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The Enemy Weapons Are Better

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You're in a war zone, you're given your standard gear from your outfit, and then you carry out your mission. However, about a few minutes in, you promptly drop whatever guns you were carrying and grab the enemy's. Now wait, your side just handed you a perfectly good weapon! Why would you abandon the one you just had? Sometimes in video games (most commonly FPS games, in which you grab these weapons fresh off your enemies' cooling corpses) you're more than likely to just stop using the weapons you were issued and begin using anything you can procure on sight. This is usually for two reasons:
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Star Wars vs. Warhammer 40K / Fan Fic
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Zig-zagged in S.T.A.L.K.E.R.. In Shadow of Chernobyl, other stalkers frequently have better equipment than yours, and looting them off their corpses is far better than waiting to purchase your own. This goes doubly so for the unique guns that you usually pry from their former owners' fingers, and even more for the unmodded game, which doesn't let you repair anything at all, so the enemy weaponry may be better simply because they're in a better condition. For Clear Sky and Call of Pripyat, where there are many techs to repair your guns and you have a whole upgrade system, this is only played straight when you make a big leap in progress, such as going from the Great Swamp to the Cordon and suddenly finding plenty of assault rifles that generally trump the shotguns you've become used to. Using all this and some Sequence Breaking can invert this, if you go... shopping, in an area with higher-end weapons.
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In the original Homeworld some enemy ships have an advantage over what you can build: the Taiidan destroyer and assault frigate have better turret emplacement (enabling them to fend off enemy strike crafts somewhat better than the Kushan ones), the Turanic Raiders' carrier is the best armed one in the game, and the Kadeshi Swarmer-class fighters (both light and advanced) and multi-beam frigates are just plain overpowered (thankfully the swarmers have little fuel, giving you an easy way to defeat them by taking down the fuel pods before they can refuel). On the Motherships parts, however, it's more balanced: the Kadeshi ones are the best armed and more mobile but has no apparent construction ability, the Kushan one is the physically tougher but takes time to release newly-built supercapital ships due the large hangar door, and the Taiidan one, lacking the hangar door, can pop out destroyers, carriers and heavy cruisers as they're built but has an enormous weak spot in the form of the undefended supercapital ship hangar.
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 Homeworld (Video Game)
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The Disgaea series. While you can pass bills to upgrade the items available in shops, the best equipment in the game is stolen from high level enemies. In fact the very best stuff must be acquired by stealing the second best stuff from an enemy, using the Item World to travel into that stuff, and then stealing the stuff of the enemies in that stuff.
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 Disgaea (Franchise)
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Pathways into Darkness plays with this trope. You get separated from your unit at the start of the game due to a botched airdrop which gives your M16 a bent barrel and makes you lose the bag of spare ammo for your Colt .45, leaving you with just a survival knife. You end up defending yourself with weapons found in the labyrinth taken off the bodies of previous explorers, including 50+ year old WWII weapons (this takes place in 1993). When you finally reunite with your squad or rather, the remains of your squad, the only working weapon they have is an M79 Grenade Launcher. While a good weapon, it's not nearly as effective against groups of enemies as the 6-year-old AK-47 you found.
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 Pathways into Darkness (Video Game)
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In Endless Sky you'll likely resort to looting advanced technology from hostile alien ships, since the peaceful ones know better than to sell theirs to your warlike species.
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 Endless Sky (Video Game)
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The Rising of the Shield Hero: Naofumi Iwatami is the titular Shield Hero, one of The Four Cardinal Heroes meant to fight against the Waves of Calamity that threaten the world. However unlike the other Heroes who have skills and power suited for attacking (being armed with a sword, spear and bow), Naofumi's relies solely on Defense, meaning he has to rely on Raphtalia and Filo and the other members of his Party to pull the slack for him in taking down enemies and monsters to get stronger. As a result, Naofumi has to resort to either purchasing better equipment or to scavenge the corpses of their fallen enemies in order for his party to get better armor and weapons to fight with.
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The Legend of Zelda: Breath of the Wild: This varies depending on the enemy and their equipment. While the Bokoblins tend to carry weak bone weapons, the Lynels carry very strong and durable late-game weapons.
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 The Legend of Zelda: Breath of the Wild (Video Game)
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Metal Gear Solid V: The Phantom Pain: Averted. Enemies carry the most basic of guns, especially the Soviets in Afghanistan. And thanks to supply drops, as long as your GMP is in the black, you can simply call Mother Base for more ammo instead of switching weapons. The only instance you would ever need to pick up a gun from a fallen enemy is in the Subsistence missions.
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 Metal Gear Solid V: The Phantom Pain (Video Game)
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Einhänder has several powerful weapons wielded by the enemies that you initially don't start out with, this includes the Grenade and Flash. Of course, one of the game's main mechanics is killing those enemies and grabbing said weapons for yourself. It's also subverted in that you can start out with these weapons in your initial loadout once you manage to obtain them once.
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 Einhänder (Video Game)
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In UFO After Blank your soldiers can steal weapons and other gear from dead enemies, but there are some kinds of equipment that require special training in order to be used.
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 UFO: After Blank (Video Game)
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Metal Gear Solid 2: Sons of Liberty manages to give an explanation for why you can't just grab the weapon from a downed enemy: they all use biometric scanners keyed to their carrier, which forces you to hunt down weapons in storage which are not in active use and thus not locked out.
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 Metal Gear Solid 2: Sons of Liberty (Video Game)
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The Saga of Tanya the Evil:
Mage Companies all fly into battle armed with either bolt-action or semi-automatic rifles, with the 203rd Mage Battalion led by Tanya Von Degurechaff using the latter. During the Battle at Orse Fjord, Anson Sioux of the Entente Alliance was given a SIG MKMS submachine gun by his daughter to use as his primary firearm, which Tanya took for herself after defeating Sioux in combat and used as her primary firearm afterwards. This results in Anson's daughter Mary becoming Tanya's most dangerous battlefield opponent when she enlists, manages to survive her first encounter with Tanya, and recognizes Tanya's gun as the one she gave her father.
