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More Dakka in video games, titles Q-Z.


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    Q 
  • Quake has the Super Nailgun (called the Perforator in the manual) which holds a magazine of 200 nails and cycles quad barrels. Unfortunately, its insane firing rate means burning through ammo fairly quickly. It's generally saved for big nasties like Shamblers, who have tons of health, dangerous attacks and take half damage from explosive weapons.
    • The Lightning Gun aka Thunderbolt from the same game works on the same principle, creating a stream of electricity that rapidly drains its batteries and deals continuous damage to whatever it touches. Fresh batteries are hard to come by, though, so it's best saved for things you need dead VERY quickly. Oh and don't fire it while you're in water... just don't.
    • The (aptly named) Street Sweeper, from the Quake II mod "Weapons of Destruction". It's a chain cannon that fires shotgun shells. Especially fun to play on unlimited ammo servers. For even more craziness, the game featured incendiary and explosive shotgun shells... which could be loaded into the Streetsweeper.
    • And Quake II had the hyperblaster, a very high-tier weapon with a rate of fire rivaling that of Sasha.
      • And a 1800 RPM chaingun.
    • Inverted to mock players who accidentally kill themselves with the BFG-10000 in Quake II "You should have used a smaller gun."

    R 
  • All Ratchet & Clank games feature a weak, rapid-firing basic weapon, which usually upgrades to a less weak, extremely rapid-firing weapon. The fully-upgraded Heavy Lancer in the second game fired so fast it was almost a continuous stream of bullets, and the fourth game takes it still further with the ability to add "speed mods" to guns, greatly increasing their dakka output. If even more dakka was needed, the second game onward added weapons that pop out mini-turrets. In terms of sheer dakka output, there's the RYNO, generally the most powerful weapon in any R&C game that features it; the RYNO VI, however, isn't so much as a weapon as it is an experimental Power Suit that had integrated weapons and a special attack which acted like a Smart Bomb that instantly destroyed all enemies on the screen.
    • And of course we can't forget the RYNO V from Ratchet & Clank Future: A Crack in Time which was basically a gatling gun that fired homing rockets whilst playing the 1812 Overture for added effect. Ratchet & Clank: Into the Nexus features the RYNO VII, which was essentially the RYNO V but with slightly better precision, a greater ammo capacity when fully upgraded, and played "Night on Bald Mountain" on a loop. (The fact the name stands for "Rip You a New One" is not a coincidence.)
  • As it turns out near the end of Red Dead Redemption, this is John Marston's only weakness: two dozen guys with semi-automatic rifles firing at him all at once.
    • The player may employ Gatling guns and mounted machine guns themselves. In an era where most people are still relying on lever-action rifles or revolvers, this ends up as just plain unfair. The "Assault on Fort Mercer" mission illustrates this beautifully, as John, at the control of a hand-cranked Gatling gun, effectively annihilates the Mooks on the receiving end with torrential amounts of lead.
  • In an age when most First-Person Shooter games eschewed from having machine guns with realistic rates of fire (because the amount of hitscans or bullets to be tracked had the potential of slowing down and unbalancing gameplay) Requiem: Avenging Angel had a basic assault rifle whose absurd rate of fire put to shame that of most other games' end-game gatling guns.
  • Once you have the Chicago Typewriter in Resident Evil 4, the game is all about this.
    • Resident Evil 5 lets any weapon have infinite ammo once its been fully upgraded, including 4 machine guns. If that's not enough dakka, chapter 2-3 puts Chris and Sheva in a Humvee with a heavy machine gun and a minigun. If THAT isn't enough, Chris can get another minigun with infinite ammo strapped to his back. More dakka indeed.
  • Resistance:
    • Resistance: Fall of Man had the Bullseye, which had an acceptable amount of dakka for an assault rifle. The game also has the Hailstorm, a US designed heavy weapon that can fire the entire 200 round magazine in about 6 seconds of sustained fire. Unfortunately, ammo is relatively rare, and the secondary fire tends to be more useful (fires the entire magazine as a magnetically contained sphere that shoots off at enemies like some kind of demented turret).
