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Overheating

 Overheating
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 Overheating
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Overheating
 Overheating
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Overheating
 Overheating
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Some games give you unlimited ammo, but the designer doesn't want you to fire continuously, so your gun will overheat if you fire continuously for too long, and you have to wait for it to cool down before you can use it again. Alternatively, you may have to reload, but have unlimited magazines. The heat management mechanic allows players to fire in shorter bursts to keep the weapon cool, while the magazine mechanic places a hard cap on how many rounds can be fired before having to reload. This doesn't just apply to guns. For example, a motorcycle overheating if you go fast for too long.
A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally separate rules; for example, one may require reloading while the other does not but is able to overheat.
This can be partly considered an example of Truth in Television, as the dissipation of waste heat from various forms of technology is a major design consideration that is often overlooked; however, in video games the effect is typically exaggerated by a variable margin in terms of speed and grossly understated in terms of severity; overheating a machine gun will typically cause it to steam as if it has a water jacket, without the risk of rounds spontaneously igniting (known as "cooking off") or permanent barrel damage that come with overheating a real gun. May be partially justified by having the overheat meter represent a safety threshold imposed by an automated weapon control system or the shooter himself, and not the absolute maximum temperature at which the weapon is capable of firing. However, keeping firing at the risk of weapon damage is generally not an option. Typically, the quick-change barrels of modern machine guns are not represented, either, and there is no way to deal with an overheated barrel but wait for it to cool back down (which, for gameplay reasons, happens surprisingly fast).
Gatling Guns, especially of the modern Minigun variety, often fall victim to this trope, despite the fact that delaying the onset of this trope is the entire point of their multiple rotating barrels.
Essentially an inverted Charge Meter, and similar in function to a Sprint Meter, though the latter will generally go down instead of up. A sub-trope to Ability Depletion Penalty in games. Compare Cooldown, another way of regulating weapon/ability use. Contrast Pent-Up Power Peril when danger comes from the lack of use rather than overuse.
If the weapons are in space, it's an aversion of Space Is Cold.
 Overheating
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 Overheating
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 Overheating
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 Overheating
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 Overheating
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 Overheating
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 Overheating
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 Overheating
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DBTropes
 Overheating / int_113d7fa
type
Overheating
 Overheating / int_113d7fa
comment
Rengoku: Using weapons or dodging fills the heat meter of the respective body part. Using the same weapon without alternating causes it to Overheat and be unusable for a few seconds. Some weapons are fire-oriented and are used to disable the opponents.
 Overheating / int_113d7fa
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1.0
 Overheating / int_113d7fa
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1.0
 Rengoku (Video Game)
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Overheating / int_113d7fa
 Overheating / int_125f31da
type
Overheating
 Overheating / int_125f31da
comment
The Divide: Enemies Within have overheating as a minor hindrance during gameplay, with the game throwing an onscreen alert - "Warning: Overheating - Recover Cooling Unit". You'll need to activate your cooling units, lest if your guns begins jamming in the middle of fighting hostile alien monsters.
 Overheating / int_125f31da
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 Overheating / int_125f31da
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 The Divide: Enemies Within (Video Game)
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Overheating / int_125f31da
 Overheating / int_1670bd19
type
Overheating
 Overheating / int_1670bd19
comment
The G36 may be an awesome gun in S.T.A.L.K.E.R., Far Cry, and Modern Warfare, but in reality, it has serious problems with overheating, and German soldiers consistently prefer the G3 instead. The rumor goes that in a serious enough firefight (that is, as little as a couple of mags fired back-to-back) the overheating gets so severe that the rifle's polymer frame warps from the heat, throwing the sights hopelessly out of alignment and requiring a complete rebuild. A dozen mags reportedly can cause the rifle to literally melt. Not surprisingly, Heckler & Koch retorted with the actual build contract that made the G36: Nobody stated that the rifle had to perform well if abused by stressed-out soldiers.
 Overheating / int_1670bd19
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 Overheating / int_1670bd19
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 S.T.A.L.K.E.R. (Video Game)
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Overheating / int_1670bd19
 Overheating / int_18300e3e
type
Overheating
 Overheating / int_18300e3e
comment
Battle Corps throws in a "HEAT WARNING!" alert if you over-exert your Chicken Walker's turrets, causing its firing rate to decrease.
 Overheating / int_18300e3e
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1.0
 Overheating / int_18300e3e
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 Battle Corps (Video Game)
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Overheating / int_18300e3e
 Overheating / int_18ce7450
type
Overheating
 Overheating / int_18ce7450
comment
Hellsinker discourages "fire forever" tactics commonly seen amongst shmup players by using the Luna system. As you fire your main weapon, your Luna gauge decreases, causing your firepower to decrease until it's reduced to minimum level; you can reload the Luna gauge by collecting purple Luna chips or letting your main weapon rest. Kagura's Xanthez equipment in particular is limited to 240 shots, and has full functionality until it runs out of ammo, at which point it's reduced to two weak streams of bullets until it reloads all the way back to 240.
