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Secondary Fire
- 484 statements
- 89 feature instances
- 90 referencing feature instances
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Have you ever felt as though your gun just doesn't have enough kick? Tired of the same old bullet-spewing? Well, have we got the solution for you! Secondary Fire! That's right, just add a second trigger, or the right mouse button, and have it trigger any number of special attacks that need at most be tangentially related to the primary fire mode! Sometimes this is handled as a fire mode toggle, changing what the main fire button does, but is functionally the same as a separate trigger. It gives the player a "two guns for the price of one" effect. It also eases the job of the mappers to an extent, since finding a new weapon usually requires a lot of design aspects to make it feel like an event to remember. Cutting these events in half gives more time to make the times you do get a weapon more exciting. These secondary fire modes can be roughly divided into several categories: 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 games featuring a double-barreled shotgun, firing both barrels at once. Charged Attack: This is the province of the Energy Weapon, usually allowing a high damage shot that takes time to charge up. You may or may not be able to hold the shot safely, or the gun may explode if you try to charge it too long, but the results are usually a One-Hit Kill on anything you fire it at. Often this is activated by holding in the primary trigger rather than using the secondary. Under/Overslung Weapons: Most common on assault rifles, but can appear on any gun, these can take the form of shotguns, Grenade Launchers, cutting lasers or something similar. Often, these weapons can damage the player if misused, but even more often they take things down fast. The alt-fire weapon may use the gun's standard ammo, but more often has its own ammo supply which may be hard to come by. Melee Combat: Often used in place of a default hand-to-hand weapon, a secondary fire might involve stabbing or whacking the opponent with the gun, which may have bayonets or spikes specifically for that purpose. See also Pistol-Whipping. In games with dedicated melee weapons, the alt-fire may instead allow you to block other people using melee weapons, possibly also countering. This is most often applied to swords. Zoom: Almost exclusively on sniper or marksman weapons, allows use of a scope to make accurate shots over a range. Usually this is useless at short range because it obscures your view and/or slows down the speed of the cursor so you can't easily track nearby targets. This includes the iron sight modes common in the more realistic shooters. Spinning Up Barrels: If your game has a Gatling gun among your arsenal, it may take time to spin the barrels up to firing speed. Many games feature a secondary fire that spins the barrels without firing, so that when you do hit the fire button, it starts shooting immediately. This feature often causes the gun to overheat faster as a drawback. If overheat isn't a mechanism, it may slow down the user to a snail's pace, alert enemies within earshot, and/or make the gun less accurate in favor of an even better fire rate. Related But Different Secondary Fire: Weapon which has secondary fire which uses same type of ammo as the primary fire, but the projectile itself is different. For an example, the ASMD Shock Rifle from the Unreal series has an instant-hit concussive beam as its primary fire, but its alt-fire takes the form of a plasma ball. As a bonus, these two attacks can be combined (shoot the ball with the beam) to form a tertiary fire mode by exploding the ball powerfully. Completely Unrelated Secondary Fire: Weapon where secondary fire uses different type of ammo and its nature is very different, too. Painkiller, primarily. This is for weapons that don't fit any other category, where the secondary fire has little to do with the primary, such as a shotgun with a freeze ray attached. This is also Truth in Television, 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, and also the bayonet, a knife attached to the end of the rifle as a melee weapon. It should be noted that Iron Sights as a secondary function are more and more common and any additional secondary effects are added on top of this mode. See also Swiss-Army Weapon and Gun Accessories. Not to be confused with Friendly Fire. |
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Secondary Fire / int_11bbd8c1 | type |
Secondary Fire | |
Secondary Fire / int_11bbd8c1 | comment |
Gunman Chronicles. Every gun had a whole menu to configure it. The pistol could be switched between laser beam, rapidfire energy orb, high-power energy orb, and sniper laser. The shotgun could adjust the number of shells per shot and spread. The machinegun could be switched between semiauto rifle and rotary machinegun modes. The rocket launcher... oh god. The payload can be explosive or cluster. The detonation can be on impact, with or without timer, on proximity, or on tripping a laser beam after impaling the warhead in a wall. The rockets can be launched dumb, spiralling, guided or homing The grenades are cannibalised rockets, so they have most of the above settings. The toxic gun can fire a variable mix of acid (which damages organic targets), base (which damages mechanical targets) and neutral (which keeps a mixture of the above two from exploding in your face). |
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Gunman Chronicles (Video Game) | hasFeature |
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Secondary Fire / int_14d341dc | type |
Secondary Fire | |
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Every single weapon in Star Trek Online. Ranged weapons have a standard attack, an alternate attack (varies by type — sniper weapons have a kind of charge attack, for instance) and a melee attack (usually just hitting the enemy with the butt of the gun), melee weapons gets three types of melee attacks. | |
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Star Trek Online (Video Game) | hasFeature |
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Secondary Fire / int_160b6656 | type |
Secondary Fire | |
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The Brutal DOOM Mod for Doom features alt-fire for all but excluding the chainsaw, BFG, rocket launcher, Mancubi flame cannon and the Revenant rocket launcher. The fists throws a slower but more potent right hook. The assault rifle, shotgun and Nazi MP-40 features iron sights. The super shotgun can fire one barrel at a time instead of both. The minigun winds up. The grenade launcher fires delayed, bouncing grenades instead of the impact fuse variants. The plasma rifle shoots a shotgun like blast (Note that the blast isn't dependent on how long the trigger is held down, it just seems like it's charging). The railgun zooms in. |
