History AwesomeButImpractical / VideoGames

4th Jan '17 11:53:11 PM Xtifr
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** It compares interestingly to the Blaster Launcher from the original ''XCom: UFO Defense'', a remote-controlled missile-launcher capable of destroying enemies from around corners and the other side of the map. Most likely, the refusal to include such a weapon in ''{{Xenonauts}}'' was a deliberate choice on the part of the designers, since it was kind of a GameBreaker in the original...

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** It compares interestingly to the Blaster Launcher from the original ''XCom: ''VideoGame/XCom: UFO Defense'', a remote-controlled missile-launcher capable of destroying enemies from around corners and the other side of the map. Most likely, the refusal to include such a weapon in ''{{Xenonauts}}'' was a deliberate choice on the part of the designers, since it was kind of a GameBreaker in the original...
4th Jan '17 12:43:34 PM Prometheus117
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** {{Lampshaded}} by ''VisualNovel/FateHollowAtaraxia'', with Avenger's pair of... really weird claw-swords named Tawrich and Zarich. While they look nasty and painful, as far as weapons go they aren't very useful in a fight. Standard blades would work much better for stabbing or cutting.

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** {{Lampshaded}} by ''VisualNovel/FateHollowAtaraxia'', with Avenger's pair of... really weird claw-swords named Tawrich and Zarich. While they look nasty and painful, as far as weapons go they aren't very useful in a fight. Standard blades would work much better for stabbing or cutting. It's yet another sign that he really is [[JokeCharacter the weakest Servant who could possibly be summoned into a Grail War]].
31st Dec '16 1:53:26 PM Silverblade2
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* Any game (that includes both video and table-top) that has a Necromancy/Shadow/Death magic skill-set with an exploding dead guy spell. It requires you to lure an enemy over a pile of corpses and then make them go boom. You'd be much better off simply raising those bodies and swarming him.



* In general, many combo videos, whether for 1v1 fighting games or one-v-many beat 'em ups, are staged against a training mode dummy or a lone target and thus the very impressive-looking combos showcased aren't much good in real gameplay against an active target or a mob of enemies.
29th Dec '16 9:57:34 PM Nicoaln
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* ''VideoGame/OrcsMustDieUnchained'' has quite a bit of fancy traps with varying levels of flashiness. Some, such as the Tesla Coil are almost never seen in loadouts due to just how expensive they are. Players get much more use out of floor spikes and arrow walls.
23rd Dec '16 11:47:52 PM Lightning4119
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* ''VideoGame/{{Prototype}}'' has a number of high-end moves like this, such as the Bulletdive Drop, which has awesome damage but has horrible prep time and is difficult to aim or hit anyone with since it has poorer tracking than the other drop moves.

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* ''VideoGame/{{Prototype}}'' has a number of high-end moves like this, such as the Bulletdive Drop, which has awesome damage but has horrible prep time and is difficult to aim or hit anyone with since it has poorer tracking than the other drop moves. Available earlier in the game is the artillery strike, which requires an intact officer disguise and a stationary target (when most of the targets you'll be facing move rather quickly), has a small area of effect, and takes several seconds to call in. It's usually simpler to just chuck a car at the problem.
17th Dec '16 2:24:08 AM Zoriax91
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* The setting of ''VideoGame/WeHappyFew'' revolves around Joy, a drug which allows the citizens to suppress the memories of the [[NoodleIncident Very Bad Thing they did to Nazis]] and puts them in a constant "happy" mood. Problem is, they also fly in a murderous rage if someone isn't happy (for example, [[DefectorFromDecadence you]]). You can voluntarily take some Joy to temporarily make you "blend in", allowing you to avoid suspicion (even from Doctors, who can detect if you are off your Joy at a glance) unless you do something blatantly unlawful; you can also pass through the normally inpassible Joy Detectors. However, it lasts only a few moments, it gives you massive hits to hunger, thirst and stamina, and taking too much Joy in a short timespan will make you [[NonStandardGameOver permanently addicted]].
7th Dec '16 1:44:50 PM AnotherGamer
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** This trope is actually invoked in universe with the ''Alt Eisen''. It was the prototype for a proposed ''Gespeant Mk.III'' line of mass-produced mechs, and while it packs a lot of punch it's also incredibly difficult to operate, to the point that [[VideoGame/SuperRobotWarsCompact2 Kyosuke]] is the only person who can use it effectively.