 Overheating / int_18ce7450
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 Overheating / int_18ce7450
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 Hellsinker (Video Game)
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Overheating / int_18ce7450
 Overheating / int_1d43a335
type
Overheating
 Overheating / int_1d43a335
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Shadow Master can have your current weapon overheating and jamming if used repeatedly, where you'll need to swap your weapons when the game throws an overheating warning onscreen.
 Overheating / int_1d43a335
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1.0
 Overheating / int_1d43a335
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 Shadow Master (Video Game)
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Overheating / int_1d43a335
 Overheating / int_265fb4f1
type
Overheating
 Overheating / int_265fb4f1
comment
Hyrule Warriors has this trope as one of Zant's mechanics in the form of the Twilight Meter. Whenever Zant uses his combo attacks, the gauge will build up, and if it fills, the attack backfires and stuns him for a few seconds. The only way to reduce the meter is to use the strong attack, which will allow him to shoot energy balls from his hands or spin around with blades whirling until the meter depletes. Managing the meter is part of the difficulty in using Zant.
 Overheating / int_265fb4f1
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1.0
 Overheating / int_265fb4f1
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 Hyrule Warriors (Video Game)
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Overheating / int_265fb4f1
 Overheating / int_284a7891
type
Overheating
 Overheating / int_284a7891
comment
Apex Legends: The L-Star works this way. It never needs to be reloaded as it draws ammo directly from the inventory, but it will overheat after a certain number of consecutive shots. Like other weapons in the game it can be given an upgraded magazine, which will increase the number of shots allowed before overheating.
 Overheating / int_284a7891
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1.0
 Overheating / int_284a7891
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 Apex Legends (Video Game)
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Overheating / int_284a7891
 Overheating / int_2a643174
type
Overheating
 Overheating / int_2a643174
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Starting from the third game in the Chicken Invaders series, weapons will overheat if you keep firing them without delay, and fully overheating will disable your weapon until the heat meter fully depletes.
 Overheating / int_2a643174
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1.0
 Overheating / int_2a643174
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 Chicken Invaders (Video Game)
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Overheating / int_2a643174
 Overheating / int_2f83d02
type
Overheating
 Overheating / int_2f83d02
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Warhawk: Warhawks have unlimited machine gun ammo, but their guns will overheat and temporarily jam after only a few seconds of continuous fire.
 Overheating / int_2f83d02
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1.0
 Overheating / int_2f83d02
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 Warhawk (Video Game)
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Overheating / int_2f83d02
 Overheating / int_33acebd8
type
Overheating
 Overheating / int_33acebd8
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In Guilty Gear XX #Reload, Robo-Ky's tension meter is replaced with a unique power gauge and heat gauge. Specific moves increase his heat gauge, and if it maxes out he explodes, causing damage and knockdown to himself. However, his forward+hard slash command vents the heat in a cloud of steam, and it becomes more damaging the closer the heat gauge is to maximum. It's possible to chain together multiple vents before the gauge empties and the attack becomes ineffective again, though typically only one vent is necessary to bring Robo-Ky's heat back to safe levels.
 Overheating / int_33acebd8
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1.0
 Overheating / int_33acebd8
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 Guilty Gear (Video Game)
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Overheating / int_33acebd8
 Overheating / int_346db4d5
type
Overheating
 Overheating / int_346db4d5
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The Suffering: Ties that Bind featured sections with vehicle mounted guns that would overheat. These weren't used for regular fights, only when the game was throwing wave after wave of enemies at you.
 Overheating / int_346db4d5
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1.0
 Overheating / int_346db4d5
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 The Suffering (Video Game)
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Overheating / int_346db4d5
 Overheating / int_36ee2abe
type
Overheating
 Overheating / int_36ee2abe
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Many, many R&D megaweapons in Paranoia. They also tend to explode regularly.
 Overheating / int_36ee2abe
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1.0
 Overheating / int_36ee2abe
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 Paranoia (Tabletop Game)
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Overheating / int_36ee2abe
 Overheating / int_3b442d5c
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Overheating
 Overheating / int_3b442d5c
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In Sly 3: Honor Among Thieves, you drive a machine-gun-mounted gondola in a few missions. Using the machine gun too much will stop you from using it.
 Overheating / int_3b442d5c
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1.0
 Overheating / int_3b442d5c
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 Sly 3: Honor Among Thieves (Video Game)
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Overheating / int_3b442d5c
 Overheating / int_42c4722d
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Overheating
 Overheating / int_42c4722d
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In Shootas, Blood & Teef, the looted plasma pistol, burna, zappa, and deffbeam (all three are the "propa orky spelling") are governed by an increasing heat meter rather than draining ammo. Once they hit the red, they begin hurting Gargaz.
