Plasma Cannon (which is a ShoutOut to [[VideoGame/{{Doom}} the original BFG]]).
** The HAMR is particularly Big - the recoil is so bad firing it unmounted ''damages'' you.
* BlingBlingBang: The [=AK490=] has a Golden variant. There's also the GRSXX, a [=GRS9=] with a gold-plated slide, slightly larger mag capacity, and a laser that deals more damage in return for faster rate of power consumption.
** Various weapons added through Sergeant Kelly's bonus packs have multiple potential camo patterns. In the case of the [=RS04=] Compact, the rare Red Tiger Stripe one actually changes how the gun works - it becomes fully-automatic and reloads in half a second.
* DeadlyGas: The T10 Toxin Grenade. The G28 Medicinal Aerosol grenade inverts this by putting out ''healing'' gas... and plays it straight by giving it the ability to be ignited to damage enemy players. The same gas serves as the Spectre's secondary fire, and can be selected to heal or cook.
* TheDevTeamThinksOfEverything: The [=MD24=] pistol's magazine shows if it's been emptied entirely when reloaded, the J2329 HAMR's remaining rounds are all clearly visible, and the two belt-fed machineguns both show their belts getting shorter when very few rounds remain in their magazines - they even have alternate reload animations for those situations.
** The D49 revolver's mechanics are incredibly well thought-out. You can see which shells have been fired and which are unused during reloads (complete with only the number of fired shells being left on the ground), secondary fire can only be used if the top and bottom shells in the chamber are both unfired, and hitting an empty chamber after using secondary fire is a real possibility (though this never will happen to you more than once in a row, even if there should be more than one fired chamber between a fresh bullet and the hammer). The Wilson 41-DB is much the same, with the added ability to [[AwesomeButImpractical continue dry-firing like a real double-action revolver, if you want to do so for whatever reason]].
** All weapons have the ability to only have their secondary fire reloaded, if it was used.
** Most weapons have a specialized kill message depending on where the killshot hit - the chest, an arm, a leg, the head, and so on.
* DirtyCommunists: The SK-410 and [=AK490=] kill notifications are all parodies of Soviet militarism.
* DoNotRunWithAGun: By default, you can't, as the game halves the walking speed. The devs, however, included a Ballistic Sprint mutator that allows you to... guess. This also applies to jumping. Interestingly enough, weapons can still be fired while running - but they're terribly off-target, making it impossible to aim. Bots don't get the message, though, so at long ranges they're typically harmless.
* DramaticGunCock: There's an optional keybinding in the menu for doing this. It never costs any of your ammo, even though a lot of the guns have an actual bullet ejected when you use it.
* EmergencyWeapon: Most of the melee weapons, though they're useful in surprise attacks. They also ignore the target's armor.
** Sergeant Kelly's weapon pack adds fists, which are almost totally useless... except when used with the Berserk adrenalin combo, at which point they become the [[VideoGame/{{Doom}} Berserk]] [[LudicrousGibs Fists]].
* EveryBulletIsATracer: Averted in that most guns have a random tracer chance. Some heavy weapons will always leave visible trails, though.
* EverythingFades: Dropped weapons begin to sink into the ground very shortly after being dropped by their user. And depending on your settings, so do dead bodies.
* FlareGun: the BORT-85, which can also fire grenades; its flares follow a fairly realistic trajectory, too. Oh, and it can be dual-wielded.
* GameMod: Which has mods itself; most notable is Sergeant Kelly's Weapon Pack, which is basically a community effort to add even more guns.
* GatlingGood: The XMV-850; an interesting example in that it has a ''realistic'' max fire rate of 3600 RPM, at which point anyone on the receiving end may as well kiss their ass goodbye. It also doesn't overheat, but ammo is very limited - it only holds 900 rounds in a magazine, with 1800 spare, so you don't even have a minute of full-speed fire. The heavy recoil can be mitigated by mounting it using secondary fire. There's also the "Personal Minigun" that is much more man portable and has less recoil, at the cost of firing rate.
* GunAccessories: The M50 has a grenade launcher and a small screen for use with the tertiary-fire camera, while the M46 has a ''proximity mine launcher''.
** The [=LK05=] has a suppressor, laser, flashlight, vertical grip, AND a holosight! And all can be used!
** A number of pistols have a LaserSight. The XRS-10 and S-AR 12 do, as well, the former combining with a detachable suppressor and the latter with an adjustable stock.
** The SRS-900 has a mid-range scope with a rangefinder and height detector. The SRS Mod 2 replaces that with a holographic sight; both can also accept a suppressor.
* GunPorn: Ballistic Weapons V2.5 - ''without'' extra packs - has ''thirty unique weapons''.