    • The Wraith cannon in Resistance 2 is capable of firing 1200 bullets per minute. When in a firefight with another Wraith user, it's almost a given that you use its secondary fire — a shield — if you want to survive.
  • In Resonance of Fate, if you launch Tri-Attack and spam attack every time it's just enough to shoot, it results in this, and there is even a Trophy/Achievement for making 500-hits chain.
  • One of the Humongous Mecha in Robot Alchemic Drive, which transforms into a tank and carries the most weapons of the three 'bots you control, has an ultimate attack called "Fire All Ordnance". It does Exactly What It Says on the Tin.
  • Ryzom has, among its large variety of guns, automatic grenade launchers known as autolaunchers. Let me repeat that: AUTOMATIC. GRENADE. LAUNCHERS. And in the hands of a capable player, they can hurt.

    S 
  • Saints Row: The Third. If you purchase all the respect rewards, you gain infinite ammo and no need to reload for all weapons. You can also get upgrades for weapons, culminating in better ammo. If you get all this for a certain SMG, you can endlessly spam absolute walls of fiery flaming on fire death at anyone you please. Causes justified Critical Existence Failure for most unfortunate victims of your wall of fiery flaming on fire death. Exaggerated when you (and your unfortunate victims) realize you can spam this wall of fiery flaming on fire death from cars and motorcycles. And it's still not enuff dakka.
  • The Saints Row IV Commander-in-Chief Pack DLC has the 'Merica weapon; it's a patriotic melting pot of patriotism combining a Light Machine gun, a Sub Machine gun, an Auto Shotgun, a Heavy Pistol, a Minigun, a Rocket Launcher, a Flamethrower, and a huge Combat Knife to spread Freedom to all of the Simulation and Americanize all who stand against the President, Zin or otherwise. When fully upgraded it becomes the most dangerous weapon the Boss has, but it's extremely Awesome, but Impractical; On top of not being anywhere CLOSE to enuff dakka, it needs a lot of cash to get it to full strength, it eats ammo like a American eats cheeseburgers, it's somehow not strong enough to take on a tank despite it having rockets, its flashy ammo blinds the Boss, and it needs a steady hand to focus the amount of muzzle climb onto a moving target. But hey, it plays Sousa's "Marine Hymn", so that's pretty nice.
  • In Sengoku Basara, Nouhime can whip out a minigun from under her dress, using it to juggle enemies in the air. The gun can be upgraded to include a second barrel. Now that's Dakka right there.
    • Her later-game Expy, Magoichi Saica, does this with a machine gun resembling an AK, and her Limit Break involves her spamming all of her weapons Guns Akimbo style, including pistols, shotguns, and machine guns, before finally finishing it up with a massive spread of missiles from her rocket launcher. Given how many hits she could score with these weapons, in a game where anyone without a unique model was little more than a speed bump, her attack could range from merely devastating into There Is No Kill Like Overkill. Bonus points for being able to charge her super attack frighteningly quick by, you guessed it, attacking with her machine gun.
  • Serious Sam has various guns dedicated to this. Both The First Encounter and The Second Encounter had a Tommygun, a minigun and a quad-barrelled lasergun, not discounting the fact that the twin revolvers and rocket launcher cycled faster than most competing games' versions. Serious Sam II dropped the Tommygun and lasergun, putting in twin Uzis. Near the end of the game, The War Sequences have been escalated so impressively far that the combined output of the mook swarm on the enemy's side is a very real danger.
    • Serious Sam 3: BFE pays homage to this trope with the achievement "Wall of Bullets", for killing 20 enemies with a minigun without ever taking your finger off the trigger.
    • Serious Sam Double D (a 2D spinoff) takes the dakka to even more absurd levels by adding the Gunstacker, which allows guns to be stacked on top of guns for absurd quantities of dakka.
  • It is extremely difficult- though not impossible- to kill the final boss in Shadow Man without the Violator- a forearm-mounted minigun that looks like a claw with a whole lotta dakka. The game allows you to dual-wield Violators if you get 100% Completion, but since enemies don't drop health and the final boss doesn't die unless you finish them with the default weapon, dual-wielding Violators may just be the first ever recorded case of there being too much Dakka (or at the very least, as close to it as is possible. Because, again, NEVAR ENUFF).
