History DemonicSpiders / TurnBasedStrategy

15th Aug '16 4:20:40 PM htuttle
Is there an issue? Send a Message


* 3-hit combo from ''{{X-Com}}'': Cyberdisks, Psi-using aliens, and Chryssalids. Cyberdisks can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[CriticalExistenceFailure react violently]] [[MadeOfExplodium to dying]]; the one advantage you do have against them is that they're much larger than a normal enemy and thus easier to hit, which is just as well because the only starter weapon that can reliably OneHitKill them is the rocket launcher. Oh, yeah; there's also a 50% chance that they'll show up in the ''first month'', along with a psi-using alien. And those guys are fun, too. Once one of their allies spots ''one'' of your units, the psi-user amongst them gains the ability to go through your ''[[TheComputerIsACheatingBastard entire team]]'' for the unit with the lowest psi-defense (that you [[FakeDifficulty can't even see without the proper upgrade]]) and promptly makes that unit their bitch. Enjoy having that unit either run around randomly without their weapon, fire all over the place, or get Mind Controlled and take out 2 or 3 of their former teammates. The only way this crap gets more broken is when [[GameBreaker you get it]]. And then there are Chryssalids. [[http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.]] These things have one attack and one attack only: An infectious bite that instantly converts whatever was hit into a zombie (And kills tanks in a hurry). Said zombie becomes a new Chryssalid upon taking sufficient non-fire damage, which can then convert more units, and so on. And there is absolutely no defense against this bite: Your SuperSoldier of a Commander falls just as easily as your [[{{Redshirt}} Rookies]]. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure.

to:

* 3-hit combo from ''{{X-Com}}'': ''{{VideoGame/XCOM}}'': Cyberdisks, Psi-using aliens, and Chryssalids. Cyberdisks can fly and come with an accurate plasma cannon capable of rendering your units dead in a hurry, along with the fact that they [[CriticalExistenceFailure react violently]] [[MadeOfExplodium to dying]]; the one advantage you do have against them is that they're much larger than a normal enemy and thus easier to hit, which is just as well because the only starter weapon that can reliably OneHitKill them is the rocket launcher. Oh, yeah; there's also a 50% chance that they'll show up in the ''first month'', along with a psi-using alien. And those guys are fun, too. Once one of their allies spots ''one'' of your units, the psi-user amongst them gains the ability to go through your ''[[TheComputerIsACheatingBastard entire team]]'' for the unit with the lowest psi-defense (that you [[FakeDifficulty can't even see without the proper upgrade]]) and promptly makes that unit their bitch. Enjoy having that unit either run around randomly without their weapon, fire all over the place, or get Mind Controlled and take out 2 or 3 of their former teammates. The only way this crap gets more broken is when [[GameBreaker you get it]]. And then there are Chryssalids. [[http://ironshrinemaiden.deviantart.com/art/Pick-up-that-soap-83170472 Oh dear God there are Chryssalids.]] These things have one attack and one attack only: An infectious bite that instantly converts whatever was hit into a zombie (And kills tanks in a hurry). Said zombie becomes a new Chryssalid upon taking sufficient non-fire damage, which can then convert more units, and so on. And there is absolutely no defense against this bite: Your SuperSoldier of a Commander falls just as easily as your [[{{Redshirt}} Rookies]]. On top of this, they possess enough Time Units to charge at a unit from beyond visual range and transform it into a drooling zombie before the player is even sure it's there. Upon finding out that these things are involved in the mission, players are known to take drastic measures such as carrying a primed grenade at all times, killing civilians in the area to prevent them from being infected, and blowing up the body of every single Chryssalid that goes down, just to be sure.
5th Apr '16 8:58:00 AM Tinandel_1
Is there an issue? Send a Message


** ''[[VideoGame/XCOM2]]'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.

to:

** ''[[VideoGame/XCOM2]]'' ''VideoGame/XCOM2'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.
5th Apr '16 8:57:15 AM Tinandel_1
Is there an issue? Send a Message

Added DiffLines:

