History Main / ChasingYourTail

3rd May '17 9:28:16 PM WoolieWool
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* Any boss enemy in VideoGame/Wolfenstein3D can be exploited this way, by luring the boss into chasing you around an "island" of wall, firing on him while backpedaling and ducking around the corner when he prepares to shoot back. Because boss enemies so heavily telegraph their attacks, a skilled player can defeat a boss in this manner without sustaining any damage at all. Level 18 of VideoGame/SpearOfDestiny puts a much deadlier spin on this by having the [[ThatOneBoss Death Knight]] and a horde of Nazis chase you out of the death trap that is the level's main room into the perimeter hallway, which is full of [[FragileSpeedster officers]] who will harass you as you desperately scramble for health as the mad dash out of the central room will have without fail brought you to the brink of death.

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* Any boss enemy in VideoGame/Wolfenstein3D can be exploited this way, by luring the boss into chasing you around an "island" of wall, firing on him while backpedaling and ducking around the corner when he prepares to shoot back. Because boss enemies so heavily telegraph their attacks, a skilled player can defeat a boss in this manner without sustaining any damage at all. Level 18 of VideoGame/SpearOfDestiny puts a much deadlier spin on this by having the [[ThatOneBoss Death Knight]] and a horde of Nazis chase you out of the death trap that is the level's main room into the perimeter hallway, which is full of [[FragileSpeedster officers]] who will harass you as you desperately scramble for health as the mad dash out of the central room will have without fail brought you to the brink of death. The Death Knight is also considerably faster than bosses from the original Wolfenstein 3D and floods of guards will pour into the north and south sections of the perimeter corridor, adding to the pressure and making for a truly nerve-wracking battle.
3rd May '17 9:26:36 PM WoolieWool
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Added DiffLines:

* Any boss enemy in VideoGame/Wolfenstein3D can be exploited this way, by luring the boss into chasing you around an "island" of wall, firing on him while backpedaling and ducking around the corner when he prepares to shoot back. Because boss enemies so heavily telegraph their attacks, a skilled player can defeat a boss in this manner without sustaining any damage at all. Level 18 of VideoGame/SpearOfDestiny puts a much deadlier spin on this by having the [[ThatOneBoss Death Knight]] and a horde of Nazis chase you out of the death trap that is the level's main room into the perimeter hallway, which is full of [[FragileSpeedster officers]] who will harass you as you desperately scramble for health as the mad dash out of the central room will have without fail brought you to the brink of death.
16th Apr '17 7:09:54 PM nombretomado
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* The safest way of killing a destroyer droid in StarWarsBattlefront 2 is to stay behind it, because they can't move or turn anywhere near as fast as a normal soldier while deployed.

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* The safest way of killing a destroyer droid in StarWarsBattlefront 2 ''VideoGame/StarWarsBattlefront 2'' is to stay behind it, because they can't move or turn anywhere near as fast as a normal soldier while deployed.
11th Feb '17 11:31:51 AM Morgenthaler
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* Ship battles ("battle navigation") in PuzzlePirates can tend towards this (in a grid map, no less), as each ship tries to align their broadside to the other's stern, so that they can fire at the enemy without being fired back at.

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* Ship battles ("battle navigation") in PuzzlePirates VideoGame/PuzzlePirates can tend towards this (in a grid map, no less), as each ship tries to align their broadside to the other's stern, so that they can fire at the enemy without being fired back at.
31st Dec '16 5:34:15 PM Xtifr
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* In ''BurningRangers'', the third boss would run around in a large tube like room, while the player would have to knock off its armour and then hit its core.

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* In ''BurningRangers'', ''VideoGame/BurningRangers'', the third boss would run around in a large tube like room, while the player would have to knock off its armour and then hit its core.
1st Sep '16 12:19:41 PM Morgenthaler
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** Obviously, the ''AceCombat'' games. While not as realistic as, say, ''Falcon 4.0'' (the epitome of realism unless using mods or Dogfight mode) or ''Over G Fighters'' (for Xbox 360), they very much encourage this even for guided "fire and forget" missiles, since they have poor maneuverability. The only exception seems to be Quick-maneuver Air-to-Air Missiles (QAAM), which at least in ''[=AC04=]'' have the same targeting/lock-on range as the standard missiles but [[GameBreaker ''extreme'' agility]].
** As well, the ''AirForceDelta'' series.