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Brutal Doom (Video Game) | hasFeature |
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Secondary Fire / int_169f043b | type |
Secondary Fire | |
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In StarCraft, the Terran Siege Tank can unfold into a howitzer battery, swapping its twin-linked 30mm Plasma Cannon with a massive "Arclite Shock Cannon," which more than doubles its attack power, at the cost of giving it an Arbitrary Weapon Range and rooting it in place. In the original, it's two guns crammed into the same turret, but in the sequel, the two smaller cannons unfold into one big one. | |
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StarCraft (Video Game) | hasFeature |
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Secondary Fire | |
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Killzone: The ISA rocket launcher can either dead-fire a rocket or shoot a laser-guided projectile. The grenade launcher normally shoots projectiles that detonate on impact, but its secondary firing mode converts its grenades into proximity mines. |
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Killzone (Video Game) | hasFeature |
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Secondary Fire / int_1f7d1392 | type |
Secondary Fire | |
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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. Similarly, the altfire for the aptly named Hydra grenade launcher didn't do anything except cycle ammo. However, if you held the primary fire down before launching, it'd engage a time delay fuse for the grenades rather than a standard impact fuse. Then there's the flamethrower, which spewed out unstable, unlit fuel so you could make traps - though it'd spontaneously combust anyway if left for too long. |
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Unreal II: The Awakening (Video Game) | hasFeature |
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Secondary Fire | |
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Mega Man (Classic) and Mega Man X are perhaps the iconic examples with their Arm Cannons. | |
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Mega Man (Classic) (Video Game) | hasFeature |
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Secondary Fire / int_2932b28c | type |
Secondary Fire | |
Secondary Fire / int_2932b28c | comment |
Plants vs Zombies: Garden Warfare: Most characters have the Zoom variation, with some having additional wrinkles: The All-Star spins up his barrels while zooming in. This arguably works against him, since he's much more suited for close-to-mid range combat where the zoom from his weapon simply results in tunnel vision. The Golf Star has it even worse, since he gets a much stronger zoom and the screen shakes violently if he shoots while zoomed in. Captain Deadbeard and Super Brainz both switch between an attack with a very short range and one with a very long range depending on whether they're zoomed in or not; the former's Scurvy Scattershot consumes more ammo than his zoomed-in shots and is meant as an Emergency Weapon more than anything, while the latter's Heroic Beam won't do much more than startle faraway enemies before it very quickly overheats. |
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Plants vs Zombies: Garden Warfare (Video Game) | hasFeature |
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Secondary Fire / int_29509446 | type |
Secondary Fire | |
Secondary Fire / int_29509446 | comment |
In Dark Watch, a vampire/western shooter, all weapons have a bladed or piercing end somewhere that can be used as a powerful melee attack. | |
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Dark Watch (Video Game) | hasFeature |
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Secondary Fire / int_2f3eb71f | type |
Secondary Fire | |
Secondary Fire / int_2f3eb71f | comment |
Command & Conquer: Generals: Rangers can be upgraded to switch to flashbang grenades instead of firing assault rifles. Flashbangs deal high splash damage to infantry but fire slower and do nothing against vehicles and buildings, and instakill all infantry garrisoned in buildings (a remnant of the original mechanic in which enemy infantry could be stunned and captured). | |
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Command & Conquer: Generals (Video Game) | hasFeature |
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Secondary Fire / int_32628bc9 | type |
Secondary Fire | |
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In Warhammer 40,000: Inquisitor — Martyr, each gun has four attacks. Usually, single-shot and burst fire are bound to the left and right mouse button, and then the 1 and 2 keys have a Related but Different attack each. The exception is the Autogun class, which has a burstfire primary and a full-auto secondary. Certain attacks also have the "Compression" rule, which allows them to make a Charged Attack. | |
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Warhammer 40,000: Inquisitor — Martyr (Video Game) | hasFeature |
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Secondary Fire / int_33dd1d8f | type |
Secondary Fire | |
Secondary Fire / int_33dd1d8f | comment |
The first game's shotgun alt-fires both barrels at once. Which is funny, since it's not a double barreled shotgun. On the Real Life SPAS-12 the in-game shotgun is supposed to be, the "second barrel" is in fact the tube magazine. | |
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Half-Life (Video Game) | hasFeature |
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Secondary Fire / int_33dd1d90 | type |
Secondary Fire | |
Secondary Fire / int_33dd1d90 | comment |
The Gravity Gun in Half-Life 2 onward doesn't have a primary and secondary fire in the strictest sense — you need both of them more or less equally — but assigns throwing things to the primary fire button and pulling them in to the secondary. | |
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Half-Life 2 (Video Game) | hasFeature |
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Secondary Fire / int_35467da4 | type |
Secondary Fire | |
Secondary Fire / int_35467da4 | comment |
Unupgraded Marines in Aliens vs. Predator: Extinction will fire single shots at long range and switch to full-auto at close range. The upgrade involves better armor and switching out the fire selector for a grenade launcher. | |
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Aliens vs. Predator: Extinction (Video Game) | hasFeature |
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Secondary Fire / int_3583b777 | type |
Secondary Fire | |
