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Weak Turret Gun

 Weak Turret Gun
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Weak Turret Gun
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Technological progress is a strange thing, and even more so in Video Games. Often, the enemy weapon manufacters can design a fully-automatic gun that basically never runs out of ammo with ease. Yet, it can never be designed in such a way that someone can't destroy it or knock it down fairly easily. If this trope is in play, game designers will usually put them in hard-to-reach places or at the end of long corridors so that the challenge is getting to them; once you're in close, actually defeating them is trivial. Sometimes one hit is all that's needed. Most frequently seen in FPS games.
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2023-05-28T18:00:29Z
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DBTropes
 Weak Turret Gun / int_137ef6d5
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Weak Turret Gun
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Subverted with Devastation. Grathius Corp. deploys a few sentry guns in various areas. While they're more annoying then dangerous, they can take some punishment before going down.
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Weak Turret Gun
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Cyber-Lip have turret guns which blows up after one hit. The difficulty is trying to hit them, because they're usually packed in rather tight corners.
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Black Mesa joined the characteristics of both variants for their version of the HECU turret. It has finite ammo, a limited arc of coverage, is light enough to be knocked over and will shut down until set upright, and if Gordon picks one up, it'll be reprogrammed to also attack enemies. It's also destructible.
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Laser towers in X3: Terran Conflict. In theory they can defend locations quite effectively: good range, very small target. In practice their DPS is comparable to heavy fighter lasers, and they traverse so slowly that they often can't target faster ships especially at close range. Couple this with their weak shields (bomber grade at best) and they're only effective in huge numbers, and then only during in-sector combat.note In out-of-sector combat, the mechanics negate their range advantage. They got a major buff in X3: Albion Prelude to make them useful in their intended role, at the cost of a lengthy setup time that makes them difficult to use in the alternate niche developed in TC: a Superweapon Surprise for pursuing ships.
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The online game S4 League allows players to place one turret on the map, but they take up one of the three weapon slots, have fairly low health, and you only get three of them each spawn (other held weapons have unlimited ammo for reloading). Their usefulness mainly depends on whether you can place them in an advantageous spot.
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Played straight in Borderlands 2, where the Hyperion turrets attached to walls of their settlements are some of the most fragile enemies in the game. Often, they go down in a single burst of rifle fire, when most enemies require several times that, and that's assuming you go for criticals.
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In Half-Life and its expansions, turrets are weak enemies that fall over, entirely disabled, after a few rounds. Ground-bound can't be moved otherwise - falling over is their "death" animation.
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In Half-Life 2 and the subsequent Episode sequels, the Combine turret guns are quite faulty.
Mobile ground turrets are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off (permanently for enemy ones; reprogrammed ones stay dead until they're set back up), which can be a boon when they're used against you, or a curse when you're trying to use them yourself. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.
Floor turrets have a very narrow detection range and have to pop out of the ground to shoot, which takes a while. Their alcove all but has a "Insert Grenade Here" sign as well.
The only exception is the ceiling turrets triggered by red lasers, which are completely invulnerable to anything Gordon may try to dish out at them. They don't fare well against big hordes of enemies like zombies, though, because they either may run out of ammo or malfunction after firing for too long.
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Dawn of War: Turrets generally have about half as much health as Listening Posts, and are either good against infantry or vehicles. They aren't exactly weak, but by the end game squads of infantry are usually numerous enough to survive taking them out.
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Half-Life.
In Half-Life and its expansions, turrets are weak enemies that fall over, entirely disabled, after a few rounds. Ground-bound can't be moved otherwise - falling over is their "death" animation.
In Half-Life 2 and the subsequent Episode sequels, the Combine turret guns are quite faulty.
Mobile ground turrets are simple lightweight tripods that are completely invincible, but if knocked over will go insane and fire wildly for a few seconds before shutting off (permanently for enemy ones; reprogrammed ones stay dead until they're set back up), which can be a boon when they're used against you, or a curse when you're trying to use them yourself. This weakness is offset somewhat by their portability and ease of deployment when firing support is needed in defensive situations, as well as their inability to be destroyed and always giving you a chance to set them back up.
