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* DramaticGunCock: A required step to chamber the majority of the weapons, all faithful to their real sounds like the Single-Action Army's four-click hammer or the chunky sound of the [=M107A1=] and [=XM500=]. Cocking the hammer on handguns and double-action revolvers isn't necessary but it does provide a much lighter trigger pull.

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* DramaticGunCock: A required step to chamber the majority of the weapons, all faithful to their real sounds like the Single-Action Army's four-click hammer or the chunky sound of the [=M107A1=] and [=XM500=]. Cocking the hammer on handguns and double-action revolvers isn't necessary but it does provide a much lighter trigger pull.
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* DramaticGunCock: A required step to chamber the majority of the weapons, all faithful to their real sounds like the Single-Action Army's four-click hammer or the chunky sound of the [=M107A1=] and [=XM500=]. Cocking the hammer on handguns and double-action revolvers isn't necessary but it does provide a much lighter trigger pull.
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* EverythingFades: Spent casings and shells can be configured to despawn on a delay or simply remain their until you clean the scene manually while Sosigs, Junkbots, and the earlier Wienerbots will despawn by exploding into a pile of LudicrousGibs. Unspent rounds, magazines, clips, speed loaders, and dropped weapons will remain until the player manually cleans the scene via their wrist menu. Impact decals, when enabled, have an upper limit before old ones are removed.

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* EverythingFades: Spent casings and shells can be configured to despawn on a delay or simply remain their until you clean the scene manually while Sosigs, Junkbots, and the earlier Wienerbots will despawn by exploding into a pile of LudicrousGibs. Unspent rounds, magazines, clips, speed loaders, and dropped weapons will remain until the player manually cleans the scene via their wrist menu. Impact decals, when enabled, have an upper limit before old ones are removed.

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* AlienBlood: Sosigs, inside their casing, are filled with a "mustard-like lubricant" and will die if they bleed out.



* DeathIsCheap: At least for the Sosigs. Anton confirms that the remains of slain Sosigs are simply ground up to create new ones with the same memories, hence why their death quips are more annoyed sounding rather than dejected.

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* DeathIsCheap: At least for the Sosigs. Anton confirms confirmed that the remains of slain Sosigs are simply ground up to create new ones with the same memories, hence why their death quips are more annoyed sounding rather than dejected.



* EverythingFades: Spent casings and shells can be configured to despawn on a delay or simply remain their until you clean the scene manually while Sosigs, Junkbots, and the earlier Wienerbots will despawn by exploding into a pile of LudicrousGibs. Unspent rounds, magazines, clips, speed loaders, and dropped weapons will remain until the player manually cleans the scene via their wrist menu. Impact decals, when enabled, have an upper limit before old ones are removed.



* HighPressureBlood: Sosigs can spill a notable amount of their mustard-like lubricant from wounds until they either expire or their intestine-like outer casing self-seals the wound. Riddling them with .22 LR rounds or 12 gauge flechettes can create a short-lived fountain before they bite it.



* OurZombiesAreDifferent: Rotwieners, at least in their Sosig iteration. [[spoiler:Aside from obviously being hot dogs, they're the result of a Sosig's cognitive ability degrading without stimulation and the addition of a Meat Core turns them into the different Rotwieners you see throughout ''Return of the Rotwieners''.]]

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* OurZombiesAreDifferent: Rotwieners, at least in their Sosig iteration. [[spoiler:Aside from obviously being hot dogs, they're the result of a Sosig's cognitive ability degrading without stimulation and the addition of a Meat Core C.O.R.E. turns them into the different Rotwieners you see throughout ''Return of the Rotwieners''.]]

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* DeathIsCheap: At least for the Sosigs. Anton confirms that the remains of slain Sosigs are simply ground up to create new ones with the same memories, hence why their death quips are more annoyed sounding rather than dejected.



* DoNotRunWithAGun: The Armswinger locomotion option winds up bringing this into play in a realistic manner as you have to be moving your controllers, making accuracy suffer on the move.

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* DoNotRunWithAGun: The Armswinger locomotion option winds up bringing this into play in a realistic manner as you have to be moving your controllers, making accuracy suffer on the move. This can be Subverted if you enable "base speed" which will move you in the direction of the controller regardless of hand movement.


