History Main / DifficultButAwesome

21st Nov '17 6:15:21 PM DDRMASTERM
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SuperTrope of TheLawOfPowerProportionateToEffort. Opposite of SkillGateCharacters, who are easy to learn but easily defeated by skilled opponents. Compare MagikarpPower, which is about the character gaining additional power rather than the player getting better at using them. Compare and contrast LethalJokeCharacter, who requires a ''specific'' trick or exploit to be awesome, rather than requiring the player to master the character over time. Also compare and contrast AwesomeButImpractical, where Awesome turns out to be a bit too Difficult. Compare with GameBreaker, which some of the more potent examples can easily become. Can overlap with a MechanicallyUnusualClass and/or PowerfulButInaccurate, but is not required.

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SuperTrope of TheLawOfPowerProportionateToEffort. Opposite of SkillGateCharacters, who are easy to learn but easily defeated by skilled opponents. Compare MagikarpPower, which is about the character gaining additional power rather than the player getting better at using them. Compare and contrast LethalJokeCharacter, who requires a ''specific'' trick or exploit to be awesome, rather than requiring the player to master the character over time. Also compare and contrast AwesomeButImpractical, where Awesome turns may turn out to be a bit too Difficult. Compare with GameBreaker, which some of the more potent examples can easily become. Can overlap with a MechanicallyUnusualClass and/or PowerfulButInaccurate, but is not required.
21st Nov '17 12:38:21 AM flamemario12
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** Sturdinja, a Pokemon set that if executed correctly, is only taken out by [[StandardStatusEffects TOXIC AND BURN DAMAGE.]] Here's how it qualifies for this trope: First, you need a Carbink with Sturdy and Skill Swap, a Shedinja holding Safety Goggles, and a mon with Entrainment. First, Skill Swap Sturdy to the mon with Entrainment. Then have the Carbink switch out for Shedinja while having its partner use Entrainment. Sounds easy, right? BUT! Most mons with Entrainment are rather weak, and if it gets taken out, the set is now unexecutable.
10th Nov '17 3:13:45 PM RandomNumberReactor
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* ''Videogame/JakXCombatRacing'' has Havoc V12 car, which is quite hard to control and even slight contact with anything can send it crashing into wall. However, said car is one of two vehicles that have maximum both speed and acceleration, and the second car has [[FragileSPeedster way worse armoring]]. Mastering it will make most speed-based challenges much easier.
9th Nov '17 11:25:28 AM BeerBaron
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* Throughout ''Franchise/TheElderScrolls'' series, playing with the "Atronach" birthsign (or activating the Atronach "Standing Stone" in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''). The Atronach removes (or severely reduces) your ability to regenerate [[{{Mana}} Magicka]] naturally, which includes sleeping. In return, it grants the largest boost to your maximum Magicka of any birthsign and gives you a 50% chance to [[ManaDrain absorb any magic spell]] cast at you. By devising a way to cover the other 50% (via absorption, [[AttackReflector reflection]], or [[AntiMagic resistance]]), you can effectively become ''immune'' to magical attacks. This goes UpToEleven if you play as an [[WitchSpecies Altmer]] ([[OurElvesAreBetter High Elf]]), who have a natural weakness to magical attacks but have the highest natural starting pool of Magicka of any race.
26th Oct '17 11:24:59 PM LeonardoRegulus
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** Sturdinja, a Pokemon set that if executed correctly, is only taken out by [[StandardStatusEffects TOXIC AND BURN DAMAGE.]] Here's how it qualifies for this trope:
First, you need a Carbink with Sturdy and Skill Swap, a Shedinja holding Safety Goggles, and a mon with Entrainment. First, Skill Swap Sturdy to the mon with Entrainment. Then have the Carbink switch out for Shedinja while having its partner use Entrainment. Sounds easy, right? BUT! Most mons with Entrainment are rather weak, and if it gets taken out, the set is now unexecutable.

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** Sturdinja, a Pokemon set that if executed correctly, is only taken out by [[StandardStatusEffects TOXIC AND BURN DAMAGE.]] Here's how it qualifies for this trope:
trope: First, you need a Carbink with Sturdy and Skill Swap, a Shedinja holding Safety Goggles, and a mon with Entrainment. First, Skill Swap Sturdy to the mon with Entrainment. Then have the Carbink switch out for Shedinja while having its partner use Entrainment. Sounds easy, right? BUT! Most mons with Entrainment are rather weak, and if it gets taken out, the set is now unexecutable.
21st Oct '17 9:18:29 AM Saber15
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', the ''Shiva'' heavy SpacePlane carries bar none the single most powerful loadouts in the game making it capable of taking out even the most heavily armored assault-class HumongousMecha in a one or two passes. It also handles like a warehouse, the engines can be shot out in seconds from most angles, it is extraordinary expensive, and SomeDexterityRequired is needed to use its massive array of weapons. A newbie in one is a free kill, while a veteran in one - like the brutal "Agent Orange" loadout with [[RecursiveAmmo 60 cluster bombs]], [[MacrossMissileMassacre 80 dumbfire salvo missiles]], and twin GatlingGood cannons - can lay waste to entire lances of ground pounders with carefully lined up strafing runs and precise maneuvering to shield the engines.
16th Oct '17 11:20:49 AM REV6Pilot
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** TheMedic has a deceptively high skill ceiling, especially when going into higher levels of play. The medic's disadvantage in combat means that most of the time he will need to avoid taking damage as much as possible. High level medics know how to position themselves to avoid being flanked, juke opponents to allow their teammates a fraction of a second longer to kill a rushing enemy, and use enemy explosives to propel himself out of danger (known as "surfing"). In addition, a good medic needs to know how to wait until the optimal moment to pop his ubercharge that grants him and his heal target 8 seconds of invulnerability. This requires quick reflexes in order to block incoming burst damage before it kills the medic or his teammates. A medic that manages to stay alive constantly can help turn the tide at virtually any level of play.

