History Main / RocketTagGameplay

11th Nov '16 2:09:34 PM DustSnitch
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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.

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* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.
6th Nov '16 11:02:46 AM thatother1dude
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* In ''Videogame/{{Warframe}}'''s original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, Warframe, and any combination upgrades modules. Due to the largely [=PvE=]-based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - increasing the time to kill - and the animation exploits have been removed.

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* ''Videogame/{{Warframe}}'':
**
In ''Videogame/{{Warframe}}'''s the original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, Warframe, and any combination upgrades modules. Due to the largely [=PvE=]-based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - increasing the time to kill - and the animation exploits have been removed.



* Converse to the PaddedSumoGameplay common through most of the ''VideoGame/{{Fallout}}'' games, fights with more powerful enemies in ''VideoGame/FalloutNewVegas'' become Rocket Tag Gameplay: some of the strongest weapons do over 100 damage a shot before subtracting DT (more with a CriticalHit, which you can make amazingly common) then have their final damage multiplied several times from perks, sneak attacks, and headshots, while the strongest BonusBoss only has 2000 health and 20 DT. You yourself can only have DT in the 40s and a couple hundred hits points, so most really strong enemies can kill you in one or two hits unless you pile up damage resistance from taking multiple chems simultaneously.
** ''VideoGame/{{Fallout 4}}'''s combat becomes this in Version 1.5's revamped Survival Mode, which greatly increases the lethality of both player and enemy attacks, making anyone not in PowerArmor a GlassCannon.

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* Converse to the PaddedSumoGameplay common through most of the ''VideoGame/{{Fallout}}'' games, fights with more powerful enemies in ''VideoGame/FalloutNewVegas'' become Rocket Tag Gameplay: ''VideoGame/{{Fallout}}'':
** In ''VideoGame/FalloutNewVegas'',
some of the strongest weapons do over 100 damage a shot before subtracting DT (more with a CriticalHit, which you can make amazingly common) common), then have their final damage multiplied several times from perks, sneak attacks, and headshots, while the strongest BonusBoss only has 2000 health and 20 DT. You yourself can only have DT in the 40s and a couple hundred hits points, so most really strong enemies can kill you in one or two hits unless you pile up damage resistance from taking multiple chems simultaneously.
** ''VideoGame/{{Fallout 4}}'''s combat becomes this 4}}'': Compared to Normal difficulty, players in Version 1.5's revamped Survival Mode, which greatly [[HarderThanHard Survival]] difficulty take four times as much damage but only do one-quarter less--and can make up the difference with the [[HardModePerks Survival-exclusive]] Adrenaline mechanic that increases the lethality of both player damage for every kill made without resting and enemy attacks, making anyone not in PowerArmor a GlassCannon.increased drop rates for Legendary weapons.



* ''Videogame/DwarfFortress'': Combat with actual weapons tends to turn into this due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.

to:

* ''Videogame/DwarfFortress'': Combat with actual weapons tends to turn into this end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not {{Badass}} enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer.
20th Oct '16 12:44:04 AM Eyeshield
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20th Oct '16 12:43:05 AM Eyeshield
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When both sides are made up of [[GlassCannon squishy characters]] and have [[{{BFG}} extremely powerful guns]], you have a case of Rocket Tag Gameplay. The slightest caress from any weapon in the game will reduce anyone to a fine paste, so the gameplay becomes entirely about hitting first and never getting hit yourself. It could mean that twitch reactions and being the first to attack is vital, it could place huge emphasis on dodging and leading targets, or it might just be a case of camping with extreme patience and never giving your position away, but in any case, being exposed to damage is a swift trip to the GameOver screen or a respawn.

to:

When both sides are made up of [[GlassCannon squishy characters]] and have [[{{BFG}} extremely powerful guns]], characters with the means to easily squish the other side]], you have a case of Rocket Tag Gameplay. The slightest caress from any weapon in the game will reduce anyone to a fine paste, so the gameplay becomes entirely about hitting first and never getting hit yourself. It could mean that twitch reactions and being the first to attack is vital, it could place huge emphasis on dodging and leading targets, or it might just be a case of camping with extreme patience and never giving your position away, but in any case, being exposed to damage is a swift trip to the GameOver screen or a respawn.
15th Oct '16 7:10:28 PM Octorok103
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* In ''Videogame/{{Warframe}}'''s original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, warframe, and any combination upgrades modules. Due to the largely [=PvE=] based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - increasing the time to kill - and the animation exploits have been removed.

