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%%[[folder:Isometric shooter]]
%%*"Videogame/Helldivers": The game gives you more than a dozen perks to customize your character with. The most practical, given how helpful it is in avoiding friendly fire incidents, is the Laser Sight you start out with.
%%[[/folder]]

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* The pistols in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' are weak and boring compared to the more powerful guns like an automatic shotgun or an assault rifle, but the pistols are the only weapons that have BottomlessMagazines and are also the only weapons that can be used GunsAkimbo for extra firepower. There's even an achievement in the first game for completing a full campaign using nothing but the pistols.

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* The pistols in ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' ''VideoGame/Left4Dead2'':
** The pistols
are weak and boring compared to the more powerful guns like an automatic shotgun or an assault rifle, but the pistols are the only weapons that have BottomlessMagazines and are also the only weapons that can be used GunsAkimbo for extra firepower. There's even an achievement in the first game for completing a full campaign using nothing but the pistols.pistols.
** In ''Left 4 Dead 2'', a melee weapon will often be found early on if not at the very start of the campaign, but its ability to OneHitPolykill the Common Infected makes it a reliable choice whenever a horde shows up. It will normally replace the pistols, but if you're incapacitated, you get to pull out one extra pistol as a last resort.
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* ''VideoGame/BrutalDoom'', a gameplay mod for the classic ''VideoGame/{{Doom}}'' games, gives you an assault rifle as your starting weapon. It has good damage and accuracy and the ability to aim down the sights. It makes clearing out imps and zombie soldiers a breeze, and it's also useful against stronger enemies like Hell Knights and Mancubi if you can consistently hit their heads.
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* {{Downplayed}} with the Prototype Vibroblade in ''VideoGame/KnightsOfTheOldRepublic''. It's a really good weapon you get before leaving the tutorial level, and better with the upgrades you can scrounge. Before you get a lightsaber, it's best as your main hand weapon. Once you ''do'' get a lightsaber, the "balanced" bonus and the stats still make it a decent fallback weapon in the off-hand if you have the feats for dual-wielding, as a vibroblade will cut through shielded enemies that slow down lightsabers or blasters.

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* {{Downplayed}} with the Prototype Vibroblade in ''VideoGame/KnightsOfTheOldRepublic''. It's a really good weapon you get before leaving the tutorial level, and better with the upgrades you can scrounge. Before you get a lightsaber, it's best as your main hand weapon. Once you ''do'' get a lightsaber, the "balanced" bonus and the stats still make it a decent fallback weapon in the off-hand if you have the feats for dual-wielding, as a vibroblade will cut through shielded enemies that slow down lightsabers or blasters. It also makes a strong off-hand weapon for Canderous or Zalbaar.
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* {{Downplayed}} with the Prototype Vibroblade in ''VideoGame/KnightsOfTheOldRepublic''. It's a really good weapon you get before leaving the tutorial level, and better with the upgrades you can scrounge. Before you get a lightsaber, it's best as your main hand weapon. Once you ''do'' get a lightsaber, the "balanced" bonus and the stats still make it a decent fallback weapon in the off-hand if you have the feats for dual-wielding, as a vibroblade will cut through shielded enemies that slow down lightsabers or blasters.

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* ''VideoGame/{{Ultrakill}}'': The Revolver you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage, useful alternate fire-modes, and having synergies with other weapons,. It can even be upgraded into an alternate, even stronger version. The Feedbacker (your first arm) is also versatile, as it lets you parry for extra damage and health.


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* ''VideoGame/{{Ultrakill}}'': [[RevolversAreJustBetter The Revolver]] you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage, useful alternate fire-modes, and having synergies with other weapons. It can even be upgraded into a much stronger but slower version. The Feedbacker (your first arm) is also versatile, as it lets you [[CounterAttack parry for extra damage and health]].
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* ''VideoGame/{{Ultrakill}}'': The Revolver you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage and useful alternate fire-modes. It can even be upgraded into an alternate, even stronger version. The Feedbacker (your first arm) is also versatile, as it lets you parry for extra damage and health.

