History Main / DeployableCover

16th Jul '17 9:15:17 PM ironcommando
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** The Chard Guard has less health than a Wall-Nut, but can also KnockBack groups of zombies that approach it. It can only use the knockback ability three times, however.
16th Jul '17 9:12:23 PM ironcommando
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* Most defensive plants in ''VideoGame/PlantsVsZombies'' and [[VideoGame/PlantsVsZombies2ItsAboutTime]] are these as the player can plant them down for defending their easily-killed offensive plants. These often lack an attack but forces most zombies to eat them and therfore halting their advance. Of course, there are certain zombies who can OneHitKill them.

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* Most defensive plants in ''VideoGame/PlantsVsZombies'' and [[VideoGame/PlantsVsZombies2ItsAboutTime]] ''VideoGame/PlantsVsZombies2ItsAboutTime'' are these as the player can plant them down for defending their easily-killed offensive plants. These often lack an attack but forces most zombies to eat them and therfore halting their advance. Of course, there are certain zombies who can OneHitKill them.



** Plants Vs Zombies 2 also contains a Zombie that uses this. The Tomb Raiser zombie will throw a bone on a random tile, creating an unplantable tomb that takes damage from and blocks straight shots.

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** Plants ''Plants Vs Zombies 2 2'' also contains a Zombie that uses this. The Tomb Raiser zombie will throw a bone on a random tile, creating an unplantable tomb that takes damage from and blocks straight shots.
16th Jul '17 9:12:04 PM ironcommando
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* Most defensive plants in ''VideoGame/PlantsVsZombies'' and [[VideoGame/PlantsVsZombies2ItsAboutTime]] are these as the player can plant them down for defending their easily-killed offensive plants. These often lack an attack but forces most zombies to eat them and therfore halting their advance. Of course, there are certain zombies who can OneHitKill them.
** The Wall-Nut acts as basic cover with good health.
** The Tall-Nut has even more health than the Wall-Nut, and it also prevents zombies from vaulting over it. In the sequel, it prevents zombies from flying over it or being launched over it.
** The Pumpkin protects any plant it's planted on from non-lobbed attacks.
** The Infi-Nut has less health than the Wall-Nut, but if the hologram is left alone or killed, the projector will regenerate it to full health. Its [[LimitBreak Plant Food powerup]] produces a column-wide force field that blocks zombies on all lanes and can even withstand OneHitKill attacks.
** The Pea-Nut is a combination of this and an attacker, firing peas at zombies while providing defense.
** The Sweet Potato combines being this trope along with DrawAggro, attracting zombies from adjacent lanes and forcing them to eat it.
** The Endurian acts as one while damaging any zombies that attack it thanks to its spikes.
** The Primal Wall-Nut is similar to a Wall-Nut, except it costs more Sun, has a far faster recharge time, and best of all, can even withstand certain zombie attacks that would [[OneHitKill destroy most other defensive Plants in one hit]].
** The Explode-O-Nut acts as a Wall-Nut with less health, but when it's killed, it will explode in a 3x3 area and OneHitKill most zombies.
** The Hot Date acts like a Sweet Potato, drawing zombies from adjacent lanes and forcing them to eat it, but once it's fully eaten it will ''also'' explode into a lane of flames that OneHitKill most normal zombies it affects.
** Plants Vs Zombies 2 also contains a Zombie that uses this. The Tomb Raiser zombie will throw a bone on a random tile, creating an unplantable tomb that takes damage from and blocks straight shots.
26th Jan '17 7:09:02 AM Morgenthaler
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** ''VideoGame/StarcraftII'' ups the ante with sentries, the premiere defensive units of the Protoss. Their standard defense, the force field can be used to prevent melee units from getting up close and to keep ranged units out of attack range when you pair them up with Colossi. Their secondary defense the guardian shield reduces incoming damage to great effect since it does so over a wide area.

