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More Dakka in video games, titles A-G.

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  • Ace Combat gives every plane a gun, and all modern fighter aircraft guns are based on this principle to begin with, but the A-10A stands out as it uses the GAU-8 Avenger mentioned below. In game its "point of aim" pipper appears below the nose (instead of on the nose), allowing it to perform strafing runs at slighter angles than Fighters or Multirole planes could and thus giving the pilot more time to pull up. Better yet, it works just fine (when you can connect) against planes too! And in Ace Combat 6? Infinite ammo (also available on lower difficulties in earlier games).
  • While the "Anima Mortar" A-Gear airframe in Ace Online is limited to double barrels at most, its signature ability, Siege Mode, adds to its Continuous Fire. This makes it shoot even faster. Endgame A-Gears have enough quickfire bonuses to their weapons of choice to launch ordinance as fast as a Gatling gun. At level 92, the rate of fire triples.
  • The machine-gunners' strategy in Alien Hallway is to spray as many bullets as they can into as many aliens as they can.
  • Alpha Protocol has the Bullet Storm special ability for dual SMGs, which allows you to "rain an unholy amount of lead" on your enemies.
    • Specifically, your magazines are endless for the duration of the ability. For the next few seconds, you are a God of War. You then have to spend a second or so reloading, but still. God of War.
  • This is the play-style of your typical Apex Legends player. It's even promoted with Legends like Octane whizzing around gunning everyone. The problem however is that reckless, uncooperative gameplay rarely pays off. A team that works together, is more likely to last longer. So try to think twice, before speeding off for that kill, for the sake of the squad.
  • The default combat strategy in Aquaria. Not as much as some examples on this page, but very effective since it's homing dakka. Subverted by the Kelp Forest boss, whose 360-degree ring of bullets turns against her when you bounce it back. And the first form of the Final Boss, who has an attack that sprays shots all over the place and rarely scores a hit.
  • Armored Core has two flavors of Dakka: The first is the machine guns. Usually lightweight, carries a lot of bullets, standard issue. May or may not be dual-wielded for massive damage (that depends on which game you're playing). The second is the chainguns. Folded Gatling guns that require you to kneel (unless in a quadruped or tanks) before firing. But otherwise also carries a lot of ammo and is at least 3-5 times as destructive as a machinegun. Combining the two isn't very hard to do. There is one little catch though. This being Armored Core, in which every bullet fired costs you something, wasting ammo is a surefire way to racking up debts in missions.
    • Unless you are playing in Arena mode, where the ammo is free. Mounting two Gatling guns on a mecha gives you enough firepower to obliterate every opponent and it's a good strategy to make your way in the top tier easier.
    • Armored Core 4 jacks the Dakka scale Up to Eleven with hand-held, dual-wieldable chain guns. Miniguns akimbo, but easy to achieve if your AC could handle the weight (read: If you have a tank or quadruped that isn't already carrying back-mounted grenade cannons). You could always combine the two if your AC could definitely handle the weight.
    • And that's not all. There are missile systems that launch several drones to orbit around your enemy and shoot him. And then there are Exceed Orbit drones, which pop out of your mech and fire at the enemy. All in all, every upgrade has the option of adding more simultaneous dakka on top of your machine guns akimbo.
    • Special mention must go to the "FINGER" Quadruple-Barreled machine gun, which in turn is taken to its logical conclusion by Rim Fire, a Raven who is brave/crazy enough to actually dual wield these things.
  • Army of Two allows Tyson and Rios to spend their hard-earned cash upgrading their weapons. As an added bonus, upgrading the dakkaness of their weapons — referred to in-game as "Aggro" — naturally results in drawing more fire from enemy troops, which is the entire point of the Aggro system.

  • In Battlefield: Bad Company 2,continuous fire from the UH-60 mounted minigun can destroy walls and other thin covers. Combined with the "Destruction 2.0" feature you can destroy buildings with your minigun. It has unlimited ammo so there's just no excuse for not firing.
  • Iva from Battlerite has a machine gun she calls "Bessy". Her Ultimate ability makes devastating use of it.