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* ''VideoGame/{{Ultrakill}}'': The Revolver you get in the beginning of the game is the most versatile weapon even later on, thanks to solid damage and damage, useful alternate fire-modes.fire-modes, and having synergies with other weapons,. It can even be upgraded into an alternate, even stronger version. The Feedbacker (your first arm) is also versatile, as it lets you parry for extra damage and health.
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* ''VideoGame/CallOfDuty'' single-player campaign missions typically start you with a primary weapon which is the best adapted for the mission at hand, and is often superior to anything you can pick up in the level, sometimes even kitted out with sights and attachments that can't be obtained in the level. Your secondary starting weapon is typically a pistol that can be swapped out for something found in the level for variety or utility.
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* In ''VideoGame/RainbowSix Vegas 2'', the starting weapons in each category are usually the ones with the best overall stats; later weapons you unlock as you play the game are mostly for gameplay variety rather than being statistically superior than the guns you start with.
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* In ''VideoGame/AliensFireteamElite'', your starting weapons (i.e. the iconic Pulse Rifle and the pump-action shotgun) aren't the absolute best-in-class, but they're close enough that for all practical purposes it doesn't really matter, and they in fact slightly out-DPS many of the fancier weapons you can unlock along the way. Overall the game does a good job (with a few exceptions) of making sure all weapons are relatively balanced, so there's no "meta" gun and you can go with whichever one feels most comfortable to you.
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* In the ''VideoGame/MegaManClassic'' series, the Mega Buster you start out with is usually your go-to, for its simplicity, consistency, and its lack of a need for weapon energy. Titles that include the charge shot give it even more versatility.

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* In the ''VideoGame/MegaManClassic'' series, ''Franchise/MegaMan'' franchise, the Mega standard Buster you start out with is usually your go-to, for its simplicity, consistency, and its lack of a need for weapon energy. Titles that include the charge shot give it even more versatility. Later iterations of the franchise, like ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'', even provide ways to alter the standard Buster's characteristics, most famously the Force Armor's damaging plasma balls that it leaves behind as it passes through enemies.
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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the other games, which means some start with subpar weaponry (with one class not even starting with a weapon).

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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go. go, [[BoringButPractical and in many cases will even end up being]] ''[[BoringButPractical superior]]'' [[BoringButPractical to all that fancy stuff]]. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the other games, which means that some start with subpar weaponry (with that should be replaced as soon as possible, and one class not starts with ''no weapon at all'' (although it's even starting with possible to make ''that'' endgame viable if you obtain a weapon).certain ring).
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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/Bloodborne'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the other games, which means some start with subpar weaponry (with one class not even starting with a weapon).

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* From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/Bloodborne'' ''VideoGame/{{Bloodborne}}'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting gear is almost always designed to be completely viable from the start of the game until the end as long as you make sure to keep upgrading it as you go. In fact, ''VideoGame/DarkSouls2'' may be the only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the other games, which means some start with subpar weaponry (with one class not even starting with a weapon).

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* ''VideoGame/DarkSoulsIII'' has two examples.
** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels.
** The Knight class has a large number of advantages that allow players to beat the game without ever changing any piece of gear. The Knight armor set has protection that rivals that of heavier armor sets while remaining bearable in weight, the Long Sword is a basic but very well-rounded weapon that [[BoringButPractical isn't flashy but doesn't leave the wielder vulnerable after attacks]], and the Knight Shield blocks 100% of all incoming physical damage (which encompasses the vast majority of all damage in the game) while allowing the wielder to parry incoming attacks to inflict high-damage criticals. Even in multiplayer scenarios, a basic Knight stands a very good chance against opponents of equal skill who wields much fancier equipment.