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** This trope is actually invoked in universe with the ''Alt Eisen''. It was the prototype for a proposed ''Gespeant ''Gespenst Mk.III'' line of mass-produced mechs, and while it packs a lot of punch it's also incredibly difficult to operate, to the point that [[VideoGame/SuperRobotWarsCompact2 Kyosuke]] is the only person who can use it effectively.
4th Dec '16 10:24:32 PM DastardlyDemolition
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* ''VideoGame/MetalGearRisingRevengeance'': Lampshaded in-universe. [[TheBrute Sundowner]] has a pair of swords that can form into a single scissor-like assembly on one arm. Raiden, Boris and The Doktor all question the tactical validity of such a weapon; given what a [[AxCrazy psychotic]] individual Sundowner is, it's quite likely that the sheer cruelty of the weapon is what attracts him to it.

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* ''VideoGame/MetalGearRisingRevengeance'': Lampshaded in-universe. [[TheBrute Sundowner]] has a pair of swords [[MacheteMayhem machetes]] that can form into [[ShearMenace a single scissor-like assembly assembly]], dubbed "Bloodlust", on one arm. Raiden, Boris and The Doktor all question the tactical validity of such a weapon; given what a [[AxCrazy psychotic]] individual Sundowner is, it's quite likely that the sheer cruelty of the weapon is what attracts him to it.
4th Dec '16 10:52:27 AM DastardlyDemolition
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** Speaking of Brütal Legend, Lars Halford is this trope made flesh. A leader so inspirational people who have just met him will gladly march to their deaths beside him, but completely incapable of managing the day-to-day recruitment and logistics of an army in the field.

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** Speaking of Brütal Legend, Lars Halford is this trope made flesh. A leader so inspirational people who have just met him will gladly march to their deaths beside him, but completely incapable of managing the day-to-day recruitment and logistics of an army in the field. This where Eddie Riggs comes in because his job as a roadie makes him the perfect man to handle day-to-day operations and lead the troops during battles.
12th Nov '16 6:14:44 AM SpinAttaxx
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* From the Franchise/MegaMan series:
** [[VideoGame/MegaMan2 Heat Man's]] [[PlayingWithFire Atomic Fire weapon]] looks very cool, especially when [[ChargedAttack fully charged]], but does very little damage if any damage at all.