    • You can also find machine guns to use in the land of the living (which you only travel to when you're about to fight a boss) and you can find two machine guns and two shotguns to dual-wield them in any combination you want. But- again- you have to be carrying the Shadowgun to kill bosses or get health from enemies, so going for more Dakka is really not recommended.
  • Shadow the Hedgehog has the Chain Gun, which has an insane firing rate, is one of the most powerful weapons aside from the one-hit KO secret weapon, and provides 40 shots with every one you pick up, higher than any other weapon. You also sometimes get vehicles with their own built-in weapons, some of which have pretty good firing rates and all of which never run out of ammo.
    • The character E-123 Omega is regularly portrayed as not-living, not-breathing More Dakka, and revels in the gatling-guns in his fists, his rockets, and his flamethrowers, to blast his way through everything. This is taken to comedic lengths in the Archie comics as he races into battle just so that he can get as much of the damage in as possible.
  • You can do this in Spore, too... And be rewarded for it. Want more military power? Just take a basic shape and cover it with guns. The only downside is that while it'll be a factory of firepower, it'll be so slow it'd be moving backwards if it was any slower.
  • In both Starcraft and StarCraft II, certain Terran units (Marine, Marauder) may use a "Stimpack", which increases their fire rate at the cost of health.
  • Some characters in the mobile game Star Wars: Galaxy of Heroes have this as special attack. Grand Moff Tarkin and Captain Phasma are two of the notable ones. They fire a large amount of rounds at everyone on your team at once. If you don't have an adequate level or resistance, expect carnage when the smoke clears.
  • Star Wars Legends:
    • The Dark Forces games feature the Imperial repeater gun. Guess what it does. A lower-level substitute was the secondary mode of the Stormtrooper blaster rifle, which was even less accurate than the primary fire. Now plug that thing into the weapon supercharger...
      • The plasma rifle from the original game fires almost as fast as the repeater, but each shot is a blazing ball of blue death that can one-hit-kill any standard enemy. Try it with the weapon supercharge powerup... it's unbelievable.
      • And to add insult to injury, that fucker came with a secondary missile launcher, so when Dakka wasn't enough (and when is it ever?) you could break out "da boomboom!"
      • A weapon supercharge with the fusion cutter weapon meant that you now had a powerful weapon with an already decent rate of fire that could now spit out a constant stream of highly damaging energy bursts, or simply keep all four barrels pumping and spreading the damage around to deserving Imperial forces. Also, while it would normally be one of the slowest-firing guns normally, it was possible to get rapid-fire, invisible, undodgeable, high-explosive energy bursts by using the concussion rifle plugged into the weapon supercharger. Most levels where it was available also came with plenty of energy powerups from enemies on the receiving end of all that dakka.
    • The Vengeance-Class Frigate in Empire at War: Forces of Corruption. Its primary weapon is quad tri-barrel, rapid-fire mass drivers. Has no shields, but thick armour, and the mass driver's can bypass enemy shields. And cloak.
    • The HK droids have the right idea in the deleted scenes of Knights of the Old Republic II: The Sith Lords, as shown by the quote "Mocking Statement: Fully armed? One can never be armed enough". Additionally, HK-47 identifies this as a valid tactic for killing Jedi, stating "There are few Jedi that can long hold their ground against a hundred attackers all firing at once... or being turned on by their own troops."
  • Streets of Rage 2: You'd think at least one street thug would have a gun. But no, only the final boss has a gun. Er, assault rifle. And he loves to shoot up the place (or use a ridiculously overpowered rifle butt.) He doesn't even mind shooting his own goons as long as he gets a chance to nail you.
    • And then there was the first game, where the second player's police assist was a giant gatling gun that would rain bullets over the entire screen.
  • Summer Carnival '92 Recca: The Ur-BulletHell, lives off this one, naturally. And on the NES, no less!
  • The Alt Eisen in Super Robot Wars Compact 2/Impact/Original Generation has Shoulders of Doom containing what are giant rapid-fire claymore mines. Now that's Dakka.