 Overheating / int_42c4722d
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 Overheating / int_42c4722d
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 Shootas, Blood & Teef (Video Game)
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Overheating / int_42c4722d
 Overheating / int_42e87259
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Overheating
 Overheating / int_42e87259
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Twin Caliber have this feature as one of the few - very few - realistic aspects of the game. While Fortman and Valdez can go crazy with shooting everything in sight, if they overused their current firearm the game will throw an overheating warning, at which point they'll need to switch weapons. Continue using the same weapon and it will suddenly jam, something not desired when faced with hordes and hordes of zombies and monsters.
 Overheating / int_42e87259
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1.0
 Overheating / int_42e87259
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 Twin Caliber (Video Game)
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Overheating / int_42e87259
 Overheating / int_49a87cb3
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Overheating
 Overheating / int_49a87cb3
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In the shooter minigame in Final Fantasy VII the laser becomes less and less powerful if used continuously and you must wait for it to recharge.
 Overheating / int_49a87cb3
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1.0
 Overheating / int_49a87cb3
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 Final Fantasy VII (Video Game)
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Overheating / int_49a87cb3
 Overheating / int_5407f17d
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Overheating
 Overheating / int_5407f17d
comment
Templar Battleforce uses an overheating system similar to the Battletech franchise, as your Templars are using Mini-Mecha suits called Leviathans. Every step moved and action taken causes the Leviathan to build up heat, with the Templar taking damage when they're overheated.
 Overheating / int_5407f17d
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1.0
 Overheating / int_5407f17d
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 Templar Battleforce (Video Game)
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Overheating / int_5407f17d
 Overheating / int_5921531a
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Overheating
 Overheating / int_5921531a
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Happens in Persona 3 to Aigis herself after being in Orgia Mode for a full three turns.
 Overheating / int_5921531a
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1.0
 Overheating / int_5921531a
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 Persona 3 (Video Game)
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Overheating / int_5921531a
 Overheating / int_5bf7c9a3
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Overheating
 Overheating / int_5bf7c9a3
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Every gun in Star Wars Battlefront (2015) overheats after overuse, though depending on the gun when this happens can vary from after a single powerful shot to after two dozen shots in succession. Additionally, the Disruptor Star Card releases a burst of heat which causes any nearby guns to jam for a time. This also doubles as an ability for Lando and R2-D2.
 Overheating / int_5bf7c9a3
featureApplicability
1.0
 Overheating / int_5bf7c9a3
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1.0
 Star Wars Battlefront (2015) (Video Game)
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Overheating / int_5bf7c9a3
 Overheating / int_5bfa9c98
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Overheating
 Overheating / int_5bfa9c98
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The Grineer ramparts in Warframe have Bottomless Magazines and a fast rate of fire that slows down if you keep firing with max heat accumulated. Railjack weapons likewise have no ammo limits, but building up enough heat forces them into a cooldown period that is much longer than if you just let go of the trigger. Improving your gunnery skill enough will cut down that cooldown period and there are avionics that can be installed to reduce heat build-up.
 Overheating / int_5bfa9c98
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1.0
 Overheating / int_5bfa9c98
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 Warframe (Video Game)
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Overheating / int_5bfa9c98
 Overheating / int_5c9d36be
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Overheating
 Overheating / int_5c9d36be
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Looney Tunes Cartoons: In "Mech a Mess", Wile E. Coyote tries to catch the Road Runner with a mech suit, and one of his attempts involves him firing heat-seeking missiles from the suit's arm cannons. The cannons eventually overheat, causing the missiles to start chasing him instead.
 Overheating / int_5c9d36be
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1.0
 Overheating / int_5c9d36be
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 Looney Tunes Cartoons
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Overheating / int_5c9d36be
 Overheating / int_5e88d233
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Overheating
 Overheating / int_5e88d233
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Chrysalis (RinoZ): Spellcasting requires intense mental effort, visualising and constructing highly complex multi-dimensional shapes from mana. As he evolves, Anthony purchases multiple sub-brains to help, but still, if he casts a lot of magic in a short space of time, especially more difficult spells, he can feel the sub-brains literally heat up from the strain and run the risk of cooking themselves.
 Overheating / int_5e88d233
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1.0
 Overheating / int_5e88d233
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 Chrysalis (RinoZ)
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Overheating / int_5e88d233
 Overheating / int_5e91c7e
type
Overheating
 Overheating / int_5e91c7e
comment
Happens in Resident Evil 5 when continuously firing the Humvee machine gun for too long.
