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* [[TeamFortress2 the Cow Mangler 5000]] can fire a stronger blast that charges itself over a few seconds. It is triggered by the right mouse button, no less. The charged shot takes up the full clip, though, and the charging time is not variable.
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This is also TruthInTelevision, as most modern assault rifles have at least a fire selector for automatic, semi-automatic, burst fire, and similar modes, as well as underslung grenade launchers and shotgun attachments. Also the bayonette, a knife or spike attached to the end of the rifle as a last resort melee weapon.

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This is also TruthInTelevision, as most modern assault rifles have at least a fire selector for automatic, semi-automatic, burst fire, and similar modes, as well as underslung grenade launchers and shotgun attachments. Also attachments, and also the bayonette, bayonet, a knife or spike attached to the end of the rifle as a last resort melee weapon.



* ''PerfectDark'' had the Magsec 4, which could either fire semi-auto or 3 round burst in exchange for worse accuracy than the standard Falcon 2.

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* ''PerfectDark'' had a secondary fire setting for ''every'' weapon. For example, the Magsec 4, which 4 could either fire semi-auto or 3 round burst in exchange for worse accuracy than the standard Falcon 2.
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* The SuperDragon assault rifle from ''PerfectDark''. Its lesser version, the Dragon, had a unique variant; activating its secondary fire let you throw it on the ground and use it as a proximity mine. Very useful against ammo campers.

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* The SuperDragon [=SuperDragon=] assault rifle from ''PerfectDark''. Its lesser version, the Dragon, had a unique variant; activating its secondary fire let you throw it on the ground and use it as a proximity mine. Very useful against ammo campers.

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* Most guns in the ''{{X-Com}}'' games can switch between single-shot and rapid fire. Or rather, aimed shot (slow but accurate), snap shot (fast but less accurate), and rapid fire (woefully inaccurate and more useful for trimming down your own squad size).

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* Most guns in the ''{{X-Com}}'' games can switch between single-shot and rapid fire. Or rather, aimed shot Aimed Shot (slow but accurate), snap shot Snap Shot (fast but less accurate), and rapid fire Auto Shot (woefully inaccurate and more useful for trimming down your own squad size).individually but you get a burst of three).




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* A truly bizarre example is found in the original ''RedFaction'' in the form of the sub-machine gun, which is effectively two entirely separate automatic weapons bolted together. Primary fire uses the same rounds as the pistol but at a much higher rate, whilst the secondary trigger fires the same rounds as the ''assault rifle'', only with half the magazine size and not as accurately. Even the bots in multiplayer appeared to think the latter function was completely pointless.
** The same game gives us a number of less memorable examples. The assault rifle and shotgun ''both'' have the option of burst or fully automatic fire (the shotgun works a bit like the option for twin-linked or alternating fire for certain weapons in ''Descent''), the rocket launcher can be either dumb-fired or homing, and the grenade can be set to either a four-second timer or impact fusing. Another slightly odd one is the flamethrower, whose fuel tank can be unscrewed and thrown to act like a MolotovCocktail when it hits. Even for a MegaCorporation whose [[NoOSHACompliance lousy safety record]] is actually a plot point, that makes very little sense. It also follows the convention for vehicles which is discussed above.

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To be fair, another bullet isn\'t needed for HL\'s Glock


** Strangely enough, the Glock ''[[DidNotDotheResearch 17]]'' as well.
*** To be fair, the original design was based on the Glock 18, which was select fire, but the in-game model was changed to that of a Glock 17

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** Strangely enough, the Glock ''[[DidNotDotheResearch 17]]'' as well.
*** To be fair, the original design was based on the
well. It's actually a Glock 18, which 18 with a 17's model; the 18 was select fire, but the in-game model was changed to that of a Glock 17fire.

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* Phoenix Samurai, ''JamesBond Nightfire''.




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* AIMS-20, ''JamesBond Nightfire''.




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* ''Timesplitters: Future Perfect'' has this for most if not all weapons.
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* In ''[=~Unreal II: The Awakening~=]'', the standard assault rifle's alt-fire mode uses the primary ammo to launch a cluster of shards that initially acts like a shotgun slug if it hits an enemy. If the slug hits something that isn't an enemy (like the floor or a wall) then the shards ricochet off on their own.