Averted later on when Anson Sioux returns to try and kill Tanya, this time coming equipped with a Winchester M1897 "Trench Gun" with which he nearly kills Tanya on several occasions.
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 The Saga of Tanya the Evil
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In Dark Souls, the weapons wielded by the enemies are usually better, or at least look better than your plain, dull shortsword, with the sole exception of Broken Straight Swords.
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 Dark Souls (Video Game)
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In every Counter-Strike installment, it's not uncommon to see CT players drop whatever gun they're using for an AK-47 or an SG-552. That or the Terrorists dropping whatever they were using for an M4A1 rifle. It depends on the player's play style preferences and what team they happen to be assigned to.
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 Counter-Strike (Video Game)
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Sniper Elite III's Downloadable Content campaigns have the Schutzvollstrecker, who carry far more advanced weapons than Allied soldiers such as Karl's, regular Afrika Korps Infantry, or even the Elites. Most notable among these is the Teufelsfeuer rocket launcher, a Super Prototype that fuses the firing rate of the MG42 with the rockets, tube, and mechanisms of the Panzerschreck.
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Turning Point: Fall of Liberty: You will almost never find ammo for American guns. In fact, you'll never find ammo for anything but the German MP-50. Enjoy playing the whole game having to use the one crappy SMG for everything.
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 Turning Point: Fall of Liberty (Video Game)
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Downplayed in Modern Warfare, as ammunition tends to be shared on a caliber basis. Swapping for an enemy weapon, thus, is reduced to preference — guns tend to do the same damage per shot regardless. The game even attempts to play to both preferences; while you're almost always given a primary weapon that is set up perfectly for a mission, with the right set of attachments and enough ammo across the mission that you could just use that for the whole level if you want to, your secondary will usually be a bog-standard pistol that you won't be missing if you trade it for your personal favorite or the most useful enemy gun. And heaven help you if you switch out your lovely silenced weapons when doing a stealth mission. That said, in multiplayer you are usually given only two to three full magazines for each weapon — meaning that you'll be forced to swap for enemy weapons when you run dry without appropriate perks or just using the same gun everyone else is using. One trick in Call of Duty 4 is to use the M9 as your sidearm if you're using a 9mm submachine gun for the main weapon - the bullets that the M9 comes with makes a de facto extra magazine; it also works with other guns that share ammo, but that typically requires use of the Overkill perk to start with two primary weapons, so may not be worth the trouble if the player prefers a perk like Stopping Power or Sleight of Hand.
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Downplayed in Sharpe where the protagonists use French equipment because it's better, but still use their own rifles which they are proficient with.
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Brothers in Arms: Several of the German automatic weapons are noticeably better than their American counterparts in terms of accuracy, rate of fire, and capacity. This is especially true with the MP 40 submachine gun and the STG 44 assault rifle, which have 32 and 30 round magazines in contrast to the Thompson and BAR with 20 round magazines, and are noticeably more accurate at mid range where most firefights take place.
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 Brothers in Arms (Video Game)
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Yet also mildly averted in Oblivion with the dremora enemies. While at the highest levels these enemies are equipped with supremely powerful daedric weapons, at low levels they wield much weaker, though visually the same, dremora weapons. These weapons do come with some minor enchantments and ignore normal weapon resistances but are unfeasibly heavy for low-level characters to carry.
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 The Elder Scrolls IV: Oblivion (Video Game)
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In World of Warcraft, all enemy equipment is better. The players will end up using almost exclusively items looted off of enemy corpses, occasionally with a quest reward mixed in. Admittedly, the faction leaders have some great stuff, but they're not particularly willing to part with it.
End-game equipment tends to reverse this trend, usually being offered as a reward by a faction for tokens gained from killing bosses. However, Legendary Weapons are exclusively Enemy Equipment.
Most current weapons are crafted by allies, with parts that just happen to be found in the main raiding dungeon; older ones, however, are all enemy-made.
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 World of Warcraft (Video Game)
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XCOM: Enemy Unknown
Stunning an armed alien with the Arc Thrower yields its weapon (and grenades if it has any) to your inventory after the mission is over, though you have to conduct research on the weapons before they can be retrofitted and used by your folks (except for grenades, those can be used by XCOM right off the bat). If you just kill the alien, the weapon simply breaks into fragments that are useless as weaponry (but are very valuable for research, especially later on when you need as much as 75 for a single research projectwhich?the Blaster Launcher). In the last leg of the game, it's an excellent way to save money since plasma guns are so expensivenote and even moreso in the Enemy Within expansion, where a Heavy Plasma, that you can pick off a Muton Elite, can cost almost as much as two Firestorms, although you're out of luck when it comes to the Plasma Sniper Rifle and the Alloy Cannon, both projects exclusive to you.
Also goes for the EXALT weapons in the Enemy Within Expansion Pack, though there's no way to capture them alive and you can just plain kill them to get their stuffcaveatsthe Elites' alien grenades break into fragments, though not if you use the Arc Thrower on the EXALT agent; if you deal the killing blow with explosive damage, you don't get the gear; finally, the Medics' medikits aren't recoverable at all. Aesthetics aside, they're identical to XCOM's own ballistic and laser weapons, but sometimes the Council will make big offers for batches of them (presumably for launching False Flag Operations against EXALT or research their origins). Again, you need to have completed the respective beam weapon research projects to use the laser weapons from the EXALT Elites.
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 XCOM: Enemy Unknown (Video Game)
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The Adventures of Dr. McNinja has this page; not the first time a video game has steered the comic.
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 The Adventures of Dr. McNinja (Webcomic)
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Wolfenstein 3-D justifies this by BJ being a POW, and thus has no access to weapons other than the enemy's. He starts the game with a knife and a Luger while standing over a dead guard, with the implication that he had knifed the guard to get his pistol. All later weapons are scrounged from the castle armory over the course of the game.
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 Wolfenstein 3-D (Video Game)
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In Kamen Rider Build, Ryuga Banjou occasionally takes weapons from Guardians that he defeats and uses them against other Guardians or Night Rogue.