* GunsAkimbo: Most pistols and submachineguns can be used in pairs - even ''different'' ones. Don't expect to be accurate if the server's using realistic settings, though. Reloading is handled a la ''VideoGame/{{Marathon}}'' - one gun at a time - which makes dual-wielding with pistols easiest due to their short reload time.
* HandCannon: The AH-104 'Pounder' assault pistol, which is somewhat over the top even for this trope: it fires .60 caliber ''explosive'' rounds. A ''torso'' shot with it is a one- or two-hit kill.
** The revolvers also qualify, as they both have two barrels. Secondary for the D49 fires both at once for a two-bullet hit, while the 41-DB's second barrel loads shotgun shells.
* HitScan: Played straight, but the illusion of bullet travel is faked very well; the effects for bullet weapons, including wall and object damage, are done after the original trace for damage.
* HomingProjectile: The G5 rocket launcher in [[DeathFromAbove mortar mode]], by keeping an enemy in the zoom crosshairs for long enough to lock on.
* ImprobableWeaponUser[=/=]AbnormalAmmo: The [=AK490=]'s secondary fire launches a ballistic knife.
** The Defibrillators are compact enough to be fitted onto fists. That's right, you have electric punching gloves that shock people to life. Or not, as the description states they're overpowered to the point that they kill people instead of saving them.
** The [=MJ51=] can mount and launch MOA-C chaff grenades from its barrel. You can also imitate [[VideoGame/TeamFortress2 a Demoman with the Ullapool Caber]] by bashing people over the head with the chaff grenades themselves (exploding on contact optional).
** The upcoming Spectre uses flechettes, and its secondary fire sprays healing gas. Which you can ignite to damage enemies.
* KillStreak: An unofficial patch to the base mod adds these when using the Ballistic Loadout mutator - make a certain number of kills without dying, and you can press a button to give yourself a new weapon.
* KineticWeaponsAreJustBetter: Played with; most energy weapons fire visible and slow-moving projectiles, but they tend to do a good bit of damage or have other useful attributes. For instance, the E-23 [=ViPeR=] plasma rifle is also capable of acting as an assault rifle, a shotgun, a repair tool (a la the Link Gun), and a marksman rifle with nightvision scope. This is also justified in-universe, as kinetic weapons are the only thing that get through Skrith shields.
* LaserSight: Several weapons come with one; though it gives away your position, shots will ''always'' hit the aiming dot.
** The [=GRS9=] and GRSXX take this to the next level, where their attached lasers are actual anti-personnel lasers, with either solid cutting beam or a single high-powered blast.
* LightningGun: the [=HVC-MK9=] lightning gun; primary fires short-ranged streams of lightning which do little damage, but can fling those it has locked on to. Secondary is a 'red lightning' charged shot.
* LudicrousGibs: A new gore system was added to deal with new weapon effects, making dismemberment a little more... visceral than it was by default. Have fun smearing the walls with blood!
* MacrossMissileMassacre: The JL-21 MRL 'Peacemaker' rocket launcher. Primary rapid-fires mini rockets; secondary fires so fast the loading system ''can't keep up'', at the cost of many rockets going off-course, potentially injuring the user and those nearby.
* MoreDakka: The entire purpose of the XMV-850 minigun, though the M353 light machine gun can also put out a respectable amount of dakka.
* NoScope: Possible, but not easy by default. Less realistic settings make it easier.
* OneHitPolykill: the [=G5=] RPG does enough splash damage to instantly kill non-vehicle targets with a close miss. One can only imagine what it could do against clustered targets...
** The [[MagneticWeapons M75 Tactical Infantry Cannon]] can overpenetrate '''''tanks''''' and still retain enough power to kill someone on the other side, as long as it's fully charged when firing.
** The STREAK's secondary fire dumps out all four barrels, which can shower a hallway in napalm and roast any poor bastard in the way.
* {{Overheating}}: Happens to some weapons. The [=HVC-MK9=] lightning gun hurts the user if it overheats, while the plasma cannons ''explode'' - the HV-9000 in particular detonates like a Redeemer missile.
** The Firestorm IV overheats as well due to using caseless incendiary ammo. It also slows down as it overheats, making bursts much more useful. In ''Ballistic Pro'', it ''will'' explode if you push it too far.
* PistolWhipping: Secondary fire of the [=MD24=] pistol, though it's implied the weapon was ''designed'' to do that. Some weapons have blades attached to them, making it much more effective.
** The Redwood Coach Gun has a stock bash attack.
** The [=MRS138=] shotgun has a ''taser'' mounted below the barrel for this purpose.
** The Fifty-9 SMG has an underbarrel blade. Dual-wielding a pair of these results in [[DeathOfAThousandCuts a flurry of attacks]] that chops down the target's health quite rapidly.
