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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* In ''[[Portal (series)|Portal]]'', while the turrets are again on a tripod and can be permanently shut down by knocking them over (by throwing an ''empty milk carton'', if you so choose), an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making their disablement impossible. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, [[Companion Cube|not that they weren't already.]]) They are, however, adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases. Definite [[Monster Sob Story]] material.
** ''[[Portal 2]]'' introduces us to what happens when the above-mentioned turrets are defective. It's easiest to let their lines speak for themselves:
{{quote| "So, we're ALL supposed to be blind, right?"<br />
"Anyone got any bullets?"<br />
"Er...Blam! Blam! Blam! I'm not defective!" }}
* The ''[[Crusader: No Remorse|Crusader]]'' games use this trope pretty prominently... and then subvert it by having some such turrets protected by unlimited shielding and, naturally, using the biggest, baddest, shield-penetratingest weapons in the game.
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* The first ''[[Ratchet and Clank]]'' game had a turret gun that worked within a 180 degree field of vision. When the player character reached that angle, the gunner would just sit there until struck. Subverted later on, when the turrets are set in bunkers it's impossible to get into without solving a puzzle. At one point, you couldn't even get into the bunker, and had to shoot the gunner through a tiny vent hole.
* Some missions in the ''[[Free Space]]'' series have sentry guns, essentially two or four gun turrets attached to a frame. They only take a few shots to destroy.
** In the second game, the ''GTSG Mjolnir Remote Beam Cannon''. As the name suggests, it's a turret with a beam cannon (the most powerful in the game for the GTVA) mounted on it (and nothing else). They also tend to die quickly when under attack, making them semi-literal [[Glass Cannon|Glass Cannons]]s (in that they are cannons, but not made of glass). If you can keep them alive, they are your best friend in the one mission they appear in (in which you must kill a few capital ships, something the Mjolnir excels at).
* ''[[Iji]]'' features turrets whose weapons span the range of available guns from weak to strong. However, they're all vulnerable to being kicked or blown up, which instantly disables them (and sends the head of the turret flying). You can also crack them to make them retract, which also gives you a little ammo. Some turrets are set up so that they'll shoot and disable each other if you just duck.
** Later in the game, you'll run into Skysmashers, turrets that can float around, making them much harder to hit. They're still just as vulnerable to kicking, though.
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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}}]]