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Eternal Darkness features an OICW in the second to last level. The rifle portion can be switched between semi-auto, burst and fully automatic fire, and it is also underslung on a semi-automatic grenade launcher. | |
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Eternal Darkness (Video Game) | hasFeature |
Secondary Fire / int_3583b777 | |
Secondary Fire / int_39f6a46c | type |
Secondary Fire | |
Secondary Fire / int_39f6a46c | comment |
In Diamonds Are Forever, James Bond used his Walther PPK to attach a cable to a building from a distance. | |
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Diamonds Are Forever | hasFeature |
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Secondary Fire / int_3b7abee2 | type |
Secondary Fire | |
Secondary Fire / int_3b7abee2 | comment |
Some Half-Life mods followed the trope as well. The Specialists was a mod that focused on stylish, action-movie style gameplay. Some guns had scopes. With guns akimbo, your secondary fire button shot the other gun. Then, there were some secondary fire modes that just changed how you held the gun, to no benefit other than the obvious. | |
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Half-Life (Video Game) | hasFeature |
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Secondary Fire / int_3c4dea59 | type |
Secondary Fire | |
Secondary Fire / int_3c4dea59 | comment |
In Planet Mercenary weapons with the Variable Ammunition quality have at least two different firing modes, most notably the Strohl G/G (Gauss / Gunfoam) series. The Underslung Launcher quality is needed for grenades and similar explosives. | |
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Planet Mercenary (Tabletop Game) | hasFeature |
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Secondary Fire / int_40e44a7a | type |
Secondary Fire | |
Secondary Fire / int_40e44a7a | comment |
The Judge Dredd movie's Lawgiver pistols had multiple voice-selectable alt fires. Standard, rapid fire, 'double whammy' (two shots at once at different targets), armor piercing and flares. This is also true for the original comic, the 2012 movie and the licensed games. | |
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Judge Dredd | hasFeature |
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Secondary Fire / int_41d79599 | type |
Secondary Fire | |
Secondary Fire / int_41d79599 | comment |
Naturally, every weapon save lightsabers and generic explosives from the Jedi Knight games also had a secondary fire function that fulfilled one of the types above. | |
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Dark Forces Saga (Video Game) | hasFeature |
Secondary Fire / int_41d79599 | |
Secondary Fire / int_4ce969a9 | type |
Secondary Fire | |
Secondary Fire / int_4ce969a9 | comment |
Marathon was perhaps the first to do this, with dual-wielding pistols/shotguns, a fusion pistol (with the option of charging up for more powerful shots or autofire), an assault rifle/grenade launcher, and a rapid-fire alien weapon that could fire straight ahead, at 45 degree angles, or both at the same time. Narrowly beaten by the original System Shock, which featured multiple ammo types and sliders to select the power output of energy weapons. |
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Marathon (Video Game) | hasFeature |
Secondary Fire / int_4ce969a9 | |
Secondary Fire / int_5090b9e6 | type |
Secondary Fire | |
Secondary Fire / int_5090b9e6 | comment |
Clive Barker's Jericho has Black's sniper rifle, which fires grenades on alt fire instead of firing a second weapon as it does with everyone else. | |
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Clive Barker's Jericho (Video Game) | hasFeature |
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Secondary Fire / int_51b6ba6c | type |
Secondary Fire | |
Secondary Fire / int_51b6ba6c | comment |
The assault rifle, shotgun and Nazi MP-40 features iron sights. | |
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Wolfenstein 3-D (Video Game) | hasFeature |
Secondary Fire / int_51b6ba6c | |
Secondary Fire / int_53b30902 | type |
Secondary Fire | |
Secondary Fire / int_53b30902 | comment |
It may not be an FPS, but Valkyria Chronicles gave some of its classes a secondary fire. Scouts could be upgraded to have grenade launchers attached to their rifles (given that they have hand grenades anyway, this is mostly a range upgrade) and Stormtroopers could be upgraded to have flame throwers attached to their machine guns. | |
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Valkyria Chronicles (Video Game) | hasFeature |
Secondary Fire / int_53b30902 | |
Secondary Fire / int_5bfa9c98 | type |
Secondary Fire | |
Secondary Fire / int_5bfa9c98 | comment |
Warframe features a handful of sniper rifles, each including multiple zoom levels granting varying headshot bonus to damage or Critical Hit chance. | |
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Warframe (Video Game) | hasFeature |
Secondary Fire / int_5bfa9c98 | |
Secondary Fire / int_5c07d6ab | type |
Secondary Fire | |
Secondary Fire / int_5c07d6ab | comment |
The K-8 Krukov from Saints Row: The Third comes with a grenade launcher when fully upgraded. | |
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Saints Row: The Third (Video Game) | hasFeature |
Secondary Fire / int_5c07d6ab | |
Secondary Fire / int_5cb7fc72 | type |
Secondary Fire | |
Secondary Fire / int_5cb7fc72 | comment |
System Shock 2 - the only weapons that didn't have multiple firing modes and/or ammo were the melee ones. Most of the modes were a choice between more power/accuracy or More Dakka. | |
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System Shock 2 (Video Game) | hasFeature |
Secondary Fire / int_5cb7fc72 | |
Secondary Fire / int_5d646721 | type |
Secondary Fire | |
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As does the earlier Star Trek: Elite Force 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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Star Trek: Elite Force (Video Game) | hasFeature |
Secondary Fire / int_5d646721 | |
Secondary Fire / int_6155364 | type |
Secondary Fire | |
Secondary Fire / int_6155364 | comment |
Wolfenstein: The New Order has a couple of examples of this. The automatic shotgun can swap between regular shells and shrapnel rounds that can bounce off of solid obstructions. Meanwhile, the AR Marksman is normally a sniper rifle, but can flip its scope off to the side to convert into a laser assault rifle. | |
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Wolfenstein: The New Order (Video Game) | hasFeature |
Secondary Fire / int_6155364 | |
Secondary Fire / int_62624eee | type |
Secondary Fire | |
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In Serious Sam II, secondary fire, with the exception of sniper rifle, throws grenades. | |
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Serious Sam (Video Game) | hasFeature |