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** TheMedic has a deceptively high skill ceiling, especially when going into higher levels of play.
***
The medic's disadvantage in combat means that most of the time he will need to avoid taking damage as much as possible. High level medics know how to position themselves to avoid being flanked, juke opponents to allow their teammates a fraction of a second longer to kill a rushing enemy, and use enemy explosives to propel himself out of danger (known as "surfing"). In addition, a good medic needs to know how to wait until the optimal moment to pop his ubercharge that grants him and his heal target 8 seconds of invulnerability. This requires quick reflexes in order to block incoming burst damage before it kills the medic or his teammates. A medic that manages to stay alive constantly can help turn the tide at virtually any level of play.



*** The same difficulty is also in the Crusader's crossbow. It's much slower than the syringe gun, has to reload (quickly, but still has to reload) after a single shot, and can't really use it in panic. Once you learn how to aim the weapon, you have one of the most useful medic tools in the game. It does more damage with range, making it harder to aim, but if you have good aim and predictive abilities, you can not only down a sniper in one hit, but you can also heal an injured teammate half the map away because it heals when hitting allies. It might allow you to heal an otherwise dead Solider or Heavy enough to let him get back to safety from a heavy battle, or get a kill-shot in on an enemy.

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*** The same difficulty is also in the Crusader's crossbow. It's much slower than the syringe gun, has to reload (quickly, but still has to reload) after a single shot, and can't really use it in panic. Once you learn how to aim the weapon, you have one of the most useful medic tools in the game. It does more damage with range, making it harder to aim, but if you have good aim and predictive abilities, you can not only down a sniper in one hit, but you can also heal an injured teammate half the map away because it heals when hitting allies. It might allow you to heal an otherwise dead Solider Soldier or Heavy enough to let him get back to safety from a heavy battle, or get a kill-shot in on an enemy.



*** The last medigun, the Quick-fix, was looked at for a long time as the worst of the bunch, and even after a few improvements it is still looked at by many as sub-par. While it provides the fastest healing, it cannot overheal as much as the others and has the weakest ubercharge (3x healing for the medic & patient). However, the Quick-fix's ubercharge still allows you to capture objectives, and a skilled medic will know how to share damage with his patient(s) to keep everyone healthy until the job is done.
*** It was recently nerfed, since two of it's notable upsides of being able to catch up with faster allies when healing them and being able to cap while ubercharged, have been relegated to other mediguns, and removed, respectively. Some still use it because of the faster heal rate both normally and with ubers, which is invaluable when the medic is focused less on ubers and more on keeping the entire team healthy.

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*** The last medigun, the Quick-fix, was looked at for a long time as the worst of the bunch, and even after a few improvements it is still looked at by many as sub-par. While it provides the fastest healing, it cannot overheal as much as the others and has the weakest ubercharge (3x healing for the medic & patient). However, the Quick-fix's ubercharge still allows you to capture objectives, and a skilled medic will know how to share damage with his patient(s) to keep everyone healthy until the job is done.
*** It was recently nerfed, since
done. Since its release, two of it's its notable upsides of (of being able to catch up with faster allies when healing them and being able to cap while ubercharged, ubercharged) have been relegated to other mediguns, and removed, respectively. Some respectively, but some still use it because of the faster heal rate both normally and with ubers, which is invaluable when the medic is focused less on ubers ubercharges and more on keeping the entire team healthy.



** The Shock Rifle shoots a weak laser beam, and a powerful-but-painfully-slow-moving energy ball. However, if you zap the energy ball with the laser, it causes out a huge explosion that pretty much instant-kills everyone in the vicinity. To make it even more difficult, the explosion costs about 5 shots. At absolute maximum (very rare unless you stay alive for a few minutes), the gun can hold 40 shots max. And the Shock Rifle's basic laser beam gives massive knockback, and can be used to push people off cliffs to their doom. The laser-plus-ball "Shock Combo" does the same thing. Plus the primary fire is an [[HitScan instant hit over any range]] with [[AlwaysAccurateAttack pinpoint accuracy]], meaning that if anyone is trying to snipe you, it only requires a good eye to hit that person [[TooDumbToLive silhouetted against the sky]] and not only take a third of their life and throw out their aim, but possibly send them plummeting to their doom. The secondary can be spammed while running backwards to make a [[DeathCourse corridor of death]] to pursuers, and the combo is a wide area death sentence (especially in the original ''Unreal Tournament'', where it had the biggest splash damage and was almost certainly a one hit kill).
** The GES Bio-Rifle shoots... balls of glowing green spooge. That arc to the floor. Almost useless in a gun duel, and fully charging it creates an splash of acid that will probably just kill their own owner if they don't know how to use it. In the right hands, a devastating rear-guard and ambush/assassination weapon, dealing 255 damage on a full charge in a game where default health is 100, plus careful aiming gives you a very powerful splash attack that can decimate entire teams (if the fully-charged shot hits the enemy, there won't be a splash, so the trick is to aim right next the opponent without actually hitting them). Lastly, its rapid-fire shot is fast and has surprisingly good knockback, making it a very useful tool to keep your opponent away.