Floor turrets have a very narrow detection range and have to pop out of the ground to shoot, which takes a while. Their alcove all but has a "Insert Grenade Here" sign as well.
The only exception is the ceiling turrets triggered by red lasers, which are completely invulnerable to anything Gordon may try to dish out at them. They don't fare well against big hordes of enemies like zombies, though, because they either may run out of ammo or malfunction after firing for too long.
Black Mesa joined the characteristics of both variants for their version of the HECU turret. It has finite ammo, a limited arc of coverage, is light enough to be knocked over and will shut down until set upright, and if Gordon picks one up, it'll be reprogrammed to also attack enemies. It's also destructible.
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In Call Of Duty: Modern Warfare 2 low-level sentry guns can be instantly killed in the online play by knifing them. However, you must attack from behind or have Cold-Blooded perk. Other than that, they're actually pretty resistant to damage and they deal a lot of it themselves.
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Turrets have become decreasing threats in each successive MechWarrior iteration. In 2, where they first appeared, they were small but surprisingly hard to target, and could hit you with anything from massed laser batteries to PPC shots, and each part needed to be destroyed independently. In 3, they were still small, annoying targets with surprisingly good firepower. In 4, their firepower increased (due to the presence of missile launchers) but they became much larger and easier to destroy. By the time of 5, they are barely a threat and can be destroyed by few machine gun bullets or simply stepping on the offending turret.
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The turrets in BioShock Infinite are similar to their counterparts in other games in the series. The main difference is that unlike previous games, you can utilize the Possession vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.
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Splinter Cell has computer-controlled turrets. They can't be shot, but they can be disabled (or turned against the enemies) by reaching their computer. But to get to the computer, they have to be distracted by chemical flares. As long as you aren't in the area when the flare runs out. If you are...
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The Binding of Isaac has several turret-like enemies, only some of which qualify:
Horfs, floating, disembodied heads that die in three regular shots and are easily knocked about by your tears.
Unlike regular Hosts which are invulnerable except when firing, Red Hosts are permanently exposed to damage, but compensate for it by having a five-way Spread Shot instead of regular three-way, which is a pain to dodge.
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In Goldeneye Rogue Agent, Dr. No employs turret guns. Goldeneye can turn these against his enemies with an EMP Hack, but first he has to get them in his sights. Interestingly, the guns are easy enough on their own, but the gunfire coming from just about everywhere else makes them devastating.
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Due to having the same game engine, Fallout: New Vegas has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.
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Warframe: Corpus turrets are a double subversion; the turrets themselves are powerful and well-armored, but you can disable them easily by shooting out the much more fragile security cameras giving them targeting data.
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In the freeware platformer Binary Boy, there are biological turret-like enemies on the first three levels. These can instantly kill you with one of their shots or by touch, and are completely invulnerable ... until you meet one in the water level, where it can be overturned by the air bubble you can now form.
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Metroid II: Return of Samus:
The Wallfires are turrets that are shaped like bird (or Chozo) heads found within Chozo ruins. They can be wrecked with a single shot of Samus's basic Power Beam. While their attacks produce considerable Knock Back, they only shoot periodically in a fixed direction and angle, so all Samus has to do is be patient and wait for an opening.
Starting in Phase 3, you'll start encountering Autracks, which are stronger gun mounts with extendable "necks" and a more frequent firing rate than Wallfires. However, by then, you should have the Ice Beam, which can freeze them and their shots, or the Wave Beam, which lets you whittle them down from behind cover. In the event you meet one on level ground, you can just duck underneath their shots.
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The automated turrets in Red Faction are completely equivalent to stationary emplacements. As such, you could run up to an autoturret that's plugging away at you without taking too much damage, then hit action key and use it like a stationary gun! Even stranger, when you hit the action key again to leave it, the thing'll immediately turn on you again like nothing happened.