Secondary Fire / int_62624eee | |
Secondary Fire / int_66b7b92d | type |
Secondary Fire | |
Secondary Fire / int_66b7b92d | comment |
The lightsaber actually did get a secondary fire in Jedi Knight II: Jedi Outcast: the Saber Throw power. | |
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Jedi Knight II: Jedi Outcast (Video Game) | hasFeature |
Secondary Fire / int_66b7b92d | |
Secondary Fire / int_6b6d989e | type |
Secondary Fire | |
Secondary Fire / int_6b6d989e | comment |
Red Faction has a few examples: One rather bizarre one is 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 Molotov Cocktail when it hits. Even for a MegaCorp whose lousy safety record is actually a plot point, that makes very little sense. |
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Red Faction (Video Game) | hasFeature |
Secondary Fire / int_6b6d989e | |
Secondary Fire / int_6e627c5c | type |
Secondary Fire | |
Secondary Fire / int_6e627c5c | comment |
Halo 5: Guardians adds the Smart-Scope feature to the Halo series, allowing all weapons to be zoomed in. | |
Secondary Fire / int_6e627c5c | featureApplicability |
1.0 | |
Secondary Fire / int_6e627c5c | featureConfidence |
1.0 | |
Halo 5: Guardians (Video Game) | hasFeature |
Secondary Fire / int_6e627c5c | |
Secondary Fire / int_6f788b04 | type |
Secondary Fire | |
Secondary Fire / int_6f788b04 | comment |
E.Y.E: Divine Cybermancy features the PSI-strike ability - when holding sprint while holding any two-handed weapon, you raise your hand up and blast any nearby enemies with an Hand Blast, gibbing anything it hits. The player can also block incoming bullet by holding sprint and holding the Zoom/block key; you will raise up your weapon towards you torso, using its size to protect you. The protection varies by weapon, so a tiny pistol won't do crap, but holding up the Sulfatum minigun to your chest will prevent most bullets from hitting your torso. | |
Secondary Fire / int_6f788b04 | featureApplicability |
1.0 | |
Secondary Fire / int_6f788b04 | featureConfidence |
1.0 | |
E.Y.E: Divine Cybermancy (Video Game) | hasFeature |
Secondary Fire / int_6f788b04 | |
Secondary Fire / int_73b74949 | type |
Secondary Fire | |
Secondary Fire / int_73b74949 | comment |
Borderlands, as of Borderlands 3, has literally ALL of these, except for Spinning Up Barrels. Weapons can spawn with a bayonet, which increases melee damage when equipped. All weapons can zoom in, which causes you to aim down sights. Depending on the scope (and in 3, the manufacturer), you'll get a different looking crosshair. Dahl weapons can switch between semi-auto and burst fire. In previous entries this was done on ADS, in 3 and later you can switch at will with the press of a button. All Maliwan weapons in 3 need to be charged before firing. All Vladof weapons in 3 have some kind of underbarrel attachment, ranging from a taser to micro-rockets to an attached shotgun. |
|
Secondary Fire / int_73b74949 | featureApplicability |
1.0 | |
Secondary Fire / int_73b74949 | featureConfidence |
1.0 | |
Borderlands (Video Game) | hasFeature |
Secondary Fire / int_73b74949 | |
Secondary Fire / int_755b343f | type |
Secondary Fire | |
Secondary Fire / int_755b343f | comment |
The Plasma pistol from the Halo games do this, activated by holding the primary trigger. The Halo 4 Boltshot and Halo 5: Guardians Incineration Cannon can also do this. | |
Secondary Fire / int_755b343f | featureApplicability |
1.0 | |
Secondary Fire / int_755b343f | featureConfidence |
1.0 | |
Halo (Franchise) | hasFeature |
Secondary Fire / int_755b343f | |
Secondary Fire / int_76686539 | type |
Secondary Fire | |
Secondary Fire / int_76686539 | comment |
In many games where you control tanks, noticeably in Mass Effect and Halo: Combat Evolved, one button will use a machine gun turret mounted on the tank, while the other will fire the tank's artillery canon. | |
Secondary Fire / int_76686539 | featureApplicability |
1.0 | |
Secondary Fire / int_76686539 | featureConfidence |
1.0 | |
Mass Effect (Video Game) | hasFeature |
Secondary Fire / int_76686539 | |
Secondary Fire / int_7668653a | type |
Secondary Fire | |
Secondary Fire / int_7668653a | comment |
The DLC-only Geth Plasma Shotgun from Mass Effect 2 has a charge mode, although you have to be out of cover to charge it. | |
Secondary Fire / int_7668653a | featureApplicability |
1.0 | |
Secondary Fire / int_7668653a | featureConfidence |
1.0 | |
Mass Effect 2 (Video Game) | hasFeature |
Secondary Fire / int_7668653a | |
Secondary Fire / int_7785278d | type |
Secondary Fire | |
Secondary Fire / int_7785278d | comment |
BioShock effectively goes the mode-selector route by giving guns different ammo options, some with widely varying effects. For example, the chemical thrower in the original game fires napalm, liquid nitrogen, and electric gel. | |
Secondary Fire / int_7785278d | featureApplicability |
1.0 | |
Secondary Fire / int_7785278d | featureConfidence |
1.0 | |
BioShock (Video Game) | hasFeature |
Secondary Fire / int_7785278d | |
Secondary Fire / int_7988cb68 | type |
Secondary Fire | |
Secondary Fire / int_7988cb68 | comment |
The left trigger does this for every weapon in Mass Effect | |
Secondary Fire / int_7988cb68 | featureApplicability |
1.0 | |
Secondary Fire / int_7988cb68 | featureConfidence |
1.0 | |
Mass Effect (Franchise) | hasFeature |
Secondary Fire / int_7988cb68 | |
Secondary Fire / int_7a7a1a86 | type |
Secondary Fire | |
Secondary Fire / int_7a7a1a86 | comment |
Aliens: the marines fire grenades and bullets. Ripley's duct-taped supergun also has a flashlight and flamethrower. | |
Secondary Fire / int_7a7a1a86 | featureApplicability |
1.0 | |
Secondary Fire / int_7a7a1a86 | featureConfidence |
1.0 | |
Aliens | hasFeature |
Secondary Fire / int_7a7a1a86 | |
Secondary Fire / int_7bff7264 | type |
Secondary Fire | |
Secondary Fire / int_7bff7264 | comment |
Although definitely not the first game to do this, Halo: Combat Evolved and its sequels certainly popularized it. | |
Secondary Fire / int_7bff7264 | featureApplicability |
1.0 | |
Secondary Fire / int_7bff7264 | featureConfidence |
1.0 | |
Halo: Combat Evolved (Video Game) | hasFeature |
Secondary Fire / int_7bff7264 | |
Secondary Fire / int_7f5bc680 | type |
Secondary Fire | |
Secondary Fire / int_7f5bc680 | comment |
Several guns in the Fallout series have selectable rapid fire modes. In Fallout Tactics, the double-barreled shotgun can fire either one or both barrels at once. | |
Secondary Fire / int_7f5bc680 | featureApplicability |
1.0 | |
Secondary Fire / int_7f5bc680 | featureConfidence |
1.0 | |
Fallout | hasFeature |
Secondary Fire / int_7f5bc680 | |
Secondary Fire / int_802ca7b | type |
Secondary Fire | |
Secondary Fire / int_802ca7b | comment |
GoldenEye (1997) had selective fire on most of its automatics. Tapping the trigger button would fire a single shot, pressing it once would fire a three-round burst, and holding it would engage fully automatic fire. | |
