Weak Turret Gun

Please put me back up!

Technological progress is a strange thing, and even more so in Video Games. Often, the enemy weapon manufacters can design a fully-automatic gun that basically never runs out of ammo with ease. Yet, it can never be designed in such a way that someone can't destroy it or knock it down fairly easily. If this trope is in play, game designers will usually put them in hard-to-reach places or at the end of long corridors so that the challenge is getting to them; once you're in close, actually defeating them in trivial. Most frequently seen in FPS games.


Video Games

  • In the freeware platformer Binary Boy, there are biological turret-like enemies on the first three levels. These can instantly kill you with one of their shots or by touch, and are completely invulnerable ... until you meet one in the water level, where it can be overturned by the air bubble you can now form.
  • The Binding of Isaac has several turret-like enemies, only some of which qualify:
  • BioShock
    • Turrets in the first two games are easily destroyed, can be stunned with the Electro Bolt and hacked to turn on other enemies, and with Telekinesis you can deflect the rockets of RPG turrets back at them. In BioShock 2, there are also even more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
    • The turrets in BioShock Infinite are stylized to resemble WWI soldiers and are nearly as fragile. You cannot deflect their missiles backwards this time, but you also don't need to bother with hacking: a single use of Possession vigor is enough for them. It's also possible to summon friendly ones through the Tears.
  • Played straight in Borderlands 2, where the Hyperion turrets attached to walls of their settlements are some of the most fragile enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require will require several.
  • In Call Of Duty: Modern Warfare 2 low-level sentry guns can be instantly killed in the online play by knifing them. However, you must attack from behind or have Cold-Blooded perk. Other than that, they're actually pretty resistant to damage and they deal a lot of it themselves.
  • Inverted by City of Heroes, where the Malta TacOps Engineer can create a gun turret that does relatively weak damage, but which can take a lot of damage before being destroyed, and will stick around and shoot at you even after its creator is dead. Compared to some other Malta enemies, it's merely a nuisance.
  • The Crusader games use this trope pretty prominently... and then subvert it by having some such turrets protected by unlimited shielding and, naturally, using the biggest, baddest, shield-penetratingest weapons in the game.
  • Double subverted in Defense Of The Ancients. In the early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both Mooks and heroes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
  • Descent 3's sentry guns fire weak easily-dodged lasers and go down quickly.
  • Deus Ex:
    • While they're extremely tough, just like everything else electrical, in the first game autoturrets can be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, that kind of game.
    • Deus Ex: Human Revolution has turrets that aren't weak in the physical sense - indeed, they're quite resistant to damage and so very hard to destroy. However, if you have a strength-increasing augment merely walking behind them lets the player pick them up and relocate them somewhere they won't be a threat - like, facing straight into a corner. Even more fun, hack the turret so it's on your side and you've got an infinite ammo portable shield and machine gun. You can even use one of these against a boss.
  • Duke Nukem 3D 's turrets will go haywire and stop shooting you for several seconds after a single shot, from any weapon. It didn't take much more than that to blow them up, too.
  • Enemy Territory Quake Wars features several weak and easily-destroyed turrets, which are only useful if spammed all at once.
  • Fallout:
    • Fallout 2: Turrets can fire a lot of bullets/plasma bolts and fighting them at short range is tantamount to suicide, especially with the plasma turrets in Navarro. However, a good long-range rifle and a careful shot to the camera lenses from the distance renders them harmless. Some of your teammates don't figure this out, though.
    • Most turrets in Fallout 3 can be quickly destroyed, "frenzied" to attack everything that moves, or hacked and disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher-level turrets, such as those in the final area of Broken Steel, are more durable, but by this time you have the Tesla Cannon, which can take them out in one or two hits.
  • Some missions in the FreeSpace series have sentry guns, essentially two or four gun turrets attached to a frame. They only take a few shots to destroy. In the second game, the GTSG Mjolnir Remote Beam Cannon. As the name suggests, it's a turret with a beam cannon (the most powerful in the game for the GTVA) mounted on it (and nothing else). They also tend to die quickly when under attack, making them semi-literal Glass Cannons (in that they are cannons, but not made of glass). If you can keep them alive, they are your best friend in the one mission they appear in (in which you must kill a few capital ships, something the Mjolnir excels at).
