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** The first game, ''First Encounter Assault Recon'' and its Vivendi-made expansions, ''Extraction Point'' and ''Perseus Mandate'', have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision/anti-armor gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down '''any''' human enemy short of the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]] from ''Perseus Mandate''[='=]s endgame, and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]], since semi-automatic weapons like it actually fire faster in Slow-Mo. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]], which the game helpfully insures by [[BagOfSpilling stripping you of everything except a single pistol]] when the Nightmares really kick into overdrive.
** ''F.E.A.R. 2: Project Origin'' (and the ''Reborn'' [[DownloadableContent DLC campaign]] make this better and worse with their version of the basic pistol, the Seegert [=ACM46=]. It can't be paired up anymore to double its fire rate and capacity, but it's still about as powerful as before, and in fact that same power is more useful now with less-armored enemies like ghosts and Armacham goons[[labelnote:+]]against whom the armor-piercing ammo of later weapons is far less effective for example, the 14mm HV Hammerhead is devastating against {{Heavily Armored Mook}}s like Heavy Armors and elite soldiers, but each shot is only about as powerful as a pistol round against a Remnant or ATC mook[[/labelnote]] being more common across the entire game. Plus, the game has [[LimitedLoadout one more weapon slot]] than the first one does, and while ammo does get rare later on, it doesn't ''completely'' disappear - in particular, just about any enemy can be made to drop a pistol in certain circumstances.

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** The first game, ''First Encounter Assault Recon'' and its Vivendi-made expansions, ''Extraction Point'' and ''Perseus Mandate'', have the Rakow AT-14. When used single, it's not much more than a backup gun, but when it's [[GunsAkimbo dual wielded]], the pistol slot grants you more ammo capacity and damage output (both per bullet and per second) than the HV Penetrator, a mid-game precision/anti-armor gun which you'd be really hard-pressed to find ammo for and only has the upper hand in accuracy and rate of fire even in those fields, its advantage is slight at best. The increase in the rate of fire that akimbo provides also has the advantage of the common "press fire once, shoot twice" aspect being completely averted; they're still semi-auto and single-shot[[note]]think a single gun with a 36-round mag[[/note]]. On top of that, two to five headshots will down '''any''' human enemy short of the [[MadeOfIron absurdly durable]] [[DemonicSpiders Nightcrawler Elites]] from ''Perseus Mandate''[='=]s endgame, and it disperses Nightmares with one shot; and for situations where sheer damage-per-second is necessary, the pistols are perfect for it when combined with [[BulletTime Slow-Mo]], since semi-automatic weapons like it actually fire faster in Slow-Mo. Having dual AT-14s in your inventory is practically essential for the first game's [[ZergRush last level]], which the game helpfully insures by [[BagOfSpilling stripping you of everything except a single pistol]] before shortly providing you with a second one when the Nightmares really kick into overdrive.
overdrive.
** ''F.E.A.R. 2: Project Origin'' (and the ''Reborn'' [[DownloadableContent DLC campaign]] campaign]]) make this better and worse with their version of the basic pistol, the Seegert [=ACM46=]. It can't be paired up anymore to double its fire rate and capacity, but it's still about as powerful as before, and in fact that same power is more useful now with less-armored enemies like ghosts and Armacham goons[[labelnote:+]]against whom the armor-piercing ammo of later weapons is far less effective for example, the 14mm HV Hammerhead is devastating against {{Heavily Armored Mook}}s like Heavy Armors and elite soldiers, but each shot is only about as powerful as a pistol round against a Remnant or ATC mook[[/labelnote]] being more common across the entire game. Plus, the game has [[LimitedLoadout one more weapon slot]] than the first one does, and while ammo does get rare later on, it doesn't ''completely'' disappear - in particular, just about any enemy can be made to drop a pistol in certain circumstances.