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* ''VideoGame/DarkSoulsIII'' has two examples.
** The Mercenary
From Software games such as ''VideoGame/DarkSouls'' and ''VideoGame/Bloodborne'' revel in this trope. Even though you can find all sorts of fancy weapons and magic as you progress, your starting class has gear is almost always designed to be completely viable from the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels.
** The Knight class has a large number
start of advantages that allow players to beat the game without ever changing any piece of gear. The Knight armor set has protection that rivals that of heavier armor sets while remaining bearable in weight, until the Long Sword is a basic but very well-rounded weapon that [[BoringButPractical isn't flashy but doesn't leave end as long as you make sure to keep upgrading it as you go. In fact, ''VideoGame/DarkSouls2'' may be the wielder vulnerable after attacks]], and only real exception to this as all of it's classes were designed to have a flaw to them instead of being well rounded like the Knight Shield blocks 100% of all incoming physical damage (which encompasses the vast majority of all damage in the game) while allowing the wielder to parry incoming attacks to inflict high-damage criticals. Even in multiplayer scenarios, other games, which means some start with subpar weaponry (with one class not even starting with a basic Knight stands a very good chance against opponents of equal skill who wields much fancier equipment.weapon).
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Loads And Loads Of Characters is a disambig page that should not be linked to


* In ''VideoGame/MarvelUltimateAlliance3TheBlackOrder'': In a game with [[LoadsAndLoadsOfCharacters so many characters]] that you treat them as equipment pieces (it's actually fairly late before you can actually start equipping characters), you start off with Guardians of the Galaxy which has Star Lord, the character who has the most number of synergy with other characters. In a game where synergy is a huge factor in winning tough battles, Star Lord can be used all the way so long as you take into account his lacklustre physical stats.

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* In ''VideoGame/MarvelUltimateAlliance3TheBlackOrder'': In a game with [[LoadsAndLoadsOfCharacters so many characters]] characters that you treat them as equipment pieces (it's actually fairly late before you can actually start equipping characters), you start off with Guardians of the Galaxy which has Star Lord, the character who has the most number of synergy with other characters. In a game where synergy is a huge factor in winning tough battles, Star Lord can be used all the way so long as you take into account his lacklustre physical stats.
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** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels. They're the {{speedrun}} weapon, since with the proper build and equipped rings they can shred even endgame bosses to ribbons in under two minutes.

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** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels. They're the {{speedrun}} weapon, since with the proper build and equipped rings they can shred even endgame bosses to ribbons in under two minutes.
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* In ''VideoGame/MarvelUltimateAlliance3TheBlackOrder'': You start off with Guardians of the Galaxy which has Star Lord, the character who has the most number of synergy with other characters. In a game where synergy is a huge factor in winning tough battles, Star Lord can be used all the way so long as you take into account his lacklustre physical stats.

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* In ''VideoGame/MarvelUltimateAlliance3TheBlackOrder'': You In a game with [[LoadsAndLoadsOfCharacters so many characters]] that you treat them as equipment pieces (it's actually fairly late before you can actually start equipping characters), you start off with Guardians of the Galaxy which has Star Lord, the character who has the most number of synergy with other characters. In a game where synergy is a huge factor in winning tough battles, Star Lord can be used all the way so long as you take into account his lacklustre physical stats.
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* In ''VideoGame/MarvelUltimateAlliance3TheBlackOrder'': You start off with Guardians of the Galaxy which has Star Lord, the character who has the most number of synergy with other characters. In a game where synergy is a huge factor in winning tough battles, Star Lord can be used all the way so long as you take into account his lacklustre physical stats.
Is there an issue? Send a MessageReason:
None


** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels. They're the {{speedrun}} WeaponOfChoice, since with the proper build and equipped rings they can shred even endgame bosses to ribbons in under two minutes.

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** The Mercenary starting class has the [[DualWielding Sellsword Twinblades]], which not only deal high damage due to their multi-hit attacks but also have very good Dexterity scaling (after infusing them with a Sharp Gem) that boosts their damage output to absurd levels. They're the {{speedrun}} WeaponOfChoice, weapon, since with the proper build and equipped rings they can shred even endgame bosses to ribbons in under two minutes.

