History Main / RocketTagGameplay

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.
9th Aug '16 12:31:38 PM UmbrellasWereAwesome
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* SWAT mode in ''Franchise/{{Halo}}'' is highly tactical twitch-combat, because one well-aimed shot kills, but ill-aimed shots are almost worthless.

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* ''Franchise/{{Halo}}''
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SWAT mode in ''Franchise/{{Halo}}'' is disables all energy shields and gives everyone precision weapons, turning the gameplay into highly tactical twitch-combat, because one well-aimed shot kills, but ill-aimed shots are almost worthless. headshot is all it takes to kill you.
4th Aug '16 12:10:37 PM steam66
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* ''[[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]]'' is like this, at least towards the start of the game. The enemy units have three hitpoints, which can be dealt reliably by any non-pistol weapon you have available. Your troops also start with three hitpoints, and your enemies are armed with pistols that shoot ''plasma''.

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* ''[[VideoGame/XCOMEnemyUnknown XCOM: Enemy Unknown]]'' is like this, at least towards the start of the game. The first enemy units aliens you will encounter are Sectoids; only 3 HP, unglamorous stats, and instead of a highly useful grenade they have three hitpoints, which can be dealt reliably by any non-pistol weapon you a relatively weak Psionic ability to support one another. However, they wield Plasma Pistols- doing the same damage per hit as your own assault rifles, but without the need to reload. Your own forces' vitality varies on difficulty- in Classic, they have available. Your troops also start with three hitpoints, 5 HP to start, and your enemies are armed with pistols that shoot ''plasma''.in Impossible it's just FOUR (enough for a single lucky-rolled non-critical attack to kill them). On high difficulties, such as Classic and Impossible, kills will be determined by who hits whom first- making abilities such as Hunker Down and using frag grenades utter necessities to survive.
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.
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