  • In Goldeneye Rogue Agent, Dr. No employs turret guns. Goldeneye can turn these against his enemies with an EMP Hack, but first he has to get them in his sights. Interestingly, the guns are easy enough on their own, but the gunfire coming from just about everywhere else makes them devastating.
  • In Half-Life, its expansions, Half-Life 2 and the subsequent Episode sequels, the turret guns are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off until they're set back up (even picking them up and dropping them can be enough), which can be a boon when they're used against you, or a curse when you're trying to use them yourself. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.
  • Iji features turrets whose weapons span from basic machineguns to plasma cannons and nuke-like MPFB Devastators. However, they all have relatively low health and can be disabled with a single kick at ANY strength. If it doesn't notice you, it's also possible to crack it for its ammo clip, disabling it in process. More advanced turrets give better ammo, but are also harder to crack. During the last level, you'll run into Skysmashers, Shocksplinter (i.e. upgraded missile) turrets that float around like crazy and whose shots cannot be avoided by ducking down. They're still just as vulnerable to kicking, though.
  • In Jak X Combat Racing, the only way to destroy a turret gun is to drive into it (of course, you're always in a car, so...). However, you receive no collateral damage for doing so, nor do you slow down.
  • Majin And The Forsaken Kingdom has an enemy type that is essentially a stationary eye on a stalk appear infrequently. While it fires powerful lasers, those can be avoided by simply weaving from place to place faster than it can track, and up close it dies almost instantly.
  • In Mercenaries: Playground of Destruction, it's possible to effectively destroy stationary machineguns, grenade launchers, and recoilless rifles by ramming them in a vehicle. So hop in a vehicle owned by that faction, convince the enemy to get away from the gun... and knock it down!
  • PlanetSide 2's "Spitfire" automatic turret is large, carries a pathetically weak gun, pans very slowly, and can be destroyed with roughly only a dozen shots from a carbine. On top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in Planetside 1, which can damage vehicles, is better-armored, slimmer, and the engineer can place up to ten of them, though the turret can be bypassed by crouch-walking.
  • In Portal, the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an empty milk carton, if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making them impossible to disable. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, not that they weren't already.) They are also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite Monster Sob Story material.
  • The first Ratchet & Clank game has a turret gun that works within a 180 degree field of vision. When the player character reaches that angle, the gunner will just sit there until struck.
  • The automated turrets in Red Faction are completely equivalent to stationary emplacements. As such, you could run up to an autoturret that's plugging away at you without taking too much damage, then hit action key and use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.
  • The online game S4 League allows players to place one turret on the map, but they take up one of the three weapon slots, have fairly low health, and you only get three of them each spawn (other held weapons have unlimited ammo for reloading). Their usefulness mainly depends on whether you can place them in an advantageous spot.
  • Splinter Cell has computer-controlled turrets. They can't be shot, but they can be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they have to be distracted by chemical flares. As long as you aren't in the area when the flare runs out. If you are...
  • StarCraft II features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
  • Zig-zagged in Star Wars: Battlefront II:
    • The turrets placed on spaceships have very low health, but they have good firepower and are completely invulnerable until the Deflector Shield surrounding the entire ship is down. You can also disable their controlling AI from the inside by storming the ship, where you'll face ceiling-mounted turrets alongside enemy mooks. These have the same health as enemy soldiers, but much greater firepower, are harder to hit, and will eventually regenerate.
    • Played straight in the final mission of the campaign, however (the map for which is also used in the Hoth's Hunt mode). Whether you're an stormtrooper or a Wampa, the automatic turrets used by rebels are easily avoided and destroyed.
  • Warframe Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
  • Laser towers in X3: Terran Conflict. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.note  They got a major buff in X3: Albion Prelude to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in TC: a Superweapon Surprise for pursuing ships.

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