History Main / RocketTagGameplay

23rd Jul '16 8:38:30 PM wolftickets1969
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** ''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.

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** ''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.attacks, making anyone not in PowerArmor a GlassCannon.


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* In the ''VideoGame/RainbowSix'' series, especially the original trilogy, both the player characters and the enemies can die from a single shot, with [[ArmorIsUseless armor providing little protection]], and even a non-lethal hit may be a GameBreakingInjury.
13th Jun '16 8:02:49 AM CybranGeneralSturm
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* High-level gameplay in the ''Franchise/{{Disgaea}}'' series and other Creator/NipponIchi strategy [=RPGs=]. Due to the way attack vs. defense is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack. It's actually possible to take multiple hits in the fourth game by stacking defensive abilities, though.

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* High-level gameplay in the ''Franchise/{{Disgaea}}'' series and other Creator/NipponIchi strategy [=RPGs=]. Due to the way attack vs. defense is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack. It's actually possible to take multiple hits in the fourth game by stacking defensive abilities, though. [[VideoGame/Disgaea5 The fifth numbered game]] however tweaks the formula so that defense becomes viable no matter what by adding armor mastery and increasing a skill's level only lowers the SP cost. The Carnage Dimension outright punishes min maxing via the Carnage Tyrant evility.
7th Jun '16 11:39:58 AM JapaneseTeeth
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* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds, with one side or the other wiped out. Thus, sneak attacks, hit-and-run tactics, and more become very useful and important. This is also true of single-player, though armor mitigates it a bit, with distracting, sneaking, or maneuvering so that you can actually squash the enemies before they wipe you out being one of the most important tactics of the game.

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* Open combat in ''VideoGame/{{Splatoon}}'' rarely lasts more than a few seconds, seconds[[note]]Most roller, charger, and blaster-type weapons (as well as nearly every offensive sub and special weapon) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that unless you stack defense buffs, any weapon in the game can kill you in a second or so.[[/note]], with one side or the other wiped out. Thus, sneak attacks, hit-and-run tactics, and more become very useful and important. This is also true of single-player, though armor mitigates it a bit, with distracting, sneaking, or maneuvering so that you can actually squash the enemies before they wipe you out being one of the most important tactics of the game.
3rd Jun '16 8:04:06 AM Eyeshield
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*** Of course, the inverse is also true in these servers, as "everything" includes damage debuffs. Since nearly every weapon in Team Fortress 2 is not and upgrade, but a sidegrade by way of a SituationalSword, you'll either be decimating the opposition or be doing jack crap to any of them.
30th May '16 6:19:47 AM TheOneWhoTropes
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* In many of the older 3D fighting games like ''{{Virtua Fighter}}'' and ''VideoGame/{{Tekken}}'' you can beat your opponent with 3-4 well placed kicks, and many rounds can be easily ended in a couple of seconds.

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* In many of the older 3D fighting games like ''{{Virtua Fighter}}'' ''VideoGame/VirtuaFighter'' and ''VideoGame/{{Tekken}}'' you can beat your opponent with 3-4 well placed kicks, and many rounds can be easily ended in a couple of seconds.
30th May '16 2:54:45 AM Cifer
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*''VideoGame/{{Arma3}}'' and its predecessors generally use this, though with good players, it results less in everyone madly dashing and dodging, but in very careful play that is mostly about setting up ambushes, outflanking enemies or just knowing when to call in an artillery strike to knock down a house or two.
16th May '16 8:46:09 AM GentlemensDame883
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* In ''VideoGame/TheGodfather'', Aldo can't take much punishment, but even plot-vital "bosses" can be easily mowed down with headshots or upgraded weapons too.
15th May '16 9:07:56 PM wolftickets1969
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** ''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.
14th May '16 11:28:04 AM MadCat221
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When this happens in a BossBattle, you have a RushBoss. Compare GlassCannon, OneHitKill, OneHitPointWonder and type 2 MutualDisadvantage. Contrast the inversion, PaddedSumoGameplay.

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When this happens in a BossBattle, you have a RushBoss. Compare GlassCannon, OneHitKill, OneHitPointWonder and type 2 MutualDisadvantage. Contrast the inversion, PaddedSumoGameplay.
PaddedSumoGameplay, where instead of mutually ineffectual defenses as this trope, there are instead mutually ineffective weapons.
2nd May '16 12:54:34 AM ZombieAladdin
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* The ''[[TabletopGame/{{Pokemon}} Pokémon Trading Card Game]]'' became like this during the later parts of [[VideoGame/PokemonDiamondAndPearl Generation IV]] and the earlier parts of [[VideoGame/PokemonBlackAndWhite Generation V]]. Everywhere in tournament play was the "Donk" deck, which makes use of one Pokémon with one very high-damage, low-Energy attack. These attacks invariably have drawbacks, such as Rampardos [[CastFromHitPoints taking damage]] or Machamp only able to use it on certain Pokémon, and the rest of the deck was designed to minimize those negative effects. In addition, there were plenty of cards to boost damage, like [=PlusPower=], Buck's Training, and Expert Belt. Together, playing the ''Pokémon TCG'' competitively during then largely came down to a race to the first knockout which, more often than not, created momentum that would grow into an insurmountable lead.
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