Secondary Fire / int_802ca7b | featureApplicability |
1.0 | |
Secondary Fire / int_802ca7b | featureConfidence |
1.0 | |
GoldenEye (1997) (Video Game) | hasFeature |
Secondary Fire / int_802ca7b | |
Secondary Fire / int_8601c91f | type |
Secondary Fire | |
Secondary Fire / int_8601c91f | comment |
Doom (2016) 's plasma rifle has two: a "stun bomb" plasma bolt that creates a shockwave of electricity, and a weaponized cooling vent that acts like a slowly-charging shotgun. Doom Eternal replaces the stun bomb with a lock-on energy beam that literally cooks the victim until it violently explodes. The chaingun also has the ability to split into three or four miniguns, multiplying its damage output but causing it to overheat and stall if fired for too long (until the weapon's been mastered), or deploy an energy shield. | |
Secondary Fire / int_8601c91f | featureApplicability |
1.0 | |
Secondary Fire / int_8601c91f | featureConfidence |
1.0 | |
Doom (2016) (Video Game) | hasFeature |
Secondary Fire / int_8601c91f | |
Secondary Fire / int_894619be | type |
Secondary Fire | |
Secondary Fire / int_894619be | comment |
Jedi Knight: Dark Forces II: the Rail Detonator's rockets can be fired to stick to something and wait for a moment before exploding. | |
Secondary Fire / int_894619be | featureApplicability |
1.0 | |
Secondary Fire / int_894619be | featureConfidence |
1.0 | |
Jedi Knight: Dark Forces II (Video Game) | hasFeature |
Secondary Fire / int_894619be | |
Secondary Fire / int_8e898734 | type |
Secondary Fire | |
Secondary Fire / int_8e898734 | comment |
Painkiller plays this trope to the hilt, and then a bit farther: each weapon has two modes of fire, each drawing from a unique ammunition pool (exception: the rocket launcher and grenade launcher both draw from the same pool.) Additionally, it gives some weapons a third mode that can be used by combining the existing two modes — for example, if you use the Painkiller's primary fire (spinning blades) then hit the secondary fire (launching the blades) you get spinning blades flying through the air. And it is awesome. | |
Secondary Fire / int_8e898734 | featureApplicability |
1.0 | |
Secondary Fire / int_8e898734 | featureConfidence |
1.0 | |
Painkiller (Video Game) | hasFeature |
Secondary Fire / int_8e898734 | |
Secondary Fire / int_9e52d282 | type |
Secondary Fire | |
Secondary Fire / int_9e52d282 | comment |
Dystopia contains all versions except for an unrelated secondary: The Laser Rifle, MK 808, and Ion Cannon all zoom in. The Assault Rifle zooms and goes to burst mode. The Bolt Gun and Grenade Launcher detonate their respective projectiles. The Tesla Rifle, instead of shooting lightning like the primary fire, charges and slings ball lightning. The Basilisk (autoshotgun BFG) shoots a grenade. The Rocket Launcher shoots in Fly-by-Wire mode. The Smartlock Pistols shoot a tracer round and lock on. The Shotgun fires two barrels. The Minigun spins up. The Katana blocks incoming Katanas. |
|
Secondary Fire / int_9e52d282 | featureApplicability |
1.0 | |
Secondary Fire / int_9e52d282 | featureConfidence |
1.0 | |
Dystopia (Video Game) | hasFeature |
Secondary Fire / int_9e52d282 | |
Secondary Fire / int_a076d08b | type |
Secondary Fire | |
Secondary Fire / int_a076d08b | comment |
DRL has this in spades, for almost every weapon available, and sometimes even alternate reloads. Let's see: Pistol have an "aimed shot", giving a significant accuracy bonus at the cost of double recovery time. Great for finishing wounded enemies, since the recovery time comes into play after the shot. Double shotguns will fire only a single shell as a secondary fire. Rapid-fire weapons (chaingun and plasma rifle as the most accessible examples) have chainfire as a sustained secondary fire - on the first, "warm-up" turn the weapon spits 66% of normal count of projectiles, the normal count on the second turn and 150% on the third and each subsequent turn. The player can even switch targets without breaking chainfire, but depending on the original and next target's angular distance, a bullet or two may go to waste (or into the body of some really unhappy enemy in the arc of fire). Doubles up as means of conserving ammo against weak targets, which the player may be able to kill with just one or two bullets. Even the lowly combat knife can be thrown, either for softening up enemies before they come into melee range (if you have more than one), or for destroying barrels in the player's path. And finally, pretty much every exotic or unique weapon has some sort of secondary fire, all the way up to nuking the whole level, destroying the weapon in the process (and the player as well, if he isn't prepared). |
|
Secondary Fire / int_a076d08b | featureApplicability |
1.0 | |
Secondary Fire / int_a076d08b | featureConfidence |
1.0 | |
DRL (Video Game) | hasFeature |
Secondary Fire / int_a076d08b | |
Secondary Fire / int_a6f6433c | type |
Secondary Fire | |
Secondary Fire / int_a6f6433c | comment |
Jak and Daxter: Jak's Morph Gun and Gunstaff can be used to smack people around and combining them with a jumping spin-kick can increase their rate of fire. | |
Secondary Fire / int_a6f6433c | featureApplicability |
1.0 | |
Secondary Fire / int_a6f6433c | featureConfidence |
1.0 | |
Jak and Daxter (Video Game) | hasFeature |
Secondary Fire / int_a6f6433c | |
Secondary Fire / int_ac9f81ac | type |
Secondary Fire | |
Secondary Fire / int_ac9f81ac | comment |
Perhaps lazy programming or a lampshade hanging, in Jedi Knight: Jedi Academy, toggling a console command changed Force Lightning into a flamethrower. | |
Secondary Fire / int_ac9f81ac | featureApplicability |
1.0 | |
Secondary Fire / int_ac9f81ac | featureConfidence |
1.0 | |
Jedi Knight: Jedi Academy (Video Game) | hasFeature |
Secondary Fire / int_ac9f81ac | |
Secondary Fire / int_af552e7e | type |
Secondary Fire | |
Secondary Fire / int_af552e7e | comment |
Metroid Prime and Metroid Prime 2: Echoes combines this with the Under/Overslung weapon of the Missile Launcher by allowing charged beam shots to be combined with a quintet of missiles for massive damage and an elemental warhead. | |
Secondary Fire / int_af552e7e | featureApplicability |
1.0 | |
Secondary Fire / int_af552e7e | featureConfidence |
1.0 | |
Metroid Prime (Video Game) | hasFeature |
Secondary Fire / int_af552e7e | |
Secondary Fire / int_af5967ff | type |
Secondary Fire | |
Secondary Fire / int_af5967ff | comment |
A few of the weapons from Unreal function this way. The Flak Cannon normally fires a burst of flak, and the secondary fire just spits out the shell without breaking it up (like a grenade). The Stinger normally fires a stream of shards and the secondary fire spits out a bunch at once (like a shotgun). |
|
Secondary Fire / int_af5967ff | featureApplicability |
