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* The Tavor TAR-21 CoolGuns/{{assault rifle|s}} was actually initially designed without ironsights, instead meant solely for use with the ITL MARS red dot sight. The production version does have regular ironsights, but there's still hints that it was meant to use the MARS, such as the fact that the battery for that sight is within the body of the rifle, rather than the sight.

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* The Tavor TAR-21 CoolGuns/{{assault rifle|s}} was actually initially designed without ironsights, instead meant solely for use with the ITL MARS red dot sight. The production version does have regular ironsights, but there's it's still hints that it was meant heavily designed to use work with the MARS, such as the fact that having the battery for that sight is within the body of the rifle, rather than the sight.


** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants).

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** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. The [=PSG1=] sniper rifle also eschews ironsights in favor of its scope, though the similar [=MSG90=] keeps G3-style irons alongside a scope rail. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants).

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Another common SF version of this trope is when the guns are wielded by robots, be they MechaMooks or human-piloted HumongousMecha. Even when the gun is hand-carried rather than directly integrated to the robot (in-universe to provide more flexibility by allowing easy switch of weapons, out-of-universe to make the robot seem more similar to a human soldier), it's presumed that a robot's targeting sensors would have no need of iron sights or scopes.


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** Played straight with the E-5 blaster rifle that was standard-issue for the Separatists' battle droids in the prequel trilogy. This gun was intended solely for use by robots that have their own built-in targeting systems, and the fact that humans or other biological life forms would be unable to do any kind of precision aiming if they picked one up was irrelevant. Though the droid army was built on the cheap, so [[ImperialStormtrooperMarksmanshipAcademy their targeting sensors weren't very good]]. Notably, the more advanced [[EliteMooks BX commando droids]] introduced in ''WesternAnimation/StarWarsTheCloneWars'' use the exact same rifles but are far more lethal.


** ''Videogame/Doom2016'' averts this with the Heavy Assault Rifle and Gauss Cannon can be upgraded with sights, and sighted gun fire increases damage for the former and able to be charged and induce chain reaction explosion for the latter.

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** ''Videogame/Doom2016'' averts this with the Heavy Assault Rifle and Gauss Cannon Cannon, which can be upgraded with sights, and sighted gun fire sights. While you don't need them to get relatively accurate fire, using them increases the Heavy Assault Rifle's damage for and lets you [[ChargedAttack charge up shots]] with the former and able Gauss Cannon to be charged and induce chain reaction explosion for the latter.chain-reaction explosions.



* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will almost never actually directly looks down them when zooming unless the weapon has a scope or reflex sight of some form, ''every'' weapon has sights of some variety - even the plasma rifle that almost any other game would have never bothered putting sights on ''because'' it's a plasma rifle, thanks to being more or less a direct copy of the real-life FAMAS assault rifle.

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* Averted in ''VideoGame/PerfectDark Zero''. Although Joanna will almost never actually directly looks down them when zooming unless the weapon has a scope or reflex sight of some form, ''every'' weapon has sights of some variety - even the plasma rifle that almost any other game would have never bothered putting sights on ''because'' it's a plasma rifle, thanks to being more or less a direct copy of the real-life FAMAS assault rifle. Or the Superdragon, where they even ''added'' regular ironsights onto a real-life weapon that otherwise eschews them for a red-dot sight and a short-range scope.



** As a general rule, low tech guns (revolvers, small automatic pistols, simple rifles, and the classic plasma defender, for example) have good iron sights, but the high tech weapons like the high-end autopistols and nearly all energy weapons lack them unless you add a scope on your own. Generally the low end weapons seem to be designed to work well, and the high end weapons seem designed to look cool. ''VideoGame/{{Fallout 3}}'''s hunting rifle has no iron sights at all (which is funny, given that in every other game you can attach a scope to the hunting rifle) but it's strangely one of the more accurate long-range guns in the game. Given that you can only aim so well with the crosshairs anyway at long-range, you may or may not be using V.A.T.S. to help you. {{Game Mod}}s specialized in iron sight aiming exist, however, and add sights to all unsighted guns in addition to correcting crappily-designed ones like the 10mm pistol's (which has a tall front sight that does not align at all with the low rear ones).

