Weak Turret Gun: Difference between revisions

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== [[Video Games]] ==
* ''[[StarcraftStarCraft]]'' has the occasional turret gun in Installation levels. They are some of the feeblest units in the game.
** ''[[StarcraftStarCraft II]]'' features a flying unit that can periodically drop turret guns with unlimited ammo but limited duration. While not as weak as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
* ''[[Splinter Cell]]'' has computer-controlled turrets. They couldn't be shot, but they ''could'' be disabled by reaching their computer. But to get to the computer, they had to be distracted by chemical flares. As long as you weren't in the area when the flare ran out. [[Prepare to Die|If you were...]]
** Averted in ''Conviction'', where the ceiling-mounted turret guns in {{spoiler|Third Echelon HQ}} cannot even be targeted by Sam - you get a(n un)helpful white cross in place of the crosshairs when aiming at them - much less destroyed. Similarly for the ground-based turrets you encounter in various places, though for these you at least can take out the operator, which will also prevent them from firing on you after that.
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* Double subverted in ''[[Defense of the Ancients]]''. In early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both [[Mooks]] and heroes, while the towers don't grow stronger, means that the threat they pose just keeps dropping.
* Played straight and subverted in ''[[Team Fortress 2]]'', by the [[Mr. Fixit|Engineer's]] sentry guns. At level 1, sentries are fairly weak things that work like an automated assault rifle; up quick enough to shoo off at least the pesky enemy [[Fragile Speedster|Scouts]] that may already be marauding about your base. At level 2, they transform into an automated minigun. At level 3, the miniguns gain a rocket launcher. Sentry guns can be hugely effective because of their automatic targeting that can track even Scouts combined with high firepower, but are balanced out by the fact that you can only build one at a time. At all levels, they partially avert this trope because they cannot be knocked down, despite enemies firing [[Macross Missile Massacre|masses of rockets]], [[More Dakka|thousands of bullets]], and everything else they can find at it.
** TheIt Engineerall nowchanged hasin aJuly new2010's unlockableEngineer Update, Thewhen the Gunslinger, was added that makes 'Mini-Sentries' instead. It's a weaker version of a Level 1 sentry that cannot upgrade. It's appeal is that it can be deployed near-instantaneously and that doesn't cost much [[You Require More Vespene Gas|metal]].
* Both played straight and averted with the Laptop Gun in ''[[Perfect Dark]]'', depending on your game mode. If your playing single-player, co-operative, or counter-operative, the Laptop Gun is best used as a machinegun, since the levels are more or less linear. In multiplayer matches, however, the turret mode becomes far more useful, as the turret can kill enemy players in ''seconds''.
* Averted hard in the ''[[Quake II]]'' expansion pack ''Ground Zero''. Turrets are small, hard to spot, anything but fragile, and their shots are '''powerful'''. To make it worse, they're one of very few enemies in the game that can actually lead their shots. They're so [[Demonic Spiders|frustrating to deal with]], they change gameplay entirely from "run-n'-gun" to "cover-crawling nightmare".
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[[Category:Video Game Difficulty Tropes]]
[[Category:Weapons and Wielding Tropes]]
[[Category:Weak Turret Gun{{PAGENAME}}]]