  • BattleTanx has an unintended inclusion of Dakka. The sound tank's weapon is normally a large humming "wave" extending about 30 feet in front of the tank delivering gradual damage, but through some sort of error, in Global Assault's multiplayer mode it will sometimes fire ridiculous amount of large yellow rockets instead. If you turn the turret fast enough you can create literal WAVES of rockets resembling an oscilloscope of flaming exploding death. Clearly, Mekboys need to stop trying to intentionally create more dakka, after all, the most epic human inventions like penicillin, Silly Putty, cheese, and sticky notes also came about accidentally.
    • Additionally, in WarJetz they decided to do follow this trope to the letter. Not only do most planes have standard aircraft dakka, but one has it hand over fist. Because the Germans' bomber has no alternative weapon, its alt-fire AND regular bomb use button both result in their plane belching the same souped up iron bombs, and with shot upgrades, scatterbombs. That's right, a flying, arcing, dakka shotgun mortar firing 150kg scatterbombs. You can even mangle enemy aircraft once the ironbomb becomes a scatterbomb by slowing up on the approach, flying up, then accelerating as you go down, and while climbing back up, spamming bomb+ alt-fire around the 10° mark to create a cloud of exploding death. (but not fiery) The main gun is a slow-firing howitzer, so once the second upgrade is picked up there is no more point to it.
  • Bayonetta. Her magical guns are designed based on single-shot old-style guns such as the Remington Derringer, but with her witch powers she can saturate the scenery with bullets. Even before wielding magical guns, she once exhausts several dozens of regular guns in a very short time, demanding her partner Rodin to supply her with more guns along the way.
  • The Anime Fighting Game BlazBlue has Noel Vermillion, a shy officer of the setting's military police armed with dual heavy calibre pistols which she can chain together combos of bullet spamming goodness, with seemingly Bottomless Magazines. Then her Distortion Drive Fenrir has her transform her pistols into a handheld minigun and then a Magitek Crossbow. Her Aerial Version has her simply leap into the air and rain shells down on the enemy, finishing up a freaking RPG! (5 of them in Unlimited mode... yes, even more dakka.)
  • As a game, Bloodborne is designed to reward close combat and aggressive play. As such, guns only do Scratch Damage and exist mainly to stun your enemy and open them up for a devastating riposte... unless you're toting the Gatling Gun around, which is everything you'd expect from a literal Gatling gun. Arm all your co-op partners with one for maximum dakka.
  • Piling on ever greater amounts of this is how you get past the later bloon waves in Bloons Tower Defense & Bloons Super Monkey.
  • The Borderlands franchise:
    • Any gun from Vladof is manufactured to fit this trope in particular.
      • Vladof: You don't need to be a better shot, you just need to shoot more bullets!
    • The true heroes of the dakka-wars in Borderlands are the machine pistols. With the right skillset and weapon, you can fire 30 or 40 rounds per second. You will spend as much times, if not more, reloading between sprays. Some types of shotguns, especially Vladof "Sweepers" can also deliver this effect.
    • The King of this in Borderlands is the Chopper, an assault rifle that with the right set-up fires EVERY SINGLE round of ammo, if you fire it once, THAT is nearly 1500 rounds of ammo from one gun after pulling the trigger once, you don't even need to hold it down just tap it and watch.
    • Borderlands 2 adds a new level of dakka with minigun rifles (also known as 'spiniguns'), Assault rifles with rotating barrels at the end, adding the effect of a continuously increasing rate of dakka, and this can be added to guns that come with others effects, like explosive bullets.
      • This gets topped by two Vladof legendaries in particular - the Infinity and the Shredifier, two of the rarest weapons in the game. The Shredifier is a spinigun that reaches its top speed in half the time and doesn't lose it while reloading. The Infinity, easily the rarest gun in the game, never needs to reload, has next to no recoil, and you can still move at normal speed while aiming down the sights.
      • The Hammerlock DLC brings back the Chopper as a Bandit spiniguns and it puts the Shredifier to shame in terms of fire rate at expense of ammo.
    • Salvador is this in a nutshell. As a Gunzerker, there are very few problems he can't solve with liberal application of gun. He can dual-wield weapons and unlock further skills that increase rate of fire, meaning that certain loadouts, such as paired Infinity pistols, results in positively hilarious amounts of dakka.