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** As a general rule, low tech guns (revolvers, small automatic pistols, simple rifles, and the classic plasma defender, for example) have good iron sights, but the high tech weapons like the high-end autopistols and nearly all energy weapons lack them unless you add a scope on your own. Generally the low end low-end weapons seem to be designed to [[BoringButPractical work well, well]], and the high end high-end weapons seem designed to [[AwesomeButImpractical look cool.cool]]. ''VideoGame/{{Fallout 3}}'''s hunting rifle has no iron sights at all (which is funny, given that in every other game you can attach a scope to the hunting rifle) but it's strangely one of the more accurate long-range guns in the game. Given that you can only aim so well with the crosshairs anyway at long-range, you may or may not be using V.A.T.S. to help you. {{Game Mod}}s specialized in iron sight aiming exist, however, and add sights to all unsighted guns in addition to correcting crappily-designed ones like the 10mm pistol's (which has a tall front sight that does not align at all with the low rear ones).



** ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities. One of the most bizarre ''aversions'', however, is the Seegert [=ACM46=] pistol, a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, and which no one to this day has figured out how to use properly (if you look, you'll see the aim mode doesn't even line up ''either'' set of sights with where the crosshair would center, instead shoving the model a little ways below and forcing you to aim a few inches below your target). Other oddities include the [=Ultra92=] shotgun only having a front sight, a small handful of other ballistic weapons not having proper ironsights because they have some variety of powered optic like the [=PK470=] assault rifle with its red dot scope[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and the Hammerhead with its reflex sight, and heavy or energy weapons (except for the scoped Type-12 {{BFG}} and [=SR5=] missile launcher) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]].

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** ''F.E.A.R. 2'' for the most part went away from this due to changing the zoom mode into a proper ironsights mode, but still has a few oddities. [[note]]Even beyond going completely crazy with the need to aim, so that even when you ''are'' aiming, if you try to move while doing [[ATeamFiring so your accuracy goes to hell]].[[/note]] One of the most bizarre ''aversions'', however, is the Seegert [=ACM46=] pistol, a [[AKA47 renamed USP]] with ''two'' sets of iron sights... one of which is set on a rail system that blocks the other set, and which no one to this day has figured out how to use properly (if you look, you'll see the aim mode doesn't even line up ''either'' set of sights with where the crosshair would center, instead shoving the model a little ways below and forcing you to aim a few inches below your target). Other oddities include the [=Ultra92=] shotgun only having a front sight, a small handful of other ballistic weapons not having proper ironsights because they have some variety of powered optic like the [=PK470=] assault rifle with its red dot scope[[note]]There were initially two versions of the weapon, one of which had ironsights instead of the scope, though the final game dumped that version.[[/note]] and the Hammerhead with its reflex sight, and heavy or energy weapons (except for the scoped Type-12 {{BFG}} and [=SR5=] missile launcher) still following this trope to the letter. The FL-3 laser weapon at least has a LaserSight alongside the actual laser, but that one has [[DepthPerplexion the added confusion of not actually aiming towards your crosshair past a certain distance]].



* ''VideoGame/{{Blood}}'' plays this almost absurdly straight. The only gun in the game with a visible set of full ironsights is the Tommy Gun - so, naturally, as the analogue to the classic ''Doom'' chaingun, it's among the least-accurate weapons in the game even without the SecondaryFire that sweeps it in a wide arc to shoot at everything that happens to be on-screen at the time. The flare gun is perfectly accurate despite only having a rear sight, and the SawedOffShotgun is also pretty good at surprising ranges (at least with primary, single-barrel shots) ''without'' any sights at all. None of the sci-fi type weapons have sights either, nor do the magical weapons since they're not even really guns (a voodoo doll that targets whoever's in front of you and a skull on a stick that shoots magic fire which [[LifeDrain drains their life to heal you]]). ''Blood II'' gets even worse about this - most ballistic weapons like the pistol or the assault rifle all have sights of some variety (the only one that doesn't is the vulcan cannon, which compensates via MoreDakka), though it doesn't stop the ones that aren't the SniperRifle from firing in a fixed cone where even the first round is likely not to hit dead center of your aim. Meanwhile, energy and heavy weapons like the Napalm Cannon or the Death Ray are entirely sightless, but are accurate on par with that sniper rifle. Interestingly, the new version of the Tesla Cannon, which as a non-bullet-firing weapon is also perfectly accurate (so long as you can deal with the {{Painfully Slow Projectile}}s) does have a scope attached - not that anyone uses it.

