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, smarter game designers will usually put them in hard-to-reach places or at the end of long corridors. Most frequently seen in FPS
- 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 had several turret-like enemies. The trope was played straight with Horfs - floating, disembodied heads that died in three regular shots and were easily knocked about by your tears. Hosts averted it, being completely invulnerable when not shooting and taking a fair amount of punishment even when exposed. The Red Hosts played it a little straighter, being permanently exposed to damage, but they compensated for it by having a five-way Spread Shot instead of regular three-way, which was a pain to dodge.
- Heavily averted with Eyes in the last couple of levels. These had extremely large health, fired no-delay lasers, locked onto you almost instantly and were practically the only enemy able to shoot at you at any angle instead of just the cardinal and ordinal directions. They even had the elite version in Bloodshot Eyes, which fired a blood beam that was much wider and harder to avoid, as well as being able to go straight through all obstacles.
- 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 weaker (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
- The turrets in BioShock Infinite are stylised to resemble WWI soldiers but are just as weak otherwise. You cannot deflect the missiles backwards this time, but you also don't need to bother with hacking: a single use of 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 weakest enemies in the game. Often, they go down in often burst of rifle fire, when most enemies require will require several.
- Downplayed in The Bureau: XCOM Declassified. Both the turrets created by your Engineers and the turrets spawned by Outsider Tech Commanders had a decent amount of health in addition to great firepower.
- In Call Of Duty: 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.
- In Black Ops 2 sentry guns in multiplayer can no longer be taken out by a single knife blow to the back, can see through the Cold-Blooded perk, can't be blinded by tactical grenades, lock onto players faster and more accurately and, if that wasn't enough, can also be controlled by the player who deployed it, averting this trope.
- 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.
- And recently, all turrets have been upgraded to hovering models...
- 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: All-Stars. In early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both Mooks and heroes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
- Descent 3's sentry guns fire weak easily-dodged lasers and go down quickly.roes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
- While they're extremely tough, just like everything else electrical in Deus Ex, autoturrets could 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.
- Zig Zagged Trope in Disgaea: Hour of Darkness—at story-appropriate levels, the first time you go through Battleship Gargantua your party will probably be turned to paste by the twin turrets on the stage, as they have ridiculous range attack four times per turn, so it's best to just chain-throw to the "stage clear" tile. But with enough Level Grinding, the turrets don't even do Scratch Damage. Regardless of stats, in the cutscenes Laharl can take down the entire ships single-handedly.
- Duke Nukem 3D 's turrets would go haywire and stop shooting you for several seconds after a single shot, from any weapon. It didn't take much more than that to blow them up, too.
- They showed up earlier in Duke Nukem II as well, but at least these couldn't be destroyed by the default weapon.
- The Elder Scrolls IV: Oblivion averted it with its Oblivion towers. These were completely invulnerable and would constantly shoot fireballs at you.
- Enemy Territory Quake Wars features several weak and esaily destroyed turrets, which are only useful if spammed all at once. Anti-Vehicle turrets are the worst, unable to hit anything moving at a reasonable speed.
- Zig-Zagged in 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. The higher level turrets, such as those in the final area of Broken Steel, still present a challenge, although by this time you have the Tesla Cannon, which can take them out in one or two hits.
- The pop-down turrets in First Encounter Assault Recon are an aversion: they are highly durable and take at least two rockets to kill, plus they will make ground beef of you within seconds of detecting you. Most are best avoided. Played straight when you are controlling a turret, as the Replicas can make short work of it.
- Some missions in the 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).
- Averted with the Troika stationary guns in Gears of War, which are armored in front and will reduce you to Ludicrous Gibs in a second.
- In Goldeneye Rogue Agent, Dr. No employs turret guns. Goldeneye can turn these against his enemies with EMP Hack, but first he has to get them in his sights. Interestingly, the guns are easy enough on their own, but the gunfire coming from just about everywhere else makes them devastating.
- In 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.