    • The Alt one-ups this with it's "Trump Card" attack. It's pilot, Kyosuke, unleashes the mech's entire arsenal in a series of precision timed attacks. Given that the Alt is specifically designed destroy heavily armored units and to punch through enemy lines, you can imagine how much this messes up whoever is on the receiving end (assuming they even survive it).
    • Also, the Jiyaki GUN-Oh in Endless Frontier: A robot with Gatling guns in the arms, gatling guns on the shoulders, and two gatling guns per leg. And then some.
  • Super Snail by QCPlay Limited is a game built around memes and tropes, so there's the ultimate weapon for each country featured and some of these are guns such as the Warmonger's Gun from Koryeo and the Bullet Storm from Murika. The Warmonger's Gun is a nod to Ork Shootas and is described as a full auto gun used in melee and charges by half-orcs, it also can fire 580 rounds a second. The Bullet Storm is based on the real-life Metal Storm system and can dump 1000,000 per minute. Though these are all an Informed Attribute and the items just act as Stat Sticks for an rpg/boardgame mash-up.
  • In Syndicate having your four agents fire four miniguns at once is a reasonable amount of dakka. Still, if you persuade half the town people to follow you, lead them to a supply of weapons, then aim at a point and fire any weapon, ALL of them will fire in that direction — and they have unlimited ammo. Meaning an enemy agent can get caught in a salvo of fifteen miniguns, twenty shotguns, a couple rocket launchers and a flamethrower on top of that, all shooting continuously.
    • The 2012 FPS reboot offers the minigun, which has no ammunition counter. For as long as the game will let you carry it, you can spray an ungodly amount of lead into everything that crosses your path. It's also incredibly accurate for such a weapon, allowing you to "minigun snipe" enemies from clear across a very large room without harming a single civilian.
  • System Shock's Mark 3 Assault Rifle is an inversion, as it's not rapid-fire nor does it even have a particularly large magazine size (smaller than all of the sidearms you find); technically it's a semi-automatic stockless battle rifle despite the name. The Skorpion submachine gun is more in line with the trope, rapid-firing 50 or 100-round magazines with considerable recoil. The Flechette takes the Dakka principle up to eleven, spraying a massive barrage of individually weak but armor-piercing needles that will tear anything you target to shreds.
    • Zig-zagged with the 2023 remake's Assault Rifle. This time it has a respectable magazine size of 24 and solid power against both machines and mutants, though it only fires in three-round burst mode by default. Installing an upgrade kit increases its magazine to 30 rounds and allows for full-auto fire, making it a weapon that can carry you through the entire game.

    T 
  • One of the available weapons in TAGAP is a chaingun. One of the powerups in said game is the Quad Damage which, instead of quadrupling the damage of your weapons, quadruples the amount of bullets you shoot. The sequels introduce a second powerup, the Freeloader, which doubles the rate of fire and gives infinite ammo. And yes, it is entirely possible to combine the two powerups.
  • Mega Man Volnutt's machine gun super in Tatsunoko vs. Capcom is his machine gun arm with the switch shifted to a long stream of more dakka.
  • Team Fortress 2:
    • The Heavy and his minigun Sasha are a perfect example. His vast ammunition supply goes down a lot faster than you'd expect. Right down to his closing quote in the 'Meet the Heavy' video: "Some people think they can outsmart me. Maybe... *sniff* maybe. I've yet to meet one who can outsmart boolet."
    • When you POOT an Engineer's Dispenser next to a Heavy, you can have More Dakka with infinite ammo as the Heavy becomes a human sentry gun.
    • While the Engineer himself only uses a shotgun, his Sentries follow this pattern and Improbable Aiming Skills. At level two they get dual gatling guns. Level three adds a rocket launcher. The bullets have perfect aim (it's an automated gun turret, after all), and the rockets can veer in midair. Add in the fact that Engies like to group their building together in one place, and you get a Sentry Nest that can stop most offenses dead in their tracks.
      In Valve's Meet the Engineer video, the Engineer actually points out this trope (while using four sentries at once; thank God that doesn't work in the game):
      "For instance... How am I gonna stop some big, mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer? Use a gun. And if that don't work... use more gun."