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* In ''[=~Unreal II: The Awakening~=]'', ''UnrealIITheAwakening'', the standard assault rifle's alt-fire mode uses the primary ammo to launch a cluster of shards that initially acts like a shotgun slug if it hits an enemy. If the slug hits something that isn't an enemy (like the floor or a wall) then the shards ricochet off on their own.

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Added Tron 2.0 things


* Oddly enough, the shotgun analouge in ''Tron 2.0''




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* ''Tron2.0'' has this for the Disc type weapons, as well as the block, which can deflect other discs

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* All the weapons in ''Bulletstorm.''




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* The stakegun in ''Painkiller.''
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*** To be fair, the original design was based on the Glock 18, which was select fire, but the in-game model was changed to that of a Glock 17

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* ''PerfectDark'' had the Magsec 4, which could either fire semi-auto or 3 round burst in exchange for worse accuracy than the standard Falcon 2.



* The Mauler energy pistol from ''PerfectDark'' would automatically charge up as long as it was set in charge mode. It used five rounds to become fully charged, and reloading would cause the charge to be wasted.




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* Several pistols in ''PerfectDark'' that didn't have a unique secondary mode would have a PistolWhip as their secondary. The Tranquilizer had a "Lethal Injection", which was also a melee attack.
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** The crossbow featured in both games had a zoom effect. The .357 featured a zoom in as well if cheats were enabled.
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** Its predecessor in the first game was either an [=MP5=] submachinegun or an M4 assault rifle (depending on whether or not you have the Hi-Def pack) equipped with an M204 'nade launcher.

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** Its predecessor in the first game was either an [=MP5=] submachinegun or an M4 assault rifle (depending on whether or not you have the Hi-Def pack) equipped with an M204 M203 'nade launcher.
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** The OICW is actually a semi-automatic grenadelauncher with an underslung assaultrifle.
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* The Pyro's Flamethrower in ''TeamFortress2'' has a secondary fire that shoots a burst of compressed gas to deflect people and projectiles: it uses the same ammo counter as the flamethrower's flames, costing 20 ammo per burst.
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quick grammatical correction to my previous edit.


* The [[{{BFG}} Death Machine]] from CallOfDutyBlackOps is a minigun given to you from [[DeathFromAbove Care Packages]], and when you [[SightedGunsAreLowTech try to aim down the sights]], it will instead spin the barrel.

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* The [[{{BFG}} Death Machine]] from CallOfDutyBlackOps is a minigun given to you from [[DeathFromAbove Care Packages]], and when you [[SightedGunsAreLowTech try to aim down the sights]], it will instead spin the barrel.
barrels.
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Adding an entry for spinning barrels



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* The [[{{BFG}} Death Machine]] from CallOfDutyBlackOps is a minigun given to you from [[DeathFromAbove Care Packages]], and when you [[SightedGunsAreLowTech try to aim down the sights]], it will instead spin the barrel.
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not an example


* While not a launcher, ''Halo'' uses the left trigger to throw grenades.

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* While not a launcher, ''Halo'' uses the left trigger to throw grenades.
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fixed a redlink (not a wikiword)


** Its predecessor in the first game was either an MP5 submachinegun or an M4 assault rifle (depending on whether or not you have the Hi-Def pack) equipped with an M204 'nade launcher.

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** Its predecessor in the first game was either an MP5 [=MP5=] submachinegun or an M4 assault rifle (depending on whether or not you have the Hi-Def pack) equipped with an M204 'nade launcher.
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* As does the earlier StarTrekEliteForce series, with most of the guns falling into the related-but-different format, but the second game includes at least one example from every category.
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* Warhammer 40k has this with the Space Marines Combi-weapon which combines the standard bolter with either a flamer, plasma gun or a meltagun. Though these extra weapons only has one shot (which the player can use whenever he wants) and will for the rest of the game count as a ordinary bolter
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This example could have been a lot shorter, since only one person's weapon actually counts, so I cut out all the other stuff.


* Inverted all kind of ways in ''CliveBarker's Jericho'', causing many complaints about the interface. Primary fire is right button, and changing fire modes is a separate operation. Left button is another weapon, either an under-barrel support shotgun for the assault rifles, for some characters it's a sidearm, grenade, or nodachi. The closest weapon to meeting the standard for the trope is the sniper rifle, which on alt-fire shoots explosive rounds. So much for stealth kills.