** ''[[VideoGame/XCOM2]]'' introduces stun lancers. These units have both shock swords and assault rifles, high health, and innate dodge chance. They can still attack after dashing, unlike the vast majority of units, and can thus threaten your troops from obscenely long distances with high-accuracy melee strikes. Their weapons have a chance to stun or even ''instantly knock unconscious'' your soldiers, rendering them helpless - often for the entire duration of the mission - and requiring yet another precious soldier to be pulled from active combat in order to evacuate them safely. They appear very, very early in the campaign, before the player is equipped to deal with them, and remain a constant threat throughout. Making matters far worse, the game considers them fairly mundane units and often deploys them in large numbers. Finally, if all that wasn't enough, they have an 'elite' version that gets introduced later on with even more health and dodge.
9th Mar '16 2:02:59 AM henrymidfields
Is there an issue? Send a Message


* [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away from them.

to:

* ** [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away from them.
9th Mar '16 2:02:10 AM henrymidfields
Is there an issue? Send a Message


''[[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.

to:

''[[VideoGame/FireEmblemElibe * [[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, in most cases, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.away from them.
9th Mar '16 1:59:36 AM henrymidfields
Is there an issue? Send a Message

Added DiffLines:

''[[VideoGame/FireEmblemElibe FE6, or Binding Blade]] has Berserkers and Swordmasters which get a massive boost of +30% in criticals. While this is bad on its own, considering that said units being promoted, they would appear with generally more powerful weapons, and Berserkers in particular also have high Strength that essentially make your unit's Defense stat moot. And because of how critical hits are determined by one random number roll as opposed to the two-rolls for accuracy, you will get hit more often than you'd expect. Those with low luck and/or low speed stat numbers should steer away.
2nd Mar '16 5:32:26 PM Zero8000
Is there an issue? Send a Message


** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies that have a Seal skill: they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, among others. The catch? Well, get this: no matter what you do, the attack, no matter if it's a counter or not, will seal your unit. The guy missed the attack? You get sealed. The guy can't counter your attack? You get sealed. His attack was negated by a Dual Guard? You ''still'' get sealed. The attack doesn't do any damage? You guessed it: you get sealed. The only way to avoid getting sealed is if the guy actually "dies" in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.

to:

** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies that have a Seal skill: they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, among others. The catch? Well, get this: no matter what you do, the attack, no matter if it's a counter or not, will seal your unit. The guy missed the attack? You get sealed. The guy can't counter your attack? You get sealed. His attack was negated by a Dual Guard? You ''still'' get sealed. The attack doesn't do any damage? You guessed it: you get sealed. The only way to avoid getting sealed is if the guy actually "dies" ''actually dies'' in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.
2nd Mar '16 5:31:22 PM Zero8000
Is there an issue? Send a Message


** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These have a rather high chance of activating: and if they do, they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, and they don't even need to engage you in close combat to activate it. Heck, if you attack, say, a Samurai, using an archer, you can STILL trigger Defense Seal, which means that next turn, if the archer isn't behind a wall, that guy is as good as dead. Have fun.

to:

** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These that have a rather high chance of activating: and if they do, Seal skill: they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, and they don't even need to engage among others. The catch? Well, get this: no matter what you in close combat to activate it. Heck, if you do, the attack, say, no matter if it's a Samurai, using an archer, counter or not, will seal your unit. The guy missed the attack? You get sealed. The guy can't counter your attack? You get sealed. His attack was negated by a Dual Guard? You ''still'' get sealed. The attack doesn't do any damage? You guessed it: you can STILL trigger Defense Seal, which means that next turn, get sealed. The only way to avoid getting sealed is if the archer isn't behind a wall, that guy is as good as dead.actually "dies" in the attack. As in, your counter or attack MUST kill the guy so the seal doesn't activate. Have fun.
29th Feb '16 10:30:30 AM Zero8000
Is there an issue? Send a Message

Added DiffLines:

** Fire Emblem: Fates adds quite a few spiders as well: namely, enemies with Seal skills. These have a rather high chance of activating: and if they do, they reduce by 6 the stat marked in the skill. In the early game, there's A LOT of enemies with Defense Seal, and they don't even need to engage you in close combat to activate it. Heck, if you attack, say, a Samurai, using an archer, you can STILL trigger Defense Seal, which means that next turn, if the archer isn't behind a wall, that guy is as good as dead. Have fun.
12th Sep '15 7:42:13 PM nombretomado
Is there an issue? Send a Message


* Anti-Tanks in ''[[NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.

to:

* Anti-Tanks in ''[[NintendoWars ''[[VideoGame/NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.
This list shows the last 10 events of 77. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=DemonicSpiders.TurnBasedStrategy