  • Terminator Dark Fate - Defiance: The Movement tries to compensate its lack of heavy military-grade weaponry by fielding an abundance of lighter guns instead. All their vehicles can be armed with at least one heavy machine gun, and a Big Badass Rig pulling an armoured trailer can mount up to two HM Gs and a 25mm autocannon for a pretty impressive display of full-auto goodness; even more of it if you swap out the machine guns for miniguns. Replacing the lead spitters with recoilless rifles, grenade launchers and plasma cannons as needed can easily give the Movement firepower on par with a mechanized Founders force.
  • Terraria has the Minishark, a "half shark, half minigun, totally awesome" automatic weapon with a nice 33% chance not to consume ammo, which is helpful with how it chews through bullets. It can later be upgraded to a Megashark, an even faster and more damaging weapon, now with a 50% chance not to consume ammo. You can combine those with Meteor Shot bullets that pierce through targets or Crystal Shot bullets that explode into shrapnel on contact.
    • The Final Boss drops the third version, the S.D.M.G (Space Dolphin Machine Gun). It's the same idea, but fires even faster and deals significantly more damage. It also inherits the 50% chance not to consume ammo. It's *slightly* slower than the chaingun, but the increased damage more than makes up for that, keeping this the best machine gun in game, or even the best gun full stop.
    • Then its magic version, the Crystal Storm, fires a stream of bouncing magic projectiles. And one particular accessory and enough Mana potions make it so that you can fire it indefinitely.
    • Since the update that allows reforging equipment, they can gain attributes that modify their stats. A "Mythical" magic weapon or "Unreal" ranged weapon hits hard at an insanely fast speed.
    • Rapid Chain Gun. It spits out somewhere around 20 bullets a second. You won't need much else.
    • Another such weapon to be considered is the Vortex Beater, which is also a typical machine gun, but it also fires out homing explosives alongside the storm of bullets. And the best part about the Vortex Beater is the fact that it's easy to get- just smash the Vortex Pillar, grab the Vortex Fragments, and craft the Vortex Beater at an Ancient Manipulator, which is much easier than beating the Moon Lord and Santa-NK1 repeatedly until the other guns drop. It's also only barely slower than the S.D.M.G (For reference, the Chain Gun has a Use Time of 4 at base. The S.D.M.G is 5, and the Vortex Beater is 6 [even though it says 20]). The Vortex Beater also has a higher chance to not consume ammo (66% as opposed to S.D.M.G's and Chain Gun's 50%), making it more economical.
  • A popular mid-game strategy in TerraTech. The more guns you have, the more damage you do; the only downside is that your tech must have space for all the guns.
    • A few individual guns embody this trope. The Hawkeye machine gun, Venture Pip machine gun and Venture OOZEE chain gun spew out bullets, but none of them can live up to the Hawkeye Auto-cannon, which fires dozens of devastating shots per second.
  • Time Crisis. The second boss of 2 has a machine gun turret, a gatling gun and an ICBM as a battering ram, while Ernesto fights using a Kill Sat. 3 has the first boss use a VTOL's armaments, a machine gun, a gatling gun, and in the Rescue Mission, a rocket launcher. Giorgio Zott switches from an assault rifle and sword combo to TWIN ROCKET LAUNCHERS. They really want you dead.
    • The helicopter scenes in 4 qualify also, since you use a mounted machine gun or an automatic cannon, as well as the Stage 1 boss battle where you use a machine gun during the multi-screen battle to fight off the boss and several enemies.
  • The TimeSplitters series is notorious for mass dakka, especially since every gun has an 'akimbo' version, even the minigun. And then you can couple that with a couple other players supporting your team from turrets in assault matches.
    • One example is the Monkey Gun from Future Perfect, which fires all of the (64) shots in its magazine at once. Once you press the fire button, it will not stop firing until it runs out of bullets. I guarantee you that you will kill the person you are aiming for (and riddle his corpse with bullets) unless you really suck at aiming.
  • Tomb Raider: Due to Lara's signature weapons being dual pistols, the dual Uzis function as this for her character, and were shown almost as much as the pistols in earlier artwork for the series.