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* ''VideoGame/AdvanceWars'' has the Infantry. Weak, small, only three movement range, and no special weaponry. However they're cheap to deploy, can cross mountains, rivers, and shoals, and can capture properties. They seem small in a world of tanks, bombers, heavy artillery, and the science-fiction arsenal of Black Hole, but if you don't deploy enough Infantry to take properties and hold them, which in turn provides you much-needed funds and places to heal and resupply, you will lose that match.



* ''VideoGame/AdvanceWars'' has the Infantry. Weak, small, only three movement range, and no special weaponry. However they're cheap to deploy, can cross mountains, rivers, and shoals, and can capture properties. They seem small in a world of tanks, bombers, heavy artillery, and the science-fiction arsenal of Black Hole, but if you don't deploy enough Infantry to take properties and hold them, which in turn provides you much-needed funds and places to heal and resupply, you will lose that match.

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* ''VideoGame/AdvanceWars'' has the Infantry. Weak, small, only three movement range, and no special weaponry. However they're cheap to deploy, can cross mountains, rivers, and shoals, and can capture properties. They seem small in a world of tanks, bombers, heavy artillery, and the science-fiction arsenal of Black Hole, but if you don't deploy enough Infantry to take properties and hold them, which in turn provides you much-needed funds and places to heal and resupply, you will lose that match.
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* ''VideoGame/AdvanceWars'' has the Infantry. Weak, small, only three movement range, and no special weaponry. However they're cheap to deploy, can cross mountains, rivers, and shoals, and can capture properties. They seem small in a world of tanks, bombers, heavy artillery, and the science-fiction arsenal of Black Hole, but if you don't deploy enough Infantry to take properties and hold them, which in turn provides you much-needed funds and places to heal and resupply, you will lose that match.
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** Your starter equipment can also serve as this, so long as you're okay with forever looking like a scrub. The game gives you headgear, clothing, and shoes that grant Quick Respawn, Ink Recovery Up, and Special Saver (respectively) as their main abilities: while not the optimal combination for every weapon kit out there, especially if you're an experienced player who doesn't necessarily need the safety net that these abilities provide, they are still solid perks that are worth having. And if you like the rookie look but want different main abilities, then ''VideoGame/Splatoon3'' allows you to swap them out for different ones that ''do'' fit your preferred play style if you have enough ability chunks to do so.

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** Your starter equipment can also serve as this, so long as you're okay with forever looking like a scrub. The game gives you headgear, clothing, and shoes that grant Quick Respawn, Ink Recovery Up, and Special Saver (respectively) as their main abilities: while not the optimal combination for every weapon kit out there, especially if you're an experienced player who doesn't necessarily need the safety net that these abilities provide, they are still solid perks that are worth having. And if you like the rookie look but want different main abilities, then ''VideoGame/Splatoon3'' allows you to swap them out for different ones that ''do'' fit your preferred play style if you have enough ability chunks to do so.
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Already listed below in more detail


** ''VideoGame/FinalFantasyXIII'' also features an EvolvingWeapon system where any base weapon can be upgraded to a character's InfinityPlusOneSword. Most characters' starter weapons are BoringButPractical with balanced stats, making them a viable pick until the end of the game.
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->''many RPG systems start a player off with crappy starting gear you want to ditch as soon as possible. TabletopGame/{{Lancer}} says "lol fuck that, you start with the best Mech in the game"''
-->-- Website/{{Reddit}} user Andreus in [[https://www.reddit.com/r/LancerRPG/comments/uvzcej/have_you_seen_this_mech/ this meme]] about '''TabletopGame/{{Lancer}}'''
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* ''VideoGame/Battlefield3'' has a staggering number of gun unlocks, but for the assault, engineer, and support, the default weapons can still throw their punches with the best of them. In particular, the USMC starting weapons are all based off of the M16/M4 series, and as such have the fastest reload in the game, and the second best stats for everything else.