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Overwatch has Symmetra's turrets, which are literally one-hit wonders, and any form of damage will destroy them. This is balanced by the fact that she can have up to three deployed at any time, they're quick to build and deploy, and can be stuck to walls and ceilings so have a chance of killing an enemy before they can even find them.
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Fallout 2: Turrets can fire a lot of bullets/plasma bolts and fighting them at short range is tantamount to suicide, especially with the plasma turrets in Navarro. However, a good long-range rifle and a careful shot to the camera lenses from the distance renders them harmless. Some of your teammates don't figure this out, though.
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Most turrets in Fallout 3 can be quickly destroyed, "frenzied" to attack everything that moves by destroying their control unit, or hacked and disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher-level turrets, such as those in the final area of Broken Steel, are more durable, but by this time you have the Tesla Cannon, which can take them out in one or two hits.
Due to having the same game engine, Fallout: New Vegas has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.
In Fallout 4, non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, Power Armor wearing player in seconds.
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In Fallout 4, non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, Power Armor wearing player in seconds.
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BioShock
Turrets in the first two games are easily destroyed, can be stunned with the Electro Bolt or Winter Blast and hacked to turn on other enemies, and with Telekinesis you can deflect the rockets of RPG turrets back at them. In BioShock 2, there are also even more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
The turrets in BioShock Infinite are similar to their counterparts in other games in the series. The main difference is that unlike previous games, you can utilize the Possession vigor to easily take control of them, albeit only temporarily. You can also summon friendly ones through Tears as well.
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Turrets in the first two games are easily destroyed, can be stunned with the Electro Bolt or Winter Blast and hacked to turn on other enemies, and with Telekinesis you can deflect the rockets of RPG turrets back at them. In BioShock 2, there are also even more fragile (though smaller and harder to hit) Mini-Turrets that you can throw around with Telekinesis or deploy yourself.
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Barik from Paladins is a Turret Master who deploys small turrets that provide great area control and constant pressure, but don't hit very hard and are not very durable. He makes up for their weaknesses by being able to deploy up to two of them and can protect them with his shields. The "Architectonics" Talent gives them a boost by increasing their damage, and lowering their cooldown so you can deploy them more often. Certain cards can also increase their health or allow them to regenerate health when Barik is nearby. With the right loadout, Barik's turrets can become Stone Walls with relatively high health and swift regeneration.
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Some missions in the FreeSpace series have sentry guns, essentially one, two, or four gun turrets attached to a frame. They only take a few shots to destroy. In the second game, the GTSG Mjolnir Remote Beam Cannon. As the name suggests, it's a turret with a beam cannon (the most powerful in the game for the GTVA) mounted on it (and nothing else). They also tend to die quickly when under attack, making them semi-literal Glass Cannons (in that they are cannons, but not made of glass). If you can keep them alive, they are your best friend in the one mission they appear in (in which you must kill a few capital ships, something the Mjolnir excels at).
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Fallout:
Fallout 2: Turrets can fire a lot of bullets/plasma bolts and fighting them at short range is tantamount to suicide, especially with the plasma turrets in Navarro. However, a good long-range rifle and a careful shot to the camera lenses from the distance renders them harmless. Some of your teammates don't figure this out, though.
Most turrets in Fallout 3 can be quickly destroyed, "frenzied" to attack everything that moves by destroying their control unit, or hacked and disabled (usually by using a computer terminal that is conveniently just outside of the turret's field of fire). The higher-level turrets, such as those in the final area of Broken Steel, are more durable, but by this time you have the Tesla Cannon, which can take them out in one or two hits.
Due to having the same game engine, Fallout: New Vegas has the same turrets. Turrets in the Vaults 11 and 34 are more difficult to frenzy due to being hung from something (the ceiling in Vault 11 and beneath Vault 34's Overseer desk), being attacked by other enemies (robots in Vault 11 and ghoulified vault dwellers in Vault 43), having no terminals to hack them, and being smaller than than standard turrets.