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* OurZombiesAreDifferent: Rotwieners, at least in their Sosig iteration. [[spoiler:Aside from obviously being hot dogs, they're the result of a Sosig's cognitive ability degrading without stimulation and the addition of a Meat Core turns them into the different Rotwieners you see throughout ''Return of the Rotwieners''.]]

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* BoringButPractical: Intermediate cartridges and just about any semi or fully automatic rifle that chambers it. A burst is enough to down most Sosigs and standard FMJ can rip through kevlar.

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* BoringButPractical: BoringButPractical:
**
Intermediate cartridges and just about any semi or fully automatic rifle that chambers it. A burst is enough to down most Sosigs and standard FMJ can rip through kevlar.kevlar.
** On that subject, any assault rifle or carbine with both mag release and bolt release controls on the touch pad/stick which allows for quick reloads compared to weapons like AK-pattern rifles.
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* BoringButPractical: Intermediate cartridges and just about any semi or fully automatic rifle that chambers it. A burst is enough to down most Sosigs and standard FMJ can rip through kevlar.
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** The Remote Missile Launcher, true to [[VideoGame/MetalGearSolid the game it's inspired by]] is incredibly slow until you pull the trigger on the control stick.

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** The Remote Missile Launcher, true to [[VideoGame/MetalGearSolid the game it's inspired by]] by]], is incredibly slow when the missile is initially fired until you pull the trigger on the control stick.
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* AntiFrustrationFeatures
** The ability to "sling lock" most weapons to your quickbelt slots so you don't have to worry about accidentally dropping your weapon in the middle of heated combat.
** If you're not very dexterous at reloading, you can enable non-physical reloading which allows magazines and ammo to clip through weapons for easier loading, especially helpful for weapons like the P90. The alternate magazine pose option offsets the held magazine to the side of your controller so you can reload weapons like handguns without the worry of banging your controllers against each other.
** Hand Smoothing and Sniping Assist, which makes it easier to take long distance shots without the need for a bipod or a surface to brace your weapon against.
** The Winter Wasteland scene has a "Just Gimme Gifts" difficulty that makes the player invulnerable incase you don't want to fight just to see the advent calendar gifts added in Meatmas 2020.

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* CrateExpectations
** ''Take & Hold'' has metal crates in the supply points that can be broken open to reveal an extra Override Token and occasionally a health pickup.
** ''Return of the Rotwieners'' has cardboard boxes that are scattered about and can contain extra magazines or the equivalent for whatever weapon your carrying, weapon accessories, grenades, or just random junk props like a high-heel.



* EnemyChatter: The sosigs have all sorts of quirky lines when idle, fighting, taking damage and even when dismembered. The [[VideoGame/TeamFortress2 Meat Fortress]] sosigs even get their own lines that parody the iconic lines of their respective classes. All voiced by Anton (excluding the Rotwieners [=NPCs=] that are voiced by someone else).
-->"You ever feel like you're being watched by, like, [[TakeThatAudience greasy folk with weird machines on their face?]]"
-->"That texture repeat is really obvious. [[SelfDeprecation Lazy dev...]]
-->(Dismembered)"Haha! I outnumber you!"

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* EnemyChatter: The sosigs have all sorts of quirky lines when idle, fighting, taking damage and even when dismembered. The [[VideoGame/TeamFortress2 Meat Fortress]] sosigs even get their own Sosigs have class appropriate banter. Meanwhile, the [[VideoGame/HalfLife2 Uncivil Erection officers and Oberwurst soldiers]] have many idle lines that parody hanging blatant lampshades of the iconic lines of tropes in their respective classes. All voiced by Anton (excluding the Rotwieners [=NPCs=] that are voiced by someone else).
-->"You ever feel like you're
games (i.e, CP officers being watched by, like, [[TakeThatAudience greasy folk armed with weird machines on their face?]]"
-->"That texture repeat is really obvious. [[SelfDeprecation Lazy dev...]]
-->(Dismembered)"Haha! I outnumber you!"
Match [=USPs=], manually racking the SPAS-12, ExplodingBarrels and ammo crates scattered about, etc.)



* ExplodingBarrels: Present in some scenes such as the Warehouse Range and Sampler Platter that can catch fire or detonate outright. Wurstworld and the Sampler Platter feature wood crates of TNT that are easily set off.



** The reworked Take & Hold allows you to use limited ammo, only allowing you to reload magazines, clips and speed-loaders at a specific panel sometimes found in supply points. You can spend override tokens to duplicate them at a different type of panel.

