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* ''VideoGame/DarkWatch'' has a naval signal flare launcher modified to fire explosives, with [[DropTheHammer a studded maul built]] into it.

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* ''VideoGame/DarkWatch'' has a naval signal flare launcher modified to fire explosives, with [[DropTheHammer a studded maul built]] built into it.
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->"So now you've got what I call "The ID Arsenal", the formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), Railgun, BFG... it's the way it goes, it's like a brand, an ID brand."

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->"So now you've got what I call "The ID Arsenal", the formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), Railgun, railgun, BFG... it's the way it goes, it's like a brand, an ID brand."
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Spelling/grammar fix(es)


->"... so now you've got what I call "The ID Arsenal", the formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), Railgun, BFG... it's the way it goes, it's like a brand, an ID brand."

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->"... so ->"So now you've got what I call "The ID Arsenal", the formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), Railgun, BFG... it's the way it goes, it's like a brand, an ID brand."
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Doesn't make much sense to include a quote that technically subverts a trope compared to one that plays it straight


->''...the usual line-up of melee, pistol, shotgun, machine gun, rocket launcher, overpowered exotic thing that you never get ammo for and only use in boss fights anyway...''
-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' [[https://youtu.be/qk7DlYcQ0uM describing this trope in his review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game does NOT subscribe to it]]

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->''...->"... so now you've got what I call "The ID Arsenal", the usual line-up of melee, formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, machine gun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, overpowered exotic thing that you never get ammo for and only use in boss fights anyway...''
rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), Railgun, BFG... it's the way it goes, it's like a brand, an ID brand."
-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' '''WebVideo/Civvie11''', describing the archetypal FPS arsenals of Creator/IDSoftware in [[https://youtu.be/qk7DlYcQ0uM describing this trope in be/QBP8Ru0stRI his review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game does NOT subscribe to it]]
''VideoGame/QuakeII''.
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** The most literal fit for this category would be any Assault Rifle manufactured by Jakobs. This is due to the fact that every Jakobs gun is designed to be semi-auto, with high damage per shot and [[CriticalHit a high crit multiplier]]. Come ''Borderlands 3'', Jakobs started making proper marksman guns, in the form of semiautomatic Garand-like "assault rifles" with 7-12 rounds per magazine that pack a quite powerful punch ([[CoolGuns and yes, they ping when you empty your magazine]]).

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** The most literal fit for this category would be any Assault Rifle manufactured by Jakobs. This is due to the fact that every Jakobs gun is designed to be semi-auto, with high damage per shot and [[CriticalHit a high crit multiplier]]. Come ''Borderlands 3'', Jakobs started making proper marksman guns, in the form of semiautomatic Garand-like "assault rifles" with 7-12 rounds per magazine that pack a quite powerful punch ([[CoolGuns and (and yes, they ping when you empty your magazine]]).magazine).

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* ''VideoGame/{{Doom 2016}}'' has the Gauss Cannon, which acts a lot like a railgun, and can be modded for long-range accuracy. The Heavy Assault Rifle can also be scoped to this effect.

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* The Shotgun of ''VideoGame/{{Doom}}'' is more of a proto-Marksman Gun than what shotguns in later FPS games are like, especially in the SNES version where its shells are replaced with slugs that have no spread.
**
''VideoGame/{{Doom 2016}}'' has the Gauss Cannon, which acts a lot like a railgun, and can be modded for long-range accuracy. The Heavy Assault Rifle can also be scoped to this effect.
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* The TropeNamer from the ''VideoGame/{{Doom}}'' series, as well as ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena''.

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* The TropeNamer from the ''VideoGame/{{Doom}}'' series, as well as ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena''. ''VideoGame/Doom64'' also has the well-hidden Unmaker, which returned in ''VideoGame/DoomEternal'' as the Unmakyr.

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* Some of the ''Franchise/ResidentEvil'' games have these, and the one in ''VideoGame/ResidentEvilCodeVeronica'' can shoot [[ArrowsOnFire exploding arrows]].

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* Some of the ''Franchise/ResidentEvil'' games have these, and the these.
** The
one in ''VideoGame/ResidentEvilCodeVeronica'' can shoot [[ArrowsOnFire exploding arrows]].arrows]].
** Likewise can Ada's unique crossbow in ''VideoGame/ResidentEvil6''. It's especially notable for pinning enemies to the walls and floor.
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* ''VideoGame/TheEvilWithin'' and [[VideoGame/TheEvilWithin2 its sequel]] have the Insanity Crossbow, a crossbow that doubled as a sort of grenade launcher, allowing you to shoot special arrows such as proximity mines, flashbangs, electrical arrows, flaming arrows, and freeze arrows.