    • Gaige the Mechromancer depends on this if she's invested heavily in Anarchy and the rest of her Ordered Chaos skill tree. With enough stacked Anarchy effects, she could fire a pistol right between Face Mc Shooty's eyes and miss, but if she uses a spray-and-pray combat style, sooner or later one of her bullets will intersect a target, and hurt. And if she has the proper skills trained, she can get a lucky ricochet and disintegrate an attacker she didn't even notice was sneaking up behind her. Especially brutal with the Maggie pistol, where every trigger-pull is putting out six shotgun-equivalent pellets (ten on a Two Fer Maggie), firing several times a second - and every pellet has a 50/50 chance to ricochet into an enemy's tender bits as long as it's pointed somewhere in the same room.
    • Axton the Commando's skill tree guerrilla gives more dakka to his turret. Half-way down the tree gives the turret rocket launchers and the final skill, Double Up, adds a second barrel that adds slag damage. Double up's description is "100% More Turret Guns."
    • You wouldn't expect the sniper character to be good at this, but Zer0 can put out a surprising amount of lead. Give him Fearless 5, and that's a 25% fire rate boost when his shields are down (with the right class mods, this can go up to 55%). Heavy sniper investment can earn you a staggering 150% reload speed bonus in the first few seconds after you kill someone. Throw on a Vladof sniper rifle, and things start dying quickly - and, with the right skill, he can get persistent gun damage boosts, to the point of having an 80% damage boost with F0ll0w Thr0ugh and Rising Sh0t both at maximum.
    • Borderlands 3 once again tops previous games, not only are spiniguns a fair bit more common, all weapon manufacturers got a certain gimmick, with Vladolf's being secondary attachments. These attachments include more barrels. In other words, some Vladolf rifles can have two sets of spinning minigun barrels firing simultainiously.
      • The Shredifier returns in Borderlands 3 and it now has a more powerful version in the Super Shredifier and with dual barrels for extra dakka.
      • Downplayed with the legendary Jakobs Gatling Gun, as the weapon is hand-cranked and fire more slowly, but since you're firing a barrage of Jakobs bullets that inflict massive damage to your enemies, it still counts.

  • The Russian PPSh-41 submachine gun in Call of Duty; 71 round magazine plus the highest rate of fire of any weapon in the game equals a whole lotta Dakka.
    • In Modern Warfare, the mission "Heat." You know the part (Hint: It's not the beginning of said mission). There's also the Mk19 during the helicopter portions of "Shock And Awe." It's not as fast, but it's dakka with grenades.
    • In Modern Warfare multiplayer you can get the perk "Double Tap", which increases rate of fire by 50% on automatic weapons. Very silly results with already fast firing weapons such as the M249 and P90.
    • Modern Warfare 2 features a HMMWV-mounted minigun during the first mission and, later, Guns Akimbo. For multiplayer kill streaks, you get the aforementioned AC-130 gunship, sentry Gatling guns, even a nuke if you're really good at killing without dying.
    • Black Ops 1 and 2 also have the Death Machine, a handheld minigun that can be received as a supply drop in a care package in 1, and as its own Scorestreak Reward in 2.
    • Advanced Warfare ups the ante by introducing the XMGs: a pair of miniguns strapped to the user's arms, which are available as standard equipment but require the user to stand still in order to be used effectively.
  • Even the Catacombs 3D games — where your only weapon were magic missiles fired from your hand — had a go at this with the "Zapper" powerup, which when used would release a quick torrent of the missiles. If you really knew how to play, it was almost worthless, since there was no limit to how fast you could fire normally and with practice you could reach a similar rate of fire manually.
  • Cave Story has the Machine Gun, the first weapon upgrade you can get, that on level 3 fires bullets rapidly and powerfully enough to lift the main character up into the air indefinitely. And that's BEFORE you get the upgrade specifically designed to make it fire FASTER.
    • Don't forget the level 1 Nemesis. Due to a programming quirk, it can fire as much shots you can mash the fire button.