In Fallout 4, non-Heavy turrets are even weaker than in the previous games. That being said, Some high level turrets can kill a level 100, Power Armor wearing player in seconds.
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In Mercenaries: Playground of Destruction, it's possible to effectively destroy stationary machineguns, grenade launchers, and recoilless rifles by ramming them in a vehicle. So hop in a vehicle owned by that faction, convince the enemy to get away from the gun... and knock it down!
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Iji features turrets whose weapons span from basic machineguns to plasma cannons and nuke-like MPFB Devastators. However, they all have relatively low health and can be disabled with a single kick at ANY strength. If it doesn't notice you, it's also possible to crack it for its ammo clip, disabling it in process. More advanced turrets give better ammo, but are also harder to crack. During the last level, you'll run into Skysmashers, Shocksplinter (i.e. upgraded missile) turrets that float around like crazy and whose shots cannot be avoided by ducking down. They're still just as vulnerable to kicking, though.
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Enemy Territory: Quake Wars features several weak and easily-destroyed turrets, which are only useful if spammed all at once.
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Majin and the Forsaken Kingdom has an enemy type that is essentially a stationary eye on a stalk appear infrequently. While it fires powerful lasers, those can be avoided by simply weaving from place to place faster than it can track, and up close it dies almost instantly.
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Several areas in The Legend of Tian-ding has steampunk turrets that you can take down with two weak punches. Somehow.
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Deus Ex: Human Revolution has turrets that aren't weak in the physical sense - indeed, they're quite resistant to damage and so very hard to destroy. However, if you have a strength-increasing augment merely walking behind them lets the player pick them up and relocate them somewhere they won't be a threat - like, facing straight into a corner. Even more fun, hack the turret so it's on your side and you've got an infinite ammo portable shield and machine gun. You can even use one of these against a boss.
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Team Fortress 2 has sentry guns that can be built by the Engineer class, at the cost of 130 metal. The level 1 sentry gun fits this trope since it doesn't have much health nor firepower, but upgrading to level 2 gives the sentry a bigger health pool along with a significant boost to its DPS, and level 3 brings it to a whopping 216 health and rockets to go with its gatling guns. While capable of killing anything short of a Medic+Heavy combo in seconds, they have a somewhat limited range, have difficulty locking onto targets outside of a 90 degree forward arc, and are incapable of acquiring disguised/invisible targets on their own. Speaking of disguised targets, the Spy can walk right up to an enemy sentry and slap a device on it (or other Engineer contraptions) that immediately disables it and makes it self-destruct after a few seconds; only Engineers can remove these sabotage-machines, so he practically has to hang around babysitting his sentry for it to be of much use.
By equipping the Gunslinger, a robotic arm that replaces the Engineer's Wrench, he can build mini-sentries. Compared to a level 1 sentry, they are weaker in terms of health and damage output and can't be upgraded; they also do not drop any metal when destroyed. However, mini-sentries cost less metal to build, take less time to build, and even acquire targets much faster, which means that enemies generally won't be able to destroy them without taking at least SOME damage. Guaranteed to piss the other team right off!
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Deus Ex:
While they're extremely tough, just like everything else electrical, in the first game autoturrets can be hacked with computers, disabled with multitools, stunned with electromagnetics, fooled with radar invisibility, and just blown up with any explosive. Yeah, that kind of game.
Deus Ex: Human Revolution has turrets that aren't weak in the physical sense - indeed, they're quite resistant to damage and so very hard to destroy. However, if you have a strength-increasing augment merely walking behind them lets the player pick them up and relocate them somewhere they won't be a threat - like, facing straight into a corner. Even more fun, hack the turret so it's on your side and you've got an infinite ammo portable shield and machine gun. You can even use one of these against a boss.