* PlayerGuidedMissile: The G5 launcher's SecondaryFire in Rocket mode allows the player to laser-guide the missile.
* RecoilBoost: Possible with the XMV-850 minigun, the M290 Double Shotgun, and the [=MRT6=] Shotgun Sidearm. The M925 Machinegun also has limited usage in this role - firing it downwards while falling will slow your fall.
* RemovableTurretGun: Both machine guns, the miniguns, the J2329 HAMR, and the two anti-materiel sniper rifles can be 'mounted' as turrets. They can be abandoned by the user, which will always happen if they're killed. Unlike most instances, these turret guns have limited ammo and need to be reloaded, but can be placed just about anywhere. Killing the user and picking it up yourself if you already have the same gun also gives you all its ammo.
* RevolversAreJustBetter: Somewhat averted: while powerful and accurate, the D49 revolver has a ''very'' long reload for a pistol, making it of somewhat dubious use as a sidearm. The Wilson 41-DB isn't much better, as it's slightly weaker outside of an extremely close-range shot with the secondary barrel, and has to be reloaded twice to fully replenish if it's totally empty.
* SawnOffShotgun: The [=MRT6=] Shotgun Sidearm is an odd example. It's very short - small enough to be holstered - and is ''very'' inaccurate, but packs a large punch because it fires two shells at once. The recoil's heavy enough that it can be used as an extra jump, too.
** Sergeant Kelly's Weapon Pack adds a proper sawn-off, which can be dual-wielded; accuracy and recoil are even ''worse'' than the [=MRT6=], however.
* SchmuckBait: Try firing an airburst grenade from the Puma-77 while the shield is deployed. Go ahead.
* SecondaryFire: Several weapons have these, and some even have a ''tertiary'' fire.
* ShortRangeShotgun: Somewhat averted with the M763, which has a relatively tight spread compared with the other shotguns, which play this perfectly straight. It's somewhat weak, however, but that's for balance reasons.
* ShoutOut:
** [[Film/TheManWithTheGoldenGun The Golden Gun. Its flavor text is a direct quote of Scaramanga.]] [[VideoGame/{{Goldeneye 1997}} It also functions like you'd expect it to be in a FPS.]]
** The E-V 9000 functions in a similar fashion to [[VideoGame/{{Doom}} the original BFG]].
** In Sergeant Kelly's Pack:
*** Equipping the fists and activating the Berserk Adrenaline Combo turns them into the [[VideoGame/{{Doom}} Berserk fists]].
*** The [=XM300=] Dragon Nanoblade is a [[VideoGame/DeusEx Dragon's Tooth sword]].
* SwissArmyGun: the E-23 [=ViPeR=], to some extent - it has a shotgun mode, a continuous laser, a rapid-fire mode, and, when zoomed in, turns into a sniper rifle.
* StandardFPSGuns: Some weapons fall under this (mostly human weapons), but quite a few don't (usually energy, magic, or Skrith guns).
* TooDumbToLive: Overcharging your heavy weapons.
** Walking into a hallway filled with napalm you just shot off.
** Firing your RPG into the wall in front of you.
* UniversalAmmunition: Mostly averted; only a few weapons share ammo. Most of the 12 gauge shotguns do, but they're (with one exception) loaded from loose shells.
** Played straight with any magazine-based weapons using the same caliber - 5.56 weapons, for example, all share ammo, but without the addon packs, very few weapons are affected by this.
* UnorthodoxReload: The [=MD24=]'s reload has the player ''flick'' the magazine out of the weapon.
* UsedFuture: Nearly all projectile weapons are 20th[=/=]21st century weapons yanked out of mothballs and given higher-tech internals in a last-ditch attempt to fight off the Skrith, whose shields stopped all laser or plasma weaponry, but not old projectile weapons. It's implied there are much newer guns that aren't desperation weapons, but we only see mostly outdated weapon models, with the exception of the cutting-edge Spectre, the stylized machine pistols, and LK-05.
* VideoGameFlamethrowersSuck: Averted; the [=RX22A=] flamethrower, while not actually projecting napalm due to the limitations of the [=UT2004=] engine, is ''quite'' long-ranged. This is balanced by the rather volatile fuel tank on the user's back, which tends to rocket upwards when shot. The Spectre's flamethrower doesn't explode, thankfully, and deals a lot of damage, but it has a small capacity - not enough to kill an enemy by itself, but useful for softening up targets to shower them with the Spectre's flechettes, or finishing them off if your magazine runs dry.
* WeakTurretGun: Very, very averted. The four mountable weapons in the base mod are the [[{{BFG}} XMV-850 minigun, the J2329 HAMR mortar]], the [[MoreDakka M353 LMG]], and the M925 .50 caliber machine gun. If gun sway is increased to realistic levels, this is the only way to actually hit anything.
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