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** The reworked Take & Hold allows you to use limited ammo, only allowing you to reload magazines, clips and speed-loaders magazines at a specific panel sometimes found in supply points. You can spend override tokens to as well as spawn loose rounds, speed loaders and clips for free. Another type of panel lets you duplicate magazines or upgrade them at a different type of panel.to higher capacities for Override Tokens.


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** The Remote Missile Launcher, true to [[VideoGame/MetalGearSolid the game it's inspired by]] is incredibly slow until you pull the trigger on the control stick.
** [[LampshadeHanging Lampshaded]] by idle [[VideoGame/HalfLife2 Oberwurst]] soldiers, exclaiming that their truck could outrun the laser guided RPG from the respective game.
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* FreezeRay: One of the alternate ammo types for the Soldier's Rocket Launcher in "Meat Fortress" is the "Rocket Pop", which causes Sosigs in the blast radius to be chilled, even slowing down their AI reaction time and making them more resistance to cutting damage but more vulnerable to blunt damage.

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* FreezeRay: One of the alternate ammo types for the Soldier's Rocket Launcher in "Meat Fortress" is the "Rocket Pop", which causes Sosigs in the blast radius to be chilled, even slowing down their AI movement, voice, and even their reaction time and making them more resistance resistant to cutting damage but more vulnerable to blunt damage.
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* SetAMookToKillAMook: Myra's Salty Pie in "Return of the Rotwieners" causes Rotwieners to attack each other. This also works on the friendly NPCs so be careful.

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* SetAMookToKillAMook: Myra's Salty Pie in "Return of the Rotwieners" causes Rotwieners to attack each other. This also works on the friendly NPCs [=NPCs=] so be careful.

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** The suppression Turburget variant in Return of the Rotwieners that guard the Pacification squad strongholds shoot flash-bang rounds (presumably the same 23x75mmR shells mentioned above).

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** The suppression Turburget variant in Return "Return of the Rotwieners Rotwieners" that guard the Pacification squad strongholds shoot flash-bang rounds (presumably the same 23x75mmR shells mentioned above).



** Myra's Spicy Pie in "Return of the Rotwieners" makes Rotwieners "all fancy" and causes them to be blinded by the effects.



* BorderPatrol: Before it was completed, Return of the Rotwieners had a giant, red X saying "STOP" to prevent access to unfinished areas of the game. Going past this would kill you instantly and using an invincibility wiener would spam you with freedomfetti and vomiting noises until you left or the effect wore off and you died.

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* BorderPatrol: Before it was completed, Return "Return of the Rotwieners Rotwieners" had a giant, red X saying "STOP" to prevent access to unfinished areas of the game. Going past this would kill you instantly and using an invincibility wiener would spam you with freedomfetti and vomiting noises until you left or the effect wore off and you died.



* DiscOneNuke: Return of the Rotwieners had this at first, it was easy to complete the quest to set the giant beartraps and be rewarded with bolt-action rifles for subsequent runs but the last of which could either be the SV-98 or the ''[[{{BFG}} Arctic Warfare Magnum]]''. A patch changed this by making the third reward box, typically a Kimber 8400 Advanced Tactical or its short-barrel variant, the fourth with the AWM and SV-98 as a quest reward in the gun store in Downtown Wienerton.

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* DiscOneNuke: Return of the Rotwieners had this at first, it was easy to complete the quest to set the giant beartraps and be rewarded with bolt-action rifles for subsequent runs but the last of which could either be the SV-98 or the ''[[{{BFG}} Arctic Warfare Magnum]]''. A patch changed this by making the third reward box, typically a Kimber 8400 Advanced Tactical or its short-barrel variant, the fourth with possibility alongside the SV-98 While the AWM and SV-98 as was moved to a quest reward in the gun store in Downtown Wienerton.



* FreezeRay: One of the alternate ammo types for the Soldier's Rocket Launcher in "Meat Fortress" is the "Rocket Pop", which causes Sosigs in the blast radius to be chilled, even slowing down their AI reaction time and making them more resistance to cutting damage but more vulnerable to blunt damage.



* HollywoodHacking: What the new Take & Hold is presented as where you acquire override tokens to spend on equipment and the hold points have "encryption" (read: targets) that must be neutralized to complete a hold.

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* HollywoodHacking: What the new current Take & Hold is presented as where you acquire override tokens to spend on equipment and the hold points have "encryption" (read: targets) that must be neutralized to complete a hold.