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** * ''VideoGame/StarcraftII'' ups the ante with sentries, the premiere defensive units of the Protoss. Their standard defense, the force field can be used to prevent melee units from getting up close and to keep ranged units out of attack range when you pair them up with Colossi. Their secondary defense the guardian shield reduces incoming damage to great effect since it does so over a wide area.
26th Jan '17 7:08:51 AM Morgenthaler
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* [[StarCraft Zerg]] [[SquishyWizard Defiler]] can cast a spell that creates a cover, rendering all direct ranged attacks useless against units under it, including your own.

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* [[StarCraft Zerg]] ''VideoGame/StarCraft'': [[SquishyWizard Zerg Defiler]] can cast a spell that creates a cover, rendering all direct ranged attacks useless against units under it, including your own.
13th Jan '17 6:15:57 PM WillyFourEyes
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* A few characters in ''VideoGame/{{Overwatch}}'' have different versions of this:
** Mei's Ice Wall ability lays down a solid chunk of ice that blocks both incoming and outgoing fire.
** Reinhardt's Barrier Field is a mobile shield that can absorb a great deal of punishment as long as the player holds down the button to activate it. However, he can't attack and use the barrier at the same time.
** Winston's Barrier Projector lays down a temporary shield bubble.
30th Oct '16 9:46:08 AM nombretomado
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* ''{{Champions}}'' supplement Gadgets! The Force Wall Generator was a device which, when placed on the ground and activated, would create an energy shield to block incoming fire.
* ''{{GURPS}}: Ultra-Tech'' has various portable force screen generators while ''High-Tech'' provides explosives blankets which SWAT officers can use backward to protect themselves from attack.

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* ''{{Champions}}'' ''TabletopGame/{{Champions}}'' supplement Gadgets! The Force Wall Generator was a device which, when placed on the ground and activated, would create an energy shield to block incoming fire.
* ''{{GURPS}}: ''TabletopGame/{{GURPS}}: Ultra-Tech'' has various portable force screen generators while ''High-Tech'' provides explosives blankets which SWAT officers can use backward to protect themselves from attack.
14th Aug '16 7:07:48 PM UmbrellasWereAwesome
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* This piece of equipment in ''VideoGame/{{Halo 3}}'' is the TropeNamer. You just tossed it out and it would throw up a shield that you could shoot through while blocking your enemies' shots.
** It also had the ''Bubble Shield'', a form of deployable cover that created a [[BeehiveBarrier sphere of protection]] 4m in diameter to wherever it was tossed. It could be walked through, but anything thrown or fired at it was unable to penetrate, even your own shots. Halo Reach included it as an armor ability, also making it smaller.

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* ''Franchise/{{Halo}}'':
**
This piece of equipment in ''VideoGame/{{Halo 3}}'' is the TropeNamer. You just tossed it out and it would throw up a shield that you could shoot through while blocking your enemies' shots.
** It ''3'' also had the ''Bubble Shield'', a form of deployable cover that created a [[BeehiveBarrier sphere of protection]] 4m in diameter to wherever it was tossed. It could be walked through, but anything thrown or fired at it was unable to penetrate, even your own shots. Halo Reach ''VideoGame/HaloReach'' included it as an armor ability, also making it smaller.smaller and able to heal any anyone inside it.
1st Aug '16 1:15:15 AM AgProv
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* Some enemies were more clued up than others concerning the preferred attack tactic of Ghengis Khan's Mongols. Knowing the prelude to a Mongol assault was a massive arrow storm, at least one defending army with time and leisure to choose the battleground provided massive amounts of trenches and pavisses to shelter and protect. They were still defeated either when outflanked by superior Mongol mobility, or by ill-discipline leading the troops to fall for the bait of the feigned retreat and pursue, thus drawing the enemy away from their defensive preparation.
7th Jun '16 5:12:37 PM Doug86
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** In [[UsefulNotes/WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).

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** In [[UsefulNotes/WorldWarOne [[UsefulNotes/WorldWarI 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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