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* ''VideoGame/TheEvilWithin'' and [[VideoGame/TheEvilWithin2 its sequel]] have the Insanity Crossbow, a crossbow Agony and Warden Crossbows respectively, weapons that doubled double as a sort of grenade launcher, allowing you to shoot special arrows such as proximity mines, flashbangs, electrical arrows, flaming arrows, and freeze arrows.
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* In addition to the many production models, ''VideoGame/GhostRecon'' has the MR-C and XM8 prototype assault rifles (the former never made it past mock-up stage in real life).

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* In addition to the many production models, ''VideoGame/GhostRecon'' ''VideoGame/GhostReconAdvancedWarfighter'' has the MR-C and while ''VideoGame/GhostRecon2'' has the XM8 prototype assault rifles (the former never made it past mock-up stage in real life).
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* ''VideoGame/StarTrekVoyagerEliteForce'' and ''Elite Force II'' have the Phaser.

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* ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'' and ''Elite Force II'' have the Phaser.



* The Stasis Weapon from ''VideoGame/StarTrekVoyagerEliteForce'' is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in ''Elite Force II'' fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)

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* The Stasis Weapon from ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'' is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in ''Elite Force II'' fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)



* The Scavenger Rifle in ''VideoGame/StarTrekVoyagerEliteForce'' and the Enhanced Compression Rifle in ''Elite Force II'' fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in ''Elite Force'' and the Tetryon Gatling Gun in ''Elite Force II'' fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.

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* The Scavenger Rifle in ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'' and the Enhanced Compression Rifle in ''Elite Force II'' fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in ''Elite Force'' and the Tetryon Gatling Gun in ''Elite Force II'' fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.



* The Photon Burst of ''VideoGame/StarTrekVoyagerEliteForce'' and Quantum Burst of ''Elite Force II'' fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.

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* The Photon Burst of ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'' and Quantum Burst of ''Elite Force II'' fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.



* The Phaser Compression Rifle and Infinity Modulator of ''VideoGame/StarTrekVoyagerEliteForce'' and ''Elite Force II'' fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.
* ''Franchise/{{Halo}}'' has the Battle Rifle (introduced in ''VideoGame/{{Halo 2}}'', which fires three bullets per shot, and can kill in 4 headshots. ''VideoGame/HaloReach'' introduced the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is Covenant Carbine, with ''Reach'' adding the Needle Rifle, a weapon which is a more precise version of the smaller needler. On the Promethean side, there's the Lightrifle, which fires HardLight.

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* The Phaser Compression Rifle and Infinity Modulator of ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'' and ''Elite Force II'' fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.
* ''Franchise/{{Halo}}'' has the Battle Rifle (introduced in ''VideoGame/{{Halo 2}}'', ''VideoGame/Halo2'', which fires three bullets per shot, and can kill in 4 headshots. ''VideoGame/HaloReach'' introduced the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is Covenant Carbine, with ''Reach'' adding the Needle Rifle, a weapon which is a more precise version of the smaller needler. On the Promethean side, there's the Lightrifle, which fires HardLight.



* Every weapon in ''VideoGame/StarTrekVoyagerEliteForce'', and most weapons in ''Elite Force II'', have secondary fire modes.

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* Every weapon in ''VideoGame/StarTrekVoyagerEliteForce'', ''VideoGame/StarTrekEliteForce'', and most weapons in ''Elite Force II'', have secondary fire modes.

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* ''VideoGame/StarTrekVoyagerEliteForce'' and ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'' had the Phaser.

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* ''VideoGame/StarTrekVoyagerEliteForce'' and ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'' had II'' have the Phaser.



* The Stasis Weapon from ''VideoGame/StarTrekVoyagerEliteForce'' is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'' fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)
* Flak Cannon: A variation introduced by ''VideoGame/{{Unreal|I}}'' that fires shards of molten shrapnel, which can be bounced off walls and around corners.

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* The Stasis Weapon from ''VideoGame/StarTrekVoyagerEliteForce'' is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'' II'' fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)
* Flak Cannon: A variation introduced by ''VideoGame/{{Unreal|I}}'' ''VideoGame/UnrealI'' that fires shards of molten shrapnel, which can be bounced off walls and around corners.