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* The ''VideoGame/{{Descent}}'' games have always had many kinds of awesome, flashy and hyperdestructive weaponry, but due to huge energy consumption and rarity of pickups, you'll probably kill most enemies using the laser - the weapon you start with (albeit suitably upgraded).
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May be a JackOfAllStats. {{Evolving Weapon}}s are especially likely to become this.

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May be a JackOfAllStats.JackOfAllStats or SwordOfPlotAdvancement. {{Evolving Weapon}}s are especially likely to become this.
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* The ''VideoGame/BattleTech'' turn based tactical game provides several examples of very plain but very useful powers. Notably, all four of the starter skills are dull, but priceless.
** Multi-Targeting allows the pilot to split their weapons fire between two or more targets. This is great when you have multiple weak targets to eliminate, want to suppress multiple enemies and remove their evasion stacks, or just have a weapons loadout with different optimum ranges and want to use each weapon for best effect.
** Sure Footing gives a 'Mech an extra evasion stack and, provided it didn't run, jump, or charge in for a melee strike, will also reduce the stability damage it takes. This makes the 'Mech harder to hit in the first place, and still tough to knock down.
** Bulwark grants a passive +20% boost to damage reduction if in cover or while guarded. This effectively increases your 'Mech's armor value by 40% as long as you are in cover.
** Sensor Lock allows the pilot to detect enemies as well as jam their sensors, remove evasion stacks, and break an ECM bubble. This allows pilots to deny the enemy's attempts at stealth or electronic warfare.
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* The Gadgeteer class in ''VideoGame/Wizardry'' 8 is a case of this. On the surface, they seem to just be rogues with guns and are weaker in combat, and start with a homebuilt gun that they occasionally tweak as they level up. The trick is finding gadget parts, which are usually far in between, and putting them together to assemble powerful weapons of destruction while that omnigun becomes one of the most potent ranged weapons in the game when its owner reaches a high enough level. If the player knows what she's doing, a Gadgeteer can become one of the most powerful characters in the party.

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* The Gadgeteer class in ''VideoGame/Wizardry'' ''VideoGame/{{Wizardry}}'' 8 is a case of this. On the surface, they seem to just be rogues with guns and are weaker in combat, and start with a homebuilt gun that they occasionally tweak as they level up. The trick is finding gadget parts, which are usually far in between, and putting them together to assemble powerful weapons of destruction while that omnigun becomes one of the most potent ranged weapons in the game when its owner reaches a high enough level. If the player knows what she's doing, a Gadgeteer can become one of the most powerful characters in the party.
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* The Gadgeteer class in ''VideoGame/Wizardry'' 8 is a case of this. On the surface, they seem to just be rogues with guns and are weaker in combat, and start with a homebuilt gun that they occasionally tweak as they level up. The trick is finding gadget parts, which are usually far in between, and putting them together to assemble powerful weapons of destruction while that omnigun becomes one of the most potent ranged weapons in the game when its owner reaches a high enough level. If the player knows what she's doing, a Gadgeteer can become one of the most powerful characters in the party.
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** ''VideoGame/FinalFantasyX'' provides the original example. Tidus starts out with [[NamedWeapon Brotherhood]], a sword that does Water-elemental damage; it's gifted to him by his friend Wakka, and like Cloud's Buster Sword it cannot be sold. However, a scene about a third of the way through the game allows the sword to [[EvolvingWeapon power up]], gaining STR +5%, STR +10% and "[[EnemyScan Sensor]]". Aside from the fact that some enemies are immune to Water damage, Tidus could do a lot worse than simply wield this sword throughout the entire game; aside from doing some serious grinding to build your own SocketedEquipment or gain his InfinityPlusOneSword, it's basically his best weapon.

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