 Overheating / int_5e91c7e
featureApplicability
1.0
 Overheating / int_5e91c7e
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1.0
 Resident Evil 5 (Video Game)
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Overheating / int_5e91c7e
 Overheating / int_6209d3ce
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Overheating
 Overheating / int_6209d3ce
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The laser in Trauma Center stops working for a while if you have used for too long, which can make certain operations difficult if you get bad timing. The only exception occurs when you fight Pempti, a GUILT strain that can only be harmed by a special red laser that works continuously.
 Overheating / int_6209d3ce
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1.0
 Overheating / int_6209d3ce
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 Trauma Center / Videogame
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Overheating / int_6209d3ce
 Overheating / int_64bd5517
type
Overheating
 Overheating / int_64bd5517
comment
In Alien vs. Predator (Capcom), each character's built-in guns could overheat, but recharged over time. Except for Linn Kurosawa's, which didn't have any cooldown, but when it ran out of ammo it reloaded very fast (though Linn was helpless during the reload).
 Overheating / int_64bd5517
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1.0
 Overheating / int_64bd5517
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1.0
 Alien vs. Predator (Capcom) (Video Game)
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Overheating / int_64bd5517
 Overheating / int_6a2b73ca
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Overheating
 Overheating / int_6a2b73ca
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Elite Dangerous has heat control a significant balancing factor on ships and weapons. Some weapons, like plasma accelerators, can deal a huge burst of DPS on a target but overheat just as readily. Others, like pulse lasers, will run cooler but take longer to deal noticeable damage. Ship heat is also a major balancing factor. Some ships, like Diamondbacks, run very cool and can be relatively stealthy due to a small heat signature preventing easy scanner lock-on. Others, like Federal ships, run hot in exchange for their armor and firepower.
 Overheating / int_6a2b73ca
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 Overheating / int_6a2b73ca
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 Elite: Dangerous / Videogame
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Overheating / int_6a2b73ca
 Overheating / int_6c1d09b4
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Overheating
 Overheating / int_6c1d09b4
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The Minigun and Gatling Laser in Fallout 4 overheat and glow red when fired extensively, despite the cyclic barrels being designed to prevent this. It's just a cool-looking aesthetic flourish rather than a gameplay mechanic, since it doesn't affect their performance at all.
 Overheating / int_6c1d09b4
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1.0
 Overheating / int_6c1d09b4
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 Fallout 4 (Video Game)
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Overheating / int_6c1d09b4
 Overheating / int_6e1a3355
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Overheating
 Overheating / int_6e1a3355
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Cube Colossus: After running out of weapon Energy, there's a cooldown for it to recharge enough to use it again, and the character speech that happens indicates that the weapon needs to literally cool down to prevent overheating.
 Overheating / int_6e1a3355
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1.0
 Overheating / int_6e1a3355
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 Cube Colossus (Video Game)
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Overheating / int_6e1a3355
 Overheating / int_747d9a6f
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Overheating
 Overheating / int_747d9a6f
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The vehicles in [PROTOTYPE] have their machinegun/miniguns do this (they have infinite ammo in missions where you need to use the vehicles or lose).
 Overheating / int_747d9a6f
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1.0
 Overheating / int_747d9a6f
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 [PROTOTYPE] / Videogame
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Overheating / int_747d9a6f
 Overheating / int_77071ef9
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Overheating
 Overheating / int_77071ef9
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Sega's 1981 arcade game Astro Blaster gives your ship a laser that is capable of overheating. Fire too many shots for too long, and your laser will be temporarily deactivated. This feature was carried over into the home computer adaptation Threshold.
 Overheating / int_77071ef9
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1.0
 Overheating / int_77071ef9
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 Astro Blaster (Video Game)
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Overheating / int_77071ef9
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Overheating
 Overheating / int_792e9ccd
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Gato Roboto gives you an unlimited blaster, but limits the firing rate of the missile launcher this way. Including a cooling system upgrade that allows you to fire one more missile per burst.
 Overheating / int_792e9ccd
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1.0
 Overheating / int_792e9ccd
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 Gato Roboto (Video Game)
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Overheating / int_792e9ccd
 Overheating / int_7d8c61a2
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Overheating
 Overheating / int_7d8c61a2
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In Star Wars: The Old Republic, the Bounty Hunter class uses heat as a mechanic; using most abilities generates heat, which dissipates over time according to your current heat level. (The higher your heat is, the slower it dissipates, which encourages players to be frugal in normal gameplay while having a reserve for "burst" situations.) However, the actual mechanics of which abilities generated heat can be a little odd; throwing a sticky grenade generates heat, for instance, as does punching someone (admittedly, it is a jet pack–assisted punch), but firing your blasters in a basic attack does not.
 Overheating / int_7d8c61a2
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 Star Wars: The Old Republic (Video Game)
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Overheating / int_7d8c61a2
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Overheating
 Overheating / int_7de8951a
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Traveller Classic. In Book 4 Mercenary, several rapid firing weapons (such as machine guns) would overheat and jam if you fired them too often, requiring repair.