* The Scavenger Rifle in ''VideoGame/StarTrekVoyagerEliteForce'' and the Enhanced Compression Rifle in ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'' fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in ''[[VideoGame/StarTrekEliteForce Elite Force]]'' and the Tetryon Gatling Gun in ''Elite Force II'' fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.

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* The Scavenger Rifle in ''VideoGame/StarTrekVoyagerEliteForce'' and the Enhanced Compression Rifle in ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'' II'' fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in ''[[VideoGame/StarTrekEliteForce Elite Force]]'' ''Elite Force'' and the Tetryon Gatling Gun in ''Elite Force II'' fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.



* ''VideoGame/StarTrekVoyagerEliteForce'' sported a grenade-launcher that could fire bouncing delayed grenades or sticky timed/proximity mines.

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* ''VideoGame/StarTrekVoyagerEliteForce'' ''VideoGame/StarTrekEliteForce'':
** ''Voyager: Elite Force''
sported a grenade-launcher that could fire bouncing delayed grenades or sticky timed/proximity mines.



*** The Pulse Rifle from ''VideoGame/AliensVsPredator2'', like the Scavenger Rifle, also doubled as a grenade-launcher.

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*** * The Pulse Rifle from ''VideoGame/AliensVsPredator2'', like [[VideoGame/StarTrekEliteForce the Scavenger Rifle, Rifle]], also doubled as a grenade-launcher.



* The Photon Burst of ''VideoGame/StarTrekVoyagerEliteForce'' and Quantum Burst of ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'' fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.

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* The Photon Burst of ''VideoGame/StarTrekVoyagerEliteForce'' and Quantum Burst of ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'' II'' fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.



* ''VideoGame/{{Shadow Warrior|1997}}'' had a missile launcher that could fire regular rockets. Optionally you could get a heat seaker card to make a few rockets heat seaking. And, rarely, you could get a [[TooAwesomeToUse nuclear warhead]].

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* ''VideoGame/{{Shadow Warrior|1997}}'' had ''VideoGame/ShadowWarrior1997'' has a missile launcher that could can fire regular rockets. Optionally Optionally, you could can get a heat seaker heat-seeker card to make a few rockets heat seaking. heat-seeking. And, rarely, you could can get a [[TooAwesomeToUse nuclear warhead]].



* The Phaser Compression Rifle and Infinity Modulator of ''VideoGame/StarTrekVoyagerEliteForce'' and ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'' fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.

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* The Phaser Compression Rifle and Infinity Modulator of ''VideoGame/StarTrekVoyagerEliteForce'' and ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'' II'' fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.



* ''VideoGame/AliensVsPredator2'' and ''VideoGame/StarTrekEliteForce 2'' both have sniper rifles.

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* ''VideoGame/AliensVsPredator2'' and ''VideoGame/StarTrekEliteForce 2'' II'' both have sniper rifles.



* Every weapon in ''VideoGame/StarTrekVoyagerEliteForce'', and most weapons in ''[[VideoGame/StarTrekEliteForceII Elite Force II]]'', have secondary fire modes.

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* Every weapon in ''VideoGame/StarTrekVoyagerEliteForce'', and most weapons in ''[[VideoGame/StarTrekEliteForceII Elite ''Elite Force II]]'', II'', have secondary fire modes.
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** ''VideoGame/ReturnToCastleWolfenstein'' features two pistols. The Luger 9mm one used by the Germans, and can mount a [[HollywoodSilencer silencer]], and the more powerful Colt .45 which can be [[GunsAkimbo dual-wielded]], but [[RealityEnsues since you're deep behind enemy lines]] your .45 ammunition is ''extremely'' limited and is shared with the Thompson submachine gun, making it TooAwesomeToUse.

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** ''VideoGame/ReturnToCastleWolfenstein'' features two pistols. The Luger 9mm one used by the Germans, and can mount a [[HollywoodSilencer silencer]], and the more powerful Colt .45 which can be [[GunsAkimbo dual-wielded]], but [[RealityEnsues since you're deep behind enemy lines]] lines your .45 ammunition is ''extremely'' limited and is shared with the Thompson submachine gun, making it TooAwesomeToUse.

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** ''VideoGame/ReturnToCastleWolfenstein'' features two pistols. The Luger 9mm one used by the Germans, and can mount a [[HollywoodSilencer silencer]], and the more powerful Colt .45 which can be [[GunsAkimbo dual-wielded]], but [[RealityEnsues since you're deep behind enemy lines]] your .45 ammunition is ''extremely'' limited and is shared with the Thompson submachine gun, making it TooAwesomeToUse.



