History Main / RocketTagGameplay

2nd Apr '17 5:14:00 PM nombretomado
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** ''PhantomBrave'', which allots turns based on units' Speed stat instead of alternating between teams, goes one step further: in addition to being a game of one-hit kills, a sufficiently fast team can annihilate the enemy before they're able to make a single move.

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** ''PhantomBrave'', ''VideoGame/PhantomBrave'', which allots turns based on units' Speed stat instead of alternating between teams, goes one step further: in addition to being a game of one-hit kills, a sufficiently fast team can annihilate the enemy before they're able to make a single move.
9th Feb '17 6:02:50 PM ZombieAladdin
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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 its new ability to transform as 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.

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** Generation V in particular seems to encourage this, as nearly any pokemon Pokémon 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 its new ability to transform as it enters the battlefield instead of spending a move move, combined with a choice scarf 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. first.
** Generation V's double battles were also like this, due to the prevalence of TakingYouWithMe moves like Explosion, Destiny Bond, and Final Gambit: Official tournament battles, which were all double battles, frequently ended in fewer turns than there were Pokémon. By contrast, Generation V's ''single battles'' often turned into PaddedSumoGameplay, with the ubiquitous presence of walls like Reuniclus, Slowbro, Dusknoir, and Scrafty with battles consisting largely of both players switching from Pokémon to Pokémon to take hits (until one of the aforementioned Sweepers shows up). Self-Destruct and Explosion got {{Nerf}}ed in Generation VI, though double battles continue to progress much faster than their single-battle cousins to this day.
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.

to:

** 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.
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