 Overheating / int_7de8951a
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1.0
 Overheating / int_7de8951a
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 Traveller (Tabletop Game)
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Overheating / int_7de8951a
 Overheating / int_7f02dd41
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Overheating
 Overheating / int_7f02dd41
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Many of the guns in Star Wars: Battlefront follow this trope. Your backup pistol has unlimited ammo, but overheats quite quickly (and has less power than any other weapon in the game, so using it is ill-advised); vehicle-based weapons all have some sort of heat meter, and the Clone Commander's chaingun in Battlefront II uses the overheating mechanic to avoid becoming a Game-Breaker.
The V-Wing's cannons in Rogue Squadron overheat rather quickly in rapid-fire mode.
Every gun in Star Wars Battlefront (2015) overheats after overuse, though depending on the gun when this happens can vary from after a single powerful shot to after two dozen shots in succession. Additionally, the Disruptor Star Card releases a burst of heat which causes any nearby guns to jam for a time. This also doubles as an ability for Lando and R2-D2.
 Overheating / int_7f02dd41
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1.0
 Overheating / int_7f02dd41
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 Star Wars: Battlefront (Video Game)
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Overheating / int_7f02dd41
 Overheating / int_80797024
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Overheating
 Overheating / int_80797024
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In From the Depths, engines produce more heat the higher they rev. Rev and engine for too long and it will start overheating, causing a dramatic drop in power until it shuts down outright. Engines should therefore be designed to operate at low RPM or feature additional cooling components such as exhaust vents or radiators. Advanced Cannons can be overclocked to fire while still cooling off from previous shots, but with a drop in accuracy until the barrel cools.
 Overheating / int_80797024
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 Overheating / int_80797024
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 From the Depths (Video Game)
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Overheating / int_80797024
 Overheating / int_836b2295
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Overheating
 Overheating / int_836b2295
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Grand Chase does this with Mari's Gun Slinger job. The "heat gauge" fills up each round fired and will start to drain out if you stop shooting. If the gauge fills up all they full, the gun doesn't fire at all for a short time, leaving you with an attack that does nothing. However, it does not disable your MP Attacks at all, but only one of those uses the gun anyhow.
 Overheating / int_836b2295
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1.0
 Overheating / int_836b2295
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 Grand Chase (Video Game)
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Overheating / int_836b2295
 Overheating / int_84d7c4de
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Overheating
 Overheating / int_84d7c4de
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Private Snafu: In "Fighting Tools", Snafu tries to kill a German soldier with a M1917 machine gun. Because Snafu didn't connect the condensing tank to the machine gun's cooling jacket and because he didn't even give it any water, the gun overheats and literally melts into a puddle.
 Overheating / int_84d7c4de
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1.0
 Overheating / int_84d7c4de
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1.0
 Private Snafu
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Overheating / int_84d7c4de
 Overheating / int_8818f28f
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Overheating
 Overheating / int_8818f28f
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Warhammer 40,000: Space Marine has plasma weapons that overheat after several shots in quick succession or after firing a charged shot and have to be vented. Several heavy weapons available in multiplayer also overheat after extended firing.
 Overheating / int_8818f28f
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1.0
 Overheating / int_8818f28f
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 Warhammer 40,000: Space Marine (Video Game)
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Overheating / int_8818f28f
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Overheating
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Xenoblade Chronicles 3: The main party's Interlinked Ouroborous forms are invincible, but limited by the extreme heat build up in their bodies. Every attack they make increases the heat, and taking damage also increases heat buildup. When they start glowing white-hot, an alarm starts sounding in their heads. Their enemies, Moebius, have a similar system when they Interlink. In gameplay, player characters will automatically cancel the Interlink if the heat grows too intense (and they can't Interlink again until the residual heat has time to dissipate), but in the story, if the alarm is ignored and the heat reaches critical levels, it causes an Annhilation Event that completely erases them and everything around them from existence.
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Fantasy Flight's Dark Heresy and its spinoffs have the Overheats and Recharge rules as well; weapons with Overheats will backfire (potentially exploding) if the wielder's attack roll is too high, and those with Recharge need time to recover between attacks.
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The first Söldner-X game discourages constant fire by having your weapons overheat after prolonged firing.
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In Ghostbusters: The Video Game heat is the main limitation on the use of the proton pack, since it's powered by a nuclear reactor. If used too much continuously, the pack shuts down for a few seconds to prevent meltdown, but can be vented at any time to prevent this.