1.0 | |
Secondary Fire / int_af5967ff | featureConfidence |
1.0 | |
Unreal (Video Game) | hasFeature |
Secondary Fire / int_af5967ff | |
Secondary Fire / int_bcadd7cb | type |
Secondary Fire | |
Secondary Fire / int_bcadd7cb | comment |
Warhammer 40,000 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 have one shot (which the player can use whenever he wants) and will for the rest of the game count as an ordinary bolter. | |
Secondary Fire / int_bcadd7cb | featureApplicability |
1.0 | |
Secondary Fire / int_bcadd7cb | featureConfidence |
1.0 | |
Warhammer 40,000 (Tabletop Game) | hasFeature |
Secondary Fire / int_bcadd7cb | |
Secondary Fire / int_be4aef7e | type |
Secondary Fire | |
Secondary Fire / int_be4aef7e | comment |
The Half-Life mod-turned-standalone horror game Cry of Fear handles weapons much the same. | |
Secondary Fire / int_be4aef7e | featureApplicability |
1.0 | |
Secondary Fire / int_be4aef7e | featureConfidence |
1.0 | |
Cry of Fear (Video Game) | hasFeature |
Secondary Fire / int_be4aef7e | |
Secondary Fire / int_c0d295c4 | type |
Secondary Fire | |
Secondary Fire / int_c0d295c4 | comment |
Team Fortress 2 usually uses the secondary fire as a complement to the weapon (zoom the sniper rifle, detonate remote mines, spin up the minigun, etc.), but a couple are used to activate very different effects. The Engineer has a wrench that can teleport him back to spawn and a shotgun that lets him pick up his sentry at long distance. | |
Secondary Fire / int_c0d295c4 | featureApplicability |
1.0 | |
Secondary Fire / int_c0d295c4 | featureConfidence |
1.0 | |
Team Fortress 2 (Video Game) | hasFeature |
Secondary Fire / int_c0d295c4 | |
Secondary Fire / int_c17afaff | type |
Secondary Fire | |
Secondary Fire / int_c17afaff | comment |
Commandand Conquer Generals: The GLA's Scud Launcher launches high-explosive missiles against vehicles and structures and persistent anthrax clouds against infantry. | |
Secondary Fire / int_c17afaff | featureApplicability |
1.0 | |
Secondary Fire / int_c17afaff | featureConfidence |
1.0 | |
Command & Conquer: Generals (Video Game) | hasFeature |
Secondary Fire / int_c17afaff | |
Secondary Fire / int_c18bfdae | type |
Secondary Fire | |
Secondary Fire / int_c18bfdae | comment |
The .45 blaster used by Deckard in Blade Runner is hypothesised to be a two-barrelled beast, the lower barrel being a standard pistol, and the upper barrel firing a special, more powerful round. The fact it has two triggers (and is therefore twice as awesome) would support this. | |
Secondary Fire / int_c18bfdae | featureApplicability |
1.0 | |
Secondary Fire / int_c18bfdae | featureConfidence |
1.0 | |
Blade Runner | hasFeature |
Secondary Fire / int_c18bfdae | |
Secondary Fire / int_c3e7ab30 | type |
Secondary Fire | |
Secondary Fire / int_c3e7ab30 | comment |
In Perfect Dark, even your fists have a secondary fire — if you don't want to knock the enemy out with "Punch", you can instead steal their weapons with "Disarm". Though in the story mode, this usually knocks them out anyway. | |
Secondary Fire / int_c3e7ab30 | featureApplicability |
1.0 | |
Secondary Fire / int_c3e7ab30 | featureConfidence |
1.0 | |
Perfect Dark (Video Game) | hasFeature |
Secondary Fire / int_c3e7ab30 | |
Secondary Fire / int_c403b4a3 | type |
Secondary Fire | |
Secondary Fire / int_c403b4a3 | comment |
Another RTS example is Ground Control II, where every single unit (except for the deployable turrets and radars) had two modes. Those varied from switching between a tank's machine gun and cannon, having infantry kneel down and pull out anti-tank weapons, disabling a unit's weapons to boost speed or health regeneration, to deploying a tank's side armor, making it vulnerable in the sides and rear but almost impervious in the front, and giving cover to nearby vehicles. | |
Secondary Fire / int_c403b4a3 | featureApplicability |
1.0 | |
Secondary Fire / int_c403b4a3 | featureConfidence |
1.0 | |
Ground Control (Video Game) | hasFeature |
Secondary Fire / int_c403b4a3 | |
Secondary Fire / int_c4a1d59e | type |
Secondary Fire | |
Secondary Fire / int_c4a1d59e | comment |
Call of Duty 4: Modern Warfare and its sequels both have grenade launcher attachments to most of the game's assault rifles. Modern Warfare 2 and later also have a similar shotgun attachment. | |
Secondary Fire / int_c4a1d59e | featureApplicability |
1.0 | |
Secondary Fire / int_c4a1d59e | featureConfidence |
1.0 | |
Call of Duty (Video Game) | hasFeature |
Secondary Fire / int_c4a1d59e | |
Secondary Fire / int_c7539344 | type |
Secondary Fire | |
Secondary Fire / int_c7539344 | comment |
The Autocannon from Singularity must be spun up with the iron sight button to fire. | |
Secondary Fire / int_c7539344 | featureApplicability |
1.0 | |
Secondary Fire / int_c7539344 | featureConfidence |
1.0 | |
Singularity (Video Game) | hasFeature |
Secondary Fire / int_c7539344 | |
Secondary Fire / int_c7fe972d | type |
Secondary Fire | |
Secondary Fire / int_c7fe972d | comment |
TRON 2.0 has this for the Disc type weapons, as well as the block, which can deflect other discs | |
Secondary Fire / int_c7fe972d | featureApplicability |
1.0 | |
Secondary Fire / int_c7fe972d | featureConfidence |
1.0 | |
TRON 2.0 (Video Game) | hasFeature |
Secondary Fire / int_c7fe972d | |
Secondary Fire / int_c8c98633 | type |
Secondary Fire | |
Secondary Fire / int_c8c98633 | comment |
A rare RTS example: Command & Conquer: Red Alert 2, which had a love affair with letting units deploy to unleash a secondary, related attack (usually requiring them to remain stationary). For example, the Desolator unit's normal attack was a radiation gun capable of wiping out individual infantry, but it could also deploy to poison its entire surroundings and kill many more infantry and even other ground units like tanks. Red Alert 3 takes this even further; almost every unit has a secondary mode. For the Japanese units, this may even be as drastic as transforming into an aircraft and back again. |
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Secondary Fire / int_c8c98633 | featureApplicability |
1.0 | |
Secondary Fire / int_c8c98633 | featureConfidence |
1.0 | |
Command & Conquer: Red Alert 2 (Video Game) | hasFeature |
Secondary Fire / int_c8c98633 | |
Secondary Fire / int_c9c1bb50 | type |
Secondary Fire | |
Secondary Fire / int_c9c1bb50 | comment |
In Evolve, Renegade Abe's shotgun will empty all loaded ammunition in a single slug. | |
Secondary Fire / int_c9c1bb50 | featureApplicability |
1.0 | |
Secondary Fire / int_c9c1bb50 | featureConfidence |
1.0 | |
Evolve (Video Game) | hasFeature |
Secondary Fire / int_c9c1bb50 | |
Secondary Fire / int_cd95b8df | type |
Secondary Fire | |
Secondary Fire / int_cd95b8df | comment |