to:

* In ''Videogame/{{Warframe}}'''s original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, warframe, Warframe, and any combination upgrades modules. Due to the largely [=PvE=] based [=PvE=]-based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - increasing the time to kill - and the animation exploits have been removed.removed.
** The [=PvE=] content isn't much better at higher levels. With the right mods on the right weapons, players can one-shot most enemies for a very long time, while enemy damage increases steadily with their level. Meanwhile, player health hits its cap relatively quickly, preventing tanking from being a reliable playstyle for Warframes without powers to facilitate it.
15th Oct '16 5:23:02 PM HeinousActsZX
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** Generation V in particular seems to encourage this, as nearly any pokemon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as his new ability to transform as he enters the battlefield instead of spending a move combined with a choice scarf means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.

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** Generation V in particular seems to encourage this, as nearly any pokemon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as his its new ability to transform as he it enters the battlefield instead of spending a move combined with a choice scarf means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.
4th Sep '16 4:24:39 AM thatother1dude
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* In high level play of ''VideoGame/MarvelVsCapcom3'', players can reliably take half or more of their opponent's life in a single {{combo}}. Thus the actually competitive part of the match is when both players are trying to land the "touch of death" that starts a combo, often flying wildly around the screen to do so.
25th Aug '16 8:24:05 AM Saber15
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* In ''Videogame/EliteDangerous'''s 'CQC Arena' - a standalone arena fighting mode featuring small craft - players are capable of blasting each other apart with frightening speed, thanks to their SpaceFighter's nonexistent armor, large guns, and oversized thrusters. Even the comparatively heavily armored Sidewinder dies in seconds. Averted in the base game, which veers off into PaddedSumoGameplay when dealing with full specced-out starships.
24th Aug '16 6:43:59 AM REV6Pilot
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* ''TabletopGame/{{Call of Cthulhu}}'' features this due to its attempts to make actual humans as squishy as we really are, for contrast against the bullet-shrugging horrors that inevitably pop up an hour or two into the session. Unlike most games, hit points don't increase as an integral part of character advancement, which means regardless of how many mind-bending abominations your character has faced off against, a reasonably accurate or lucky mugger armed with a .45 caliber pistol can still send you to the hospital or the morgue with one shot. And since it's set in the 1920s, there have been reported incidents of a TotalPartyKill in one combat round because one of the bad guys happened to own a Thompson sub machine gun.

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* ''TabletopGame/{{Call of Cthulhu}}'' features this due to its attempts to make actual humans as squishy as we really are, for contrast against the bullet-shrugging horrors that inevitably pop up an hour or two into the session. Unlike most games, hit points don't increase as an integral part of character advancement, which means regardless of how many mind-bending abominations your character has faced off against, a reasonably accurate or lucky mugger armed with a .45 caliber pistol can still send you to the hospital or the morgue with one shot. And since it's set in the 1920s, there have been reported incidents of a TotalPartyKill in one combat round because one of the bad guys that didn't graduate from the ImperialStormtrooperMarksmanshipAcademy happened to own [[MoreDakka a Thompson sub machine gun.gun]].
13th Aug '16 4:05:48 AM Morgenthaler
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* Fights with Master-type enemies (things like Hive Tyrants and Daemon Princes) and, to somewhat lesser extent, Elite ones in ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade'' tend to be like this. Since both the players and the enemies can do huge amounts of damage, the fight generally come down to who goes first and who can dodge/parry better.

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* Fights with Master-type enemies (things like Hive Tyrants and Daemon Princes) and, to somewhat lesser extent, Elite ones in ''TabletopGame/{{Deathwatch}}'' and ''BlackCrusade'' ''TabletopGame/BlackCrusade'' tend to be like this. Since both the players and the enemies can do huge amounts of damage, the fight generally come down to who goes first and who can dodge/parry better.
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