History BoringButPractical / VideoGames

24th Mar '17 3:03:48 PM Divra
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** In the case of the Vampire Counts, it's the Zombies. Zombies are completely useless on paper, being slow, melee-only and unable to vanguard deploy. However, their high hitpoints, cheapness, and their ability to replenish instantly (necromancers can just fill the ranks with fresh casualties) make them indispensible as missile-sponges and can be put to very good use keeping your enemies' elite units bogged down and disrupting their formations.

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** In the case of the Vampire Counts, it's the Zombies. Zombies are completely useless on paper, being slow, melee-only and unable to vanguard deploy. mediocre-to-awful, even by bottom-tier infantry standards, at everything except hitpoints. However, their high hitpoints, cheapness, cheapness and their ability immunity to replenish instantly (necromancers can just fill the ranks with fresh casualties) morale effects make them indispensible as missile-sponges and can be put to very good use keeping your enemies' elite units bogged down and disrupting their formations.
23rd Mar '17 4:08:48 PM Tyrannosauruses
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** In some installments, walls; in others they're a waste of money. Tiberian Sun tried using cncere in this role, but some players thought it too cumbersome (it would only protect buildings placed on top of it and underground units could get out even if a corner of a building were unpaved).
20th Mar '17 9:44:32 PM Nicoaln
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** For Red (in the 3DS version), Fans give the ability "Fan Dango", which functions just like the Hero's multi-thrust and Angelo's "Multishot" abilities (80% damage, 4 hits). However, unlike Multithrust and Multishot, Fan Dango costs ''nothing'' to use, and will occasionally hit for only three. While the other abilities are balanced out by the fact that they hit random targets, this is not the case against single targets, who will eat every shot. Even if Fan Dango only hits three times, that's 2.4 times as strong as just having Red attack, as many as 3.6 times - ''and'' it's affected by Tension.
17th Mar '17 4:32:35 PM CountDorku
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** Dahl weapons, too. They don't look like the chunky slabs of metal from Torgue, or the elegant and graceful Maliwan guns - they just look like guns with camo paint jobs. They can have elemental capacitors, but it's not all that common. At the same time, however, Dahl guns have a reasonable rate of fire when not zoomed, a devastating burst-fire mode when they ''are'' zoomed, and very low recoil, making them able to quickly and accurately inflict damage. Just be careful with round count.
14th Mar '17 8:38:41 PM Divra
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** When playing as TheEmpire, you get lots of nice elite units, most notably the [[GameBreaker game-breaking]] Demigryph Knights. However, it is more likely than not that even in the end-game, your army will mostly consist of bottom-tier State Infantry, i.e. Swordsmen, Spearmen and Halberdiers. Their good cost-effectiveness, ease of replenishment, and the fact that the right research path and general build can net these units some very nice bonuses keeps them more than viable throughout the game.

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** When playing as TheEmpire, you get lots of nice elite units, most notably the [[GameBreaker game-breaking]] Demigryph Knights. However, it is more likely than not that even in the end-game, your army will mostly consist of bottom-tier State Infantry, i.e. Swordsmen, Spearmen and Halberdiers. Their good cost-effectiveness, ease of replenishment, and the fact that the right research path and general Lord build can net these units some very nice bonuses keeps them more than viable throughout the game.
14th Mar '17 8:37:40 PM Divra
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** When playing as TheEmpire, you get lots of nice elite units, most notably the [[GameBreaker game-breaking]] Demigryph Knights. However, it is more likely than not that even in the end-game, your army will mostly consist of State Infantry, i.e. Swordsmen, Spearmen and Halberdiers. Their good cost-effectiveness, ease of replenishment, and the fact that the right research path and general build can net these units some very nice bonuses keeps them more than viable throughout the game.

to:

** When playing as TheEmpire, you get lots of nice elite units, most notably the [[GameBreaker game-breaking]] Demigryph Knights. However, it is more likely than not that even in the end-game, your army will mostly consist of bottom-tier State Infantry, i.e. Swordsmen, Spearmen and Halberdiers. Their good cost-effectiveness, ease of replenishment, and the fact that the right research path and general build can net these units some very nice bonuses keeps them more than viable throughout the game.