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** The (ASMD) Shock Rifle shoots a weak laser beam, and a powerful-but-painfully-slow-moving energy ball. However, if you zap the energy ball with the laser, it causes out a huge explosion that pretty much instant-kills everyone in the vicinity. To make it even more difficult, the explosion costs about 5 shots. At absolute maximum (very rare unless you stay alive for a few minutes), the gun can hold 40 shots max. And the Shock Rifle's basic laser beam gives massive knockback, and can be used to push people off cliffs to their doom. The laser-plus-ball "Shock Combo" does the same thing. Plus the primary Rifle. Primary fire is an [[HitScan instant hit over any range]] with [[AlwaysAccurateAttack pinpoint accuracy]], meaning that if anyone is trying to snipe you, it only requires a good eye to hit that person [[TooDumbToLive silhouetted against the sky]] and not only take a third of their life and throw out their aim, but possibly send them plummeting to their doom. The secondary can be spammed while running backwards to make a [[DeathCourse corridor of death]] to pursuers, and the combo Shock Combo[[labelnote:+]]shooting the secondary fire energy ball with the primary hitscan laser[[/labelnote]] is a wide area death sentence (especially in the original ''Unreal Tournament'', where it had has the biggest splash damage and was is almost certainly a one hit kill).
OneHitKill).
** The GES Bio-Rifle shoots... shoots balls of glowing green spooge. That volatile Tarydium sludge that arc to the floor. Almost useless in a gun duel, and fully charging it creates an a splash of acid that will probably just kill their own owner the shooter if they don't know how to use it. In the right hands, a devastating rear-guard and ambush/assassination weapon, dealing 255 damage on a full charge in a game where default health is 100, plus careful aiming gives you a very powerful splash attack that can decimate entire teams (if the fully-charged shot hits the enemy, there won't be a splash, so the trick is to aim right next the opponent without actually hitting them). Lastly, its rapid-fire shot is fast and has surprisingly good knockback, making it a very useful tool to keep your opponent away. One great advantage it has in the single player mode of [[VideoGame/{{UnrealI}} the first game]] is that the Skaarj mooks won't dive roll to the sides to avoid the sludge globs like they do with [[NoArcInArchery straight-flying projectiles]].
15th Oct '17 2:16:57 PM nombretomado
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* Peco of ''BreathOfFireIII'' as a MagikarpPower based example.

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* Peco of ''BreathOfFireIII'' ''VideoGame/BreathOfFireIII'' as a MagikarpPower based example.
13th Oct '17 12:39:59 PM CV12Hornet
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* Landing an airplane on an aircraft carrier has often been called the hardest thing humanity does on a consistent basis, and it's not hard to see why. For all that aircraft carriers are some of the biggest ships around, as runways go they're quite tiny, and for all the technological development in the carrier's century-long history, deceleration is still done by having a hook attached to the tail catch a wire. Add in the high stall speed of modern jet fighters, and landing a plane on a carrier deck requires extreme precision on the part of the pilot. [[UpToEleven And that's assuming a decent fuel reserve, a plane that hasn't been shot up, good weather, calm sea, and daytime visibility!]] But for all the difficulty, the countries that do manage to get the capability now have a mobile airbase that can deliver anywhere from one to four squadrons of modern strike fighters[[note]]With electronic warfare support in the US Navy's case.[[/note]] to enemy shores, an extremely valuable and flexible military capability.
6th Oct '17 11:00:36 AM N8han11
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* CharacterCustomization such as the level of detail in the ''[[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/WWEVideoGames WWE Games]]'' can be this. ''2K16'' allows face photos to be imported and used, which have historically been difficult in other games. Here a 512 x 512 front on shot, head and shoulders, no hair over the face is a good benchmark. Then it's just a case of adjusting the markers and sliders to where you want. It will give you razor sharp, perfectly accurate and detailed head models to use.

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* CharacterCustomization such as the level of detail in the ''[[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/WWEVideoGames ''[[VideoGame/WWEVideoGames WWE Games]]'' can be this. ''2K16'' allows face photos to be imported and used, which have historically been difficult in other games. Here a 512 x 512 front on shot, head and shoulders, no hair over the face is a good benchmark. Then it's just a case of adjusting the markers and sliders to where you want. It will give you razor sharp, perfectly accurate and detailed head models to use.
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