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* Averted in ''TabletopGame/DungeonsAndDragons''. Timestop would cause attacks to only take effect when the spell ended. In 4th edition, it is now impossible to attack with timestop.

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* Averted in ''TabletopGame/DungeonsAndDragons''. Timestop would cause attacks to only take effect when the spell ended. In 4th edition, it is now was impossible to attack with timestop.timestop, and 5th edition allows you to attack, but it then ends the spell.

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* In ''{{Series/KamenRiderKabuto}}'', [[TheGunslinger Kamen Rider Drake's]] gun can fire normally, but when he's in [[SuperSpeed Clock Up]], the bullets move even ''faster'', acting like they're normal bullets for the people in Clock Up.


* {{Averted}} and InvertedTrope in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's ([[PainfullySlowProjectile which is still much slower than real bullets]]) so you have to plan where and when you'll shoot to guarantee a hit.

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* {{Averted}} and InvertedTrope in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's ([[PainfullySlowProjectile which is still much slower than real bullets]]) so you have to plan where and when you'll shoot LeadTheTarget to guarantee a hit.


* Averted in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower than in real life]], you have to plan where and when you shoot to guarantee a hit.

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* Averted {{Averted}} and InvertedTrope in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move else's ([[PainfullySlowProjectile which is still much slower than in real life]], bullets]]) so you have to plan where and when you you'll shoot to guarantee a hit.


* Played straight and averted in ''VideoGame/MassEffect2''.
** The Soldier's Adrenaline Rush ability slows down time for a few seconds. Your bullets move more slowly, but your movement speed is unaffected. ([[JustifiedTrope It's justified with the fact that Adrenaline Rush doesn't actually slow down time; it just makes you move faster than everyone else]].)
** Completely averted with the Infiltrator's slowdown time whilst aiming with a sniper rifle. This is especially obvious while using the [[{{DLC}} Incisor]] rifle, which fires bursts of three rounds: in real time, the bullets seem to hit at about the same time, while there's a second between hits during slowdown. Aiming itself is also slower; the slowdown time pretty much only exists to make it easier to get [[BoomHeadshot headshots]].

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* Played straight and averted in ''VideoGame/MassEffect2''.
''Franchise/MassEffect'':
** ''VideoGame/MassEffect2'' plays with this. The Soldier's Adrenaline Rush ability slows down time for a few seconds. Your bullets move more slowly, but your movement speed is unaffected. ([[JustifiedTrope [[JustifiedTrope It's justified with the fact that Adrenaline Rush doesn't actually slow down time; it just makes you move faster than everyone else]].)
** Completely
else]]. On the other hand, it's completely averted with the Infiltrator's slowdown time whilst aiming with a sniper rifle. This is especially obvious while using the [[{{DLC}} Incisor]] rifle, which fires bursts of three rounds: in real time, the bullets seem to hit at about the same time, while there's a second between hits during slowdown. Aiming itself is also slower; the slowdown time pretty much only exists to make it easier to get [[BoomHeadshot headshots]].headshots]].
** It also happens in ''VideoGame/MassEffect3'' when Shepard orders down an orbital strike on a Reaper. For the final volley, the Reaper is about to blast Shepard in the face when the game goes into bullet time for your final attack. The orbital targeting rather explicitly takes a few seconds of lock on before it fires and this delay doesn't seem to be affected by the slowdown.



* Happens in ''Mass Effect 3'' where Shepard orders down an orbital strike on a reaper. For the final volley, the reaper is about to blast Shepard in the face when the game goes into bullet time for your final attack. The orbital targeting rather explicitly takes a few second of lock on before it fires and this delay doesn't seem to be affected by the slowdown.


* [[AvertedTrope Averted]] in ''VideoGame/{{Superfighters}}''. Bullets fired during the brief BulletTime power-ups get slowed as much as everything else. Not that this is a problem, as its much easier to ''aim'' said shots when slowed and considering how much damage guns like the [[HandCannon Magnum]] and [[SniperRifle Sniper]] do in one hit its an easy way to secure a kill.

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* [[AvertedTrope Averted]] in ''VideoGame/{{Superfighters}}''. Bullets fired during the brief BulletTime power-ups get slowed as much as everything else. Not that this is a problem, as its it's much easier to ''aim'' said shots when slowed and considering how much damage guns like the [[HandCannon Magnum]] and [[SniperRifle Sniper]] do in one hit its an easy way to secure a kill.



* ''VideoGame/TimeShift'' gives us a couple of rather, ahem, extreme examples. Not only to bullets move freely, but the timed detonator on explosives still goes off, even with a full [[TimeStandsStill TimeStop]].

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* ''VideoGame/TimeShift'' gives us a couple of rather, ahem, extreme examples. Not only to do bullets move freely, but the timed detonator on explosives still goes off, even with a full [[TimeStandsStill TimeStop]].



* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that are HitScan in regular time.

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* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles rifles, submachine guns and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that are HitScan hitscan in regular time.


A staple trope of shooter games that make use of BulletTime. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an [[AcceptableBreaksFromReality Acceptable Break From Reality]]; while it's exhilirating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasinally, attempts are made to [[JustifiedTrope justify it]].

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A staple trope of shooter games that make use of BulletTime. Not only is the player character free from the slow-down effects, but so are their weapons, even after leaving their hands. Could be considered an [[AcceptableBreaksFromReality Acceptable Break From Reality]]; while it's exhilirating exhilarating to dodge bullets coming toward you, it could easily become tedious waiting for your own snail-pace shots to finish crossing the room. Occasinally, Occasionally, attempts are made to [[JustifiedTrope justify it]].


* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower than in real life]], you have to plan where and when you shoot to guarantee a hit.

to:

* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower than in real life]], you have to plan where and when you shoot to guarantee a hit.


* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that a HitScan in regular time.

to:

* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as every weapon but the Railgun has slowed projectiles in Zed Time, even the ones that a are HitScan in regular time.


* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given slowed projectiles in Zed Time.

to:

* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given every weapon but the Railgun has slowed projectiles in Zed Time.Time, even the ones that a HitScan in regular time.


* Going as far back as 30 years ago, versions of StarTrek computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.
* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower then in real life]], you have to plan where and when you shoot to guarantee a hit.

to:

* Going as far back as 30 years ago, versions of StarTrek ''Franchise/StarTrek'' computer games written for anything from mainframes to minicomputers routinely had the game set up so that when you fire at the Klingons, it's instantaneous, but when the Klingons fire at you, their torpedo moves from their ship at the rate of about one space per turn.
* Averted hard in ''VideoGame/{{Superhot}}''. Your bullets move at the same speed as everyone else's. And since [[PainfullySlowProjectile bullets move slower then than in real life]], you have to plan where and when you shoot to guarantee a hit.hit.
* ''VideoGame/KillingFloor'' is inconsistent about this, as normal rifles and pistols are HitScan and will remain so during "Zed Time", but shotguns are given modeled projectiles at all times that are affected by the slowdown. ''VideoGame/KillingFloor2'' averts this, as all weapons are now hitscan in normal gameplay and given slowed projectiles in Zed Time.



* Not exactly rounds, but the logic behind this trope is parodied in an episode of ''WesternAnimation/DextersLaboratory'' - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. [[RealityEnsues This does very little to help Dexter]] as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.

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* Not exactly rounds, but the logic behind this trope is parodied in an episode of ''WesternAnimation/DextersLaboratory'' parodies the logic behind this trope in the episode "Morning Stretch" - when Dexter is nearly late for class without having done his homework, he uses a special helmet to turn 30 seconds into 30 minutes. [[RealityEnsues This does very little to help Dexter]] as he's moving about at super-speed, however - the water from the showerhead and the toasted bread from the toaster hang in the air out of his reach, the microwave set on a three-minute timer takes a full minute to get through one second, and attempting to finish his homework at said speed causes the paper to catch fire from the friction.


* Using the [[BulletTime healing touch]] in ''TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]

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* Using the [[BulletTime healing touch]] in ''TraumaCenter'' ''VideoGame/TraumaCenter'' causes everything to slow down: ongoing damage to your patient, expanding aneurysms, and so forth... but if you start injecting medicine, it still works at the same rate, and suturing your patient at blazing fast speeds somehow doesn't give them friction burns. Taken to ludicrous levels at the end of Under the Knife 1, where in a burst of HeroicWillpower [[spoiler: Derek proceeds to stop time entirely to defeat the final strain of GUILT. You can still operate to your hearts content, without hurting your patient. Reversed on you once you finally kill it, as it proceeds to writhe around in its death throes, despite time being stopped.]]


* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].

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* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] first]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].

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* Dio Brando in Part 3 of ''Manga/JoJosBizarreAdventure'' averts this much like Sakuya. Dio's knives do go a good distance until they run out of momentum and float in mid-air. He gets around this by throwing a storm of knives as well as being the only guy [[spoiler:at fist]] who can stop time, even if it's only for 5 seconds (unlike Sakuya who can pause it as long as she wants) before he becomes to exhausted to keep it up. The knives, however, keep a fair bit of momentum and bury themselves a few inches deep into something [[spoiler:like a rolled up Shonen Jump magazine]].

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[[folder:Fighting Game]]
* [[AvertedTrope Averted]] in ''VideoGame/{{Superfighters}}''. Bullets fired during the brief BulletTime power-ups get slowed as much as everything else. Not that this is a problem, as its much easier to ''aim'' said shots when slowed and considering how much damage guns like the [[HandCannon Magnum]] and [[SniperRifle Sniper]] do in one hit its an easy way to secure a kill.
[[/folder]]

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