  • Railguns in Children Of A Dead Earth typically fire small high-velocity projectiles at high rates of fire. Every Bullet Is a Tracer is in force, so you get more dakka with the visuals of Beam Spam.
  • The Assault Rifle set from City of Heroes and City of Villains culminates with More Dakka, going from one shot, to three shots, to six seconds of gunfire, hitting up to ten enemies at least 17 times (complete with spent brass scattering as you fire). Since Mooks can get a toned-down version of the power as early as level 5, and Mastermind minions can earn it as well, this can result in a lot of Dakka.
    • With a backup, for the Assault Rifle set, of being able to hose the same batch of targets down with a flamethrower if any of them are still standing.
  • Command & Conquer Commandos may get even more dakka. In Tiberium Wars, the GDI Commando carries a submachinegun-sized 40mm automatic railgun. ine gun that destroys tanks, while China has Gatling tanks, minigunners, Overlord Tanks (and Helix-2 helicopters) which Gatling guns can be mounted on, and Emperor Tanks which come with building-sized Gatling cannons.
    • In Yuri's Revenge, Yuri's army comes equipped with Gatling turrets that spin faster the longer they fire. To sum up: Time + Dakka = MUCH MORE DAKKA.
    • Generals, being more of a modern warfare simulator, is more low-key on this, but the Chinese Gatling Tank has far more dakka than the rest of the vehicles, except for the GLA quadruple machine gun, which can be upgraded for even more dakka.
      • Colonel Burton, the American hero unit, carries a minigun. And he's cloaked until he fires.
    • Red Alert 3, while known for containing a broad array of ridiculous and over the top weaponry, is amazingly enough fairly low-key on the dakka, with the Allies being the main offenders in the form of the Hydrofoil and Apollo. However, an honorable mention must go to the Soviet's Sickle, which comes with three independently targeting machine guns. Granted, it can only bring two to bear on any one target, but the third will happily shoot at anything that crosses its field of fire.
  • The British artillery commander from Company of Heroes is gifted the 'Victor Target' ability. This promptly fires all 25 pounder howitzers and 105mm Priest Self Propelled Guns simultaneously at the target regardless of range. People have been kicked from a game because of lag incurred from watching the results of 3 priests and 7 25 pounders firing in one use of the V-target.
  • Counter-Strike also has the FN Herstal P90, as well as the FN Minimi Para. Both are capable of high rates of fire.
    • Counter Strike Global Offensive has the Negev and the M249. While the M249 is more powerful and more accurate, the Negev is simply more useful due to the raw amount of bullets you fire into enemies. It is a very common strategy for a player to hide and unload on an unsuspecting enemy with the Negev, and it'll usually kill them near instantly.
  • Crimzon Clover: Enter Double Break mode and behold the firepower you fill the screen with. The bosses certainly have plenty of firepower as well, especially in Unlimited Mode.

  • Day of Defeat has the German MG-42. So much dakka the barrel can overheat, which is actually how it is real life.
  • Nearly cited by name in Deadpool - the "Brakka" series of upgrades for each gun increase its rate of fire. Getting up to "Brakka Brakka" is enough to even turn the shotguns into fully-automatic weapons. When the submachine guns get upgraded to maximum output ("Brakka Brakka Brakka", of course), the clip can be emptied in a couple of seconds.
  • Destiny 2 has a couple of Exotics that invoke dakka;
    • The Sweet Business is a Exotic Auto Rifle (though it could be better described as a chaingun) with a mag size of 150, a reserve capacity of 849 and the ability to refill its' magazine directly from ammo pickups if the user is firing at the time.
    • The Actium War Rig is a Titan-exclusive Exotic Chest Armor that periodically refills a percentage of the magazines of equipped Auto Rifles and Machine Guns from reserves.
      • And yes, a Titan can equip both simultaneously in order to greatly increase their capability for dakka.
  • Devil May Cry has the accurate variety. Despite the fact that Dante wields dual pistols, which a) don't have rapid fire capabilities and b) should only have 7-9 bullets per round of ammo, he still manages to bring the Dakka with his magic-enabled Bottomless Magazines and Gunslinger abilities. One of the most notable abilities being Rain Storm, where Dante dives towards the ground while showering bullets downward — the initial recoil actually pushes him upward for a short distance. A second being the 4-introduced Honeycomb Fire, which causes normal mooks in the general area in front of Dante to have about as much holes in them as an actual honeycomb does. A third being the 3-exclusive Wild Stomp, where Dante stomps on a grounded "small" enemy and fills it full of lead.