* RunningGag: In "Return of the Rotwieners," Myra's meat pie recipes constantly have notes of her saying that they need more salt, among other revisions.

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* RunningGag: In "Return of the Rotwieners," Myra's meat pie recipes constantly have notes of her saying that they need more salt, among other revisions.salt until the recipe for [[SetAMookToKillAMook Salty Pie]] in which she writes "...Maybe too much salt!".


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* SetAMookToKillAMook: Myra's Salty Pie in "Return of the Rotwieners" causes Rotwieners to attack each other. This also works on the friendly NPCs so be careful.


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* TimeStandsStill: Myra's Tart Pie in "Return of the Rotwieners" causes enemies caught in the area of effect to freeze in place.
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** The fictional Scalpel-LE introduced on Day 23 of Meatmas 2018 takes this further with additional rails and a butt-plate to create a tacticool piece of kit or an abomination of meatkind. For a fictional weapon, Patrick Sutton did a remarkable job on the details, such as the [=ArmaLite=] style dust cover, the ammo counter on the magazines and even a latch on the left side of the shotgun that prevents the ammo counter from rotating backwards.

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** The fictional Scalpel-LE introduced on Day 23 of Meatmas 2018 takes this further with additional rails and a butt-plate to create a tacticool piece of kit or an abomination of meatkind. For a fictional weapon, Patrick Sutton did a remarkable job on the details, such as the [=ArmaLite=] style dust cover, the ammo counter on the magazines and even a latch on the left side of the shotgun that prevents the ammo counter magazine from rotating indexing backwards.
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** "Meat Grinder" and "Take & Hold: Containment" has laser tripwire mines in the hallways that pulsed on and off in a pattern but could also be shot at to detonate them.

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** "Meat Grinder" and "Take & Hold: Containment" has laser tripwire mines in the hallways that pulsed pulse on and off in a pattern but could also be shot at to detonate them.
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** "Take & Hold: Containment" often had laser tripwire mines in the hallways that pulsed on and off in a pattern but could also be shot at to detonate them.

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** "Meat Grinder" and "Take & Hold: Containment" often had has laser tripwire mines in the hallways that pulsed on and off in a pattern but could also be shot at to detonate them.



* MagneticWeapons: The [[Film/BladeRunner LAPD 2019]] can activate a "Railgun Assisted" mode once a battery is inserted, greatly increasing the velocity and force of rounds fired from it at the risk of {{Overheating}}. The [[Series/{{Firefly}} Moses Brothers Self-Defense Engine Frontier Model B]] is implied to be some sort of gauss gun or rail gun as the rounds it fires are no bigger than the .41 rocketball rounds fired by the Volcanic Repeater.

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* MagneticWeapons: The [[Film/BladeRunner LAPD 2019]] can activate a "Railgun Assisted" mode once a battery is inserted, greatly increasing the velocity and force of rounds fired from it at the risk of {{Overheating}}. The [[Series/{{Firefly}} Moses Brothers Self-Defense Engine Frontier Model B]] is implied to be some sort of also a gauss gun or rail gun as the rounds it fires are no bigger than the .41 rocketball rounds fired by the Volcanic Repeater.gun.
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* TeleporterAccident: One of the reasons the Engineer's Teleporter isn't available in [[VideoGame/TeamFortress2 Meat Fortress]] is due to the fact that while players using them works just fine, Sosigs using them had a tendency to violently disassemble at the end point due to having to teleport the four joints of a Sosig simultaneously. Some people insist on it being added anyway because [[RuleOfFunny it sounds hilarious]].
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* RandomTransportation: The "Somewhere?", "Where'd I Go?", and "Here I Go" power up sausages in "Return of the Rotwieners" transports you to a random location in the scene.

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* RandomTransportation: The "Somewhere?", "Where'd I Go?", Go?" and "Here I Go" power up sausages in "Return of the Rotwieners" transports you to a random location in the scene.



* WarpWhistle: The "Hometown" power up sausage in "Return of the Rotwieners" instantly takes you back to the Honey Hamlet when eaten.

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* WarpWhistle: The "Hometown" power up sausage in "Return of the Rotwieners" instantly takes you back to the Honey Hamlet when eaten. Conversely, the "Somewhere?" sausage will teleport you to the Pacification Squad bridge that guards the end of the scene.