** ''VideoGame/ReturnToCastleWolfenstein'' has the [=MP40=], a BoringButPractical 9mm submachine gun carried by most {{Mooks}} early in the game which eventually gets phased out when the FG42 shows up, the Thompson, an AwesomeButImpractical .45 submachine gun that does slightly higher damage but has extremely limited ammo on account of you being deep behind enemy line, and the Sten submachine gun, which also uses 9mm but inexplicably does more damage than the .45 Thompson, mounts a [[HollywoodSilencer silencer]] and must be fired in short bursts because it [[{{Overheating}} overheats]] (complete with steam (?) coming out of the heat guard). Fitting with the StupidJetpackHitler nature of the franchise, the game also features an automatic [[LightningGun Tesla Gun]] which kinds of suck when ''you'' use it but is extremely painful when the second boss uses it on you.



* ''VideoGame/ReturnToCastleWolfenstein'' features 3 explosives, German ''Stielhandgranate'' looted from the enemy, American "pineapple"-style grenades which are extremely rare, and sticks of dynamite on a timer that you set up yourself.



* The Panzerfaust in ''VideoGame/ReturnToCastleWolfenstein'' acts as a rocket launcher, even though in real life it was more of a recoilless rifle lobbing a shaped explosive charge similar to a rocket launcher. It is however realistically shown as being a single-use weapon, with the tube discarded afterwards.



* ''VideoGame/ReturnToCastleWolfenstein'''s FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping.

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* ''VideoGame/ReturnToCastleWolfenstein'''s FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping. Unusually for a marksman gun its high-damage and reasonably abundant ammo makes it a sort of "go to" weapon once it starts popping up in the game, replacing the Sten or [=MP40=] in that role for most missions.


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* ''VideoGame/ReturnToCastleWolfenstein'' features a Mauser Kar98k rifle which is slow-firing but powerful, and can be upgraded with a scope fairly early on in the game, making it a true sniper rifle. It also features a silenced M1 "Snooper" rifle (really a M1 Carbine) with a ridiculously bulky night-vision scope ([[TruthInTelevision which is actually]] a real-life early night vision scope). It also instantly kill humanoid enemies but its ammo is ''extremely'' [[TooAwesomeToUse rare so it must be used wisely]].


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* The flamethrower in ''VideoGame/ReturnToCastleWolfenstein'' is portrayed fairly realistically as firing a stream of fire at a relatively long range, it can kill enemies in two "puffs" to conserve ammo (it's sadistically satisfying to make Nazis scream as they burn). It also causes an InterfaceScrew when used on you.


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* ''VideoGame/ReturnToCastleWolfenstein'' features the "Venom" gun, a handheld [[GatlingGood minigun]] fed with a chain of 500 12.7mm bullets (though the design specs you find in one level show it firing 7.92mm, indicating it may have been changed in development). It can [[LudicrousGibs gib]] enemies but the fire rate must be managed because it can overheat.
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* ''VideoGame/Wolfenstein3D'''s FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping.

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* ''VideoGame/Wolfenstein3D'''s ''VideoGame/ReturnToCastleWolfenstein'''s FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping.
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*** Assault Rifle: Likely to not have mobility penalties or not very heavy ones, [[JackOfAllStats is rather balanced in usefulness]], [[BoringButPractical and may be the most plentiful weapon in the game]] in terms of general availability (and ammo availability). Usually meant to be a bread-and-butter gun viable for almost any situation.

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*** Assault Rifle: Likely to not have mobility penalties or not very heavy ones, [[JackOfAllStats is rather balanced in usefulness]], [[BoringButPractical and may be the most plentiful weapon in the game]] in terms of general availability (and ammo availability). Usually meant to be a bread-and-butter gun viable for almost any situation.situation (TruthInTelevision, there's a reason virtually every modern military uses assault rifles as their standard issue weapon).

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* ''VideoGame/{{Marathon}}'' had you '''dual-wielding''' double-barreled shotguns, [[UnorthodoxReload despite the obvious challenge reloading should present]]. In-game, Durandal tells you [[LeaningOnTheFourthWall it's too complicated for you to know how]].

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* ''VideoGame/{{Marathon}}'' had you '''dual-wielding''' '''[[GunsAkimbo dual-wielding]]''' double-barreled shotguns, [[UnorthodoxReload despite the obvious challenge reloading should present]]. In-game, Durandal tells you [[LeaningOnTheFourthWall it's too complicated for you to know how]].how]][[note]]A popular fan theory is that the recoil powers a teleporter that moves ammo from the player character's pockets into the chambers[[/note]].