  • Doom's Chaingun and its imitators.
    • The original design of the BFG9000 was the More Dakka principle applied to the plasma gun, itself having a higher rate of fire and higher damage than the chaingun. The BFG was changed to the single room-clearing blast because the number of projectiles released could not be rendered fast enough on even the most powerful processors of the day. And it supposedly made the screen look "like Christmas."
    • The source port Skulltag introduced the minigun, a smaller, but far faster sibling of the chaingun, which later became a staple of many Z Doom mods.
    • Way back before the source code was released, there was a program called De Hacked, which you could use to directly modify the executable, including modifying weapons. With it, you could skip frames of the chaingun's firing animation and get fire rates comparable to the later minigun. As if that weren't enough, you could also do this to the shotguns' animations, making the standard shotgun a rapid fire zombie-shredding machine, and making the super shotgun project a storm of metal death that could even chew through cyberdemons in seconds.
    • The mod Russian Overkill (for Z Doom) makes a living off this trope, with chaingun rocket launchers, auto 10 barrel shotguns, a rapid fire nuke launcher and various other weapons.
    • The Doom reboot brings back the chaingun but also adds the Mobile Turret mod, which is two extra barrels slapped onto the gun. The final upgrade of the gun prevents it from overheating, meaning you can fire it as long as you have ammo. You can remedy the ammo problem by equipping a specific Rune that grants you infinite ammo as long as you're above a certain armor threshold, resulting in even more dakka.
  • DRL, being based on Doom, naturally brings back the chaingun, but on top of that gives us plenty of perks to improve firing rate, and even cutting down on ammo expenses. On the weapon side, we also have the Minigun, which is a souped-up chaingun that "spits enough lead into the air to be considered an environmental hazard", and the BFG10K, an improvement on the original design, that fires itself at full-auto rates. Like the description says, it "Redefines the word "wallpaper"". Since this game can really put this trope to the extreme, let's do the maths: The minigun fires 8 bullets per 1.2s. Slap three firestorm mods, and you're at 14 bullets per 1.2s. Now throw in playing as Scout (10% flat speed boost), three ranks in Finesse (45% speed bonus to firing speed), being berserk (50% flat speed burst) and chainfiring on full-auto (150% bullets fired). The result: 53 bullets per second (nearly 1700 bullets per minute). Environmental hazard indeed.
  • Duke Nukem 3D, known for being a very Dakka-riffic game, has the Devastator, combining this and Stuff Blowing Up, with rapid-firing stinger missiles. Really only practical against bosses, though, but then it's REALLY useful.
    • The Devastator doesn't appear until the late game, though. But while you wait to find one, have fun with the Ripper chaingun cannon. Triple-barrel belt-fed fun.
    • Even Duke's pistol acts like it's on 3-round burst mode.
      • And then came DukePlus and the ability to wield two of them. You've got what equals to a quite more damaging Ripper with a magazine capacity of 24 shots very early in the game. It doesn't have to be said that without the "improved AI" option disabled, even very late levels on Harder Than Hard become a cakewalk.
  • Dungeon Fighter Online's Gunner class is practically made of this trope. One of the final skills for the Ranger involves firing a stream of bullets so fast that you can juggle enemies on top of the bullet stream, then jumping and firing bullets all around you while upside down and airborne.
    • The Launcher and Mechanic Gunner subclasses excel at bringing a variety of dakka to the table, as well. The Launcher carries a Hyperspace Arsenal that would make armies proud, including gatling guns, multiple flame throwers, grenade launchers, laser cannons, multiple warhead bombs and guns that shoot black holes. The Mechanic, meanwhile can, temporarily at least, fill the screen with bullets and explosions from their variety of mechanical summons.
  • A good few hours into Dungeon Siege, your standard click-to-attack fantasy game, with swords, staffs, bows, etc., you get a minigun.