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 Kamen Rider Build
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In Vietcong, some missions have Steve Hawkins separated from the rest of his team, and forced to crawl through large segments of enemy-infested jungles or tunnels. Since ammunition for his original weapon is depleted rather quickly with no means of replenishing, ditching it for AK-47 or some other weapon from the VC arsenal is a necessity to make it through these missions.
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Metal Gear: In all games, it isn't so much that the enemy's weapons are better as it is that your side sends you in with only a token amount of equipment, which includes one small pistol at best. If you want to use anything bigger (which you invariably need to do in order to have something capable of damaging certain bosses), you'll need to steal equipment from the enemy.
Metal Gear 2: Solid Snake: This is explained in the manual. Snake follows On-Site Procurement procedures. There's a variety of reasons for this, first and foremost that, because his operations are never really sanctioned, there can be nothing that traces him back to his parent organization, which includes equipment. Using the enemy's own gear denies them at least one avenue for discovering who sent him. In later games, when he's working of his own accord, he still prefers to follow this particular procedure, most likely because as a wanted terrorist, and especially later in the series when the Patriots start cracking down on things, it's difficult for him to acquire weaponry through other means.
Metal Gear Solid 2: Sons of Liberty manages to give an explanation for why you can't just grab the weapon from a downed enemy: they all use biometric scanners keyed to their carrier, which forces you to hunt down weapons in storage which are not in active use and thus not locked out.
Metal Gear Solid 4: Guns of the Patriots downplays this. You're still primarily reliant on grabbing weapons from enemies and then finding ways to circumvent the biometric scanners, but overall some of the most versatile weapons in the game are the Operator, Ruger Mk. II, and M4 Custom you're given for free in the first fifteen minutes of gameplay; the only gun that fills a niche one of those three can't do just as well and remains viable beyond that is the M14 EBR Sniper Rifle, being the only one that both accepts a suppressor and doesn't use ridiculously-rare ammo.
Metal Gear Solid V: The Phantom Pain: Averted. Enemies carry the most basic of guns, especially the Soviets in Afghanistan. And thanks to supply drops, as long as your GMP is in the black, you can simply call Mother Base for more ammo instead of switching weapons. The only instance you would ever need to pick up a gun from a fallen enemy is in the Subsistence missions.
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In the X-Universe games, players frequently ditch their Commonwealth or Terran heavy fighters for Xenon heavy fighters, as the Xenon LX fighter is in most regards superior to comparable (non-Prototype/Enhanced) Commonwealth fighters (It probably helps that the LX looks cool). In the late game when players can out-produce most races, some switch over from buying (or boarding) capital ships from the six main races and instead start to produce Xenon capital ships, though this is mostly because Xenon capitals take a fraction of the time and resources to produce.
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Metal Gear Solid 4: Guns of the Patriots downplays this. You're still primarily reliant on grabbing weapons from enemies and then finding ways to circumvent the biometric scanners, but overall some of the most versatile weapons in the game are the Operator, Ruger Mk. II, and M4 Custom you're given for free in the first fifteen minutes of gameplay; the only gun that fills a niche one of those three can't do just as well and remains viable beyond that is the M14 EBR Sniper Rifle, being the only one that both accepts a suppressor and doesn't use ridiculously-rare ammo.
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Subverted then played straight in X-COM: UFO Defense. While you can take weapons from dead aliens, your soldiers can't use them until you've researched them. Once you've done that, you'll be able to steal spare ammunition and other gear from the aliens. One tactic players have developed involves researching the guns first and researching the magazines (except for Heavy Plasma) later, so their soldiers can quickly pick up guns from downed enemies and use them; the generous magazine capacity means the inability to reload is not a major concern even if you spam Auto Shot.
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Nearly all the Die Hard movies thrive on this. Fully justified too, when you consider McClane is a cop having a really bad Christmas Eve and only armed with his handgun, while his opponents are terrorists armed with fully automatic weapons, rocket launchers, C4... McClane inevitably has to swipe some enemy gear (and gloat about it) just to stand a chance. It also helps that their submachine guns and his duty pistol both use the same ammunition.
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In MechWarrior Living Legends, this can become the case when the PureTech mutator is enabled — the Clan team can only buy Clan assets, and the Inner Sphere team can only buy Inner Sphere assets. Clanner tech is generally superior in regards to raw firepower and speed, while Inner Sphere tech has more cool weapons, armor, and is much less expensive to buy (some Clan Medium mechs cost as much as an Inner Sphere Assault mech!). Inner Sphere players will sometimes try to blast Clanners out of the cockpit of their Battlemech so that they can steal the mech for themselves, as in most cases Clanner mechs are better for straight-up combat. The same can happen in reverse with Clanners, as the Inner Sphere has some stupidly durable mechs (like the Atlas) and awesome specialized equipment (like the Heavy Gauss Rifle and Rotary Autocannons) that the Clanners cannot buy.
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Averted in the Borderlands games; you can't loot the weapons off enemies you've killed, but you have little reason to want to, as weapon pickups are randomly generated (as are the weapons carried by enemies, but that's irrelevant). Weapons made by hostile manufacturers (Atlas, Hyperion, Bandit, Dahl, Maliwan, COV, etc) are no more effective against their own armies than other weapons.
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Fire Warrior: This trope's use is odd, considering that the Tau are supposed to have the strongest basic weapons in the universe on table, but there's not much ammo. This lasts basically up until you get the Burst Cannon, which competes through sheer rate of fire, and the Rail Rifle, which was so good it got adapted into the tabletop game.
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The Legend of Zelda:
The Legend of Zelda: The Wind Waker: Zig-zagged. Moblin swords and flaming deku sticks make for more viable weapons than your starting equipment, since they're three times longer than your sword and stun enemies, respectively. Their advantages are rendered moot once you get the Master Sword.
The Legend of Zelda: Breath of the Wild: This varies depending on the enemy and their equipment. While the Bokoblins tend to carry weak bone weapons, the Lynels carry very strong and durable late-game weapons.
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Halo:
Enemy plasma weapons kick unholy amounts of ass against shields, while bullets from your side's guns are best for squishing actual meaty bits.