  • Torchlight II: The Engineer's Gunbot, which at the very first level can already chew through most of the tougher enemies with a constant stream of lead, counts, though unfortunately its targeting systems seem to be a little off. That CAN be remedied, however, with enough levels, as once maxed this stream becomes three, without losing any of the firing rate, thus fixing an accuracy problem by adding more Dakka. On the enemy side, Dwarven turrets can nail you with either a Macross Missile Massacre, or this trope. If you're ranged, the missiles are usually worse, but if you have to get up close, either kill it quickly before it can draw a bead on you, or start drinking potions like you're addicted, because you will die otherwise.
  • The Real-Time Strategy game Total Annihilation has a fun variant of this trope- in the expansion, you can build (at an exorbitant cost) Gatling artillery capable of firing clear across most maps at a rate of fire that makes the spherical projectiles... each one of which explodes with enough force to flatten multiple buildings... look more like a blinking line than discrete projectiles. If your enemy gets one of these built, and has the power to make it fire continuously, just about the only option left to you is to rob the enemy of the satisfaction of killing your Commander by self-destructing it.
    • Its spiritual sequel Supreme Commander also featured such a weapon, though its ridiculous build time means it sees little use outside of just-for-fun single player games.
    • Supreme Commander also had lots of conventional examples, too: the Cybrans are all about high rates of fire with their turrets and tanks, crowning in the Scathis, but in Forged Alliance, the UEF Ravager heavy turret mounts a plasma Gatling gun. The Aeon, however, really got in on the act, with the Blaze, Restorer, and especially the Torrent Missile Cruiser, which rapid-fires missile salvoes nonstop until it has to reload. They also picked up the Salvation, which is essentially a rapid-fire artillery shotgun. And it is awesome.
  • Total War:
    • Generally speaking, the series has relatively little dakka due to the historical periods covered; early gunpowder weapons, as in Real Life, are mostly slow, inefficient, and expensive. That said, Medieval II: Total War has "organ guns," essentially handcarts with multiple heavy guns arranged to fire in sequence. The Ribault sports a row of nine barrels, while the Monster Ribault has six such rows stacked atop each other. They take ages to load between volleys, and light cavalry may be able to charge in before the gunners start to fire, but even a basic Ribault can punch holes through the ranks of a block of infantry, while a Monster Ribault can mulch an enemy company.
      • The full conversion mod Thera: Legacy of the Great Torment really has a blast with dakka. More dakka is the Faustian Reich's strategem in a nutshell; even their general's bodyguard are pistoleer cavalry rather than shock cavalry. In Version 4, the Privateers got reworked and became even more gun crazy than the Reich - they play like a faction from Empire!
    • The Total War: Shogun 2 expansion Fall of the Samurai introduces actual Gatling Guns, along with other gunpowder weapons spanning the time period between The American Civil War and World War I. Any open-order assault on a modernized army becomes suicide, as rifle regiments, Gatling Guns, and quick-firing artillery batteries now have the firepower to level their opposite numbers in seconds.
      • In the base game this is something of a speciality of the Otomo clan, who have converted to Christianity and trade with the Portuguese to use their matchlocks. By upgrading their Nanban trade port they can recruit Portuguese Tercios, who have comparable armour and melee skill to samurai on top of superior accuracy to any matchlock unit in the game, even Warrior Monks. You can make Tercios even more overpowered if you relocate your Nanban port to Buzen, which has the Crafts resource and has room for a hunter's lodge. This bumps Tercios' accuracy up to a whopping 90, and they can fire by rank too. Watch Japan melt before your withering fire, and your dishonour be wiped away by crushing victories.
  • Touhou Project has a lot of dakka (still not nearly enuff, though). This and Little Miss Badasses are the point of the games. The genre it's in is called "Bullet Hell" for a reason. See for yourself.

    U 
  • Unreal Tournament 2004 isn't terribly dakka-happy, with even the minigun having a depressingly slow rate of fire. A few mods aim to address this.
    • The Ballistic mod adds 46 weapons, some more realistic than others, but most gravitating around the concept of "the more bang the better". This includes a belt-fed, tripod-mounted minigun that can fire in a true-to-reality 3600rpm rate.