  • Dynasty Warriors 7 introduces Gatling guns as useable weapons and the weapon of choice for Guo Huai, who has a Musou Attack in which he impales an enemy upon the bayonet before juggling the enemy with bullets.

  • The cover art for Eat Lead: The Return of Matt Hazard has a lot of dakka, as opposed to the actual game itself. Though the dual submachineguns are very useful for this.
  • A bug in the strategy game Empire Earth meant that you could customize your artillery units' rate-of-fire way higher than normal, to the point that they fired a solid arc of shells with no gaps in between. Being on the receiving end of that lead hose is not very pleasant.
  • In the Flash game Endless Zombie Rampage, the best shotgun in the game is best described as a MG42 that fires shotgun shells. But there's also a Minigun for your classic More Dakka pleasure.
    • Speaking of Newgrounds, zombies, and Dakka, the Boxhead games get a mention for the upgrades that get added as you crank up the kills. when you get the quad-ammo, quad-speed, longest range, that SMG becomes DAKKA DEALER, and don't even get me started on the upgraded shottie...
    • Also you should try playing the game hacked Endless Zombie Rampage and use the Pancor Jackhammer auto shotgun just hold the button down trust me.
  • Invoked in Enter the Matrix; a NPC says that automatic weapons are especially effective against agents, as the sheer number of bullets are difficult to dodge.
  • Dakka is the specialty of Minmatar ships in EVE Online — their ships equip projectile weapons (compare to Amarr lasers and Caldari missiles), and as many of them as possible: either fast, short range autocannons or slower but heavy hitting artillery, and they put out some of the largest raw damage numbers in the game. Caldari and Gallente can use high tech rail guns and blasters but the Gallente blaster ships are the only ones that come out close (the other Gallente specialty, drones, is another trope.)
    • You can fit projectile turrets onto ships of other races, too, assuming you have the skills to do so. Only Minmatar ships get bonuses to projectile turrets (and hence the most dakka), but they still have their uses on other ships; they use no capacitor energy, for instance, letting you apply that energy towards defenses or maneuverability. They can also deal all types of damage using different kinds of ammo.
    • Autocannon-armed ships will combine this with A-Team Firing; most weapons systems are meant to be fired at an "optimal" range, where a hit is almost guaranteed, but autocannons' optimal range is so absurdly short that Minmatar pilots will prefer to fight within their "falloff" range - the range at which a weapon has a fifty/fifty chance of hitting its target.
  • In the Humongous Mecha TPS Exteel guns have infinite ammo, but they build up heat. When heat builds up to critical levels, the gun shuts off until it is completely cool again. Generally speaking, the more damage the gun does the more heat it builds up. The starter guns do about as much damage as a handful of spitballs, but you have to really work to overheat them. On the other extreme is the two-handed cannon, the Red Eye-S, which can only be fired about three times in succession before it has to be switched out for a different weapon. Since the game includes no character collision, you and as many friends as you like can stand in the same spot and unleash all the dakka you want. Briefly.
  • E.Y.E.: Divine Cybermancy has this in several flavors. The BK13 dual pistols have a setting for fully automatic fire, which quickly empties both magazines. The Sulfatum minigun fires a solid wall of lead with a 500 round drum magazine. The ultimate example of dakka is the HS010 submachine gun, which carries a 100 round magazine. In its standard fire mode, it fires far faster than the fastest gun in most other games. And it has a fire mode that triples the fire rate to 3000 rounds per minute, which puts even the Chopper from Borderlands and Sasha from Team Fortress 2 (if it weren't for Gameplay and Story Segregation, since its story-based firing rate is stated to be 10,000 RPM, but gameplay tones it down to a mere 2,400 RPM) to shame. When you do that, the already abysmal accuracy drops to the point where the gun could barely hit the broad side of an aircraft carrier, and recoil causes your screen to spaz out. Good thing you can buy an implant to remove recoil entirely when activated.

  • The legendary clockwork pistol, Red Dragon, from Fable II is essentially this trope personified. It shoots as fast as you can spam the fire button and reloads all six shots in 0.75 sec. And ammunition is unlimited in the game.