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The Crusader games use this trope pretty prominently... and then subvert it by having some such turrets protected by unlimited shielding and, naturally, using the biggest, baddest, shield-penetratingest weapons in the game.
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Zig-zagged in Star Wars: Battlefront II:
The turrets placed on spaceships have very low health, but they have good firepower and are completely invulnerable until the Deflector Shield surrounding the entire ship is down. You can also disable their controlling AI from the inside by storming the ship, where you'll face ceiling-mounted turrets alongside enemy mooks. These have the same health as enemy soldiers, but much greater firepower, are harder to hit, and will eventually regenerate.
Played straight in the final mission of the campaign, however (the map for which is also used in the Hoth's Hunt mode). Whether you're an stormtrooper or a Wampa, the automatic turrets used by rebels are easily avoided and destroyed.
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In Evolve, Bucket's turrets can do significant damage if ignored but can be destroyed in a single blow by the monster.
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Generally averted in Defense of the Ancients. In the early game, the power of the towers serves to discourage enemy heroes from a frontal assault on defenders in their vicinity. As the game progresses, however, increasing health and damage available to both Mooks and heroes, while the towers grow nowhere nearly strong enough, means that the threat they pose just keeps dropping.
Venomancer's Plague Wards are a straight example. Their HP and damage are comparable to lane creeps and are one of the weakest summoned units outs of all heroes. They make up for it with their very large deployable range and vision radius, so they're used more for scouting or chipping down fleeing enemies. One of the max level Talent bonus makes them exponentially more powerful, however.
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In Portal, the standard turrets are on a tripod and can be permanently shut down by knocking them over (by throwing an empty milk carton, if you so choose). However, an increased difficulty option does exactly the right thing to turrets: they are surrounded by a steel cage making them impossible to disable. PAIN. (Storage cubes suddenly become a player's best friend on said increased-difficulty level, not that they weren't already.) They are also adorable, with their deceptively innocent-sounding voices and apologetic catch-phrases.
Their suckiness is justified and Played for Laughs in-universe, as a trailer for Portal 2 reveals that the turrets shoot the entire bullet using a spring mechanism instead of just firing the bullet normally. Cave Johnson claims that this is better because it shoots "sixty-five percent more bullet per bullet", although the fact that Chell can take a theoretically infinite amount of bullets would disprove this.
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The first Ratchet & Clank game has a turret gun that works within a 180 degree field of vision. When the player character reaches that angle, the gunner will just sit there until struck.
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PlanetSide 2's "Spitfire" automatic turret is large, carries a pathetically weak gun, pans very slowly, and can be destroyed with roughly only a dozen shots from a carbine. On top of this, the Engineer can only carry one Spitfire at once and cannot redeploy it elsewhere. The Spitfire is generally regarded more as an early detection system and a distraction, both of which it's quite good at as it can detect enemies within a 360 degree arc up to 50 meters away, while emitting a warning siren. Averted with the Spitfire in Planetside 1, which can damage vehicles, is better-armored, slimmer, and the engineer can place up to ten of them, though the turret can be bypassed by crouch-walking.
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BattleTech: Turrets show up regularly. Often they're hooked up to an external power source that can be attacked to disable multiple turrets at once, but even if they're not it's usually pretty easy to take a turret down- because they're stationary they always go last in combat and are easy to hit even at long range. What makes them dangerous is that they typically mount weaponry with better range than your ability to see them, so if you're fighting some mechs the turrets can often freely snipe you without letting you return fire.
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StarCraft II features the Raven which can periodically drop turret guns with unlimited ammo but limited duration. While not as fragile as the lowest-level units, the turrets can't stand up to stronger units or concentrated fire.
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Duke Nukem 3D 's turrets will go haywire and stop shooting you for several seconds after a single shot, from any weapon. It didn't take much more than that to blow them up, too.
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The following is a list of statements referring to the current page from other pages.

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Guns and Gunplay Tropes
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Video Game Difficulty Tropes
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Weapons and Wielding Tropes
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