- Averted, however, by their big-brothers in HL1, which are mounted in floors and ceilings and are both tough and deadly. They will also hunker down into a little armoured wart when idle, so beating them to the draw means you do less damage. HL2 featured similar turrets in the Overwatch Nexus area. The only way to destroy one was to slide a grenade into the hole, which was only open while it was shooting.
- Iji features turrets whose weapons span from basic machineguns to plasma cannons and nuke-like MPFB Devastators. However, they all have relatively low health and can disabled with a single kick at ANY strength. If it doesn't notice you, it's also possible to crack it for its ammo clip, disabling it in process. More advanced turrets give better ammo, but are also harder to crack.
- During the last level, you'll run into 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, 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 had enemy type that was essentially stationary eye on a stalk appear infrequently. While it fired powerful lasers, those could be avoided by simply weaving from place to place faster than it could track, and up close it dies almost instantly.
- Averted as a whole in Mass Effect. In the first game, machine gun turrets are encountered once in Chlora's Den back room, where they're the toughest enemies in the mission, while missile turrets have some of the most powerful defenses in the game. They can be hacked and turned against other enemies, but this requires you to upgrade Electronics skill to the max. In the second game, turrets are even more challenging, largely because instead of the Mako you're stuck with the weaker Hammerhead. In the Mass Effect Galaxy Interquel, the turrets are some of the most powerful enemies in the game (which doesn't say much, though).
- Mass Effect 3 has no anti-vehicle turrets but portable turrets spawned by the Cerberus engineers are quite tough, have very high rate of fire and are easily much greater threat than Engineer himself, and Geth Prime's turrets aren't much weaker. The trope is played straighter in Mass Effect Infiltrator, where the turrets are attached to the ceiling and have good firepower, but aren't very difficult to destroy.
- 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!
- Averted in Mercenary Kings, where all turrets have very respectable 2000 health and deal plenty of damage. Electric turrets deal even more damage and have 4000 HP, making them one of the toughest non-boss enemies around.
- Perfect Dark: Both played straight and averted with the Laptop Gun, depending on your game mode. If your playing single-player, co-operative, or counter-operative, the Laptop Gun is best used as a machinegun, since the levels are more or less linear. In multiplayer matches, however, the turret mode becomes far more useful, as the turret can kill enemy players in seconds.
- Also played straight with the sticky turrets in Perfect Dark Zero, which fire at a woefully slow rate and can be destroyed in three shots.
- PlanetSide 2's "Spitfire" automatic turret is large, carries a pathetically weak gun, pans very slowly, and destroyed with roughly only a dozen shots from a carbine; and on top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in Planetside 1, which could damage vehicles, was better armored, slimmer, and the engineer could place up to ten of them, though the turret could be bypassed by crouch-walking.
- Most of the sentry guns in P.N.03, with the exception of the big death lasers.
- In Portal, while the turrets are again on a tripod and can be permanently shut down by knocking them over (by throwing an empty milk carton, if you so choose), an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making their disablement impossible. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, not that they weren't already.) They are, however, adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite Monster Sob Story material.
- Portal 2 introduces us to what happens when the above-mentioned turrets are defective. It's easiest to let their lines speak for themselves:
"So, we're ALL supposed to be blind, right?"
"Anyone got any bullets?"
- Averted in the Quake II expansion pack Ground Zero. Turrets are small, hard to spot, anything but fragile, and their shots are powerful. To make it worse, they're one of very few enemies in the game that can actually lead their shots. They're so frustrating to deal with, they change gameplay entirely from "run-n'-gun" to "cover-crawling nightmare".
- The first Ratchet & Clank game had a turret gun that worked within a 180 degree field of vision. When the player character reached that angle, the gunner would just sit there until struck. Subverted later on, when the turrets are set in bunkers it's impossible to get into without solving a puzzle. At one point, you couldn't even get into the bunker, and had to shoot the gunner through a tiny vent hole.
- The automated turrets in Red Faction were completely equivalent to stationary emplacements. As such, you could run up to an autoturret that's plugging away at you without taking too much damage, then hit action key and use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.