The Covenant plasma pistol has the most amount of asskickery of all weapons in Halo: Combat Evolved considering it does more damage than the plasma rifle, can fire as fast as you can pull the trigger — faster than the rifle if you pull fast enough —, can overcharge to instantly take out the shields of anything, is easily found in large quantities, and has the fastest melee attack of all the weapons. The only drawbacks are the fast overheating and short range.
This is actually one of the main ideas of the Halo series: you need to know what weapon to use where, and since you can only hold two weapons at a time, you need to learn how to plan ahead and when to use either your weapons or alien weapons. For example, one such arrangement is known as "The Noob Combo", where you shoot a shielded person with a Covenant plasma weapon to disable their shield, and then shift back to a human weapon to land a killing headshot.
Often played straight in the campaigns for the simple reason that you're often fighting deep within enemy territory, with no nearby allied support providing resupplies; there are numerous levels where you will be exclusively using the enemy's weapons. Thankfully, Covenant troops tend to be weak against plasma weapons, and Promethean weapons tend to be among their games' most powerful guns anyways.
This is most noticeable in the original Halo: Combat Evolved, where the human assault rifle is virtually worthless at higher difficulty levels due to its ineffectiveness against Elites and even Jackals; its massive ammo count and fire rate does nothing to make up for its pathetic accuracy and damage. Later games in the series do a better job of balancing the human weapons vs. the Covenant ones.
Halo 4 and Halo 5 are noticeable aversions, as due to gameplay balance, Forerunner weaponry is pretty much identical in effectiveness as human or Covenant weapons, despite being advanced energy weapons belonging to Sufficiently Advanced Aliens.
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Mass Effect: Played with. In the beginning, your starting equipment is the absolute worst possible in the game and will immediately be replaced by whatever you find in the first mission. Even after that, Random Drops will on average be superior to equipment you can buy yourself at the time. But after fulfilling the required conditions the best weapons can only be bought in stores.
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In The Swarm of War, Warboss Bugklaw gained his name for the habit of using weapons fashioned from Zerg natural ones.
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In Medal of Honor: Frontline, the German-made weapons (namely the MP 40, STG 44, and Gewehr 43) tend to have larger magazines than their Allied counterparts, and don't slouch on the damage output as compensation. The Gewehr 43, in particular, is a straight upgrade from the Springfield rifle, as the former is semi-automatic and has twice the magazine size.
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The Covenant plasma pistol has the most amount of asskickery of all weapons in Halo: Combat Evolved considering it does more damage than the plasma rifle, can fire as fast as you can pull the trigger — faster than the rifle if you pull fast enough —, can overcharge to instantly take out the shields of anything, is easily found in large quantities, and has the fastest melee attack of all the weapons. The only drawbacks are the fast overheating and short range.
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The modern Medal of Honor games are a noticeable aversion, as enemy weapons are generally inferior to the American weaponry you start each level with, not handling as smoothly and often lacking Gun Accessories like reflex sights, IR laser sights, and suppressors. Similar to Battlefield 3 and Modern Warfare, this is justified in that you play as American special forces soldiers while your enemies are relatively crudely-equipped terrorists and pirates. In fact, in Medal of Honor: Warfighter, you can't drop either of you starting weapons, enemy weapons going into a tertiary slot that's dropped as soon as you try to go back to either of your own guns.
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In the Fallout series, it's a necessity to loot stuff from enemies. The reason is simple: most of the time there is not enough ammo to keep using a different weapon. As for weapons and armor, the third game and New Vegas require equipment repairs that can either be paid for (at merchants who only do a mediocre job and cost a ton of caps for significant repairs) or doing a field-repair by taking apart a similar item and using its components (depends on Repair skill and destroys the spare, obviously) which is a bad thing if no suitable spare is found because it's one-of-a-kind or your current enemies don't have it. Therefore, looting guns from enemies and using them is miles more cost-effective. Armors are a bit more flexible in this regard and they also play the trope straight in Fallout 2 and 3: Enclave gear is superior to what you can get otherwise, especially Tesla and Hellfire armors.
The Broken Steel DLC expansion for Fallout 3 gives us the Tri-Beam Laser Rifle, essentially a laser shotgun, and is only carried by Super Mutant Overlords. This weapon is literally better when wielded by the enemy against you, but it's still an excellent weapon regardless of who uses it. The same can be said for the mutant rednecks and dimwitted tribals of Point Lookout with their abnormally effective shovels, shotguns, and lever-action rifles.
The later games do avert this for unique weapons, which often have numerous advantages over the standard variants your enemies are likely to be using, but can also be repaired by those standard variants. Additionally, Fallout 3's final DLC includes the "Alien epoxy" that can be used to repair weapons without having to lug around replacements for it, though in limited numbers; New Vegas adds the weapon repair kit which works the same, but can be bought or crafted in unlimited numbers, and also adds a "Jury Rigging" perk to let you repair weapons with any other weapon of its kind, which is nice for unique weapons like "That Gun" and "This Machine" that don't have a standard variant without one of the DLC packs. It can also be used to repair the "Wild Wasteland" Alien blaster, of which there is only one; it requires the abundant and cheap Laser Pistols but it only goes as far as the ammo you have which hovers around 140 to 222.
Inverted Trope in Fallout 4. 90% of Super Mutants, Raiders, Slavers, and Institute Synths (i.e. pretty much any given mook who isn't carrying an Awesome, but Impractical heavy weapon) carry variants of three weapons: the .308 hunting rifle, the .38 pipe gun, and the Institute laser gun. There are variants of them due to the Gun Accessories system (e.g. a pipe gun can be a rifle with a stock, scope, and bayonet, or it can be a sawed-off machine pistol), but they're all essentially the same weapon firing the same bullets. Even with the best mods, which almost never spawn on enemies, these guns pale in comparison to the guns you can buy from merchants, get as part of quests, or create on your own. This was likely done to force the player to indulge in Item Crafting.