Dead Space handles it well with every gun having two firing options, including explosive grenades and room-clearing circular attacks. In the third game, due to overhauling the weaponry system and replacing it with a crafting mechanic, you can have nearly any weapon as your guns secondary fire. However, there are a few weapons (like the Hydraulic Engine) that are secondary-fire only. | |
Secondary Fire / int_cd95b8df | featureApplicability |
1.0 | |
Secondary Fire / int_cd95b8df | featureConfidence |
1.0 | |
Dead Space (Franchise) | hasFeature |
Secondary Fire / int_cd95b8df | |
Secondary Fire / int_cdbbf4c9 | type |
Secondary Fire | |
Secondary Fire / int_cdbbf4c9 | comment |
Every mech in Hawken has a secondary weapon, and almost all of those secondary weapons have unique functions. Sometimes it's as simple as zooming in - other times, it can be more interesting. The Corsair-KLA acts as a Grenade Launcher normally, but its altfire toggles it into a Short-Range Shotgun with a spray of explosive shot. Altfire toggles back to Launcher mode. The EOC Predator fires out remotely-detonated explosive charges. Altfire detonates the charges. The Grenade Launcher launches grenades. They bounce or explode on contact with a mech, but can be remotely detonated after launch using the altfire key. The Helix Repair Torch normally repairs allies, but altfire toggles it into leeching health from enemies. Either way, the Technician also regenerates when using it on a valid target. The Hellfire Missiles can be blindfired in a pinch, but they work best if you hit altfire to scan for a target first for a Missile Lock-On. The KE-Sabot and Sabot Rifle zoom in, increasing their accuracy. Nice and simple. The SAARE Launcher acts as a Grenade Launcher that consumes your mech's heat in order to fire. Altfire toggles it into firing more larger, more powerful grenades that require more heat. The TOW Launcher fires a powerful, hard-hitting rocket. Hitting the altfire or trigger again will detonate the rocket in mid-air. |
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Secondary Fire / int_cdbbf4c9 | featureApplicability |
1.0 | |
Secondary Fire / int_cdbbf4c9 | featureConfidence |
1.0 | |
Hawken (Video Game) | hasFeature |
Secondary Fire / int_cdbbf4c9 | |
Secondary Fire / int_d4c6e9c7 | type |
Secondary Fire | |
Secondary Fire / int_d4c6e9c7 | comment |
Blood. The secondary fire options for various weapons included: starburst incendiary flares for the flare gun, a shot from both barrels at once for the sawed-off shotgun, a strafing fire for the Tommy gun, lighting then tossing the flammable spray cans, the ball of lighting for the Tesla cannon, and ripping the head off a Voodoo doll (a very powerful attack, but renders the doll useless). Later patches and/or expansion packs also added a devastating attack for the Napalm Launcher and the ability to drop the Soul Leech on the ground so it could act as a sentry gun. Blood was also one of the first shooters that featured secondary fire. Blood 2 continued on the fine tradition, and even included and alternate attack for the melee weapon; a slow but powerful reverse-grip slash. |
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Secondary Fire / int_d4c6e9c7 | featureApplicability |
1.0 | |
Secondary Fire / int_d4c6e9c7 | featureConfidence |
1.0 | |
Blood (Video Game) | hasFeature |
Secondary Fire / int_d4c6e9c7 | |
Secondary Fire / int_d59d9e99 | type |
Secondary Fire | |
Secondary Fire / int_d59d9e99 | comment |
Any ship from R-Type. | |
Secondary Fire / int_d59d9e99 | featureApplicability |
1.0 | |
Secondary Fire / int_d59d9e99 | featureConfidence |
1.0 | |
R-Type (Video Game) | hasFeature |
Secondary Fire / int_d59d9e99 | |
Secondary Fire / int_d83200f8 | type |
Secondary Fire | |
Secondary Fire / int_d83200f8 | comment |
Several of Nexuiz's weapons, such as the Electro (primary: a bolt; secondary: a bouncing ball) and the Crylink (primary: shotgun-like spread; secondary: horizontal line spread). | |
Secondary Fire / int_d83200f8 | featureApplicability |
1.0 | |
Secondary Fire / int_d83200f8 | featureConfidence |
1.0 | |
Nexuiz (Video Game) | hasFeature |
Secondary Fire / int_d83200f8 | |
Secondary Fire / int_dcb78c8c | type |
Secondary Fire | |
Secondary Fire / int_dcb78c8c | comment |
The Resistance series loves this trope. Literally every single weapon has a secondary fire, which fall into all the categories above. | |
Secondary Fire / int_dcb78c8c | featureApplicability |
1.0 | |
Secondary Fire / int_dcb78c8c | featureConfidence |
1.0 | |
Resistance (Video Game) | hasFeature |
Secondary Fire / int_dcb78c8c | |
Secondary Fire / int_df890a88 | type |
Secondary Fire | |
Secondary Fire / int_df890a88 | comment |
Your firearms in Rodina can fire rockets while holding alt-fire button. | |
Secondary Fire / int_df890a88 | featureApplicability |
1.0 | |
Secondary Fire / int_df890a88 | featureConfidence |
1.0 | |
Rodina (Video Game) | hasFeature |
Secondary Fire / int_df890a88 | |
Secondary Fire / int_e49fc98a | type |
Secondary Fire | |
Secondary Fire / int_e49fc98a | comment |
Every weapon in the Unreal series. This also extends to vehicles and mod weapons. | |
Secondary Fire / int_e49fc98a | featureApplicability |
1.0 | |
Secondary Fire / int_e49fc98a | featureConfidence |
1.0 | |
Unreal (Video Game) | hasFeature |
Secondary Fire / int_e49fc98a | |
Secondary Fire / int_e580b3d0 | type |
Secondary Fire | |
Secondary Fire / int_e580b3d0 | comment |
SCP: Secret Laboratory: By default, the .44 Revolver will fire after holding left-click for a tenth of a second. Middle-clicking will cock the hammer, making the next shot much more accurate. | |
Secondary Fire / int_e580b3d0 | featureApplicability |
1.0 | |
Secondary Fire / int_e580b3d0 | featureConfidence |
1.0 | |
SCP: Secret Laboratory (Video Game) | hasFeature |
Secondary Fire / int_e580b3d0 | |
Secondary Fire / int_e5c5bc22 | type |
Secondary Fire | |
Secondary Fire / int_e5c5bc22 | comment |
GURPS: Ultratech allows you to attach a grenade launching railgun to most two handed weapons. It only gets one shot, but still pretty awesome. | |
Secondary Fire / int_e5c5bc22 | featureApplicability |
1.0 | |
Secondary Fire / int_e5c5bc22 | featureConfidence |
1.0 | |
GURPS (Tabletop Game) | hasFeature |
Secondary Fire / int_e5c5bc22 | |
Secondary Fire / int_e5de407c | type |
Secondary Fire | |
Secondary Fire / int_e5de407c | comment |
Most guns in the XCOM games can switch between single-shot and rapid fire. Or rather, Aimed Shot (slow but accurate), Snap Shot (fast but less accurate), and Auto Shot (woefully inaccurate individually but you get a burst of three). | |
Secondary Fire / int_e5de407c | featureApplicability |
1.0 | |
Secondary Fire / int_e5de407c | featureConfidence |
1.0 | |
X-COM (Video Game) | hasFeature |
Secondary Fire / int_e5de407c | |
Secondary Fire / int_e99e039b | type |
Secondary Fire | |
Secondary Fire / int_e99e039b | comment |
AIMS-20 in NightFire. | |
Secondary Fire / int_e99e039b | featureApplicability |
1.0 | |