* The assault rifle all of the ''VideoGame/{{Marathon}}'' games features a secondary fire grenade launcher. The grenade launcher was wonderfully useful; the grenades had small, tightly-focused explosions that made it safe to use on enemies on the other side of a room, could hit switches, and once you got used to the grenade arc you could use grenades at longer ranges than the rifle's low-accuracy primary fire could match.

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* The assault rifle in all of the ''VideoGame/{{Marathon}}'' games features a secondary fire SecondaryFire grenade launcher. The grenade launcher was wonderfully useful; the grenades had small, tightly-focused explosions that made it safe to use on enemies on the other side of a room, could hit switches, and once you got used to the grenade arc you could use grenades at longer ranges than the rifle's low-accuracy primary fire could match. Once you [[DifficultButAwesome master]] how the weapon works you can use it to [[RocketJump grenade jump]]. One popular joke is that the weapon isn't an assault rifle with a grenade launcher attachment, [[RussianReversal it's a grenade launcher with an assault rifle attachment]].
** Marathon was in fact the UrExample of an assault rifle with a grenade launcher as a secondary fire.



* ''VideoGame/{{Marathon}}'''s rocker launcher was notable at the time for having a two-shot magazine.

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* ''VideoGame/{{Marathon}}'''s rocker rocket launcher was notable at the time for having a two-shot magazine.magazine, which would be reused years down the line in its SpiritualSuccessor ''VideoGame/HaloCombatEvolved''. WordOfGod is that they wanted a more "realistic" rocket launcher as a specialty, low-ROF high-damage weapon rather than what Doom offers.

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* ''VideoGame/{{Fallout 4}}'' has the Combat Rifle, the successor to ''VideoGame/FalloutNewVegas'''s Marksman Carbine, in addition to the Hunting Rifle (which can be upgraded to a full sniper rifle), semi-auto Assault Rifles, and scope mods for the Magnum and other pistols.

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* ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' has the Combat Rifle, the successor to ''VideoGame/FalloutNewVegas'''s Marksman Carbine, in addition to the Hunting Rifle (which can be upgraded to a full sniper rifle), semi-auto Assault Rifles, and scope mods for the Magnum and other pistols.



* Several of the rifles in ''VideoGame/SyphonFilterTheOmegaStrain'' qualify, such as the AU 300 ([[{{AKA47}} renamed Steyr AUG)]], M-16 A1, Colt Canada C8, and FN FAL. There's also the Desert Sniper, an unlockable [[SniperPistol scoped magnum]].
* The ''VideoGame/GhostRecon'' series includes the Beretta [=Rx4=] Storm, Bushmaster ACR (prototype), FN SCAR-H, M14, etc. Unlike its semi-auto real life counterpart, the [=Rx4=] has selective full-auto fire, making it also an automatic/assault rifle. In ''Future Soldier'', setting an assault rifle or PDR to semi-auto fire allows it to fill the marksman role.

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* Several of the rifles in ''VideoGame/SyphonFilterTheOmegaStrain'' ''VideoGame/SyphonFilter: The Omega Strain'' qualify, such as the AU 300 ([[{{AKA47}} renamed Steyr AUG)]], M-16 A1, Colt Canada C8, and FN FAL. There's also the Desert Sniper, an unlockable [[SniperPistol scoped magnum]].
* The ''VideoGame/GhostRecon'' series includes the Beretta [=Rx4=] Storm, Bushmaster ACR (prototype), FN SCAR-H, M14, etc. Unlike its semi-auto real life counterpart, the [=Rx4=] has selective full-auto fire, making it also an automatic/assault rifle. In ''Future Soldier'', ''[[VideoGame/GhostReconFutureSoldier Future Soldier]]'', setting an assault rifle or PDR to semi-auto fire allows it to fill the marksman role.



* Assault rifles made by Jakobs in ''VideoGame/{{Borderlands 2}}'' fit this role quite well, being semi-automatic and focused on accuracy.

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* Assault rifles made by Jakobs in ''VideoGame/{{Borderlands 2}}'' ''VideoGame/Borderlands2'' fit this role quite well, being semi-automatic and focused on accuracy.



* While not an FPS, ''VideoGame/SyphonFilter'' had this as a non-lethal weapon (except for [[BoomHeadshot headshots]]).

