39,327
edits
m (categories and general cleanup) |
m (Mass update links) |
||
Line 1:
{{trope}}
[[File:77805483.jpg|link=Portal (
Line 15:
* In ''[[Half Life]]'', its expansions, ''[[Half Life]] 2'' and the subsequent Episode sequels, the turret guns are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off until they're set back up (even picking them up and dropping them can be enough), which can be a boon when they're used against you, or a curse when you're trying to [[Hold the Line|use them yourself]]. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.
** Averted, however, by their big-brothers in ''HL1'', which are mounted in floors and ceilings and are both tough and deadly. They will also hunker down into a little armoured wart when idle, so beating them to the draw means you do less damage. ''HL2'' featured similar turrets in the Overwatch Nexus area. The only way to destroy one was to slide a grenade ''into'' the hole, which was only open while it was shooting.
* In ''[[Portal (
** ''[[
{{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:
* In ''[[Mercenaries Playground of Destruction]]'', it's possible to effectively destroy stationary machineguns, grenade launchers, and recoilless rifles by ramming them in a vehicle. So hop in a vehicle owned by that faction, convince the enemy to get away from the gun... and knock it down!
* The automated turrets in ''[[Red Faction]]'' were unique in that they functioned exactly like the stationary emplacements. By this, I mean that if you could run up to an autoturret that's plugging away at you without taking too much damage, you could hit the action key and literally just use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.
* While they're extremely tough, just like everything else electrical in ''[[
** ''[[Deus Ex: Human Revolution
* [[Inverted Trope|Inverted]] by ''[[City of Heroes]]'', where the Malta TacOps Engineer can create a gun turret that does relatively weak damage, but which can take a lot of damage before being destroyed, and will stick around and shoot at you even after its creator is dead. Compared to [[Demonic Spiders|some other Malta enemies]], it's merely a nuisance.
** And recently, all turrets have been upgraded to hovering models...
* Starting with ''[[Wing Commander (
* 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.
Line 33:
* ''[[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.
* ''[[Enemy Territory: Quake Wars
* Used effectively by ''[[Total Annihilation]]'', where every turret has its meaning in the appropriate phase of the game. First-level tank rush? Not a problem if you've built three or four light laser turrets. Entire enemy army going for your base? Why, that's precisely why you build stadium-sized super-cannons that can cover most of the map with utterly devastating showers of death. Play a game long enough and all sides will build enough static defences to make all standard units useless, and the only possible way to win is with atomic warhead slapfests...
** Spiritual successor ''[[
*** The big difference is in the addition of the siege breakers. Defenses are still terrifyingly powerful, but units are even more powerful. Mobile artillery is even stronger in ''[[
*** Also, higher tier turrets, while more powerful, tend to have weaker rate of fire. They can stop most attack force of their own tier, but can be easily overwhelmed by the hundred of tier 1 bots that three tier 1 turrets could have held back easily.
* Justified and partially averted in ''[[Starlancer]]''. Capital ship turrets aren't much of a direct threat to the player's ship, but they ''can'' take out torpedoes. They're also small and hard to hit, forcing you to fly dangerously close.
Line 46:
* There are a couple of turrets in ''[[Fallout 2]]'' which can fire a lot of bullets/plasma bolts, but a good rifle and a careful shot to their camera lenses renders them harmless if you stand far enough away. Some of your [[Too Dumb to Live|teammates]] don't figure this out, however.
** Its probrably rather inverted. Fighting those turrets with short-range guns and melee/unarmed combat is tatamount to suicide. Specially those plasma turrets in Navarro.
* Completely averted in ''[[
* 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 ''[[
** The Engineer now has a new unlockable, The Gunslinger, 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''.
|