    • The Arkon mod replaces the stock guns with others that can't be described in many ways other than "overkill". There's a fusion minigun that saturates the firing cone with an absurd amount of bullets (balanced by really bad recoil), a thermal blaster that fires a hitscan, perfectly precise stream of instant death (balanced by its insane ammo consumption, to the point it can only be fired for a second or two before emptying your entire reserve), and even your starting guns can be fired akimbo and deal damage that would be considered dramatically unbalanced in the stock game - but is barely sufficient to get by in Arkon until you acquire nastier weapons. Needless to say, matches played with this mod tend to be extreme fragfests.

  • Ultimate Epic Battle Simulator is a sandbox that allows the user to create and set against each other armies in the literally millions of combatants. A favorite contest is to create a huge horde of attackers and on the defense a small number of opponents with impossibly high-volume firepower, to test whether the defenders can destroy the horde before being overrun. A well-balanced contest can last half an hour, and video of numerous such plays may be seen on YouTube.

    V 
  • Vector Thrust utilises this with the aptly named More Dakka mutator for Skirmish Mode, as well as the ridiculous Gun Missile mutator, where your missiles shoot bullets.
  • Verdun: In the WWI-trench warfare game, everyone dies with one bullet to the body. If there is a machine gun defending the trench you are attempting to assault, you're screwed. Kill the machine gun before attempting to advance or everybody dies. Similarly, high level squads have massively overpowered creeping barrages which blanket an entire area of the map under shells. Some players have gone to the extreme of 'if we chuck enough shells over there, problem solved'.

    W 
  • Warframe provides several examples of this.
    • One of the most extreme examples is the secondary weapon known as the Twin Grakatas, which (as the name suggests) is a Guns Akimbo version of the Grakata, a Grineer-manufactured assault rifle that already has an incredibly high fire rate; with the right mods, the Twin Grakatas can easily chew through their 120-Round magazine within seconds.
    • Of special note is Wild Frenzy, an augment mod for the singular Grakata. With it, the gun gains an alternate fire mode that rattles off the entire magazine in one burst, at four times the (as noted, already sky-high) base fire rate. And the real fun part is, if the barrage kills at least two enemies, then the ammo you spent is refunded. That's right: infinite dakka.
    • Mesa is considered the queen of dakka, and for good reason. Her ultimate ability is her Peacemaker exalted dual pistols, which feature Bottomless Magazines and astronomical fire rates as long as your energy lasts. Proof of concept; it's not hard to have her dispense 50 bullets per second, and that's without the various ability-boosting mods that would make each individual bullet even more lethal.
  • Warhammer 40,000:
    • Dawn of War: The Orks get upgrades called "More Dakka", which increases the damage output of their ranged weapons, and "Even More Dakka" as a secondary upgrade. The building that gives you these upgrades is literally called "Pile O' GUNS" for cripe's sake! Complete with a gremlin diving into the pile and SWIMMING through it. Just to emphasize how much the Orkz embody this trope in the game, there are very few buildings in the Ork build list that do NOT include a Gretchin with a shootah on top of it (some more than others). Building your base closer to the front line is a viable tactic to augment your dakka. (Not enuff, but what is?) The Orks function differently from other factions in that each individual unit costs one or two cap, as opposed to the entire squad. Meaning that you can, in theory, have 100 shoota boys, each of them holding a Big Shoota, for almost all the dakka in the game. And then there's the Flash Gitz and their belt-fed, nuclear powered Rippa guns...
    • Warhammer 40,000: Rogue Trader: A viable strategy for battles is spamming burst-fire spreads with your gun wielding party members. Accuracy will be low, but shoot enough bullets and you'll eventually hit something, and hopefully keep enemies from advancing.