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Averted in Far Cry 2, not least because enemy mercs all use the same guns available to you depending on which half of the game you're at, so there's no specific "enemy" guns to be better in the first place. Moreover, one of the game's major mechanics is weapon degradation, which would be bad enough with some weapons like the USAS-12 shotgun or dart rifle visibly corroding with every individual shot you make with them; add on the fact that weapons taken from an enemy will invariably be at an incredibly terrible stage of reliability, jamming every handful of shots and not very long until blowing up in your hands. There's enough of them that it is possible to rely on stolen weapons for a while and not be particularly screwed, but you're far better off saving up diamonds to buy your own weapons, which you can pick up any time you visit the Arms Dealer and will always start off at perfect reliability, as well as technical manuals that increase their accuracy and make them more durable.
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In Far Cry 3 and Far Cry 4, while enemies are again all only using the same guns you can get, the Elite Mooks are equipped with some of the best guns in the game. Stealing some from them can let you get those guns much more quickly and for much cheaper than unlocking or just buying them at the weapons shop, especially in Far Cry 4 where certain optional missions let you fight those elite mooks noticeably before the point where their guns are normally made available to you.
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Averted in Far Cry 5 where the enemy weapon selection never upgrades itself the further you progress in the game (as the gameplay follows a far less linear structure; you can tackle each of the three territories in any order), so when the time comes, you probably won't be using the enemy's weapons in favor of store-bought superior equivalents of their respective classes.
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Almost every single level in Goldeneye 007 starts with James Bond equipped with the PP7, a decent but relatively weak pistol which you'll quickly stop using in favor of an assault rifle or SMG as soon as the first opportunity comes along. The 2010 remake makes the P99 pistol more viable in stealth due to the suppressor that can be attached whenever the player wants rather than depending on the level, but still requires them to pick up weapons from enemies if they want to stand a real chance in a firefight. The P99 itself cannot be replaced (you are normally given two weapon slots in your inventory, with the P99 acting as a third weapon selection), which makes it more of an Emergency Weapon given its large ammo pool.
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Sniper Elite:
Sniper Elite III's Downloadable Content campaigns have the Schutzvollstrecker, who carry far more advanced weapons than Allied soldiers such as Karl's, regular Afrika Korps Infantry, or even the Elites. Most notable among these is the Teufelsfeuer rocket launcher, a Super Prototype that fuses the firing rate of the MG42 with the rockets, tube, and mechanisms of the Panzerschreck.
In Sniper Elite 4's Downloadable Content campaigns, we have the Valkyrie Jager, who carry much better weapons than the ones normally carried by Lt. Karl Fairburne, including the difficult to obtain FG42 and the rare Neunfaust launcher. Even the officers and the snipers carry much better weaponry, with the former wielding machine pistols that outclass all revolvers and semi-automatic pistols in terms of rate of fire, and the latter wield custom Swedish Mauser sniper rifles that have a better overall performance than the Springfield Karl uses.
The regular Jager Troops themselves carry a much better arsenal already, with their standard weapons being the MKb 42 assault rifle and the aforementioned FG42, both of which outclass the Thompson and most Allied submachine guns in terms of damage.
Sniper Elite 5 continues this trend by giving the already good German weapons access to nightvision scopes, larger magazine attachments, and customizations that do far more damage.
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The Gundam franchise typically starts with the enemy faction having a technological and/or numerical advantage with mobile suits, while the Gundam is a Super Prototype that the hero faction has just developed or a Forgotten Superweapon that is uncovered and restored to fighting shape. In various works this often means the heroes are required to bolster their forces with enemy gear because while inferior to the Gundam it is more common and easy to repurpose.
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In Atelier Escha & Logy: Alchemists of the Dusk Sky, it's yes and no. If you use the option to fight strong enemies in your initial playthrough, you can often end up obtaining weapons or armor that are better than what you have at the time, simply because these enemies will drop weapons and armor of a higher classification than what you've learned to imbue at the atelier. However, once you do learn how to imbue them, you can easily imbue weapons and armor that blow anything that was dropped out of the water.
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Wonder Woman Vol 1: While Steve Trevor's service weapon was taken by the Saturnians when they abducted, stripped and enslaved him it wasn't nearly as impressive as the Saturnain Ray Gun—capable of emitting a death ray or Gravity Screw ray dependent on a knob—that he steals as he's escaping and leading a minor slave revolt.
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Discussed in Concerned #173, where the author's notes for the comic talk about whether scrounging better weapons and ammo off of dead allies without checking if they're actually dead makes you - and, by extension, the player character - a dickweed:
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The Elder Scrolls:
Common throughout the series, especially early in the games. Whatever Starter Equipment the game offers is usually of the lowest quality available, and as soon as you've slain a couple of enemies, you'll want to loot and equip their better weapons and armor. Further, in the games with fairly strict Level Scaling, higher quality equipment can be found on enemies and in loot at earlier levels than that same equipment will be available for purchase in shops.
Oblivion enforces this trope. The level at which certain items appear in shops is slightly higher than the level at which those same items randomly appear as loot in chests and on enemies. Additionally, you have to follow the Mages Guild sidequest line up to a certain point (which requires non-trivial progress) before you can start enchanting your own equipment. Presumably, this is to keep players from building up gold and creating their own Disc-One Nuke (a Nerf on enchanting from Oblivion's predecessor, Morrowind). However, enchanted items can be found on enemies without needing to progress in the Mages Guild. Why not just loot that slain enemy's enchanted weapon? The point about enchanting is even mentioned directly by NPCs, for much the same reason.
Yet also mildly averted in Oblivion with the dremora enemies. While at the highest levels these enemies are equipped with supremely powerful daedric weapons, at low levels they wield much weaker, though visually the same, dremora weapons. These weapons do come with some minor enchantments and ignore normal weapon resistances but are unfeasibly heavy for low-level characters to carry.
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The Boys has an exaggeration of the real-life M16's issues to point out the utter incompetence of Vought Consolidated at just about anything they do. During Vietnam, one thousand American troops are slaughtered at Ia Drang, unable to fight back because their rifles cannot fire a single bullet. Adding insult to injury, the Viet Cong decapitated the dead and stuck the soldiers' heads on their own rifles, not looting a single one.
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Medal of Honor: Allied Assault and expansions zig-zag this.