  • Factorio lets you go more dakka with artillery, either in fixed turrets or on a Cool Train. Both the range and rate of fire can potentially be increased without limit and you can always just build more guns too. Bombarding alien nests with over a thousand guns is quite the sight. And if that's not enough destruction, there are mods for nuclear artillery shells. Regular gun turrets are also good for more dakka when tightly massed and there's even an achievement for using them and eschewing the laser turrets.
  • The Fallout series has miniguns and Gatling laser cannons. That's self-explanatory. Duel-wielding SMGs is also a good way to put out damage early on if one has enough ammo.
    • In the intro movie of the second game, a squad of Enclave troopers are pumping out hundreds of bullets with a minigun during a raid. As their target is a group of wide-eyed, sheltered vault-dwellers attempting to step outside for the first time in their lives to behold the new world , this is very much overkill.
    • Fallout 3 has a unique MIRV-style mini-nuke launcher. More Dakka with miniature nuclear warheads. There Is No Kill Like Overkill.
      • And thanks to New Vegas and the wonders of Modding, the Mini-Nuke CHAINGUN. Ladies and gentlemen, I believe we have achieved a new level of Dakka.
      • Then somebody combined the above two and made the Gatling MIRV. Not enuff dakka, but it will do for now.
    • Fallout 3 has this standardized for all characters through the V(ault-Tec).A(ssisted).T(argeting).S(ystem)., in which you may use your Action Points to shoot or melee attack faster than you would ever be capable outside it, as well as slowing time down for the duration of your attack(s) and reduce damage taken during V.A.T.S. attacks by 90%. However, your chance of hitting with it will always be percentage-based, even if you are at point-blank range from your target.
    • And then the add-on Broken Steel presents you... the Heavy Incinerator wielded by the Enclave Hellfire Troopers. That's right, a rapid-fire incendiary mortar. You do not'want to be on the receiving end of this weapon, especially not with an entire army wielding these in Adams AFB. Combine it with VATS and you have a sniper-accurate heavy weapon.
    • Fallout Tactics features a Gauss Gatling gun in addition to the usual miniguns. Possibly the most powerful weapon in the game, short of .50 caliber Browning M2 machine guns (for those strong enough to carry one and a decent load of ammo).
    • Fallout 2 and now Fallout: New Vegas Gun Runner's Arsenal have a weapon that is a sniper rifle version of more dakka. It's the Bozar, a high power weapon that was originally designed to be the best sniper rifle in game. It was accidentally coded as a burst fire weapon with the power of a sniper weapon per bullet. It quickly became a fan favorite. You can also launch mini-nukes with it due to an exploit in Fallout: New Vegas. Also, when using this exploit, you can shoot mini-nukes from the Minigun or the Gatling Laser (which fires faster).
      • The Lonesome Road add-on features the Red Glare, a fully automatic rocket launcher.
  • Barret Wallace from Final Fantasy VII seems fond of this one. His Limit Break Ungar Max involves him ripping the enemy to shreds with a seemingly endless supply of bullets.
    • The X-ATM092 mecha-spider in Final Fantasy VIII is taken out by Quistis wielding the landing craft's autocannon.
      • Irvine's Shot Limit Break is also this as the concept is to have him launched as many bullets he has and can within a time limit. It's possible to chain up 60 Quick Shots or more in a single attack. The same concept is applied to Final Fantasy X-2's Happy Trigger ability for gunners, except without ammo limitation and shorter time limit.
      • Laguna's Desperado Limit Break involves him lobbing a grenade, swinging from a rope, and pumping as many rounds as possible into everything in sight before the grenade explodes. His regular attack is a three round burst with a fourth if he gets a critical hit.
    • This is also the main method of attack for Vanille's Eidolon Hecatoncheir while in Gestalt Mode.
    • Gilgamesh's DLC battle in Final Fantasy XIII-2 has him start off wielding a gun in each hand. That is to say, all eight of them.
  • From the Depths: A common design element used in building custom cannons from small auto-cannons to rapid fire battleship cannons. Often the faster the guns fire the more likely they are to hit fast moving targets or aircraft.