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* ''VideoGame/{{Blood}}'' plays this almost absurdly straight. The only gun in the game with a visible set of full ironsights is the Tommy Gun - so, naturally, as the analogue to the classic ''Doom'' chaingun, it's among the least-accurate weapons in the game even without the SecondaryFire that sweeps it in a wide arc to shoot at everything that happens to be on-screen at the time. The flare gun is perfectly accurate despite only having a rear sight, and the SawedOffShotgun is also pretty good at surprising ranges (at least with primary, single-barrel shots) ''without'' any sights at all. None of the sci-fi type weapons have sights either, nor do the magical weapons since they're not even really guns (a voodoo doll that targets whoever's in front of you and a skull on a stick that shoots magic fire which [[LifeDrain drains their life to heal you]]). ''Blood II'' gets even worse about this - most ballistic weapons like the pistol or the assault rifle all have sights of some variety (the only one that doesn't is the vulcan cannon, which compensates via MoreDakka), though it doesn't stop the ones that aren't the SniperRifle from firing in a fixed cone where even the first round is likely not to hit dead center of your aim. Meanwhile, energy and heavy weapons like the Napalm Cannon or the Death Ray are entirely sightless, but are noticeably more accurate than the bullet-firing weapons, on par with that sniper rifle. Interestingly, the new version of the Tesla Cannon, which as a non-bullet-firing weapon is also perfectly near-perfectly accurate (so long as you can deal with the {{Painfully Slow Projectile}}s) does have a scope attached - not that anyone uses it.



** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted.

to:

** Focus on scopes over ironsights isn't limited to bullpups, either. Heckler & Koch put out special-forces versions of their [=HK13=] and [=HK23=] machine guns, the [=GR6 and GR9=], which had no provisions for the improved G3-style sights the originals used but instead had a 4x scope permanently mounted. Most variations of the later G36 also use optics integrated into the carry handle, a red dot on top and a higher-magnification scope below for their own military and export versions with just the lower scope. That said, the more famous [=G36C=] version uses a lower-profile handle with a rail and sights on top, which can also be attached to any of the other variations (and are, on some export variants).

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** The P90 has interestingly played to both extremes. The original model featured an integrated reflex sight, with small backup ironsights on either side. After that came the P90 TR, which replaced the reflex sight with a sight rail.


* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] This does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment, though only by accident since outside of the aforementioned single scopeless M4, ''none'' of the weapons dropped in that section, even by enemies, go with regular ironsights.

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* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] This does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment, though only by accident since outside of the aforementioned single scopeless M4, ''none'' of the weapons dropped in that section, even by enemies, go with regular ironsights.[[/note]]



** In an odd aversion, one campaign level of ''Call of Duty: World at War'' has an easter egg Ray Gun from VideoGame/NaziZombies. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic sights for the automatic weapons and scopes for the rifles; otherwise, you'll be using the default iron sights.

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** In an odd aversion, one campaign level of ''Call of Duty: World at War'' ''VideoGame/CallOfDutyWorldAtWar'' has an easter egg Ray Gun from VideoGame/NaziZombies.[[VideoGame/CallOfDutyZombies Nazi Zombies]]. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic sights for the automatic weapons and scopes for the rifles; otherwise, you'll be using the default iron sights.



** ''VideoGame/Battlefield4'' interestingly allows one to play to both extremes. You can unlock not only optical attachments like red dot or holographic sights, scopes of varying powers (from 2x with a red dot and magnifier behind it, up to 20x on some weapons), and even upgraded iron sights for guns that otherwise don't get those optics, like more open and visible ghost-ring sights. Then you play the third mission in the campaign and pick up the collectible SPAS-12, and for some reason it is missing sights entirely - fortunately, between it being a shotgun and the cramped quarters of most of the level, you can make do without them.

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** ''VideoGame/Battlefield4'' interestingly allows one to play to both extremes. You can unlock not only optical attachments like red dot or holographic sights, scopes of varying powers (from 2x with a red dot and magnifier behind it, up to 20x on some weapons), and even upgraded iron sights for guns that otherwise don't get those optics, like more open and visible ghost-ring sights. Then you play the third mission in the campaign and pick up the collectible SPAS-12, and for some reason it is missing sights entirely until you drop it and pick it back up again - fortunately, between it being a shotgun shotgun, its combined LaserSight/flashlight giving a rough idea of where it lines up, and the cramped quarters of most of the level, you can make do without them.


** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with integrated ironsights, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that either A) the real FAMAS does not have ironsights, or B) just assume they would be too difficult for most gamers to work with, and will shove rails on top of the carry handle (their attachment point completely blocking the existing ones in the latter cases) and then place aftermarket sights on that.

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** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with ironsights rather than an integrated ironsights, scope, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that either A) the real FAMAS does not it doesn't have ironsights, or B) just assume they would be too difficult for most gamers to work with, sights at all, and will shove rails on top of the carry handle (their attachment point completely (ironically blocking the existing ones in the latter cases) real sights) and then place aftermarket sights on that.

