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*** The same generation also allowed mons with [[YouWillNotEvadeMe Shadow Tag]] to switch out against other mons with Shadow Tag, and switching into Wobbuffet is generally safe (Wobbuffet cannot damage you unless you hit it first), so a Wobbuffet vs. Wobbuffet matchup will quickly end with one or both Wobbuffets being withdrawn in favor of mons with much greater offenses.
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*** The same generation also allowed mons with [[YouWillNotEvadeMe [[UnableToRetreat Shadow Tag]] to switch out against other mons with Shadow Tag, and switching into Wobbuffet is generally safe (Wobbuffet cannot damage you unless you hit it first), so a Wobbuffet vs. Wobbuffet matchup will quickly end with one or both Wobbuffets being withdrawn in favor of mons with much greater offenses.
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* In ''TabletopGame/BattleTech'', fights between two mechs can take a dozen turns to end, especially when the two mechs are both of the [[MightyGlacier Assault class]] from the 3025 era. The [[SciFiWritersHave/NoSenseOfDistance tiny weapon max range]], huge amounts of armor, weak armaments, and relatively slow mechs of that era can make fights very long, though [[ArmorPiercingAttack through armor criticals]], [[MadeOfExplodium ammunition explosions]], fusion reactor critical hits, and [[SnipingTheCockpit cockpit damage]] can bring a mech to its knees with one lucky shot. Later eras, like the 3060 Fedcom Civil War, play this trope less straight as most mechs now carry even more firepower, but often at the cost of a more easily damaged fusion reactor.
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* In ''TabletopGame/BattleTech'', fights between two mechs can take a dozen turns to end, especially when the two mechs are both of the [[MightyGlacier Assault class]] from the 3025 era. The [[SciFiWritersHave/NoSenseOfDistance [[SciFiWritersHaveNoSenseOfScale tiny weapon max range]], huge amounts of armor, weak armaments, and relatively slow mechs of that era can make fights very long, though [[ArmorPiercingAttack through armor criticals]], [[MadeOfExplodium ammunition explosions]], fusion reactor critical hits, and [[SnipingTheCockpit cockpit damage]] can bring a mech to its knees with one lucky shot. Later eras, like the 3060 Fedcom Civil War, play this trope less straight as most mechs now carry even more firepower, but often at the cost of a more easily damaged fusion reactor.
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Some games it's nearly impossible to inflict lasting damage, resulting in combat practically just being mutual CherryTapping minus the humiliation. Actual skill is most likely still involved, but it will be more about intelligence (MinMaxing, planning ahead) than agility (Dodging, improvising).
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* In the ''VideoGame/{{Roblox}}'' game ''Battle Buddies 2'', every unit has drastically lower attack power than HP, much more so than in other straight-line TowerDefense games. Due to this, ranged units and units with multi-hit attacks, like Prickly Pete, end up being the most effective, and cheap meatshields like Donnie can also survive for a surprising amount of time.
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* In the ''VideoGame/{{Roblox}}'' ''Platform/{{Roblox}}'' game ''Battle Buddies 2'', every unit has drastically lower attack power than HP, much more so than in other straight-line TowerDefense games. Due to this, ranged units and units with multi-hit attacks, like Prickly Pete, end up being the most effective, and cheap meatshields like Donnie can also survive for a surprising amount of time.