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* Inverted all kind of ways in ''CliveBarker's Jericho'', causing many complaints about the interface. Primary fire is right button, and changing fire modes is a separate operation. Left button is another weapon, either an under-barrel support shotgun for the assault rifles, for some characters it's a sidearm, grenade, or nodachi. The closest weapon to meeting the standard for the trope is the Jericho'' has Black's sniper rifle, which fires grenades on alt-fire shoots explosive rounds. So much for stealth kills.alt fire instead of firing a second weapon as it does with everyone else.
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* MegaMan and MegaManX are perhaps the iconic examples with their [[ArmCannon Arm Cannons]].

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* MegaMan ''Game/MegaMan'' and MegaManX ''MegaManX'' are perhaps the iconic examples with their [[ArmCannon Arm Cannons]].
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* In ''Unreal 2: The Awakening'', the standard assault rifle's alt-fire mode uses the primary ammo to launch a cluster of shards that initially acts like a shotgun slug if it hits an enemy. If the slug hits something that isn't an enemy (like the floor or a wall) then the shards ricochet off on their own.

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* In ''Unreal 2: ''[=~Unreal II: The Awakening'', Awakening~=]'', the standard assault rifle's alt-fire mode uses the primary ammo to launch a cluster of shards that initially acts like a shotgun slug if it hits an enemy. If the slug hits something that isn't an enemy (like the floor or a wall) then the shards ricochet off on their own.
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'''Burst or Rapid fire:''' Usually found on pistols, sometimes on rifles, this allows for a faster, but less accurate series of shots, generally intended to be used at short range or during more intense firefights where precision is unneeded. A variant of this often appears in any game featuring a double-barreled shotgun, firing both barrels at once.

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'''Burst or Rapid fire:''' Usually found on pistols, sometimes on rifles, this allows for a faster, but less accurate series of shots, generally intended to be used at short range or during more intense firefights where precision is unneeded. A variant of this often appears in any game games featuring a double-barreled shotgun, firing both barrels at once.
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* A variation in HalfLife - secondary fire activated the laser sight for the rocket launcher and, in Opposing Force, the Desert Eagle. This didn't zoom in, but it did let you guide launched missiles and made the Deagle more accurate.

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* A variation in HalfLife ''HalfLife'' - secondary fire activated the laser sight for the rocket launcher and, in Opposing Force, the Desert Eagle. This didn't zoom in, but it did let you guide launched missiles and made the Deagle more accurate.

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** Strangely enough, the Glock ''[[DidNotDotheResearch 17]]'' as well.




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** More true to the trope is the Tau Cannon in the original game- the primary fire shot quick blasts, while the secondary fire could be charged up. When charged, the thing could be used to take down ''helicopters''.




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* A variation in HalfLife - secondary fire activated the laser sight for the rocket launcher and, in Opposing Force, the Desert Eagle. This didn't zoom in, but it did let you guide launched missiles and made the Deagle more accurate.



* ''HalfLife 2'''s shotgun alt-fires both barrels at once. Which is funny, since it's ''not a double barreled shotgun''. The "second barrel" is in fact the tube magazine.
** Not true, it's simply an "over-under" shotgun instead of a "side-by-side" one.

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* ''HalfLife 2'''s shotgun alt-fires both barrels at once. Which is funny, since it's ''not a double barreled shotgun''. The On the RealLife SPAS-12 the in-game shotgun is supposed to be, the "second barrel" is in fact the tube magazine.
** Not true, it's simply an "over-under" shotgun instead of a "side-by-side" one.
magazine.
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** The Wookie crossbow in particular included a ChargedAttack with its primary firing mode, and its secondary fire was a projectile that could rebound off of walls.
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* While not a launcher, ''Halo'' uses the left trigger to throw grenades.




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* The left trigger does this for every weapon in ''MassEffect''




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* In many games where you control tanks, noticably in ''MassEffect'' and ''Halo'' one button will use a machine gun turret mounted on the tank, while the other will fire the tank's artillery canon.
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** Not true, it's simply an "over-under" shotgun instead of a "side-by-side" one.

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