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** ''Videogame/Doom2016'' averts this with the Heavy Assault Rifle and Gauss Cannon can be upgraded with sights, and sighted gun fire increases damage for the former and able to be charged and induce chain reaction explosion for the latter.


* Excluding the scoped version used by Private Watkins and the Mk II variant with a front post briefly shown near the end of the film, the Morita assault rifles in TheFilmOfTheBook ''Film/StarshipTroopers'' lack sights of any kind. Combined with [[ArtisticLicenseGunSafety a complete lack of any sort of safety protocols at the firing range]], this is [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise taken to its logical conclusion]] when the recruits are training with live ammo.

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* Excluding the scoped version used by Private Watkins and the Mk II variant with a front post briefly shown near the end of the film, the Morita assault rifles in TheFilmOfTheBook [[TheFilmOfTheBook the film adaptation]] of ''Film/StarshipTroopers'' lack sights of any kind. Combined with [[ArtisticLicenseGunSafety a complete lack of any sort of safety protocols at the firing range]], this is [[http://www.imfdb.org/wiki/Starship_Troopers#The_Completely_Unsafe_Live_Firing_Exercise taken to its logical conclusion]] when the recruits are training with live ammo.



* ''Franchise/StarTrek'' phasers have no sights at all. The official HandWave is that don't actually ''need'' sights: all the one-handed phasers are designed specifically to be point and shoot, where your index finger points if it were extended would be where you shoot. In practice, actors had so much trouble aiming their guns (so that the effects team could add in the beams coming straight out of the weapons and still hit the target) that the weapons were redesigned with gun sights for ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.

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* ''Franchise/StarTrek'' phasers have no sights at all. The official HandWave is that they don't actually ''need'' sights: all the one-handed phasers are designed specifically to be point and shoot, where your index finger points if it were extended would be where you shoot. In practice, actors had [[ATeamFiring so much trouble aiming their guns guns]] (so that the effects team could add in the beams coming straight out of the weapons and still hit the target) that the weapons were redesigned with gun sights for ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.



** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The phasers have scopes.]]



%%** [[http://www.projectrho.com/public_html/rocket/sidearmenergy.php#id--Lasers--Targeting The phasers have scopes.]]



** Likewise, the [[RedShirtArmy Imperial Guard's]] [[FrickinLaserBeams lasguns]] have sights (and sometimes bayonets)- and so do the rifles of the highly advanced Eldar and Tau. Figures that the setting that [[UsedFuture deliberately goes for outdated designs]] would get something right that nearly all settings don't.

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** Likewise, the [[RedShirtArmy Imperial Guard's]] [[FrickinLaserBeams lasguns]] have sights (and sometimes bayonets)- bayonets) - and so do the rifles of the highly advanced Eldar and Tau. Figures that the setting that [[UsedFuture deliberately goes for outdated designs]] would get something right that nearly all settings don't.



** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights. The other major exception is the pistol, which has a special sighting system that is [[DiegeticInterface connected to the user's helmet]]. With it they can zoom in on targets digitally and pinpoint their shots. Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even some of the [[{{Precursors}} Forerunner]] guns have sights.

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** This is actually averted with almost all other human projectile weapons, which either have a scope or recognizable iron sights.sights (even the version of the assault rifle in some later games seems to mount its cool ammo readout/compass thingy on a sight rail that could, conceivably, take actual sights). The other major exception is the pistol, which has a special sighting system that is [[DiegeticInterface connected to the user's helmet]]. With it they can zoom in on targets digitally and pinpoint their shots. Even the alien-designed Brute Spiker has iron sights, at least in ''VideoGame/HaloReach''. Even ''VideoGame/HaloReach'', as do some of the [[{{Precursors}} Forerunner]] guns have sights.guns.



** Partially [[HandWave handwavable]] since all characters controlled by the player in the games [[note]]and thus presumably all Spartans, [=ODSTs=], and Elites, and implicitly Brutes and regular human troops as well[[/note]] have targeting systems independent of the weapons. This doesn't explain how everyone else aims with sightless weapons, though in the case of the Covenant, it might just be a case of preventing their SlaveMooks from becoming too rebellious and/or their typical religious dogma being an obstacle to sound weapon design.

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** Partially [[HandWave handwavable]] since all characters controlled by the player in the games [[note]]and thus presumably all Spartans, [=ODSTs=], and Elites, and implicitly Brutes and regular human troops as well[[/note]] have targeting systems independent of the weapons. This doesn't explain how everyone else aims with sightless weapons, though in the case of the Covenant, it might just be a case of preventing their SlaveMooks from becoming too rebellious and/or their typical religious dogma being an obstacle to sound weapon design. design (e.g. their inability to recharge energy weapons in the field).



* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] This does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment, though the point is kind of rendered moot when none of the enemy weapons go with regular ironsights in this portion either.

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* ''VideoGame/CallOfDuty'' generally averts this, being the TropeCodifier for the need to aim down the sights of a weapon to get it to shoot straight, but starting with the attachment system in ''[[VideoGame/ModernWarfare Call of Duty 4]]'', the series has been playing the caveat about ditching regular ironsights in favor of optics painfully straight - even for weapons whose sights are required for them to work properly (for instance, the M16 and M4's front sight acting as the gas block for its direct-impingement gas system), the instant you put a red dot sight or ACOG on it, the ironsights are gone entirely. This comes to a head in ''Modern Warfare 2'' after an EMP strike renders powered aftermarket sights useless, forcing the player to either scrounge up the one M4 they can find with just ironsights or shift through various dropped weapons and try to aim their sights without the targeting reticule.[[note]]A real EMP wouldn't do anything to knock out optics at all, let alone for any meaningful period of time, because [=EMPs=] really only destroy more delicate electronics like transistors. Red dot sights are simple devices powered by batteries. ACOG sights don't need electricity at all; they use radioactive decay of tritium to provide illumination at night. Holographic sights might have some issues because they use laser diodes.[[/note]] This does, however, illustrate a rather troubling fact that the American military has a potentially crippling dependence upon fancy gadgets and electronic equipment, though the point is kind of rendered moot when none only by accident since outside of the enemy aforementioned single scopeless M4, ''none'' of the weapons dropped in that section, even by enemies, go with regular ironsights in this portion either.ironsights.



** In an odd aversion, one campaign level of ''Call of Duty: World at War'' has an easter egg Ray Gun from VideoGame/NaziZombies. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic sights for the automatic weapons and scopes for the rifles, otherwise, you'll be using the default iron sights.

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** In an odd aversion, one campaign level of ''Call of Duty: World at War'' has an easter egg Ray Gun from VideoGame/NaziZombies. Said gun has a reflex sight, unlike the rest of the game's guns which are all from UsefulNotes/WorldWarII, making it noticeably easier to aim than any other gun in the game. Multiplayer does allow for the addition of telescopic sights for the automatic weapons and scopes for the rifles, rifles; otherwise, you'll be using the default iron sights.



** The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly, almost all options either able to be zeroed or having markings to determine where the shot will land at certain distances.

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** The later ''VideoGame/{{ARMA}}'' games take this further, with different weapons available with different sets of optics. ''ARMA II: Operation Arrowhead'' in particular gives the player the ability to zero in long-range optics to compensate for bullet drop or sight along backup iron sights above them for close-range or night-time shooting, while ''ARMA III'' lets you carry extra optics for your weapon and switch them on the fly, almost all options either able to be zeroed or having markings to determine where the shot will land at certain distances.distances, and many still having backups of a small reflex sight or an extra set of irons.



** ''F.3.A.R.'' averts this further for the ballistic weapons. While the shotgun only has a generic zoom mode because [[ShortRangeShotgun even shots from a foot away aren't a guaranteed instant kill]], ''every'' regular gun has iron sights - even that shotgun that doesn't need them, even those with other optics attached like the Briggs SMG and [=G3A3=] burst-fire rifle (the only exception is the sniper rifle, and even then it still has a visible rear sight and backups built into the top of the scope), even the [[GunsAkimbo dual machine pistols]] you ''can't'' properly aim with. Energy weapons still play this straight, however, complete with generic zooms even for the few of them that look like they do have sights.

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** ''F.3.A.R.'' averts this further for the ballistic weapons. While the shotgun only has a generic zoom mode because [[ShortRangeShotgun even shots from a foot away aren't a guaranteed instant kill]], ''every'' regular gun has iron sights - even that shotgun that doesn't need them, even those with other optics attached like the Briggs SMG and [=G3A3=] burst-fire rifle (the only exception is exceptions are the Penetrator and the sniper rifle, and even then it the latter still has a visible rear sight and backups built into the top of the scope), even the [[GunsAkimbo dual machine pistols]] you ''can't'' properly aim with. Energy weapons still play this straight, however, complete with generic zooms even for the few of them that look like they do have sights.


** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with integrated ironsights, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that either A) the real FAMAS does not have ironsights, or B) just assume they would be too difficult for most gamers to work with, and will shove rails on top of the carry handle and then place aftermarket sights on that.

to:

** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with integrated ironsights, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that either A) the real FAMAS does not have ironsights, or B) just assume they would be too difficult for most gamers to work with, and will shove rails on top of the carry handle (their attachment point completely blocking the existing ones in the latter cases) and then place aftermarket sights on that.


** Zig-zagged in ''VideoGame/XCOMEnemyUnknown''. Sniper rifles always have a scope (the plasma sniper has a hard light-like set of concentric rings as a sight). Every other non-ballistic weapon is sightless.

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** Zig-zagged in ''VideoGame/XCOMEnemyUnknown''. Sniper rifles always have a scope (the plasma sniper has a hard light-like set of concentric rings as a sight). Every other non-ballistic weapon weapo (aside from EXALT's laser rifle, that totes a scope) is sightless.


* ''VideoGame/{{Blood}}'' plays this almost absurdly straight. The only gun in the game with a visible set of full ironsights is the Tommy Gun - so, naturally, as the analogue to the classic ''Doom'' chaingun, it's among the least-accurate weapons in the game even without the SecondaryFire that sweeps it in a wide arc to shoot at everything that happens to be on-screen at the time. The flare gun is perfectly accurate despite only having a rear sight, and the SawedOffShotgun is also pretty good at surprising ranges (at least with primary, single-barrel shots) ''without'' any sights at all. None of the sci-fi type weapons have sights either, nor do the magical weapons since they're not even really guns (a voodoo doll that targets whoever's in front of you and a skull on a stick that shoots magic fire which [[LifeDrain drains their life to heal you]]). ''Blood II'' gets even worse about this - most ballistic weapons like the pistol or the assault rifle all have sights of some variety (the only one that doesn't is the vulcan cannon, which compensates via MoreDakka), though it doesn't stop the ones that aren't the SniperRifle from firing in a fixed cone where even the first round is likely not to hit dead center of your aim. Meanwhile, energy and heavy weapons like the Napalm Cannon or the Death Ray are entirely sightless, but are accurate on par with that sniper rifle. Interestingly, the new version of the Tesla Cannon, which as a non-bullet-firing weapon is also perfectly accurate (so long as you can deal with the PainfullySlowProjectile[=s=]) does have a scope attached - not that anyone uses it.

to:

* ''VideoGame/{{Blood}}'' plays this almost absurdly straight. The only gun in the game with a visible set of full ironsights is the Tommy Gun - so, naturally, as the analogue to the classic ''Doom'' chaingun, it's among the least-accurate weapons in the game even without the SecondaryFire that sweeps it in a wide arc to shoot at everything that happens to be on-screen at the time. The flare gun is perfectly accurate despite only having a rear sight, and the SawedOffShotgun is also pretty good at surprising ranges (at least with primary, single-barrel shots) ''without'' any sights at all. None of the sci-fi type weapons have sights either, nor do the magical weapons since they're not even really guns (a voodoo doll that targets whoever's in front of you and a skull on a stick that shoots magic fire which [[LifeDrain drains their life to heal you]]). ''Blood II'' gets even worse about this - most ballistic weapons like the pistol or the assault rifle all have sights of some variety (the only one that doesn't is the vulcan cannon, which compensates via MoreDakka), though it doesn't stop the ones that aren't the SniperRifle from firing in a fixed cone where even the first round is likely not to hit dead center of your aim. Meanwhile, energy and heavy weapons like the Napalm Cannon or the Death Ray are entirely sightless, but are accurate on par with that sniper rifle. Interestingly, the new version of the Tesla Cannon, which as a non-bullet-firing weapon is also perfectly accurate (so long as you can deal with the PainfullySlowProjectile[=s=]) {{Painfully Slow Projectile}}s) does have a scope attached - not that anyone uses it.it.
* ''VideoGame/XCom''
** Zig-zagged in ''VideoGame/XCOMEnemyUnknown''. Sniper rifles always have a scope (the plasma sniper has a hard light-like set of concentric rings as a sight). Every other non-ballistic weapon is sightless.
** More or less the same in ''VideoGame/XCOM2'': Snipers have integrated scopes, everything else only has ironsights if it's a ballistic firearm (or in the case of the Cannon, the Grenadier's primary weapon, [[ChainsawGripBFG not even then]]). However, you can avert it if you wish: among the GunAccessories available to slap on a soldier's gun are the LaserSight, that increase the chance of a CriticalHit (and looks like a holographic sight), and a proper Scope, which increases accuracy by up to 15%.