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* While not an FPS, ''VideoGame/SyphonFilter'' had has this as a non-lethal weapon (except for [[BoomHeadshot headshots]]).headshots]]). Two stealth missions in ''Syphon Filter 2'' give you a tranquilizer crossbow, although headshots are still lethal, which is not allowed on certain enemies.



* Two stealth missions in ''VideoGame/SyphonFilter2'' give you a tranquilizer crossbow, although headshots are still lethal, which is not allowed on certain enemies.



* ''VideoGame/{{Fallout 3}}'' has the craftable Dart Gun, which does only scratch damage initially, but instantly cripples the victims legs as well as inflicting poison status for 8 seconds.
* In {{VideoGame/Dishonored}}, Corvo uses a metallic crossbow that can be later upgraded to have a faster realoading time. It´s ammunition includes normal bolts, [[StuffBlowingUp explosive darts]], [[ArrowsOnFire inciendary bolts]], and [[TranquilizerDart sleeping darts]].

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* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' has the craftable Dart Gun, which does only scratch damage initially, but instantly cripples the victims victim's legs as well as inflicting poison status for 8 seconds.
* In {{VideoGame/Dishonored}}, ''VideoGame/{{Dishonored}}'', Corvo uses a metallic crossbow that can be later upgraded to have a faster realoading reloading time. It´s Its ammunition includes normal bolts, [[StuffBlowingUp explosive darts]], [[ArrowsOnFire inciendary incendiary bolts]], and [[TranquilizerDart sleeping darts]].



* ''VideoGame/TheEvilWithin'' and it's sequel have the Insanity Crossbow, a crossbow that doubled as a sort of grenade launcher, allowing you to shoot special arrows such as proximity mines, flashbangs, electrical arrows, flaming arrows, and freeze arrows.

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* ''VideoGame/TheEvilWithin'' and it's sequel [[VideoGame/TheEvilWithin2 its sequel]] have the Insanity Crossbow, a crossbow that doubled as a sort of grenade launcher, allowing you to shoot special arrows such as proximity mines, flashbangs, electrical arrows, flaming arrows, and freeze arrows.
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Dewicking disambig


* The ''Franchise/RatchetAndClank'' series has had a few, on both ends of the spectrum. The [[VideoGame/RatchetAndClankUpYourArsenal third game's]] [[WhipItGood Plasma Whip]] was nigh worthless, with piddling damage and incredibly limited ammo, while the [[VideoGame/RatchetDeadlocked fourth game's]] [[EpicFlail Scorpion Flail]] was a much more satisfying weapon with more power and some splash damage on impact. ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' featured two: the Shock Ravager (which, while only about twice the power of your pistol/automatic, both [[ChainLightning chained damage]] and had a range comparable to game's grenade launcher) and the Razor Claws (which had about the same range as the wrench, but second only to the rocket launcher and {{BFG}}s in terms of damage).

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* The ''Franchise/RatchetAndClank'' series has had a few, on both ends of the spectrum. The [[VideoGame/RatchetAndClankUpYourArsenal third game's]] [[WhipItGood Plasma Whip]] Whip was nigh worthless, with piddling damage and incredibly limited ammo, while the [[VideoGame/RatchetDeadlocked fourth game's]] [[EpicFlail Scorpion Flail]] was a much more satisfying weapon with more power and some splash damage on impact. ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' featured two: the Shock Ravager (which, while only about twice the power of your pistol/automatic, both [[ChainLightning chained damage]] and had a range comparable to game's grenade launcher) and the Razor Claws (which had about the same range as the wrench, but second only to the rocket launcher and {{BFG}}s in terms of damage).
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-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' [[https://youtu.be/qk7DlYcQ0uM describing this trope in his review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game did NOT subscribe to it]].

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-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' [[https://youtu.be/qk7DlYcQ0uM describing this trope in his review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game did does NOT subscribe to it]].
it]]



* Each ''Franchise/MetalGear'' game will usually feature at least one rocket launcher that will mostly only see use against the titular Metal Gears or against other vehicles such as tanks or helicopters.

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* Each ''Franchise/MetalGear'' ''VideoGame/MetalGear'' game will usually feature at least one rocket launcher that will mostly only see use against the titular Metal Gears or against other vehicles such as tanks or helicopters.
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how did you mix that up?


-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' [[https://youtu.be/qk7DlYcQ0uM describing his trope in this review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game did NOT subscribe to it]].