Ammo is universal for each kind of weapon (pistols, rifles, machine guns and so on), though the game will, except for grenades (where you get stashes of both American pineapples and German potato mashers), restrict you to one weapon per type, and since you're typically far behind enemy lines and/or fighting on your own, your only options to fill out slots you didn't already start with a weapon in is by looting them from the enemy. The game is also very inconsistent of when you're allowed to pick up and carry an enemy weapon or not — depending on the level you can have both a Thompson and an MP40, for example
An In-Universe example happens in the Spearhead expansion, where, due to a shortage of weapons, ammunition, and other supplies, Barnes and his squad are tasked with raiding a German supply depot and taking as many supplies as as possible, including German weapons and ammunition. Thus, when the second part of the level begins, most of the paratroopers defending the line outside Bastogne are armed with German weapons.
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The Legend of Zelda: The Wind Waker: Zig-zagged. Moblin swords and flaming deku sticks make for more viable weapons than your starting equipment, since they're three times longer than your sword and stun enemies, respectively. Their advantages are rendered moot once you get the Master Sword.
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Return to Castle Wolfenstein
Very noticeably played straight, where the vast majority of the time you'll be using stolen Nazi weapons and are only given Allied weapons and ammo at the very start of campaign missions when you're inserted in the field. Justified in that BJ is operating deep within Nazi territory, so it's far easier to resupply off of killed Germans.
Zig Zagged with the British Sten gun: it's an Allied weapon that you'll use all the time. Justified in that the Sten feeds off of 9mm Luger rounds that the Germans use; also Inverted, as SS Elite Guards use it in lieu of a silenced gun of national origin. Maybe because the Sten is just that good.
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 Return to Castle Wolfenstein (Video Game)
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In Dredd, Anderson uses a gun looted from a ganger after her Lawgiver is stolen and destroyed. Dredd loots spare Lawgiver magazines from some dirty Judges on Ma-Ma's payroll after running out of ammunition.
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In Sniper Elite 4's Downloadable Content campaigns, we have the Valkyrie Jager, who carry much better weapons than the ones normally carried by Lt. Karl Fairburne, including the difficult to obtain FG42 and the rare Neunfaust launcher. Even the officers and the snipers carry much better weaponry, with the former wielding machine pistols that outclass all revolvers and semi-automatic pistols in terms of rate of fire, and the latter wield custom Swedish Mauser sniper rifles that have a better overall performance than the Springfield Karl uses.
The regular Jager Troops themselves carry a much better arsenal already, with their standard weapons being the MKb 42 assault rifle and the aforementioned FG42, both of which outclass the Thompson and most Allied submachine guns in terms of damage.
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Sniper Elite 5 continues this trend by giving the already good German weapons access to nightvision scopes, larger magazine attachments, and customizations that do far more damage.
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Warhammer 40,000:
Zigzagged with the Imperial Guard: Lasguns and flak armor (their basic equipment) are widely known as flashlights and t-shirts in fanon due to being the weakest of all standard gear, and vastly outstripped by even the basic weapons of other factions such as bolters (micro-missile launchers), shuriken launchers, plasma rifles, or simple claws and knives. In spinoff RPGs, they're top-of-the-line equipment, capable of blowing a man's arm off and blocking bullets (which is also the case on the tabletop, it's just that everyone else is so much more powerful than a Puny Human...).
Tau tech in particular is infuriating to the Adeptus Mechanicus because they work without the appeasement to the machine-spirits required of their own tech, not to mention that the Tau can safely mass-produce plasma weapons that they can only craft one at a time from ancient and half-remembered rituals (and tend to explode).
Orks have a tendency to loot enemy weapons and vehicles (not so much because they're better but because it saves a lot of time and work) and orkify them by adding guns, spikes, guns, armor, guns, faster/louder engines, and guns. Then they add some more guns.
The Tau once had a brief moment of this- for all their shooty infantry, they run like hell when the Imperium brings in Titans. Until they designed a fighter that managed to singlehandedly bring one down so easily the other Titans retreated.
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Perfect Dark initially goes the same way as its predecessor Goldeneye, as you start most missions with an average pistol, and proceed to take bigger guns off the enemies; the most common enemy weapon is an SMG with a lock-on feature that's one step down from an aimbot. But this is eventually subverted in the late game, when the player's faction develops some of the most downright overpowered guns in FPS history; this includes an assault rifle with a 120-round mag and built-in invisibility cloak, and an X-ray sniper rifle that shoots through walls and one-shots everything. The enemy weapons scale up to pretty powerful levels too, but not this absurdly unfair.
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In the World War II Call of Duty games, German weapons can be irresistible (especially when you're carrying around the Sten, which for some reason can't take ammo from enemy MP40s even though they both fire the same round). Since weapons only replenish ammo from other weapons of the same type, this means it's rare to get more ammo for your own weapons without either letting teammates die or lucking out on pre-placed stashes, while it's easy to collect more ammo than necessary for German weapons from all the mooks you're mowing down. You might pick up a Kar98K, which frequently one-shot kills, or the accurate and steady MP40, or both. If you're lucky you can find yourself a Gewehr 43 rifle.
For the original Call of Duty: the German Sturmgewehr 44. Superior accuracy for an automatic weapon, even over long range, quick to reload, and powerful. Fairly common during the later stages of the game. Never accept anything less. Or the FG-42, the only gun that has both automatic fire and a sniper scope. There's a reason why it's considered a Game-Breaker in multiplayer. Too bad it's so goddamn rare later on.
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In Crysis, you nearly always have to take the Korean FY71 assault rifle instead of the US's SCAR assault rifle (unless you really use Stealth mode a lot, which can work pretty well). You start with the SCAR, which beats the FY71 in power, mag size, and how much ammo you can carry, but there is nearly no ammo for it, until near the end of the game. They mostly fixed this in the Expansion Pack, where SCAR ammo is available, but still less common than the FY71.
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In two deleted scenes in The Avengers Captain America gives one of the Chitauri guns to an NYPD officer and tells him to see what he can do with it. The guy then uses it to blast away one of them in a single shot and radios the other officers telling them to get the guns and use them.