* Being that it takes place after an apocalyptic event and [[JustifiedTrope most of the guns are made from scavenged scrap metal]], the guns of ''VideoGame/{{Metro 2033}}'' all use iron or laser sights, though some (namely, the revolver and some Kalash rifles) have sights with dots of glow-in-the-dark paint.

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* Being that it takes place after an apocalyptic event and [[JustifiedTrope most of the guns are made from scavenged scrap metal]], the guns of ''VideoGame/{{Metro 2033}}'' all use iron or laser sights, though some (namely, the revolver and some Kalash rifles) have sights with dots of glow-in-the-dark paint. Played even more straight with the Hellbreath Volt Driver [[MagneticWeapons ball bearing railgun]], that's aimed exclusively with a LaserSight as it has no ironsights at all.


-->-- ''A Fistful of Mammary Gland''

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-->-- ''A Fistful of Mammary Gland''
Gland'' - A ''Series/StarTrekVoyager'' [[https://www.fanfiction.net/s/2307679/ FanFic]].



Therefore, fictional guns don't bother with gun sights of any kind, since [[NoScope nobody really uses them anyways]]. A HandWave common in SF settings is that some sort of {{HUD}} allows the shooter to aim without actually lining up a bead. A variation of this is when modern weapons that normally ''do'' have ironsights excise those because of an attached optic of some variety, like a scope. While this can be TruthInTelevision (some dedicated sniper weapons only have a scope with no ironsights underneath), it's not ''nearly'' as common as media would have you believe; the vast majority of weapons keep their normal ironsights, even with scopes and the like attached, [[CrazyPrepared just to be ready if something knocks that optic out of commission]].

to:

Therefore, fictional guns don't bother with gun sights of any kind, since [[NoScope nobody really uses them anyways]]. A HandWave common in SF settings is that some sort of {{HUD}} allows the shooter to aim without actually lining up a bead. A variation of this is when modern weapons that normally ''do'' have ironsights iron sights excise those because of an attached optic of some variety, like a scope. While this can be TruthInTelevision (some dedicated sniper weapons only have a scope with no ironsights iron sights underneath), it's not ''nearly'' as common as media would have you believe; the vast majority of weapons keep their normal ironsights, iron sights, even with scopes and the like attached, [[CrazyPrepared just to be ready if something knocks that optic out of commission]].



[[folder:Comic Books]]

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[[folder:Comic [[folder: Comic Books]]


* The Smart-Guns from ''Film/{{Aliens}}'' have computer assisted aiming, and don't need iron sights. However, the more basic weapon, the M41-A Pulse Rifle, has a channel down the top of the shroud that acts as a set of iron sights.

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* The Smart-Guns from ''Film/{{Aliens}}'' have computer assisted aiming, and don't need iron sights. However, the more basic weapon, the M41-A Pulse Rifle, has a channel down the top of the shroud that acts as a set of iron sights; note though that Ripley's famous pulse rifle with a flamethrower duct-taped to the side of it has a locator also duct-taped to the carry handle, obscuring the sights. ''VideoGame/AliensColonialMarines'', meanwhile, utilizes a second-generation version of the pulse rifle that adds actual sights, alongside the ability to add on alternate optics.



* Ditto all of the alien weapons in the ''Franchise/StargateVerse''. Though the earthlings suspect that they're [[JustifiedTrope weapons of terror rather than weapons of war]], and such is borne out in the hordes of ImperialStormtrooperMarksmanshipAcademy graduates that almost universally wield them; a demonstration in season 5 sees Rak'nor, "one of our most skilled marksmen", hitting a stationary target with two out of three blasts from the staff, while Carter, after the target is set swinging, cuts it in half in full-auto, then shoots out the rope holding it up with one shot in semi-auto. The fact remains that some characters (such as Teal'c) are still superb shots with the things. This gets ridiculous to the extent that Goa'uld [[NamesToRunAwayFromReallyFast Death Gliders]] lack any sort of targeting systems, requiring their pilot/gunner to aim the staff cannons manually. Mostly, they just [[StandardHollywoodStrafingProcedure strafe their targets]], though.

to:

* Ditto all of the alien weapons in the ''Franchise/StargateVerse''. Though the earthlings suspect that they're [[JustifiedTrope weapons of terror rather than weapons of war]], and such is borne out in the hordes of ImperialStormtrooperMarksmanshipAcademy graduates that almost universally wield them; a demonstration in season 5 sees Rak'nor, "one of our most skilled marksmen", hitting a stationary target with two out of three blasts from the staff, while Carter, after the target is set swinging, cuts it in half in with her P90's full-auto, then shoots out the rope holding it up with one shot in semi-auto. The fact remains that some characters (such as Teal'c) are still superb shots with the things. This gets ridiculous to the extent that Goa'uld [[NamesToRunAwayFromReallyFast Death Gliders]] lack any sort of targeting systems, requiring their pilot/gunner to aim the staff cannons manually. Mostly, they just [[StandardHollywoodStrafingProcedure strafe their targets]], though.