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-->-- '''[[WebAnimation/ZeroPunctuation Ben "Yahtzee" Croshaw]]''' [[https://youtu.be/qk7DlYcQ0uM describing his this trope in this his review of]] ''VideoGame/{{Painkiller}}'' while describing [[SubvertedTrope how the game did NOT subscribe to it]].
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* The Healing Device: Increasingly frequent with the rise of team-vs-team based shooters. Varies from [[HealingShiv melee to a beam to projectiles]], sometimes explosive or area-based, usually capable of healing fast enough to be useful in a fight, and use always leads to [[ShootTheMedicFirst the user being shot first]] by competent enemies. The Healing Device tends to be found on a SupportPartyMember, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back. When it isn't useless against enemies, it's liable to have some kind of LifeDrain effect that takes health from the victim and transfers it to the attacker. Sometimes, it might even add ''extra'' temporary health to allies, making it useful all the time instead of just when someone is injured.

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* [[HealingShiv The Healing Device: Device]]: Increasingly frequent with the rise of team-vs-team based shooters. Varies from [[HealingShiv melee to a beam to projectiles]], projectiles, sometimes explosive or area-based, usually capable of healing fast enough to be useful in a fight, and use always leads to [[ShootTheMedicFirst the user being shot first]] by competent enemies. The Healing Device tends to be found on a SupportPartyMember, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back. When it isn't useless against enemies, it's liable to have some kind of LifeDrain effect that takes health from the victim and transfers it to the attacker. Sometimes, it might even add ''extra'' temporary health to allies, making it useful all the time instead of just when someone is injured.
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* ''VideoGame/{{Dusk}}'' crossbow is as efficient as short and long range and it infliges half the damage of the super shotgun: its power and accuracy make it especially useful against [[IncrediblyDurableEnemies fork maidens]]. For this reason, its only found near the end of every episode, and its ammo is harder to find than for standard weapons.

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* ''VideoGame/{{Dusk}}'' crossbow is as efficient as short and long range and and, depending on the enemies' vulnerability to accuracy attacks, it infliges between half and ''twice'' the damage of the super shotgun: its power and accuracy make shotgun, making it especially useful against [[IncrediblyDurableEnemies fork maidens]]. For this reason, its only found near the end of every episode, and its ammo is harder to find than for standard weapons.
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* ''VideoGame/{{Dusk}}'' has a Hunting Rifle which is more effective on enemies with {{Hitscan}}: it is especially useful against [[ScaryScarecrows scarecrows]] and [[FatBastard Welders]].

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* ''VideoGame/{{Dusk}}'' has a powerful Hunting Rifle which is more effective on enemies with {{Hitscan}}: it is especially useful against [[ScaryScarecrows scarecrows]] and [[FatBastard Welders]].Welders]] which are killed in '''one hit'''. For this reason, you can only hold 10 bullets.



* ''VideoGame/{{Dusk}}'' has a powerful crossbow which is as efficient as short and long range: for example, while you need at least ten shots (this means ''twenty'' bullets) from a super shotgun [[IncrediblyDurableEnemies to kill a fork maiden]], you can reach the same result with only '''five arrows'''. For this reason, its only found near the end of Episode 1, and its ammo is harder to find than for standard weapons.

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* ''VideoGame/{{Dusk}}'' has a powerful crossbow which crossbow is as efficient as short and long range: for example, while you need at least ten shots (this means ''twenty'' bullets) from a range and it infliges half the damage of the super shotgun shotgun: its power and accuracy make it especially useful against [[IncrediblyDurableEnemies to kill a fork maiden]], you can reach the same result with only '''five arrows'''. maidens]]. For this reason, its only found near the end of Episode 1, every episode, and its ammo is harder to find than for standard weapons.
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* In ''VideoGame/{{Dusk}}', the Riveter fires some kind of missile which makes a big explosion at contact with an enemy or a wall.

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* In ''VideoGame/{{Dusk}}', ''VideoGame/{{Dusk}}'', the Riveter fires some kind of missile which makes a big explosion at contact with an enemy or a wall.



* ''VideoGame/{{Dusk}}'' has a powerful crossbow which is as efficient as short and long range: for example, while you need at least ten shots (this means ''twenty'' bullets) from a super shotgun [[IncrediblyDurableEnemies to kill a fork maiden]], only '''five arrows''' to reach the same result. For this reason, its only found near the end of Episode 1, and its ammo is harder to find than for standard weapons.

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* ''VideoGame/{{Dusk}}'' has a powerful crossbow which is as efficient as short and long range: for example, while you need at least ten shots (this means ''twenty'' bullets) from a super shotgun [[IncrediblyDurableEnemies to kill a fork maiden]], you can reach the same result with only '''five arrows''' to reach the same result.arrows'''. For this reason, its only found near the end of Episode 1, and its ammo is harder to find than for standard weapons.