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* OminousLatinChanting: Heard in "Return of the Rotwieners" [[spoiler:when you enter the room where the Illemonati are preparing their ritual]].



** Belt-fed machine guns also avert this compared to other games where you can see the last of the belt leave the box. You can even detach the empty box and replace it so you're ready to load the new belt in once you fire the rest of the current one.

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** Belt-fed machine guns also avert this compared to most other games where as you can see the last of the belt leave the box. You can even detach the empty box and replace it so you're ready to load the new belt in once you fire the rest of the current one.



* PortalNetwork: Dr. Roarnart Wiener tasks you with getting his translocator network functioning in "Return of the Rotwieners", there's also a smaller system of teleporters to quickly take you around the Honey Hamlet.



* RandomTransportation: The "Somewhere?", "Where'd I Go?", and "Here I Go" power up sausages in "Return of the Rotwieners" transports you to a random location in the scene.



** This iteration of Meatmas, much like 2017, also takes the chance to make fun of the RevenueEnhancingDevices that [[VideoGame/TeamFortress2 two]] [[VideoGame/CounterStrike specific]] games make heavy use of in that you can buy and sell "gun hats" on the "SMEME Marketplace", some of the rarer ones go for ludicrous prices. You only win crates every time you finish a game in the Cappocolosseum so how do you earn more G-Bucks for keys, hats and more crates? Why work less than minimum wage for the Gronch, of course!

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** This The 2019 iteration of Meatmas, much like 2017, also takes the chance to make fun of the RevenueEnhancingDevices that [[VideoGame/TeamFortress2 two]] [[VideoGame/CounterStrike specific]] games make heavy use of in that you can buy and sell "gun hats" on the "SMEME Marketplace", some of the rarer ones go for ludicrous prices. You only win crates every time you finish a game in the Cappocolosseum so how do you earn more G-Bucks for keys, hats and more crates? Why work less than minimum wage for the Gronch, of course!


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* WarpWhistle: The "Hometown" power up sausage in "Return of the Rotwieners" instantly takes you back to the Honey Hamlet when eaten.

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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, UsefulNotes/HTCVive, UsefulNotes/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]].

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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, UsefulNotes/HTCVive, UsefulNotes/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]].
here]]. As of this writing, the game is at Early Access Update #101.



* ApocalypticLog: Meatmas 2020 adds a new scene for the advent calendar in which you traverse a vast wasteland to find the vaults containing each day's new weapon and also find and listen to audio logs to know how it came to be.

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* ApocalypticLog: Meatmas 2020 adds a new scene for the advent calendar in which you traverse a vast wasteland to find the vaults containing each day's new weapon and also find and listen to audio logs to know how it came to be. [[spoiler:It details Santa's SanitySlippage along with the elves unionizing and going on strike before they were put down, replaced by junkbots which put out interference, causing the defensive drone network to revert to a kill-anything-on-sight stance. There are also logs of an "Emergency Santa Containment" force that was sent in after the fact but were wiped out when trying to engage the Regenerative Drone]].


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* MagneticWeapons: The [[Film/BladeRunner LAPD 2019]] can activate a "Railgun Assisted" mode once a battery is inserted, greatly increasing the velocity and force of rounds fired from it at the risk of {{Overheating}}. The [[Series/{{Firefly}} Moses Brothers Self-Defense Engine Frontier Model B]] is implied to be some sort of gauss gun or rail gun as the rounds it fires are no bigger than the .41 rocketball rounds fired by the Volcanic Repeater.


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* WhoWouldBeStupidEnough: [[spoiler:Entering Bunker 24 in the Meatmas Wasteland gives you a message from Greg Stephenson at Beefwater LLC. about a recall of the junkbots, saying that they put out wireless interference and mentions that the worst thing that could happen is if some sort of defensive drone network would revert to a kill-everyone-on-sight mode from it, then asks who would do such a thing, which is exactly what happened at the North Pole]].
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* The gift drop of Meatmas 2021 brings in the [=Mk19=] belt-fed grenade launcher, in typical sosig-portable configuration like the M2 Tombstone.

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* ** The gift drop of Meatmas 2021 brings in the [=Mk19=] belt-fed grenade launcher, in typical sosig-portable configuration like the M2 Tombstone.
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** The [=M18A1=] Claymore uses a short range laser tripwire probably because having to manually set up tripwires would be tedious, especially with enemies approaching and having them command detonated wouldn't make them unique compared to the [=M112=] Demolition Charge.