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* From the Franchise/MegaMan series:
''Franchise/MegaMan'':
** [[VideoGame/MegaMan2 ''VideoGame/MegaManClassic'':
***
Heat Man's]] Man's [[PlayingWithFire Atomic Fire weapon]] Fire]] in ''VideoGame/MegaMan2'' looks very cool, especially when [[ChargedAttack fully charged]], but does very little damage damage, if any damage at all.all. What's more, the amount of energy it uses is obscene (with a full energy bar, you can fire off two fully charged shots maximum), and unless you're fighting Wood Man or Wily Machine 2's first form, other weapons will likely do the job just as well. It gets better in ''VideoGame/MegaManDrWilysRevenge'' with a more useable ammo consumption rate, but getting hit while charging fires the shot early, and [[EleventhHourSuperpower you get it very late in the game]].
*** [[VideoGame/MegaManPoweredUp Oil Man's]] Oil Slider. For some reason the designers left him with no other form of attack, despite augmenting many of the other Robot Masters, forcing him to slide around like an idiot if he wants to do any damage at all.
*** There's also the Spark Shock in ''VideoGame/MegaMan3''; the fact that you can't switch weapons while enemies are paralyzed from it makes it a far less useful weapon than the much-maligned Top Spin. They did fix it in ''VideoGame/MegaManIII'', however, making it a much better power overall.
*** Likewise, the Rush Adaptors from ''VideoGame/MegaMan6'' and ''VideoGame/MegaMan7''. ''6'' has the Jet Adaptor that replaces the Rush Coil with a short-burst jetpack and the Power Adaptor which ups your attack power, and can destroy certain blocks and some minor enemies in one hit. However, both forms cost you the slide and special weapons, the Jet Adaptor also took away the charge shot, and the Power Adaptor shortened your range, making it nearly useless in most boss fights. ''7'' has the Super Adaptor, which can fly and fire a rocket punch. It has the same weaknesses as the Jet Adaptor, but the huge sprites reduce its flight to a crappy DoubleJump, which automatically launches you at an angle. Also, there's an annoying cutscene that plays every time you equipped the armor in 6 -- especially annoying in the Wily stages when you have to equip it, then switch to another weapon, then equip it again... thankfully, these can be skipped, but you'd wish they weren't there at all.
*** ''VideoGame/MegaMan10''[='=]s Commando Bomb can inflict heavy damage on enemies, and can even pierce some armored enemies, but bizarrely enough if you fire it directly at them, it only does minimal damage; you have to aim it at the floor/wall/ceiling adjacent to the enemy for it to explode and cause damaging shockwaves. [[{{Roboteching}} You can also change its direction twice in mid-flight]], which sounds cool, except that usually you really only need to do so once, and if you accidentally (or intentionally, to dodge an enemy's shots) move Mega Man sideways after setting the bomb on a vertical path, you will change the bomb's trajectory again, missing your target.
**** The Thunder Wool from the same game is even more powerful than the Commando Bomb against stationary enemies, since it can hit them with two powerful zaps, but good luck ''actually'' hitting anything. The weapon launches a cloud that travels up and to the side a bit, then zaps anything below it with deadly lightning. But if the cloud hits an enemy before it reaches the top of its arc, it does minimal damage and dissipates before it can zap anything.
** ''VideoGame/MegaManX'':
*** A lot of X's helmet upgrades tend to fall under this. Aside from the secret armor upgrades, the SNES ones, and their Gameboy Expies, aren't much use once you memorize where they'd be useful. Play style or character preference does the same to most of the [=PS1=] ones as many reduce weapon energy usage (which neither Zero nor the Ultimate Armor really need), the Shadow Armor speeds up sword attacks, and the Gaea Armor has no stated function at all. Aversions are ''[[VideoGame/MegaManX4 X4]]'' (game play is set up so weapons are still useful), ''[[VideoGame/MegaManX7 X7]]'' (attracts power ups from further away), and ''[[VideoGame/MegaManX8 X8]]'' (a weaponized form of X1's part and a quick charge, though the Nova Strike makes weapons useless again).
*** ''VideoGame/MegaManX3'' has the basic version of the buster upgrade, but ''only'' the basic version. At full power, you can fire two charge shots that, with the right timing, could overlap into a five-shot barrage that could hit nearly anything on screen. The problem is that you ''have'' to get to full power, which was two levels higher than the basic charge shot, otherwise you're shooting a full charge and a half-charged shot that won't do anything. You can get one of two enhancement chips, though you'd want the GameBreaker version, that gives a reserve of charge shots to get around this, but the energy consumption is huge, and you can only recharge it by taking damage, but the amount of damage needed to recharge a single unit is absurd. If you get Zero's beam saber though, charging to full power creates a new shot combo that will include a wave of energy flung from the saber after the cross shot that can take off over half a boss's energy meter. The saber won't add to your charge time, and is included in the shot reserve upgrade. Add on top of that the fact that the screen wide shot is slow, making it possible for opponents to dodge it.
**** The basic version of the ''X3'' armor ''is'' this trope. The completed ''VideoGame/MegaManX2'' armor had ''three'' useful attacks, but you could only use the X3 scanning feature when you first enter a stage. Granted, after adding both of the {{Game Breakers to it, it was the best armor of the SNES games, but again, you need ''both'' of them.
*** ''[[VideoGame/MegaManX1 X1]]'' and ''X2'' have the [[Franchise/StreetFighter Hadouken and Shoryuken]] enhancements, respectively. Both can kill most enemies in a single shot; however, using them requires X to be at full health and standing perfectly still, rendering them completely useless for most bosses. [[GuideDangIt Finding them can be a pain too]].