Secondary Fire / int_e99e039b | featureConfidence |
1.0 | |
NightFire (Video Game) | hasFeature |
Secondary Fire / int_e99e039b | |
Secondary Fire / int_e9cb2780 | type |
Secondary Fire | |
Secondary Fire / int_e9cb2780 | comment |
The Gears of War games have a gun with a fucking chainsaw attached to it. | |
Secondary Fire / int_e9cb2780 | featureApplicability |
1.0 | |
Secondary Fire / int_e9cb2780 | featureConfidence |
1.0 | |
Gears of War (Video Game) | hasFeature |
Secondary Fire / int_e9cb2780 | |
Secondary Fire / int_eaeeea9b | type |
Secondary Fire | |
Secondary Fire / int_eaeeea9b | comment |
The Covert Ops DLC campaign for StarCraft II has the "Magrail Munitions" upgrade, wich gives Nova's Black-Ops Marauders a railgun cannon that triggers every 20 seconds and does 30 damage. | |
Secondary Fire / int_eaeeea9b | featureApplicability |
1.0 | |
Secondary Fire / int_eaeeea9b | featureConfidence |
1.0 | |
StarCraft II (Video Game) | hasFeature |
Secondary Fire / int_eaeeea9b | |
Secondary Fire / int_ede55421 | type |
Secondary Fire | |
Secondary Fire / int_ede55421 | comment |
Doom Eternal replaces the Burst Fire shotgun mod from Doom (2016) with a Full Auto mod that basically turns the shotgun into a gatling shotgun. | |
Secondary Fire / int_ede55421 | featureApplicability |
1.0 | |
Secondary Fire / int_ede55421 | featureConfidence |
1.0 | |
Doom Eternal (Video Game) | hasFeature |
Secondary Fire / int_ede55421 | |
Secondary Fire / int_efaa66e4 | type |
Secondary Fire | |
Secondary Fire / int_efaa66e4 | comment |
Most weapons in E.Y.E: Divine Cybermancy can zoom in, causing you to use the iron-sights along with projecting a virtual crosshair ahead of the ironsights. The S6000 assault rifle has two levels of zoom - a cybernetically enhanced zoom, and another level of zoom which activates a self-powered EYE vision, highlighting all non-metastreumonic enemies. | |
Secondary Fire / int_efaa66e4 | featureApplicability |
1.0 | |
Secondary Fire / int_efaa66e4 | featureConfidence |
1.0 | |
E.Y.E: Divine Cybermancy (Video Game) | hasFeature |
Secondary Fire / int_efaa66e4 | |
Secondary Fire / int_f04b4111 | type |
Secondary Fire | |
Secondary Fire / int_f04b4111 | comment |
In Metroid, Samus has a beam cannon as her primary weapon, and a rocket launcher secondary, which can be fired or switched to at the touch of a button. While it is slightly more powerful than a charge shot, missiles will open Red doors and kill certain enemies the charge attack cannot. As a drawback, missiles have a finite supply. Missiles themselves, in Super Metroid and Metroid: Zero Mission, can be switched between Regular and Super Missiles. | |
Secondary Fire / int_f04b4111 | featureApplicability |
1.0 | |
Secondary Fire / int_f04b4111 | featureConfidence |
1.0 | |
Metroid (Franchise) | hasFeature |
Secondary Fire / int_f04b4111 | |
Secondary Fire / int_f3657100 | type |
Secondary Fire | |
Secondary Fire / int_f3657100 | comment |
Ghost Squad (2004) can have multiple firing modes depending on the weapon: Single-shot is the default mode for many handguns and shotguns, can be used on rifles as well, and always has infinite use. 2-shot burst is available on some shotguns, as a temporary Power-Up that lasts for a set number of shots. 3-shot burst is the default mode for many rifles including the default XM-2119 assault rifle, and typicailly has infinite use. Full-auto is available for some rifles as a temporary power-up that lasts for a set number of shots. Some other weapons, mainly machineguns, have this as a the default firing mode and as infinite-use, but as a tradeoff many of those weapons have low accuracy. |
|
Secondary Fire / int_f3657100 | featureApplicability |
1.0 | |
Secondary Fire / int_f3657100 | featureConfidence |
1.0 | |
Ghost Squad (2004) (Video Game) | hasFeature |
Secondary Fire / int_f3657100 | |
Secondary Fire / int_f412ce55 | type |
Secondary Fire | |
Secondary Fire / int_f412ce55 | comment |
The UT2003-04 assault rifle has an underslung grenade launcher. | |
Secondary Fire / int_f412ce55 | featureApplicability |
1.0 | |
Secondary Fire / int_f412ce55 | featureConfidence |
1.0 | |
Unreal Tournament 2004 (Video Game) | hasFeature |
Secondary Fire / int_f412ce55 | |
Secondary Fire / int_f6b3bb34 | type |
Secondary Fire | |
Secondary Fire / int_f6b3bb34 | comment |
All the weapons in Bulletstorm. | |
Secondary Fire / int_f6b3bb34 | featureApplicability |
1.0 | |
Secondary Fire / int_f6b3bb34 | featureConfidence |
1.0 | |
Bulletstorm (Video Game) | hasFeature |
Secondary Fire / int_f6b3bb34 | |
Secondary Fire / int_f8f51b13 | type |
Secondary Fire | |
Secondary Fire / int_f8f51b13 | comment |
Unreal Tournament did this for a few of its guns, too. The Shock Rifle is the example for this type of secondary fire above, but the Pulse/Link Gun was another one: primary fired plasma shots, secondary emitted a mid-range beam. Enters into tertiary-fire territory with the Link Gun from 2003 onwards, where you can use secondary fire to link up with teammates to boost the power of their Link Guns. | |
Secondary Fire / int_f8f51b13 | featureApplicability |
1.0 | |
Secondary Fire / int_f8f51b13 | featureConfidence |
1.0 | |
Unreal Tournament (Video Game) | hasFeature |
Secondary Fire / int_f8f51b13 | |
Secondary Fire / int_fd8558cc | type |
Secondary Fire | |
Secondary Fire / int_fd8558cc | comment |
In a more realistic portrayal, Sven Co-op 's shotgun modeled after the HD packs SPAS-12 dropped the "double barrels" for rapid, semi-automatic fire, much like the real weapon, at the cost of a higher pellet spread than the primary, pump action fire. | |
Secondary Fire / int_fd8558cc | featureApplicability |
1.0 | |
Secondary Fire / int_fd8558cc | featureConfidence |
1.0 | |
Sven Co-op (Video Game) | hasFeature |
Secondary Fire / int_fd8558cc | |
Secondary Fire / int_fd8ef85e | type |
Secondary Fire | |
Secondary Fire / int_fd8ef85e | comment |
In Left 4 Dead, the usual "secondary fire" button is used for melee attacks. However, when holding a healing item in front of a teammate, it allows to heal him instead of yourself. This can lead to amusement when the healer doesn't have the teammate correctly centred in their view, and appears to be brutally clubbing them with a first aid kit. | |
Secondary Fire / int_fd8ef85e | featureApplicability |
1.0 | |
Secondary Fire / int_fd8ef85e | featureConfidence |
1.0 | |
Left 4 Dead (Video Game) | hasFeature |
Secondary Fire / int_fd8ef85e | |
Secondary Fire / int_ff9ca30 | type |
Secondary Fire | |
Secondary Fire / int_ff9ca30 | comment |
Metroid Prime 3: Corruption has the Super Mode's charge beam trigger Rapid Fire | |
Secondary Fire / int_ff9ca30 | featureApplicability |
1.0 | |
Secondary Fire / int_ff9ca30 | featureConfidence |
1.0 | |
Metroid Prime 3: Corruption (Video Game) | hasFeature |
Secondary Fire / int_ff9ca30 |
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