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In BattleTech, when the Clans invaded with their superior technology, Inner Sphere pilots - and especially scientists and technicians - would salivate at the chance to steal or salvage a Clan Humongous Mecha. During Operation Bulldog, the Inner Sphere task force made heavy use of salvaged Clan mechs during their invasion of Clan space, both for superior performance and easy logistics, as they could just salvage spare parts off the battlefield. A century later, Clantech is still the best equipment available, but the Inner Sphere factions have begun producing their own, including some Clan-grade omnimechs.
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Metal Gear 2: Solid Snake: This is explained in the manual. Snake follows On-Site Procurement procedures. There's a variety of reasons for this, first and foremost that, because his operations are never really sanctioned, there can be nothing that traces him back to his parent organization, which includes equipment. Using the enemy's own gear denies them at least one avenue for discovering who sent him. In later games, when he's working of his own accord, he still prefers to follow this particular procedure, most likely because as a wanted terrorist, and especially later in the series when the Patriots start cracking down on things, it's difficult for him to acquire weaponry through other means.
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For the original Call of Duty: the German Sturmgewehr 44. Superior accuracy for an automatic weapon, even over long range, quick to reload, and powerful. Fairly common during the later stages of the game. Never accept anything less. Or the FG-42, the only gun that has both automatic fire and a sniper scope. There's a reason why it's considered a Game-Breaker in multiplayer. Too bad it's so goddamn rare later on.
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In Medal of Honor: Airborne, most Axis automatic weapons are noticeably better than their Allied equivalents, having larger mag capacity and lower recoil. The Axis weapons do deal slightly less damage than their American counterparts, but not enough that the number of bullets it takes to kill most enemies is any different.
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La Tale has a few enemies that rarely drop soul urns, materials which could be used to craft unique weapons which were almost always more powerful than an ordinary weapon, in addition to several unique special effects. Possibly subverted, in that they would be weaker than a well enchanted ordinary weapon, since the special weapons tend to be difficult to enchant due to their rarity.
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In PlanetSide 1, it wasn't uncommon to see players looting the bodies of enemy players to steal their guns and ammunition (as almost all kinetic guns were chambered in 9mm). Terran Republic soldiers, for example, almost always immediately ditched the wretched Cycler assault rifle for the far superior Gauss Rifle used by New Conglomerate soldiers. Heavy Assault weapons were universally looted by every side, as each had a unique weapon with a twist on room-clearing; the TR got a chaingun, the NC got a triple-barreled shotgun, and the Vanu Sovereignty got rapid fire Plasma Cannon with splash damage. Unfortunately for players using looted weaponry, they often got blasted by allies due to their very distinctive firing noises.
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X-COM
Subverted then played straight in X-COM: UFO Defense. While you can take weapons from dead aliens, your soldiers can't use them until you've researched them. Once you've done that, you'll be able to steal spare ammunition and other gear from the aliens. One tactic players have developed involves researching the guns first and researching the magazines (except for Heavy Plasma) later, so their soldiers can quickly pick up guns from downed enemies and use them; the generous magazine capacity means the inability to reload is not a major concern even if you spam Auto Shot.
XCOM: Enemy Unknown
Stunning an armed alien with the Arc Thrower yields its weapon (and grenades if it has any) to your inventory after the mission is over, though you have to conduct research on the weapons before they can be retrofitted and used by your folks (except for grenades, those can be used by XCOM right off the bat). If you just kill the alien, the weapon simply breaks into fragments that are useless as weaponry (but are very valuable for research, especially later on when you need as much as 75 for a single research projectwhich?the Blaster Launcher). In the last leg of the game, it's an excellent way to save money since plasma guns are so expensivenote and even moreso in the Enemy Within expansion, where a Heavy Plasma, that you can pick off a Muton Elite, can cost almost as much as two Firestorms, although you're out of luck when it comes to the Plasma Sniper Rifle and the Alloy Cannon, both projects exclusive to you.
Also goes for the EXALT weapons in the Enemy Within Expansion Pack, though there's no way to capture them alive and you can just plain kill them to get their stuffcaveatsthe Elites' alien grenades break into fragments, though not if you use the Arc Thrower on the EXALT agent; if you deal the killing blow with explosive damage, you don't get the gear; finally, the Medics' medikits aren't recoverable at all. Aesthetics aside, they're identical to XCOM's own ballistic and laser weapons, but sometimes the Council will make big offers for batches of them (presumably for launching False Flag Operations against EXALT or research their origins). Again, you need to have completed the respective beam weapon research projects to use the laser weapons from the EXALT Elites.
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There's a reason that Gears of War fans like using the Hammerburst... and that's because the standard assault rifle, the Lancer, bordered on being a Little Useless Gun in the first game. While the two are both viable choices in multiplayer nowadays, it was really bad in the first game. To quote the wiki, "4 to 6 bursts will kill a Drone, while a complete magazine of Lancer bullets may sometimes fail to kill one."
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Shadow the Hedgehog: You can occasionally find a weapon in a box, but the most prevalent ammo source (especially for some of the better guns) was enemy units. Therefore, it's usually better to use a GUN weapon if you're following the dark path and a Black Arms weapon if you're following the hero path. Neutral path? Just use the best weapon possible.
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Mega Man starts off with a wimpy plasma pellet gun (though in some games he can use a Charged Attack), and by defeating the bosses in the game will acquire many new weapons, most of which are more powerful than his starting gun (which he may nonetheless need to fall back on, as it's the only weapon with infinite ammo).
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America's Army provided an unusual example. Until Special Forces maps introduced the option to play as indigenous forces, the perspective for every player regardless of team was that of an American soldier using American weapons. The only way to use foreign weapons (with their own unique stats) was to take the weapon from a dead enemy soldier. In some incarnations of the game, there's an accuracy penalty for using an unfamiliar weapon, so maybe they aren't actually better after all.
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Wolfenstein
Return to Castle Wolfenstein
Very noticeably played straight, where the vast majority of the time you'll be using stolen Nazi weapons and are only given Allied weapons and ammo at the very start of campaign missions when you're inserted in the field. Justified in that BJ is operating deep within Nazi territory, so it's far easier to resupply off of killed Germans.
Zig Zagged with the British Sten gun: it's an Allied weapon that you'll use all the time. Justified in that the Sten feeds off of 9mm Luger rounds that the Germans use; also Inverted, as SS Elite Guards use it in lieu of a silenced gun of national origin. Maybe because the Sten is just that good.