  • Front Mission 3: Have Ryogo in his default wanzer. Equip with a high-activation comp. Watch the ROFUP 1's and Zoom 1's stack up.

  • In Galactic Civilizations 2, just try attacking a starbase with every available weapon upgrade. It'll unleash this, Macross Missile Massacre, and Beam Spam at the same time with enough force to reduce unpreparednote  attackers to powder.
  • Garry's Mod: The turret tool. Crank up the shots per second to maximum. Set spread to as wide as you prefer. Bind 'Fire' for all to one of the numpad keys. Attach a dozen or two to an item with a broad, flat surface, like a metal panel from a shipping container. Pick up panel with gravgun. Fire. If your CPU and GPU don't start chugging, you have not utilized all possible dakka.
  • In Gigantic this is HK-206's play style. It uses its machine gun and Gattling gun to shower its enemies with rapid barrages of bullets. Its Fortify ability shifts it to siege mode, sacrificing its ability to move but allowing it to fire continuously and increasing accuracy by eliminating bullet spread.
  • The Godfather has Tommygun users that will tear you a new one very often. Fortunately, you can take the Tommyguns away after you kill their users. Usually with a Boom, Headshot!. All of the upgrades to your weapons will increase the rate of fire, to the point that the level 3 shotgun "Street Sweeper" is effectively an autoshotgun. Still, beware A-Team Firing.
  • Goldeneye 007 gave us the RC-P90, which held 80 rounds, and spat metal through anything. Its distinctive noise is enough to get any veteran multiplayer nervous. O
    • In the final area of the second-to-last mission, the Caverns, black-suited Janus troopers show up wielding two of these puppies, which you can then use to blast anything that moves. And that's not all — the M-16 equivalent in the game, the AR-33, can also be doubled up (provided you know which monitors to blow) for twice the dakka.
  • The Minigun in the Grand Theft Auto games after Vice City, and the M16 in GTA III. So much dakka they can destroy a car just by spraying it a little bit!
    • GTA wouldn't be GTA without a kind of ironic subversion: The more dakka, the more police is after you. Which, of course, may be solved with STILL more dakka...
    • Exclusive to the M16 in GTA III is the ability to double your dakka with the adrenaline pill! Normally, the adrenaline pill is supposed to enhance melee attacks and slow down everything in the game, including the firing rate of guns (but not your ability to look around)... but the M16 has a firing rate of 1 bullet per frame, which somehow isn't affected by the game slowing down, and therefore... MORE DAKKA (at least until your magazine runs out).
      • That's more than the firing rate of most belt-fed machine guns. Understandably, it was Nerfed in subsequent games.
    • In San Andreas, the default pistol, machine pistols, and the sawn-off shotgun can be dual wielded with maximum skill of the respective weapons. The Minigun is also there, and static minigun turrets are usable in some missions.
    • GTA IV is more low-key on the dakka department except for the minigun-armed attack choppers, until The Ballad of Gay Tony which features high-capacity Assault SMG, super fast-firing Gold SMG, Automatic Shotgun with explosive rounds, and the Advanced MG.
    • GTA V is arguably the most dakka-licious game in the series, with many weapons accepting high-capacity magazines including automatic shotguns & light machine guns, and the return of Miniguns from GTA III series.
      • There is even an achievement for firing more than 4000 bullets in the fourth heist.
  • In The Guardian Legend, the dakka output of the Guardian's default cannon is directly proportional to the number of energy chips she is holding.
  • Beyond the Grave in Gungrave embodies this with his two massive handguns and a coffin that has a rocket launcher and a minigun in it. One of the old magazine ads for it said "Unlimited Ammo, because reloading takes too long."
    • Grave's Lv. 3 Area demolition shot in the second game (Executioner's Blood). When his standard burst/bullet dance isn't enough...
  • This is the role of the Gatling turret in Guns of Icarus. It has a short range and doesn't deal much damage, but it can spam lots and lots of bullets, which makes it useful for taking out large groups of weak enemies.
  • Gunstar Heroes: While no specific weapon stands out in particular, with the sheer combination of weapon types available to the players (and the fact the game is two-player co-op), if you're not inflicting this on the enemy, you're not doing it right.


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