Overheating: Difference between revisions

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** Though it should be noted that with adequate equipment, you can easily make it so the guns will ''never'' overheat. Alternately, make it take a very long time to overheat and add some firepower. The Infiltrator class has the ability to lower the heat output on firing weapons which when combined with damage upgrades makes the class output the most damage over time in the game.
** It is, however, thoroughly impossible to do so with any weapon using High Explosive Rounds, as they generate +500% heat.
** Alternatively, go the other way and cram on extra-heat, extra-damage mods onto your [[Sniper Rifle]] and accept the fact it'll overheat after every shot, essentially making the equivalent of a cannon. Which begs the question: aren't any parts being damaged by being subjected to +550% over standard heat on a regular basis?
* ''[[Mass Effect 2]]'' went for a system that works like a typical shooter with limited shots before reloading. They attempt to reduce the degree of [[Retcon]] by explaining it as ejecting the heat sink of your gun and inserting a new one. Which, naturally, should prevent you from [[One Bullet Clips|reloading single shots into a gun that fires multiple shots per heatsink]]... but doesn't. And while it would make sense to be able to wait for the heat sinks to cool and use them again instead of throwing them all away and trying to scavenge new ones, that's not an option. Of course, all this only applies to ''you''. [[The Computer Is a Cheating Bastard|Computer-controlled]] characters still have [[Bottomless Magazines]]. [[Gameplay and Story Segregation]] is in full effect here.
* In the ''[[Mechwarrior]]'' games, this is an inherent gameplay trait. All weapons create heat that must be dissipated by your 'Mech, but energy and missile weapons cause the most heat. Heat sinks can help dissipate the heat generated, but there's still a danger of overheating, and once you pass a certain threshold the 'Mech engages an automatic shutdown. If you override this automatic shutdown,<ref>or if your 'Mech is [[Kill It with Fire|forced into critical overheat]] too quickly for it to trigger</ref> you run the risk of [[Made of Explodium|ammunition explosions and reactor meltdowns]].
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* Mounted guns in ''[[Far Cry]] 2'' will overheat if fired for too long; however, the portable version of the SAW light machine gun will ''never'' overheat, instead requiring reloads and having ridiculous muzzle climb.
* In ''[[First Encounter Assault Recon|FEAR]] 2'' the player is at one point given control of an automatic mounted grenade launcher, which will overheat if fired for too long. Oddly, though, if the player taps the fire button instead of holding it, the heat gauge will never increase.
** The power armor machine guns also overheat after continuous firing and can be seen glowing in thermal vision.
* This is how Dwarven Technologist Janos' [[Mana]] Meter is explained in ''[[Mage Knight]]: Apocalypse''. He starts with zero heat, gains heat whenever he uses a skill, and when heat reaches 100, he must wait or use a 'coolant' potion.
* Similarly, in ''[[Freedroid RPG]]'', Tux heats up from casting spells (actually computer programs) and will blow up if he gets too hot.
* Mounted guns in ''[[Killzone]] 2'' overheat, with the meter being the visible top surface of the barrel, which goes from dull silver to bright red.
* Machine guns in ''[[Crysis (series)|Crysis]]'' can overheat, and the ice-shard firing MOAC gun also works this way.
* Happens in ''[[Resident Evil 5]]'' when you continuously firing the Humvee machine gun for too long.
* Your entire mech can have this problem in ''[[Armored Core]] 3''. It was quite the [[Scrappy Mechanic]].
* In ''[[Robotech Battlecry]]'', your Veritech's machine gun has infinite ammunition, but overheats after a few seconds. The Battloid's sniper mode lets you fire a [[Charged Attack]] that does more damage but instantly overheats the gun.
* A core mechanic of the Amiga game ''Walker''. Your [[Humongous Mecha]] is armed with twin guns that overheat if you fire them for too long, then they shut down until cool enough again. You don't really want this to happen when a wave of enemies is bearing down on you.
* ''[[Warhawk (1995 video game)|Warhawks]]'' have unlimited machine gun ammo. But their guns will overheat and temporarily jam after only a few seconds of continuous fire.
* [[The Suffering]] 2 featured sections with vehicle mounted guns that would overheat. These weren't used for regular fights, only when the game was throwing wave after wave of enemies at you.
* The first ''[[Soldner Söldner-X]]'' game discourages constant fire by having your weapons overheat after prolonged firing.
* [[Grand Chase]] does this with Mari's [[Gun Slinger]] job. The "heat gauge" fills up each round fired and will start to drain out if you stop shooting. If the gauge fills up all they full, the gun doesn't fire at all for a short time, leaving you with an attack that does nothing. However, it does not disable your [[Special Attack|MP Attacks]] at all, but only one of those uses the gun anyhow.
* [[Brink]] has the 'ordinary guns need reloading, wall-mounted machineguns overheat' variant.
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* In ''[[BattleTech]]'', heat is an important balancing factor. BattleMechs are environmentally sealed, powered by fusion engines and artificial muscles that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.
* Many, many R&D megaweapons in ''[[Paranoia]]''. They also tend to explode regularly.
* In ''[[Warhammer 4000040,000]]'' some weapons have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which is one of the technologies of which [[Vestigial Empire|the engineers have lost the understanding]].
** [http://www.dakkadakka.com/s/i/at/2008/3/Plasma-23124627.jpg They're] [[Memetic Mutation|Totally]] [[Worth It]], though.
** In Warhammer RPG (''[[Dark Heresy]]'', ''[[Only War]]'', etc) it's "Overheat" quality. Such weapons have 1/10 chance to vent at the user instead of firing, and if they do, must cool down for the next round. This applies nominal damage without Penetration (which is small solace, but better than nothing) and the weapon can be dropped instead (which is a better idea only if you can pick it up again, otherwise you lose an expensive piece and enemies may get you while unarmed - and the Commissar certainly will, if you're a Guardsman). Also, Best-craftsmanship weapons don't Overheat, but good luck getting one of those, unless you are a full Inquisitor or something. Also, some weapons simply have Recharge - fire every other round. Including the same Plasma weapons in Maximal mode - if you're desperate enough to intentionally boost damage of a weapon that still may vent it at yourself.
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[[Category:Guns Do Not Work That Way]]
[[Category:Truth in Television]]
[[Category:Overheating{{PAGENAME}}]]