** [[VideoGame/MegaManPoweredUp Oil Man's]] Oil Slider. For some reason the designers left him with no other form of attack, despite augmenting many of the other Robot Masters, forcing him to slide around like an idiot if he wants to do any damage at all.
** There's also the Spark Shock in ''VideoGame/MegaMan3''; the fact that you can't switch weapons while enemies are paralyzed from it makes it a far less useful weapon than the much-maligned Top Spin. They did fix it in the Game Boy game, however, making it a much better power overall.
** Likewise the Rush armors from ''VideoGame/MegaMan6'' and ''VideoGame/MegaMan7''. 6 had the Jet armor that replaces the Rush Coil with a short-burst jetpack and the Power armor upped your attack power, and could destroy certain blocks and some minor enemies in one hit. However, both forms cost you the slide and special weapons, the Jet also took away the charge shot, and the Power shortened your range, making it nearly useless in most boss fights. 7 gave an armor that could fly and give a rocket punch. It had the same weaknesses as the Jet armor, but the huge sprites reduced its flight to a crappy DoubleJump, which automatically launched you at an angle. Also, there was an annoying cutscene that played every time you equipped the armor in 6 - especially annoying in the Wily stages when you have to equip it, then switch to another weapon, then equip it again...
** ''VideoGame/MegaMan10''[='=]s Commando Bomb could inflict heavy damage on enemies, and could even pierce some armored enemies, but bizarrely enough if you fired it directly at them, it only did minimal damage. You had to aim it at the floor/wall/ceiling adjacent to the enemy for it to explode and cause the damaging shockwaves. You could also change its direction twice in mid-flight, which sounds cool, except that usually you really only need to do so once, and if you accidentally (or intentionally, to dodge an enemy's shots) move Mega Man sideways after setting the bomb on a vertical path, you will change the bomb's trajectory again, missing your target.
** The Thunder Wool from the same game was even more powerful than the Commando Bomb against stationary enemies, since it could hit them with two powerful zaps, but good luck ''actually'' hitting anything. The weapon launched a cloud that traveled up and to the side a bit, then zapped anything below it with deadly lightning. But if the cloud hit an enemy before it reached the top of its arc, it did minimal damage and dissipated before it can zap anything.
** A lot of [[VideoGame/MegaManX X's]] helmet upgrades tend to fall under this. Aside from the secret armor upgrades, the SNES ones, and their Gameboy Expies, aren't much use once you memorize where they'd be useful. Play style or character preference does the same to most of the [=PS1=] ones as many reduce weapon energy usage (which neither Zero nor the Ultimate Armor really need), the Shadow Armor speeds up sword attacks, and the Gaea Armor has no stated function at all. Aversions are ''[[VideoGame/MegaManX4 X4]]'' (game play is set up so weapons are still useful), ''[[VideoGame/MegaManX7 X7]]'' (attracts power ups from further away), and ''[[VideoGame/MegaManX8 X8]]'' (a weaponized form of X1's part and a quick charge, though the Nova Strike makes weapons useless again).
** ''VideoGame/MegaManX3'' has the basic version of the buster upgrade, but ''only'' the basic version. At full power, you can fire two charge shots that, with the right timing, could overlap into a five-shot barrage that could hit nearly anything on screen. The problem is that you ''have'' to get to full power, which was two levels higher than the basic charge shot, otherwise you're shooting a full charge and a half-charged shot that won't do anything. You can get one of two enhancement chips, though you'd want the GameBreaker version, that gives a reserve of charge shots to get around this, but the energy consumption is huge, and you can only recharge it by taking damage, but the amount of damage needed to recharge a single unit is absurd. If you get Zero's beam saber though, charging to full power creates a new shot combo that will include a wave of energy flung from the saber after the cross shot that can take off over half a boss's energy meter. The saber won't add to your charge time, and is included in the shot reserve upgrade. Add on top of that the fact that the screen wide shot is slow, making it possible for opponents to dodge it.
*** The basic version of the ''X3'' armor ''is'' this trope. The completed ''VideoGame/MegaManX2'' armor had ''three'' useful attacks, but you could only use the X3 scanning feature when you first enter a stage. Granted, after adding both of the {{Game Breakers to it, it was the best armor of the SNES games, but again, you need ''both'' of them.
** ''[[VideoGame/MegaManX1 X1]]'' and ''X2'' have the [[Franchise/StreetFighter Hadouken and Shoryuken]] enhancements, respectively. Both can kill most enemies in a single shot; however, using them requires X to be at full health and standing perfectly still, rendering them completely useless for most bosses. [[GuideDangIt Finding them can be a pain too]].
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