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** Averted by Alucard's pair of absolutely ''[[Hand Cannon|massive]]'' handguns, which are devastatingly effective against more or less everything. Justified, as one is loaded with .454 Casull rounds made from melted-down silver crosses, and the other weighs sixteen kilograms and fires explosive rounds that can demolish ''walls''.
*** And then played straight again with anyone unfortunate enough to be [[Shooting Superman|fighting Alucard]]. Hundreds of automatic weapons being fired at once have literally zero effect, whereas thrown bayonets are shown to slow him down significantly. [[Handwaved]] by the bayonets being blessed, and being thrown by the amazingly powerful [[Healing Factor|regenerator]] Alexander Anderson (weapon effectiveness in the setting seems to be largely determined by the power of the wielder, rather than by the weapon itself).
* The ''[[
* This could explain why many Nations in ''[[Axis Powers Hetalia]]'' seem to prefer melee over firearms (with the likes of Switzerland more of the exception). Especially since they could apparently withstand headshots with little to no permanent side-effects.
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** It is explicitly stated that game tries to capture Hong Kong action movies atmosphere and doesn't even try to imitate reality.
* Played with in ''[[SLA Industries]]'', in which guns do massive amounts of damage, and are often the only way to penetrate the better armour suits in the game—but the 'bullet tax' levied by the government even on its own operatives (who are expected to lease all their equipment from said government) means that buying even one clip of ammunition often costs more than the players will earn in several missions.
* ''[[Warhammer
** Helps that most close combat troopers are either a) [[Made of Iron]], b) can get into combat fast, c) the units just has so many troops they can take a few hits or a combination of the three.
*** Generally, a unit is considered a close combat troop if 1.) it has a movement modifier and 2.) if it has more than 1 attack (either by a innate stat boost, close combat weapons, some special rule, or all of the above). The ability to negate enemy toughness, weapon skill and/or armor are also indicators of a good close combat troop (although there are instances where a unit does indeed have poison or power weapons, but lack the necessary numbers or attacks to actually use them).
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* ''[[Shadowrun]]'' has a blanket rule on the effectiveness of guns and explosives against supernatural entities—magical beasts and ghosts exist literally because [[Your Mind Makes It Real]], thus only an attack that carries the wielder's intent can harm one--[[Good Old Fisticuffs]], [[Sword Fight|melee weapons]], [[The Archer|arrows]], [[Throwing Your Sword Always Works|thrown objects]] or, of course, [[Magic and Powers]]. And a [[Hollywood Cyborg]] will have a ''lot'' of trouble with them because [[Cybernetics Eat Your Soul]]. In other words, though it is a [[Cyberpunk]] game and every party must include at least one [[Meat Shield|Street Samurai]], [[Badass Driver|Rigger]] and [[Playful Hacker|Decker]], [[Competitive Balance|you also need at least one]] Wizboy because [[Jackie Chan Adventures|"Magic Must Defeat Magic!"]]
* In ''[[Spirit of the Century]]'' guns, fists, and melee weapons do all the same amount of damage. Because it's a [[Rule of Cool|Pulp World]] it's assumed that someone with a 3 in guns is just as lethal with those guns as someone with a 3 in fists.
* [[Dungeons
** This is due to the fact that characters gain hit points as they progress while weapon damage remains constant. This means that an experienced SWAT member is way more bulletproof ([[Hand Wave|or can dodge more]]) than a rookie beat cop (who can die after one lucky shot from a 9mm pistol).
** When players try and homebrew firearms, they either make them even weaker (taking minutes to reload in a game where a round is six seconds) or make them an absolute [[Game Breaker]] that ignores all armor, magical or otherwise, and always hits [[For Massive Damage]].
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*** But if you add in that Fusiliers learn loads of attacks that cost no MP and have decent chances of causing [[Standard Status Effects]] while still causing regular damage to their enormous range then you still have a great supporting unit.
*** If you give Gunners/Fusiliers Onslaught as their secondary ability set, they can use Ultima at a ridiculous range, and if you have them level up as Moogle Knights they'll have much better attack [[Arbitrary Gun Power|(somehow).]]
* ''[[Eternal Darkness]]'': in the levels set from [[World War
** The first time you can actually use a rifle on a boss, [[Immune to Bullets|it laughs at you]]:
{{quote|'''Black Guardian''': "The tools of your puerile civilization are useless!"}}
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** Pad's "Dead Shot" skill turns out to be your best weapon against the ridiculously strong mobs in the bonus dungeons, since they have huge amounts of HP but no instant death immunity.
* In ''[[Dungeon Siege]]'' your dungeon crawls take you to a lair of goblins that use gatling guns, flamethrowers and rocket launchers, and also drop these weapons for the player. They are acceptable, but when you move on in the story, the enemies will be dropping bows again, which will invariably be stronger.
* ''[[
* In the ''[[Warcraft]]'' series, Guns are largely equal to Bows and other ranged weapons. They aren't as powerful as melee weapons, but can attack from a long distance away, possibly protected by a cliff or other obstacles.
** In ''[[World of Warcraft]]'', guns are exactly as useful as crossbows and bows. Which is to say, incredibly useful for hunters, practically harmless in the hands of anyone else.
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