* ''VideoGame/{Dusk}}'' has [[SmokingIsCool the cigar]] which restores one point of health per puff.

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* ''VideoGame/{Dusk}}'' ''VideoGame/{{Dusk}}'' has [[SmokingIsCool the cigar]] which restores one point of health per puff.

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* The first weapon you come across in ''VideoGame/Doom2016'' is a plasma pistol that has infinite ammo. Its main ability is a charged attack that can kill lesser creatures instantly, but you're better off using another gun.

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* The first weapon you come across in ''VideoGame/Doom2016'' is a plasma pistol that has infinite ammo.ammo, and so becomes the EmergencyWeapon of the game. Its main ability is a charged attack that can kill lesser creatures instantly, but you're better off using another gun.



* Present in every ''VideoGame/{{Doom}}'' game (except the 2016 reboot; see above).

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* Present in every ''VideoGame/{{Doom}}'' game (except until ''VideoGame/Doom3'' (see above for the 2016 reboot; see above).game).



* ''VideoGame/{{Doom}}'', ''Doom II'', ''Final Doom'' et al has the chaingun (again, really a minigun) and plasma gun. The former has a slower rate of fire, deals less damage, and deviates from where you're actually aiming after very few shots, but is found earlier and has much more common ammo.

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* ''VideoGame/{{Doom}}'', ''Doom II'', ''Final Doom'' et al has the chaingun (again, really a minigun) and plasma gun. The former has a slower rate of fire, deals less damage, and deviates from where you're actually aiming after very few shots, but is found earlier and has its ammo is much more common ammo.common, being the same as the pistol.



* ''VideoGame/{{Dusk}}'' has the Assault rifle which makes everything you can expect from an automatic.

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* ''VideoGame/{{Dusk}}'' has the Assault rifle which makes does everything you can expect from an automatic.automatic: it is especially useful for large groups of common enemies and the ammo is relatively easy to find.



* ''VideoGame/{{Dusk}}'' has the Mortar which fire explosives with two independant conditions for exploding: five seconds waiting, or a direct contact.

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* ''VideoGame/{{Dusk}}'' has the Mortar which fire fires explosives with two independant conditions for exploding: exploding, five seconds waiting, waiting or a direct contact.


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* If Vanilla ''VideoGame/{{Doom}}'' doesn't have any, mods like ''VideoGame/BrutalDoom'' and ''VideoGame/ProjectBrutality'' add this.
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* ''VideoGame/{{Doom}}'' had one of the first shotguns, but ''VideoGame/DoomIIHellOnEarth'''s super shotgun and ''VideoGame/Doom3'''s shotgun more closely matched the gameplay described. The original was longer-range, faster, and weaker in comparison.

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* ''VideoGame/{{Doom}}'' had one of the first shotguns, but ''VideoGame/DoomIIHellOnEarth'''s ''VideoGame/DoomIIHellOnEarth''[='s=] super shotgun and ''VideoGame/Doom3'''s shotgun more closely matched the gameplay described. The original was longer-range, faster, and weaker in comparison.



* ''VideoGame/{{Dusk}}'' lets you hold ''two'' standard [[ShotgunsAreJustBetter shotguns]] at the time, ''Franchise/{{Terminator}}''-style, and has a more conventional [[ShortRangeShotgun short-range super shotgun]].

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* ''VideoGame/{{Dusk}}'' lets you hold ''two'' ''two standard [[ShotgunsAreJustBetter shotguns]] at the time, time'', ''Franchise/{{Terminator}}''-style, and has which serve as your default weapons once you get them in double. You also get a more conventional [[ShortRangeShotgun short-range super shotgun]].shotgun]] later on.
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* In ''VideoGame/{{Dusk}}'', you start the game with two meathooks which become your default melee weapon. Near the end of Episode 1, you can replace it with a big sword. You can even rotate your other weapons to melee with them.

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* In ''VideoGame/{{Dusk}}'', you start the game with two meathooks which become your default melee weapon. Near the end of Episode 1, you can replace it with a big sword. sword which lets you charge attacks if your character has full health, and even reflects projectiles if his morale is high. You can even rotate your other weapons to also use ''every single weapon'' for melee with them.the rotation button.
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* ''VideoGame/{Dusk}}'' has [[SmokingIsCool the cigar]] which restores one point of health per puff.

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