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Do Not Run with a Gun
- 211 statements
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In most First-Person Shooter and Third-Person Shooter games, as well as certain other genres, the player is the only person in the world who is capable of running/walking and attacking at the same time. Everyone else, friends and allies, need to stop moving if they want to attack. One specific variant rarely found in newer games also prevents enemies from performing any actions at all while being attacked (because their "flinch" animations interfered with their "firing" animations) or knocked off ledges, which allowed one to run up and whale on them using a melee weapon with impunity. Another variation is where the enemy will have flinch animations, but continue firing anyway. This is even more jarring than the previous variation, what with soldiers having their guns pointed at the ground and you still taking shot damage. One area in which this typically applies to the player character to an extent is with scoped sniper weapons, in which one's aim will go all over the place if you move very much. Also applies to several 2D games, stopping the player in their tracks when they take a shot (or swing a sword, whatever). The most common way around this is to attack while jumping. Partly Truth in Television, as in real life, firing while on the move does limit the accuracy with which one can fire, particularly if that motion is faster than a slow walk. And it's indeed quite difficult to attack when you're being hit in the face. A well-trained soldier or law enforcement professional can maintain reasonable accuracy while moving at a brisk shuffle, but most people aren't trained like that. Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Tom Clancy licensed games like Rainbow Six, but now common). This has created a minor genre split between "tactical" shooters where players will slow down, crouch, or even go prone to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as I Just Shot Marvin in the Face, although without taking care that trope can result from attempting this. Not related to Run-and-Gun, a game genre where you should be running with a gun. |
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Do Not Run with a Gun / int_128e4ba8 | type |
Gatling Good | |
Do Not Run with a Gun / int_128e4ba8 | comment |
As a general rule, heroes need to stand still to begin a basic attack. Moving before the animation completes will cancel the attack and deal no damage. For most heroes this means moving between attacks, although for characters like Tychus that can mean a significant drop in damage. | |
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Do Not Run with a Gun / int_1e95d603 | type |
Real-Time Strategy | |
Do Not Run with a Gun / int_1e95d603 | comment |
Most Real-Time Strategy games' ranged units can only move or fire, not both. If there's an Attack-Move order, expect them to move until a target is in range and then stop to fire. In general, units that have to stop to attack effectively give melee units a real chance of getting close to their targets before being shot. Most games that avert the trope don't have melee units. Also, even units capable of moving while firing will usually stop as soon as they enter firing range of the target; they're free to move closer but usually have no special inclination to do so. | |
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Anti-Air | |
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Anti-Air aircraft can fire while moving, but it's less efficient as they tend to slow down to do so. Ground-attack aircraft can unleash their payloads while flying over the target. | |
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Game-Breaker | |
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The campaign-only Diamondback tank's main feature is that it explicitly averts this, which is one of several reasons it was too much of a Game-Breaker for multiplayer. | |
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Testosterone Poisoning | |
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Vice City decided what weapons you could and couldn't use while running based on whether they were one- or two-handed. Of course, there was a mod that made all the guns in the game single-handed. This removed the hassle of having to choose weapons based on the situation (a positive or negative feature depending on the point of view), but had the side effect of making the protagonist highly ridiculous as he ran around shooting a freaking minigun single-handed. | |
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Lag Cancel | |
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Zero is the one who really takes it on the chin here; in several of the X games, he puts away his Z-Saber after each attack or combo, and you can't move till he does this. You also can't move until his ponytail finishes falling. However, in the PS1 X games, Zero can cancel his basic sword attacks at any moment by using a dash. This removes the recovery time and allows you to keep moving or create a chain combo. More conventionally, when he originally had the Z-Buster in X3 he could move and shoot ala X, but in X5 and X6 not only could he not fire unless he was standing still (and not even charge it), he couldn't even fire it if he was in freefall (in fact, the Z-Buster in X5 was considered a Scrappy Weapon for these reasons and worth sacrificing for X's Fourth/Force Armor, while X6 increasing its firing frequency and raw power actually made it practical despite these limits). The PS2 X games fix this by having him keep the saber out at all times, which looks silly but makes practical sense. In his own series, Zero has a much smoother combat system that never pins him down. | |
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Castlevania (Franchise) | |
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Castlevania heroes can rarely move while attacking. In games with many weapons available, it depends on which one you're using; certain weapons (such as the Blue Knuckles in Castlevania: Symphony of the Night) are more valuable than they seem because they can be used on the go. Also handy is the backdash move, which will sometimes cancel attack animations early, returning control to the player (and letting you strike again faster than you're "supposed" to). One factor which makes the Crissaegrim a Game-Breaker in Symphony is the ability to attack without slowing down while using it. Later games in the series keep this ability (and its Japanese name: Valmanwe) but it's balanced by a much lower ATK stat. In Castlevania: Rondo of Blood Maria can throw her birds while walking. Most of her other moves focus on mobility as well. Much of the system can be subverted while jumping: you can move while attacking so long as you're in the air. Especially useful for those slower weapons. |
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Bullet Hell | |
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This strongly affects your tactics in Archero. Moving allows you to dodge enemy shots, but you can't fire your main weapon. On the other hand, your pet spirits can still fight for you while you're dodging, as can various skills (eg blade summoning, circles, or spinning swords) if you have them. On the other other hand, the "Block" talent reduces damage if you're standing still, so if you're caught in Bullet Hell and can't realistically dodge, you might be better off just stopping and taking the hits in order to shoot back. | |
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Mighty Glacier | |
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The above about interrupting attacks by making them flinch also holds true in certain cases - Scrakes in particular, normally a Mighty Glacier that can chew up players it can get close to in no time, can be totally immobilized by a Berserker running in with a fast-swinging melee weapon and continually hitting them in the face with it (so long as another player with a gun doesn't try to help by shooting him and making him mad). | |
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Fridge Logic | |
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In Counter-Strike, even having one of the heavier weapons in your hands will reduce your movement speed. Runs into Fridge Logic when you realize that it ought to be still weighing you down when it's strapped to your back. This often leads to players running around with their knives most of the time, then quickly switching to their gun when they spot an enemy. | |
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Counter-Attack | |
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The Battle Network series also makes it possible for attacks to be interrupted due to the flinching animation. However, from the third game onwards, the game rewards you for doing this to your enemies in various ways. | |
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