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The various parts of your spaceship in Kerbal Space Program are susceptible to overheating if pushed too hard. Not only is Friction Burn fully in effect, making atmospheric reentry an affair not to be taken lightly, but engines can and will overheat themselves - especially the massive clusters needed to push heavy payloads through the thicker atmosphere, which convects exhaust heat right back to the engines. The game models convection, conduction, and radiation effectively, meaning parts in space cool down more slowly than ones in an atmosphere that can convect and conduct heat away. Vessels that get too close to the Sun need radiators in order to counter being blasted by the solar radiation. Parts will even transfer heat to neighboring parts, risking them overheating as well as the problematic part itself. And if a part does overheat completely, it explodes, and possibly takes the rest of your craft with it. All of this models real-life spacecraft design considerations, as in the Real Life section below.
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In Freedroid RPG, Tux heats up from "casting spells" (computer programs) and will fry if he gets too hot. Hence, single-use coolants and items with "Cooling" (heat capacity) and "Cooling per second" attributes.
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In The Matrix: Path of Neo during the helicopter level, after firing a few too many rounds without stopping, the minigun overheats.
 Overheating / int_accb04fd
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The V-Wing's cannons in Rogue Squadron overheat rather quickly in rapid-fire mode.
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Krazy Ivan grants you a giant robot with dual Gatling cannons, but firing them on full-auto will result in an overheating warning. You'll need to stop shooting for a few seconds for it to cool down, else the gun starts firing at a sluggish rate.
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Your weapons in Jets'n'Guns cause your ship to heat up, stopping fire once your heat meter reaches the cap.
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Some weapons in Warhammer 40,000 have a special rule called "Gets Hot!"; each time they're fired they have a 1 in 6 chance of "overheating" and injuring the operator. Most weapons with this rule are handheld plasma weapons, which harness energy equivalent to that of a star with technology the engineers have lost the blueprints to.
Eighth Edition changed the "Gets Hot!" rule in that Plasma weapons now have two profiles, one that can be fired without the chance of overheating, and one that boosts the weapon's Damage and Strength... but now Gets Hot has a 1 in 6 chance of outright killing the model instead of just wounding them.
They're totally worth it,◊ though.
Fantasy Flight's Dark Heresy and its spinoffs have the Overheats and Recharge rules as well; weapons with Overheats will backfire (potentially exploding) if the wielder's attack roll is too high, and those with Recharge need time to recover between attacks.
One Ciaphas Cain novel has commissar cadets manning a heavy weapon against hordes of cultists. When the gun threatens to overheat, one of them drops his trousers to use an old artilleryman's trick to lower the barrel's temperature.
The Adeptus Titanicus spinoff gives the Humongous Mecha in question very poorly cooled plasma reactors and makes balancing the demands placed upon them with your ability to recover it and the risk of catastrophic failure a key part of the mechanic. You can try to push power to void shields or movement systems, fire weapons with the Draining tag, or use a Legio trait such as Legio Defensor's Righteous Fire that increases heat in exchange for a powerful effect (in Defensor's case, firing your best gun twice). When the reactor gets too hot, Bad Things will happen. Warhounds are particularly vulnerable, having a very short reactor track compared to their bigger brothers like the Reaver and Warlord. Luckily, you can vent heat with repair rolls.
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For most ships in Ring Runner: Flight of the Sages, overheating is a bad thing. Fighters, however, want to build up heat because it can be used for Fighter-specific abilities such as increasing weapon damage or having heat absorb damage instead of shields. A ship that does overheat stops to vent heat, leaving it a sitting duck for a few seconds. Another quirk is the heat meter being double-layered; fill the heat meter once and the ship is "Running hot", a second time is an outright overheat. Some Fighter abilities can only be used while running hot.
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In Robotech: Battlecry, your Veritech's machine gun has infinite ammunition, but overheats after a few seconds. The Battloid's sniper mode lets you fire a Charged Attack that does more damage but instantly overheats the gun.
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In the Boktai series, your Gun Del Sol will overheat if you stay in intense sunlight for too long, causing it to jam temporarily, and take a short while in the shade (in-game or in real life) to cool down and allow it to fire again. Doing it this way prevents the player from regenerating their solar gun's energy near-instantly, and dissuades them from staying outside in intense sunlight for long periods, since the games use an UV sensor.
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In Evolva, you have unlimited ammo for your attacks once you get them, but you must wait for them to charge again if you use them for too much time.
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Excite series: In all titles, using a vehicle's turbo for too long will cause it to overheat - driving slowly until the vehicle cools down. In Truck and Bots, this can be mitigated by driving through water.
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EVE Online has overheating of ship modules via the Thermodynamics skill; however, this is more Explosive Overclocking as it is intentionally activated by pilots for a boost in module performance. All modules, including weapons, can be activated indefinitely so long as the ship has sufficient capacitor reserves.
 Overheating / int_cbf0ee94
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The Discworld Roleplaying Game has a sample scenario outline which features a low-tech fantasy mecha — which suffers from overheating problems, presumably as a reference to the obsession with overheating in BattleTech (see above).