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* LandMineGoesClick: A few player and non-player variants.
** Players can use an [=M18A1=] Claymore that's laser detonated or stick a [[VideoGame/HalfLife2 S.P.A.A.M.]] to the wall when the laser cover is flipped up.
** In "Return of the Rotwieners", players can craft bangers that are proximity detonated if a fish finder is used as a detonation mechanism.
** "Take & Hold: Containment" often had laser tripwire mines in the hallways that pulsed on and off in a pattern but could also be shot at to detonate them.
** The Meatmas Wasteland has both Static Drones that react to sound (if you can hear them, you're generally in their hearing range with an unsuppressed weapon). Stealth Drones, encountered in the canyons, simply chase you once you get close enough but are set off if they collide with anything.
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** The only weapons that are almost completely silent are specialist weapons like the [=DeLisle=] (a conversion of a Lee Enfield that takes 1911 magazines with a large integral suppressor), the Welrod Mk. IIA (a handgun that uses a series of rubber wipes to seal gasses and is meant for point-blank assassination), and the [=OTs-33=] (a revolver whose cartridges contain a piston that propels the round and self-seals the casing).

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** The only weapons that are almost completely silent are specialist weapons like the [=DeLisle=] (a conversion of a Lee Enfield that takes 1911 magazines with a large integral suppressor), the Welrod Mk. IIA (a handgun that uses a series of rubber wipes to seal gasses and is meant for point-blank assassination), and the [=OTs-33=] [=OTs-38=] (a revolver whose cartridges contain a piston that propels the round and self-seals the casing).
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** Near misses from enemy bullets have a Hollywood "zwoosh!" noise as he considers supersonic cracks to be too harsh on the ears.

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** Near misses from enemy bullets have a Hollywood "zwoosh!" noise as he Anton considers supersonic cracks to be too harsh on the ears.



** Another aversion is that these will not work on any revolver with the sole exception of the Nagant M1895 due to the unique gas seal mechanism. Suppressing it winds up making it quiet to the point you can hear the hammer striking the pin. The [[HandCannon BFR]] revolver introduced in Update 77 Alpha 1 can also be suppressed due to its tiny cylinder gap.
** Update 82 gives us the Mk 22 Mod 0 "Hushpuppy" and two goofy suppressors, a [[PillowSilencer duct taped bottle and an oil filter]], along with adding two inversions which are a loudener and a muzzle-attached bike horn that honks with each shot.

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** The only weapons that are almost completely silent are specialist weapons like the [=DeLisle=] (a conversion of a Lee Enfield that takes 1911 magazines with a large integral suppressor), the Welrod Mk. IIA (a handgun that uses a series of rubber wipes to seal gasses and is meant for point-blank assassination), and the [=OTs-33=] (a revolver whose cartridges contain a piston that propels the round and self-seals the casing).
** Another aversion is that these will not work on any revolver most revolvers with the sole exception of exceptions like the Nagant M1895 due to the unique gas seal mechanism. Suppressing it winds up making it quiet to the point you can hear the hammer striking the pin. The [[HandCannon BFR]] revolver introduced in Update 77 Alpha 1 can also be suppressed due to its tiny cylinder gap.
** Update 82 gives us the Mk 22 Mod 0 "Hushpuppy" and two goofy suppressors, a [[PillowSilencer duct taped bottle and an oil filter]], along with adding two inversions which are a loudener and a muzzle-attached bike horn that honks with each shot.
gap.
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* RemovingTheHeadOrDestroyingTheBrain: In the completed version of Return of the Rotwieners, decapitating or destroying a Rotwiener's head will count as a kill. However their heads flop around as they run, making the torso a more reliable target. Alternatively, a Rotwiener can be killed by letting it bleed out, making .22LR rounds and especially hollow point rounds effective.
** Early versions {{averted}} this; zombie sosigs were more than capable of functioning without a head.