    • Warhammer 40,000: Space Marine provides us with an ever-escalating degree of this. While the biggest BFGs are usually slow-firing and somewhat sniper-ish, you start with a Bolt Pistol. Bolt rounds are essentially 50-calibur rocket propelled grenades, and the pistol fires as fast as you can pull the trigger with an infinite number of magazines. The Boltgun is basically the pistol with a bit more power, on full-auto with a 30 round magazine; it later gets an armor-piercing upgrade. You later get the Storm Bolter, which is literally two Boltguns side by side with one trigger. You also can find turret-mounted Heavy Bolters (even more damaging and faster firing) along with at least one Autocannon which is basically a small tank cannon on full automatic. And you can rip them off the turret and carry them around for a while. These are also simply the ones the player gets to carry, the Imperial Guard and Traitor Guardsmen in the last act carry rapid-fire laser guns, there's a few areas with extremely well armed sentry turrets, and your primary enemy is the Trope Namer, the Orks, several ranks of which - including the Warboss - carry machine guns of various sizes. Ironically, the Orks will occasionally shout "Too much dakka!" when you shoot them.
  • Wild ARMs: Alter Code F had a special cartridge for Rudy to fire called Gatling Raid, which would empty all of his remaining normal attack bullets against the enemy in one massive burst of gunfire. When all of Rudy's ARM upgrades are given to bullet capacity, granting him 18 bullets in one magazine, Gatling Raid becomes a contender for most powerful attack in the game, able to deal six digits of damage to certain foes.
  • The entire purpose of Wolfenstein 3-D's Gatling gun, which fired a minimum of two shots with every press of the button. Then again, most people probably didn't tap the fire button (or even release it) until all enemies (save the episode bosses) understood what it meant to be on the RECEIVING end of more dakka, or they ran out of ammo. The most extreme were the end bosses, of which most would have Guns Akimbo chaingun, and was capped off by Mecha Hitler's Quad-Gatling Gun Power Armor.
    • The Venom from Return to Castle Wolfenstein as well (the bodies even explode after receiving a certain amount of dakka).
    • Wolfenstein: The New Order and its prequel, The Old Blood both feature mounted machine gun turrets which can be detached and carried around by the player. Remounting them replenishes their ammo, meaning effectively infinite ammo if the player stays at or near a turret mount. Additionally, in The New Order the 1960-era machine gun, sniper rifle, and Laserkraftwerk are all either laser-based weapons or in the case of the sniper rifle, features a laser as a secondary fire mode. The LKW will recharge automatically to a certain minimum power level, and all 3 weapons can be recharged at power stations - again, resulting in effectively unlimited firepower.
  • In World of Warships this is the basic principle the upper tiers of the US Navy line operate on. Historically, the USN was a little bit touchy about getting attacked from the air again after Pearl Harbor, so as the war progressed they stuck AA (or dual-purpose) guns on absolutely every available surface, and the WOWS versions of their ships certainly reflect this...the fireworks that greet any aircraft trying to approach a high-tier US warship would bring tears of joy to any proppa ork's eyes.
  • The basic operating principle behind The Scourge in Warcraft III and World Of W Arcraft. "Dakka" in this case, being highly expendable mooks whose purpose is to be flung at the enemy and get in a few hits before dying. Since any dead enemy can become Dakka, and dead Dakka can also become Dakka: well lets just say this tends to work very well. Though with Arthas as leader, the Scourge does apply a few more tactics.
    • Also used by the Night Elves where the "Dakka" are wisps, the spirits of dead elves. The wisps can detonate, doing damage to an opponent. In the Battle for Mt. Hyjal, Malfurion Stormrage uses the Horn of Cenarius to invoke this trope to great effect: blowing up the attacking demon general Archimonde. He uses it again, to slow the advance of Sylvanas and the Horde army in the War of Thorns.
    • also invoked by retribution paladins using Avenging Wrath: where "dakka" is hits. Basically it is a short beserk mode where you can press ALL the buttons all at once. And you get sick wings. During the window, you can do more damage than pretty much any other class if you have the reflexes. But, it doesn't last long: so timing when to use it is critical.

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  • In Xenonauts, some heavy weapons shoot 5-bullets in a burst, while normal weapons shoot 3. Heavy weapons can be (and sometimes are) modded to increase this number almost indefinitely, creating possibly unbalanced but nevertheless immensely fun weapons.
  • In an early Xenosaga Cutscene Kos-Mos has three triple-barreled chainguns on each arm. Most publicity shots you see of her will have her wielding 'em.


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