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In the "My Blaster Runs Hot" mini-game in Ratchet & Clank Future: A Crack in Time, the players' blasters will overheat with continuous use, but attacking again while overheated will fire a multiple enemy-clearing beam.
 Overheating / int_cddb86b2
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In Myriad Song pretty much all Energy Weapons other than Lost Technology Xenharmonics get hotter as they are used, fortunately they have a "Cooldown" dice that has a chance of reducing the heat level at the end of the turn.
 Overheating / int_cdfaa180
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In SYNTHETIK, nearly every gun generates heat when it's fired, and excessive levels of heat will cause you to take damage while holding it. Heat is generally a factor with guns with a large magazine or energy weapons, and plasma weapons will instantly overheat when you eject its cartridge. There are a number of effects that synergize with heat, such as ones that have an effect per heat generated or are only active at high heat levels, and some increase your minimum heat level.
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R-Type III: If you choose to use the Hyper Wave Cannon, which supercharges your regular shots and does extreme damage for about ten seconds, your fighter will have a significant cooldown afterward as it vents heat, during which time your Wave Cannon will be completely offline.
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League of Legends has one champion, Rumble (a dude in a Mech-Warrior type suit), whose mana mechanic is an Overheat bar. Each ability use adds to it, and when it reaches 100% he overheats and cannot use abilities, but does some increased damage. There is skill in balancing the bar, keeping it full but not overheating until the opportune moment.
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In the Mechwarrior games, much like its parent BattleTech franchise, this is an inherent gameplay trait. All weapons create heat that must be dissipated by your 'Mech, but energy and missile weapons cause the most heat. Heat sinks can help dissipate the heat generated, but there's still a danger of overheating, and once you pass a certain threshold the 'Mech engages an automatic shutdown. If you override this automatic shutdown,note or if your 'Mech is forced into critical overheat too quickly for it to trigger you run the risk of ammunition explosions and reactor meltdowns. In Living Legends, going past the shutdown heat while overriding will cause your armor to literally melt off, generally starting with both arms. If you mount a Gauss rifle in either arm, it'll explode when destroyed.
However, that really applies only to energynote lasers, particle cannon, flamethrowers and missilenote rockets, guided missiles weapons: ballistic weaponsnote cannon, machine guns, gauss rifles generate (almost) no heat at all, the only exception being the gatling-style Rotary AutoCannon, which overheats distressingly quickly.
This is an important part of the Competitive Balance of the various weapons, usually weighed against its ammo stock: laser weapons have Bottomless Magazines but build up heat quickly, making them ideal for a long but low-intensity fight, whereas ballistic weapons have little heat buildup and can be fired rapidly, dealing much more damage in the short run, but become useless as the fight goes on and their ammo is depleted. A middle ground of sorts can be reached by equipping an energy-based mech with more and better heat sinks; this has significant weight costs and doesn't let it carry quite as many weapons, but the tradeoff is the ability to fire a continuous stream of medium damage or large energy blasts without the necessity to shut down after every couple shots.
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Vermintide II: Sienna's fire magic and Bardin's fire-based ranged weapons charge up a heat meter instead of using discrete ammunition. They cool down either automatically (very slow) or by discharging the heat with the reload button (fast but causes damage); maxing out the meter causes the character to explode and enter the dying state.
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GURPS High-Tech naturally has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions.
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GURPS Supplements:
The Discworld Roleplaying Game has a sample scenario outline which features a low-tech fantasy mecha — which suffers from overheating problems, presumably as a reference to the obsession with overheating in BattleTech (see above).
GURPS High-Tech naturally has detailed rules for overheating of automatic weapons, including barrel swaps, heating management by burst firing, and the possibility of spectacular malfunctions.
GURPS Ultra-Tech has optional overheating rules for energy weapons.
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Armored Core introduced a heat mechanic in Armored Core 2 and carried it throughout the series' PS2 era up to Last Raven. Most weapons inflict a certain amount of heat damage in addition to the usual AP damage, and too much buildup without a good radiator could cause your AP to drop rapidly for a few seconds as you overheat. Some of the later games like Nexus also have your AC produce its own heat that you have to balance so you don't fry yourself in action. Depending on which game you're playing (and who you ask), heat management can range from a minor nuisance to a huge problem, but the overall negative perception of the mechanic is likely why it was removed in Armored Core 4 and not seen since.
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One Ciaphas Cain novel has commissar cadets manning a heavy weapon against hordes of cultists. When the gun threatens to overheat, one of them drops his trousers to use an old artilleryman's trick to lower the barrel's temperature.
 Overheating / int_e694aadb
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In Walker, your Humongous Mecha is armed with twin guns that overheat if you fire them for too long, then they shut down until cool enough again. You don't really want this to happen when a wave of enemies is bearing down on you.