Invoked in the opening level of Wolfenstein: The New Order. When preparing to breach Deathshead's island fortress, Fergus Reid instructs Allied troops to grab and use any Nazi weapons they see, because they're "bound to be better than ours". Considering that the Nazis of The New Order are armed with incredibly advanced technology, he makes a valid point.
Wolfenstein 3-D justifies this by BJ being a POW, and thus has no access to weapons other than the enemy's. He starts the game with a knife and a Luger while standing over a dead guard, with the implication that he had knifed the guard to get his pistol. All later weapons are scrounged from the castle armory over the course of the game.
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Zigzagged in Punisher: The Platoon: The usual complaints are made about the M16, while Castle demonstrates the reliability of the AK. However, when the sergeant protests that he can't equip the platoon with those weapons, Castle explains that's not his plan, as the AK is reliable but not good enough. Instead, he cuts a deal with the Corrupt Quartermaster to bring back all the working VC weapons as war souvenirs for the Soldiers at the Rear, in exchange for which the quartermaster will give them M14s that actually work.
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 Punisher: The Platoon (Comic Book)
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Medal of Honor
Medal of Honor: Allied Assault and expansions zig-zag this.
Ammo is universal for each kind of weapon (pistols, rifles, machine guns and so on), though the game will, except for grenades (where you get stashes of both American pineapples and German potato mashers), restrict you to one weapon per type, and since you're typically far behind enemy lines and/or fighting on your own, your only options to fill out slots you didn't already start with a weapon in is by looting them from the enemy. The game is also very inconsistent of when you're allowed to pick up and carry an enemy weapon or not — depending on the level you can have both a Thompson and an MP40, for example
An In-Universe example happens in the Spearhead expansion, where, due to a shortage of weapons, ammunition, and other supplies, Barnes and his squad are tasked with raiding a German supply depot and taking as many supplies as as possible, including German weapons and ammunition. Thus, when the second part of the level begins, most of the paratroopers defending the line outside Bastogne are armed with German weapons.
In Medal of Honor: Frontline, the German-made weapons (namely the MP 40, STG 44, and Gewehr 43) tend to have larger magazines than their Allied counterparts, and don't slouch on the damage output as compensation. The Gewehr 43, in particular, is a straight upgrade from the Springfield rifle, as the former is semi-automatic and has twice the magazine size.
In Medal of Honor: Airborne, most Axis automatic weapons are noticeably better than their Allied equivalents, having larger mag capacity and lower recoil. The Axis weapons do deal slightly less damage than their American counterparts, but not enough that the number of bullets it takes to kill most enemies is any different.
The modern Medal of Honor games are a noticeable aversion, as enemy weapons are generally inferior to the American weaponry you start each level with, not handling as smoothly and often lacking Gun Accessories like reflex sights, IR laser sights, and suppressors. Similar to Battlefield 3 and Modern Warfare, this is justified in that you play as American special forces soldiers while your enemies are relatively crudely-equipped terrorists and pirates. In fact, in Medal of Honor: Warfighter, you can't drop either of you starting weapons, enemy weapons going into a tertiary slot that's dropped as soon as you try to go back to either of your own guns.
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The following is a list of statements referring to the current page from other pages.

 The Enemy Weapons Are Better
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Video Game Items and Inventory
 The Enemy Weapons Are Better
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Weapons and Wielding Tropes
 Mobile Suit Gundam SEED / int_3b856be9
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 Mobile Suit Zeta Gundam / int_3b856be9
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 Punisher: The Platoon (Comic Book) / int_3b856be9
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The Enemy Weapons Are Better
 Wonder Woman (Charles Moulton) (Comic Book) / int_3b856be9
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 Sonic and Equestria Girls (Fanfic) / int_3b856be9
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The Enemy Weapons Are Better
 The Swarm of War (Fanfic) / int_3b856be9
type
The Enemy Weapons Are Better
 Come and See / int_3b856be9
type
The Enemy Weapons Are Better
 Cross of Iron / int_3b856be9
type
The Enemy Weapons Are Better
 Die Hard / int_3b856be9
type
The Enemy Weapons Are Better
 Skyline / int_3b856be9
type
The Enemy Weapons Are Better
 Dark Heresy / int_3b856be9
type
The Enemy Weapons Are Better
 Release That Witch / int_3b856be9
type
The Enemy Weapons Are Better
 Sixteen Ways To Defend A Walled City / int_3b856be9
type
The Enemy Weapons Are Better
 Space Assassin / int_3b856be9
type
The Enemy Weapons Are Better
 AdditionalEvilOverlordListCellblockE
seeAlso
The Enemy Weapons Are Better
 CDT Hilbert Inn (Roleplay) / int_3b856be9
type
The Enemy Weapons Are Better
 For The Tyrants Fear Your Might (Roleplay) / int_3b856be9
type
The Enemy Weapons Are Better
 Soviet Storm: World War II in the East / int_3b856be9
type
The Enemy Weapons Are Better
 Atelier Escha & Logy: Alchemists of the Dusk Sky (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Battlefield V (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Brothers in Arms (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Brutal Wolfenstein 3D (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Call of Duty (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Close Combat (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Cortex Command (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Einhänder (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Far Cry 2 (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Foxhole (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Gears of War (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Halo: Combat Evolved (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Haze (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Killzone (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Metaspace (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 ParaWorld (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Perfect Dark (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Planet Alcatraz (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Star Wars: Republic Commando (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 StreetPass Mii Plaza (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Strike Commander (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Swords and Sandals (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Teenage Mutant Ninja Turtles Arcade Attack (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 The Last Days (of the Third Age of Middle Earth) (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 XCOM: Enemy Unknown (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 X-COM (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 The Legend of Zelda: The Wind Waker (Video Game) / int_3b856be9
type
The Enemy Weapons Are Better
 Forgotten Weapons (Web Video) / int_3b856be9
type
The Enemy Weapons Are Better
 Shock Troopers 2011 (Web Video) / int_3b856be9
type
The Enemy Weapons Are Better