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* RemovingTheHeadOrDestroyingTheBrain: In the completed version of Return of the Rotwieners, decapitating or destroying a Rotwiener's head will count as a kill. However their heads flop around as they run, making the torso a more reliable target. Alternatively, a Rotwiener can be killed by letting it bleed out, making .22LR rounds and especially hollow point rounds effective.
effective. {{Downplayed}} with The Hung, encountered in Old Wienerton, as they're highly resistant to head damage but weak in the torso.
** Early versions {{averted}} this; zombie sosigs were more than capable of functioning without a head.
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* SniperScopeSway: Present but, again, in a realistic manner. Even with three-point stabilization with the virtual stock, the crosshairs on optics will be noticeably shaky but there are ways to steady yourself both in game, such as bipods, and in real life, such as holding your breath, and crouching or going prone. In-fact, Anton even recommends getting a physical table to set your arms down on if you need additional stabilization. Update 100 added two toggle options for stabilization; general hand smoothing and "sniping assist" which can either be always on or activated by holding the trigger with your forward hand on a two-handed weapon.

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* SniperScopeSway: Present but, again, in a realistic manner. Even with three-point stabilization with the virtual stock, the crosshairs on optics will be noticeably shaky but there are ways to steady yourself both in game, such as bipods, and in real life, such as holding your breath, and crouching or going prone. In-fact, Anton even recommends getting a physical table to set your arms down on if you need additional stabilization. Update 100 added two toggle options for stabilization; general hand smoothing and "sniping assist" assist", the latter of which can either be always on or activated by holding the trigger with your forward hand on a two-handed weapon.
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* SniperScopeSway: Present but, again, in a realistic manner. Even with three-point stabilization with the virtual stock, the crosshairs on optics will be noticeably shaky but there are ways to steady yourself both in game, such as bipods, and in real life, such as holding your breath, and crouching or going prone. In-fact, Anton even recommends getting a physical table to set your arms down on if you need additional stabilization.

to:

* SniperScopeSway: Present but, again, in a realistic manner. Even with three-point stabilization with the virtual stock, the crosshairs on optics will be noticeably shaky but there are ways to steady yourself both in game, such as bipods, and in real life, such as holding your breath, and crouching or going prone. In-fact, Anton even recommends getting a physical table to set your arms down on if you need additional stabilization. Update 100 added two toggle options for stabilization; general hand smoothing and "sniping assist" which can either be always on or activated by holding the trigger with your forward hand on a two-handed weapon.
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* HolidayMode: Every year around December has featured a form of "Meatmas" with every even year being an advent calendar with new weapons added every day and every odd year [[TakeThat being a jab]] at video game microtransactions along with a gift drop on Meatmas Day in both instances. The only aversion to the tradition was 2021 due to the stress Anton was under at the time but it still contained a gift drop on the 25th.

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* HolidayMode: Every year around December has featured a form of "Meatmas" with every even year being an advent calendar with a new weapons weapon added every day and every odd year [[TakeThat being a jab]] at video game microtransactions along with a gift drop on Meatmas Day in both instances. The only aversion to the tradition was 2021 due to the stress Anton was under at the time but it still contained a gift drop on the 25th.

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Changed: 98

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* The gift drop of Meatmas 2021 brings in the [=Mk19=] belt-fed grenade launcher, in typical sosig-portable configuration like the M2 Tombstone.



* HolidayMode: Every year around December has featured a form of "Meatmas" with every even year being an advent calendar with new weapons added every day and every odd year [[TakeThat being a jab]] at video game microtransactions along with a gift drop on Meatmas Day in both instances. The only aversion to the tradition was 2021 due to the stress Anton was under at the time but it still contained a gift drop on the 25th.



* MagnetHands: You can never lose grip of any object you're carrying unless it was either a [[GatlingGood minigun fired one-handed]] or a stunned Sosig that regains their senses as you're carrying them. This is especially true with the control scheme on Vive where you squeeze the trigger once to pick up most weapons and then squeeze the grip buttons to drop them which, compared to other VR controllers, are not the easiest to keep held down.

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* MagnetHands: You can never lose grip of any object you're carrying unless it was either a [[GatlingGood minigun fired one-handed]] or one-handed]], a stunned Sosig that regains their senses as you're carrying them.them, firing an overloaded musket or flintlock, or holding onto an [=M224=] Mortar when it's fired. This is especially true with the control scheme on Vive where you squeeze the trigger once to pick up most weapons and then squeeze the grip buttons to drop them which, compared to other VR controllers, are not the easiest to keep held down.
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* OffModel: Some of the older gun models are beginning to show their age compared to the newer, higher-quality ones made by professional artists. An example is the "[=MB500=]", which is actually a Remington 870 with a Mossberg-style safety switch.

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