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BattleTech uses a simplified version of the heat system from the tabletop game: every mech generates heat when it uses weapons, and the mech's heat efficiency determines how fast it builds up. Once the mech overheats by a certain threshold, the mech will start to take structure damage every turn, and if heat builds up to the max, the mech shuts down until heat dissipates to zero to allow a system restart (which, of course, means the mech is completely vulnerable to attack). Some special weapons, notably flamers, specifically cause heat damage, which can force mechs to shutdown that much faster, and some mechs are designed to mount a large number of heat-producing weapons with an equally large number of heat sinks (such as the Hunchback 4P variant, which mounts no less than eight laser weapons, all of which cause significant heat buildup). There's also terrain considerations: cold environments and being submerged in water increase heat efficiency, while hot environments and geothermal pockets reduce heat efficiency. Zero atmosphere environments (designated as Lunar or Martian) greatly reduce heat efficiency: no atmosphere means no thermal conductivity.
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In Gears of War, the mounted and man-portable machine guns will overheat and require you to "vent" it by using the Reload button. The game doesn't bother telling you that you can do this.
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Saints Row IV: Standard Zin guns will overheat quickly, but have no reloads and can be cooled down quickly by tapping R. The President performs an animation where they take their hand off the gun to fan it when this happens.
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In Vanquish, melee attacks, boosting, and Bullet Time cause Sam's Powered Armor to overheat if used too long, leaving you defenseless while it cools down. Some enemies also have weapons that induce overheating.
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The Knight Titan in Dawn of War III gains heat as its Vulcan Cannons fire. Once it gains enough heat, its bullets become superhot.
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GURPS Ultra-Tech has optional overheating rules for energy weapons.
 Overheating / int_f6c08260
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In Colobot, both the player and the robots can use jetpacks to fly, but using it continuously causes it to eventually overheat, forcing you to land when it happens. Even on fairly cold planets, it usually takes at most 60 seconds of continuous flight for this to happen. And in hotter climates, this can happen as quickly as after 3 seconds of flight. There's a few levels where this is used to introduce a platforming element of sorts.
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In BattleTech, heat is an important balancing factor. BattleMechs are environmentally sealed, powered by fusion engines and artificial muscle-like actuators that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do, starting with simple movement, will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons fire will suffer until they have caught up again. At sufficiently high levels it may even automatically shut down and/or see explosive ammo start to cook off.
There's also the in-universe anecdote (from the original Technical Readout 3025, may or may not have made it into later books) about the overenthusiastic all-Enforcer lance commander who supposedly exhorted his troops to fire "until your [auto]cannon glows. If need be, until it explodes!". No points for guessing what according to that story happened to him in just that battle...
Specialty "Inferno" incendiary ammunition is available for Short-Ranged Missile launchers. These Inferno warheads are less immediately damaging on impact, but the potent fuel charge it carries generates enough waste heat that any warm/hot-running battlemechs will likely have to hold their fire or even shut the engines down to allow the heatsinks to purge all that sudden waste heat. More advanced battlemechs that have the superior Double Heatsinks are far less vunerable to this weapon. Unsurprisingly, Infernos are also treated as nasty, nasty antipersonnel weapons and are a factor in some of the war crimes commited in the Inner Sphere.
Even in the meta-game of 'mech design, heat control is a critical factor. Ten heat sinks come free of mass costs with any type of fusion reactor engine (its integrated thermal control system), and any beyond that take up mass in the chassis. Sometimes those extra sinks can be bundled inside the reactor's volume so they don't take up critical space, though only if the engine is rated high enough to begin with (and if it's rated too low-power, sometimes even those ten mass-free integral sinks can't all fit inside the engine's volume). Double Heat Sinks, systems that cool twice as much for the same mass, are supposed to be counterbalanced by being much bulkier, but the engine integration factor significantly mitigates that (even the free-of-mass/space sinks are double). They are a point of contention with many old players, as it's posited that it disrupts gameplay balance and makes heat much less of an issue. Proponents argue that double heat sinks de-nerf the entire energy weapons lineup, giving them potential they didn't have before. Most on both sides agree that the meta-game would be screwed up even more if their rules were altered or they were removed outright.
A rare example of a technology meant to tap all that waste heat generated by battlemechs is the Triple-Strength Myomer, which requires you to keep a certain balance of heat in your 'mech to allow the TSM system to boost your ground movement speed and melee attack power. It has the practical effect of making more aggressive mechwarriors that ride the heat curve hard in order to get the most out of their TSM while ensuring they aren't hot enough to accidentally melt the engine block or torch their ammo.
In-universe, the Chameleon trainer 'mech was specifically designed to be easy to overheat. It has a massive number of energy weapons, but only the engine's integrated cooling system for heat control. The point is to put new pilots in the Chameleon and let them work out exactly how you're supposed to deal with the heat gauge.
 Overheating / int_fea6b293
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Overheating / int_fea6b293

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