** The [[RevolversAreJustBetter Colt Python]] is an interesting case. It was originally meant to be an even larger Anaconda in .44 Magnum, but was changed at some point in development to the .357 Python... but its damage values weren't notably lowered to fit the lower-powered cartridge. It's got a slower fire rate and only a third of the capacity of the Glock or USP, but that doesn't matter when the six bullets it gets are still [[VideoGame/MetalGearSolid more than enough to kill anything that moves]]. It is also pinpoint accurate; use the zoom function to aim and then fire once. The round will go exactly where you pointed it.

to:

** The [[RevolversAreJustBetter Colt Python]] is an interesting case. It was originally meant to be an even larger Anaconda in .44 Magnum, but was changed at some point in development to the .357 Python... but its damage values weren't notably lowered to fit the lower-powered cartridge. It's got a slower fire rate and only a third of the capacity of the Glock or USP, but that doesn't matter when the six bullets it gets are still [[VideoGame/MetalGearSolid more than enough to kill anything that moves]]. It is also pinpoint accurate; use the zoom function fron ''VideoGame/HalfLife2'' to aim and then fire once. The round will go exactly where you pointed it.

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* Plasma pistols in ''VideoGame/XCOMEnemyUnknown'' hit about as hard as ballistic assault rifles, and even harder and more accurately with the proper Foundry upgrades. To boot, [[BottomlessMagazines they don't need reloading]] like bigger guns. Not bad for a sidearm. A Sniper (or any soldier, depending on Training Roulette) with a plasma pistol and the Gunslinger perk can ''outdamage a plasma rifle wielder'' useful for a class that either has to switch to it after moving to shoot or Overwatch in the same turn. This also makes them a good choice for covert missions, where the only weapon the soldier can take is a pistol.


In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms have ''far'' better accuracy and effective range than any comparable pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considered superior to anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.

to:

In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms have ''far'' better accuracy and effective range than any comparable pistol - while range, penetration, and other various factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considered superior to anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.


* In ''VideoGame/{{Warframe}}'' you can buy a Lex pistol very early on. It's a vicious HandCannon; in terms of per-shot damage, it's matched only by the Seer (a literal SniperPistol), the Angstrum (which shoots [[StuffBlowingUp pencil rockets]]), or the Marelok family (powerful, but expensive). Accuracy is high, modding it is easy, and it focuses on puncture damage, effective against most of the game's more dangerous threats. The only reason not to keep it around is to eventually replace it with the [[InfinityPlusOneSword Lex Prime]] or he Vaykor Marelok.

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* In ''VideoGame/{{Warframe}}'' you can buy a Lex pistol very early on. It's a vicious HandCannon; in terms of per-shot damage, it's matched only by the Seer (a literal SniperPistol), the Angstrum (which shoots [[StuffBlowingUp pencil rockets]]), or the Marelok family (powerful, but expensive). Accuracy is high, modding it is easy, and it focuses on puncture damage, effective against most of the game's more dangerous threats. The only reason not to keep it around is to eventually replace it with the [[InfinityPlusOneSword Lex Prime]] or he the Vaykor Marelok.


* In ''VideoGame/{{Warframe}}'' you can buy a Lex pistol very early on. It's a vicious HandCannon; in terms of per-shot damage, it's matched only by the Seer (a literal SniperPistol), the Angstrum (which shoots [[StuffBlowingUp pencil rockets]]), or the Marelok family (powerful, but expensive). Accuracy is high, modding it is easy, and it focuses on puncture damage, effective against most of the game's more dangerous threats. The only reason not to keep it around is to eventually replace it with the [[InfinityPlusOneSword Lex Prime]].

to:

* In ''VideoGame/{{Warframe}}'' you can buy a Lex pistol very early on. It's a vicious HandCannon; in terms of per-shot damage, it's matched only by the Seer (a literal SniperPistol), the Angstrum (which shoots [[StuffBlowingUp pencil rockets]]), or the Marelok family (powerful, but expensive). Accuracy is high, modding it is easy, and it focuses on puncture damage, effective against most of the game's more dangerous threats. The only reason not to keep it around is to eventually replace it with the [[InfinityPlusOneSword Lex Prime]].Prime]] or he Vaykor Marelok.


In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.[[note]]To note: these big novelty calibers are monstrous, ''for pistols''. When put in a long gun like a rifle or carbine, their performance is mediocre at best.[[/note]]

to:

In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are have ''far'' more accurate better accuracy and ''far'' more powerful effective range than any comparable pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considerably more lethal than considered superior to anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.[[note]]To note: these big novelty calibers are monstrous, ''for pistols''. When put in a long gun like a rifle or carbine, their performance is mediocre at best.[[/note]]
bullet.