- 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.
- The turrets, however, make great distractions, support options, and enemy detectors (The scoreboard reports when your sentry gun is destroyed). They can also spot enemies the second they get within firing range, so cover is much less effective with them around.
- Shrek the Third tie-in game had pirate cannons that were completely encased in wood and could somehow fire at you by themselves with no visible operator. On one hand, they were some of the most durable enemies present, requiring several charged attacks to be destroyed. On the other hand, that's still not saying much.
- Splinter Cell has computer-controlled turrets. They couldn't be shot, but they could be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they had to be distracted by chemical flares. As long as you weren't in the area when the flare ran out. If you were...
- Averted in Conviction, where the ceiling-mounted turret guns in Third Echelon HQ cannot even be targeted by Sam - you get a(n un)helpful white cross in place of the crosshairs when aiming at them - much less destroyed. Similarly for the ground-based turrets you encounter in various places, though for these you at least can take out the operator, which will also prevent them from firing on you after that.
- StarCraft has the occasional turret gun in Installation levels. They are some of the feeblest units in the game.
- StarCraft II features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as weak as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
- Justified and subverted in Starlancer. Capital ship turrets aren't much of a direct threat to the player's ship, but they can take out torpedoes. They're also small and hard to hit, forcing you to fly dangerously close.
- Zig-zagged in 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.
- Largely averted in Supreme Commander where turrets range from fast-firing peashooters at the beginning (which still shred the low-tier troops at the time) to late-game's monstrously powerful, slow-firing defenses that can hold off even Experimental units but will be overwhelmed by waves of cannon fodder. This provides balance and prevents you from relying on a single defense type. However, you still have to watch out for the artillery, which cannot be effectively countered with turrets alone.
- System Shock 2 had relatively low-health turrets, when compared to many high-rate enemies. It's played with a bit in that the turrets have set weaknesses just like everything else (usually armor-piercing bullets) but have two set powers that you can't really tell until it fires.
- Played straight and subverted in Team Fortress 2, by the Engineer's sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy Scouts that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they partially avert this trope because they cannot be knocked down, despite enemies firing masses of rockets, thousands of bullets, and everything else they can find at it.
- The Engineer's "Gunslinger", an unlockable melee weapon/robotic replacement hand, allows one to build 'Mini-Sentries' instead. It's a weaker version of a Level 1 sentry that cannot upgrade. Its appeal is that it can be deployed near-instantaneously and doesn't cost much metal - in fact, it costs less metal to destroy and rebuild one than to service one that's run out of ammo.
- Used effectively in Total Annihilation, where every turret has its meaning in the appropriate phase of the game. First-level tank rush? Not a problem if you've built three or four light laser turrets. Entire enemy army going for your base? Why, that's precisely why you build stadium-sized super-cannons that can cover most of the map with utterly devastating showers of death. Play a game long enough and all sides will build enough static defences to make all standard units useless, and the only possible way to win is with atomic warhead slapfests...
- Averted in Unreal Tournament. There are various turrets on Assault arenas that will only attack the attacking team: they are indestructible and can only be stunned for a while after dealing a lot of damage. It's a lot easier to simply outrun them, perfectly fitting the speed-based Assault Matches. They all have their own camera feed that you can view as well.
- Warframe Corpus turrets are a double subversion; the turrets themselves are powerful and well-armoured, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
- Averted in Warhammer Online, where the turrets deployed by the Dwarf Engineer are generally quite durable and powerful. Same applies to the demons summoned by the Chaos Sorcerer, which act like turrets in all but name.
- Starting with Wing Commander III, these are the primary defense for capships. (Earlier games had turrets, but you couldn't select them as individual targets, due to limitations of the game engines at the time.)
- 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.
- Very, very averted with the turrets attached to the Torus station ringing Earth. Their extreme long range and high damage give them the ability to one-shot a fully shielded destroyer. Which is why the Argon resorted to sabotaging the Torus itself when Albion Prelude's war broke out.