** In the case of the Vampire Counts, it's the Zombies. Zombies are completely useless on paper, being slow, melee-only and unable to vanguard deploy. However, their high hitpoints, cheapness, and their ability to replenish instantly (necromancers can just fill the ranks with fresh casualties) make them indispensible as missile-sponges and can be put to very good use keeping your enemies' elite units bogged down.

to:

** In the case of the Vampire Counts, it's the Zombies. Zombies are completely useless on paper, being slow, melee-only and unable to vanguard deploy. However, their high hitpoints, cheapness, and their ability to replenish instantly (necromancers can just fill the ranks with fresh casualties) make them indispensible as missile-sponges and can be put to very good use keeping your enemies' elite units bogged down.down and disrupting their formations.
14th Mar '17 8:34:23 PM Divra
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* ''VideoGame/TotalWarWarhammer'' has several examples:
** When playing as TheEmpire, you get lots of nice elite units, most notably the [[GameBreaker game-breaking]] Demigryph Knights. However, it is more likely than not that even in the end-game, your army will mostly consist of State Infantry, i.e. Swordsmen, Spearmen and Halberdiers. Their good cost-effectiveness, ease of replenishment, and the fact that the right research path and general build can net these units some very nice bonuses keeps them more than viable throughout the game.
** For Dwarfs, it's the Dwarf Warriors. In spite of technically being a bottom-tier melee infantry unit, their comparatively heavy armor and high morale will have them holding their own.
** In the case of the Vampire Counts, it's the Zombies. Zombies are completely useless on paper, being slow, melee-only and unable to vanguard deploy. However, their high hitpoints, cheapness, and their ability to replenish instantly (necromancers can just fill the ranks with fresh casualties) make them indispensible as missile-sponges and can be put to very good use keeping your enemies' elite units bogged down.
8th Mar '17 10:41:07 AM nombretomado
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* ''{{Mechwarrior}}'', every and any game of it: [=PPCs=], a cheap, relatively fast and powerful energy weapon. It's the best general weapon in the game, to the point where 90% of mechwarrior players just load their mech of choice with as many [=PPCs=] as it can hold.

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* ''{{Mechwarrior}}'', ''VideoGame/MechWarrior'', every and any game of it: [=PPCs=], a cheap, relatively fast and powerful energy weapon. It's the best general weapon in the game, to the point where 90% of mechwarrior players just load their mech of choice with as many [=PPCs=] as it can hold.
5th Mar '17 1:21:24 PM FergardStratoavis
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* Though that varies between weapons, nothing quite exemplifies the trope in ''VideoGame/{{Enter The Gungeon}}'' like Regular Shotgun. Yes, that's how it's called; and if that doesn't reassure you, it gets [[LampshadeHanging lampshaded]] [[UpToEleven once more]], this time in its description. You can reliably kill most enemies in two-three shots up until Floor 5/[[spoiler: Bullet Hell]] as long as you keep yourself close enough, but at the same time it has more range than other shotguns, so that makes it easier to not be ''too'' close.
** Another example is the good ol' AK-47 which offers a perfect balance of damage-to-ammo ratio, being perfectly servicable for cleaning rooms and fighting bosses both despite being a bog-standard assault rifle. It also has a meta justification for being {{Boring But Practical}}: the devs use it to test the game precisely due to its balance of ammo and damage.
4th Mar '17 8:30:09 PM Nicoaln
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* ''VideoGame/DragonQuestVII'', through the ClassSystem gives access to some abilities:
** Thin Air, via several advanced vocations. Thin Air hits ''every'' enemy on the field, usually deals about a hundred damage unless enemies have high magical defence (Enemies in groups, the ones you would most want to use it on, also have maybe 200 health near the end of the game), and it costs ''nothing'' to use. Breath Attacks also do the same (available to some different classes and the Hero vocation), but Thin Air is ''far'' easier to get. What's more, only a few enemies are resistant or immune to Thin Air.
** Knuckle Sandwich. An ability learned via a simple vocation, is a carbon copy of VI's version. That is, it deals 200% damage but has a chance to miss. It's very easy to get, and is affected by Oomph, Sap, and psyche up. It can hit for almost a thousand damage - when bosses have only about 3000-5000 health tops at endgame, that's a ''definite'' ouch.
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