** The House of Wolves expansion pack Sidearm secondary weapons in the House of Wolves expansion pack. This expansion introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have mags of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.

to:

** The House of Wolves expansion pack Sidearm secondary weapons in the House of Wolves expansion pack. This expansion introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have mags of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.


** The House of Wolves expansion pack Sidearm secondary weapons in the House of Wolves expansion pack. This expansion introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have clips of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.

to:

** The House of Wolves expansion pack Sidearm secondary weapons in the House of Wolves expansion pack. This expansion introduced a measly two Sidearms (a normal one, Vestian Dynasty, and a much rarer Exotic one, Dreg's Promise), but they are remarkably effective, since they fire and reload fast, have clips mags of 15 (Dreg's Promise has 18), hit decently hard and the player can carry lots of ammo for it.


** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the clip, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].

to:

** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the clip, mag, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].


** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the mag, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].

to:

** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the mag, clip, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].


** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the clip, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].

to:

** The game also continues the tradition of having revolvers, ''especially'' Jakobs's ones, be among the most powerful and reliable weapons in the game, as well as being an excellent primary weapon choice for [=Zer0=]. It helps that you can fan them for up to (theoretically) an insane ''[[MoreDakka 15 rounds per second]]''. [=Zer0=] is especially nasty with the Vladof Infinity, a legendary pistol with unlimited ammunition - every round is the first out of the clip, mag, effectively, and so every shot benefits from up to a 60% bonus damage from [=0ne Sh0t 0ne Kill=].


** The [[RevolversAreJustBetter Colt Python]] is an interesting case. It was originally meant to be an even larger Anaconda in .44 Magnum, but was changed at some point in development to the .357 Python... but its damage values weren't notably lowered to fit the lower-powered cartridge. It's got a slower fire rate and only a third of the capacity of the Glock or USP, but that doesn't matter when the six bullets it gets are still [[VideoGame/MetalGearSolid more than enough to kill anything that moves]].

to:

** The [[RevolversAreJustBetter Colt Python]] is an interesting case. It was originally meant to be an even larger Anaconda in .44 Magnum, but was changed at some point in development to the .357 Python... but its damage values weren't notably lowered to fit the lower-powered cartridge. It's got a slower fire rate and only a third of the capacity of the Glock or USP, but that doesn't matter when the six bullets it gets are still [[VideoGame/MetalGearSolid more than enough to kill anything that moves]]. It is also pinpoint accurate; use the zoom function to aim and then fire once. The round will go exactly where you pointed it.


In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.

to:

In RealLife, there are very good reasons why the militaries of the world unanimously arm their soldiers with rifles and carbines as primary weapons. These firearms are ''far'' more accurate and ''far'' more powerful than any comparable pistol - while range, penetration, and other factors make universal rules tricky to apply to terminal ballistics, a standard intermediate-power rifle round (such as the 5.56mm NATO) is generally considerably more lethal than anything short of a .44 Magnum pistol round. A full-power rifle round (such as the 7.62mm NATO) is considered superior to even the gigantic .454 Casull, .50 Action Express, or even .500 Smith and Wesson pistol rounds, novelty ammunition largely disliked by even strong, veteran shooters for their titanic recoil and ludicrous price per bullet.
bullet.[[note]]To note: these big novelty calibers are monstrous, ''for pistols''. When put in a long gun like a rifle or carbine, their performance is mediocre at best.[[/note]]


[[caption-width-right:350:"[[SarcasmMode Fair and balanced.]]"]]

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[[caption-width-right:350:"[[SarcasmMode Fair and balanced.]]"]]


** Law revolvers work as this more than the {{Hand Cannon}}s that other kinds of revolvers tend to be. A Law's base damage is lower, but they can pop three caps whereas a Jakobs Justice, for instance, can shoot only once. Couple it with a fast reload typical of Tediore guns, and it trumps the majority of repeaters, even decent ones, as long as they're not two-shot like most Laws not made by Tediore.

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** Law revolvers work as this more than the {{Hand Cannon}}s that other kinds of revolvers tend to be. A Law's base damage is lower, but they can pop three to four caps whereas in the same time that a Jakobs Justice, for instance, example, can shoot only once. once or twice. Couple it with a fast reload typical of Tediore guns, and it as long as its cylinder is not a two-shot like most Laws not made by Tediore, even a common white Law trumps the majority of repeaters, even decent ones, as long as they're not two-shot like most Laws not made by Tediore.ones.

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