* Averted in ''Franchise/DeadSpace'' if you look closely. The pulse rifle, which is the only weapon in the game that was actually designed to be used ''as a weapon'' rather than a mining tool, does indeed have iron sights on it (although like all weapons in the game, you aim it from third-person using a LaserSight instead).

to:

* Averted in ''Franchise/DeadSpace'' ''Franchise/DeadSpace''. While all the weapons in the game are aimed from third-person with a LaserSight, if you look closely. The closely you can see that the pulse rifle, which is the only weapon in the game that was actually designed to be used ''as ''as'' a weapon'' weapon rather than a mining tool, does indeed have iron sights on it (although like all weapons in the game, you aim it from third-person using a LaserSight instead).it.



* In the majority of real life firefights, there is no time to aim. [[http://en.wikipedia.org/wiki/Point_shooting Point shooting]] is a method of armed self-defense which accepts this fact, and so focuses on using a fighter's natural instincts and reflexes, rather than the weapon's sights, to hit the target at close range. A gun designed specifically for point shooting would not need sights.

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* In the majority of real life firefights, there is no time to aim. [[http://en.wikipedia.org/wiki/Point_shooting Point shooting]] is a method of armed self-defense which accepts this fact, and so focuses on using a fighter's natural instincts and reflexes, rather than the weapon's sights, to hit the target at close range. A gun designed specifically for point shooting would not need sights.sights, though this would obviously [[CripplingOverspecialization hinder its use in any other situation beyond close-range self-defensive shooting]].



** This has been a common idea for bullpup weapons, probably as part of some sort of belief that, since bullpup weapons are "futuristic", they don't need to rely on old-fashioned, not-futuristic ironsights. The Steyr AUG was initially designed for use with an integrated 1.5x scope, as was the ST Kinetics SAR-21, and the Enfield L85, though able to take regular ironsights, was initially issued standard with a 4x SUSAT optic, with the sights removed entirely. Note though that some of these, like the AUG's Swarovski scope and the L85's SUSAT, do have a rudimentary set of backup ironsights along the top for use if the scope breaks or at ranges where the magnification is more of a hindrance than a help. Note as well that most such weapons were quickly redesigned and/or issued with actual, regular ironsights after seeing real combat.

to:

** This has been a common idea for bullpup weapons, probably as part of some sort of belief that, since bullpup weapons are "futuristic", they don't need to rely on old-fashioned, not-futuristic ironsights. The Steyr AUG was initially designed for use with an integrated 1.5x scope, as was the ST Kinetics SAR-21, and the Enfield L85, though able to take regular ironsights, was initially issued standard with a 4x SUSAT optic, with the sights removed entirely. Note though that some of these, like the AUG's Swarovski scope and the L85's SUSAT, do have a rudimentary set of backup ironsights along the top for use if the scope breaks or at ranges where the magnification is more of a hindrance than a help. Note as well that most such weapons were quickly redesigned and/or issued with actual, regular ironsights almost immediately after seeing real combat.combat.
** One amusingly frequent attempt at an aversion when it comes to video games revolves around the French FAMAS rifle. The weapon is one of the few bullpups from its era that does come with integrated ironsights, but they're shrouded along the top of the large carry handle and essentially only able to be seen when you're actually aiming down them. Most video game developers, as such, come to the conclusion that either A) the real FAMAS does not have ironsights, or B) just assume they would be too difficult for most gamers to work with, and will shove rails on top of the carry handle and then place aftermarket sights on that.



** The rise of Picatinny rails allowing for a gun's user to attach whatever accessories suit their likes or needs has lead to a variation on this trope, especially in civilian markets - several weapons, particularly those by Kel-Tec like the KSG and RFB, now do not come with integrated ironsights at all, instead having a rail along the top for the user to attach what ''they'' like or need.

to:

** The rise of Picatinny rails allowing for a gun's user to attach whatever accessories suit their likes or needs has lead to a variation on this trope, especially in civilian markets - several weapons, particularly those by Kel-Tec like the KSG shotgun and RFB, RFB rifle, now do not come with integrated ironsights at all, instead having a rail along the top for the user to attach what ''they'' like or need.

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