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** Obviously, the ''AceCombat'' ''VideoGame/AceCombat'' games. While not as realistic as, say, ''Falcon 4.0'' (the epitome of realism unless using mods or Dogfight mode) or ''Over G Fighters'' (for Xbox 360), they very much encourage this even for guided "fire and forget" missiles, since they have poor maneuverability. The only exception seems to be Quick-maneuver Air-to-Air Missiles (QAAM), which at least in ''[=AC04=]'' have the same targeting/lock-on range as the standard missiles but [[GameBreaker ''extreme'' agility]].
** As well, the ''AirForceDelta'' ''VideoGame/AirForceDelta'' series.



* The ''SpyroTheDragon'' series had a lot of these.

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* The ''SpyroTheDragon'' ''VideoGame/SpyroTheDragon'' series had a lot of these.



* A strange version of this can occur in ''BushidoBlade 2''. The boss in one of the story modes has nearly impenetrable armor, and you spend most of the fight running around in tight circles so you can get a perfect shot at his back while he tries to catch up to you by rapidly turning in place.

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* A strange version of this can occur in ''BushidoBlade ''VideoGame/BushidoBlade 2''. The boss in one of the story modes has nearly impenetrable armor, and you spend most of the fight running around in tight circles so you can get a perfect shot at his back while he tries to catch up to you by rapidly turning in place.



* If you're in a light scout tank in WorldOfTanks, such as the M24 Chaffee, and you meet an unsupported enemy heavy tank, like the famous King Tiger, doing this can allow you to score a DavidVersusGoliath kill... so long as you don't get hit.

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* If you're in a light scout tank in WorldOfTanks, ''VideoGame/WorldOfTanks'', such as the M24 Chaffee, and you meet an unsupported enemy heavy tank, like the famous King Tiger, doing this can allow you to score a DavidVersusGoliath kill... so long as you don't get hit.
3rd Jun '16 7:25:47 AM Willbyr
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** Hades in the various incarnations of ''KingdomHearts'', at least with his strongest attack.

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** Hades in the various incarnations of ''KingdomHearts'', ''Franchise/KingdomHearts'', at least with his strongest attack.
17th Jan '16 3:12:54 PM nombretomado
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* This is a common trope in ''{{Star Control}} 2'', when fighting both the AI and other players. This most often happens when one ship is very slow but well-defended, while the other ship is fast but underpowered. The two ships can spend a long time flying around the (spatially looped) battlefield, staying at very long range from one another while each tries to gain the advantage. Especially annoying when the AI is in the fast ship, as he may go on infinitely. Definitely exacerbated in ''Star Control 3'', where the AI loves to stay as far away as possible. Fortunately, this can lead to collisions with the planet (that might kill a ship or at least seriously damage it), or collisions with asteroids that will change your direction unexpectedly. Also, the slower ship can make a slingshot maneuver around the planet, increasing its speed and making it much harder to evade.

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* This is a common trope in ''{{Star Control}} 2'', ''VideoGame/StarControlII'', when fighting both the AI and other players. This most often happens when one ship is very slow but well-defended, while the other ship is fast but underpowered. The two ships can spend a long time flying around the (spatially looped) battlefield, staying at very long range from one another while each tries to gain the advantage. Especially annoying when the AI is in the fast ship, as he may go on infinitely. Definitely exacerbated in ''Star Control 3'', ''VideoGame/StarControl3'', where the AI loves to stay as far away as possible. Fortunately, this can lead to collisions with the planet (that might kill a ship or at least seriously damage it), or collisions with asteroids that will change your direction unexpectedly. Also, the slower ship can make a slingshot maneuver around the planet, increasing its speed and making it much harder to evade.
15th Dec '15 12:24:02 PM nombretomado
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* ''{{World of Warcraft}}'' has the "Fixate" mechanic where a boss or other enemy will target a specific player and pursue them regardless of how much aggro any other player has. Properly kiting the enemy during this phase and taking advantage of the environment are key to the fight.

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* ''{{World ''VideoGame/{{World of Warcraft}}'' has the "Fixate" mechanic where a boss or other enemy will target a specific player and pursue them regardless of how much aggro any other player has. Properly kiting the enemy during this phase and taking advantage of the environment are key to the fight.
23rd Sep '15 7:37:47 PM Berrenta
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* The Ceramic Smile in ''VideoGame/{{Killer7}}'' will run around the room, attempting to catch you from behind and kill you by detonating. If you turn around, it lets out a cry of panic and runs in the other direction. Its [[ForMassiveDamage weak spot]], its heart, can only be hit from the front; the trick is to shoot it while it's screaming.

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* The Ceramic Smile in ''VideoGame/{{Killer7}}'' will run around the room, attempting to catch you from behind and kill you by detonating. If you turn around, it lets out a cry of panic and runs in the other direction. Its [[ForMassiveDamage weak spot]], spot, its heart, can only be hit from the front; the trick is to shoot it while it's screaming.
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