History Main / RocketTagGameplay

11th Dec '17 5:55:51 AM Cryoclaste
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* ''{{Pokemon}}'', especially in earlier generations, has a metagame role called the "Sweeper". The purpose of this monster is to one-shot the entire opposing team due to a high speed stat, insane damage, and good coverage on the ElementalRockPaperScissors table. The best counter for a Sweeper? A faster sweeper that can one-shot it. Barring that, a character tough enough that it can survive a Sweeper's attack, so it can retaliate. Many Sweepers focus purely on Attack/Sp. Attack and Speed, so they're likely to be a GlassCannon or a FragileSpeedster.

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* ''{{Pokemon}}'', ''Franchise/{{Pokemon}}'', especially in earlier generations, has a metagame role called the "Sweeper". The purpose of this monster is to one-shot the entire opposing team due to a high speed stat, insane damage, and good coverage on the ElementalRockPaperScissors table. The best counter for a Sweeper? A faster sweeper that can one-shot it. Barring that, a character tough enough that it can survive a Sweeper's attack, so it can retaliate. Many Sweepers focus purely on Attack/Sp. Attack and Speed, so they're likely to be a GlassCannon or a FragileSpeedster.
9th Dec '17 4:57:43 PM Bugfragged
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* ''VideoGame/MachinaOfThePlanetTreePlanetRuler'': This applies to bosses, who can easily wipe out the party if they get lucky, but will fall quickly if the party uses Overtension and hits their weaknesses with a long combo. Due to how many bosses have regeneration, the game favors offensive tactics over defense in general.
12th Nov '17 6:24:43 AM wingedcatgirl
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* PVP in ''VideoGame/DiabloII'' -- the game is designed around the massive HealthDamageAsymmetry of PVE, and even reducing ''all'' PVP damage to 1/6 only just barely lets high-level players take more than one hit from each other.
9th Oct '17 7:10:58 PM WillKeaton
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* ''TabletopGame/{{GURPS}}'' is this at high TL, especially whenever high-RoF guns are considered.

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* ''TabletopGame/{{GURPS}}'' is this at high TL, especially whenever high-RoF [=high-RoF=] guns are considered.
21st Aug '17 12:56:08 AM TylerL320
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* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault.

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* Many ''Franchise/ShinMegamiTensei'' games, including the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' spinoffs, use this style of battle. You get extra turns for attacking enemy weaknesses, and lose them if you attack an enemy with something it's resistant to. They play by the same rules. So the turn-based battles revolve around either annihilating the enemy on the first turn or getting your HP wrecked by the demons if any survive your initial assault. Especially notable is ''VideoGame/{{Persona 5}}'''s Merciless difficulty level - critical hits and weaknesses do three times as much damage as normal, meaning that they're extremely likely to be one hit kills against everything but bosses.
4th Aug '17 2:55:13 AM Kadorhal
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* Many FirstPersonShooters have "[=InstaGib=]" or "One Shot One Kill" mode where all players are given an overkilling weapon, making everyone effectively OneHitPointWonder.

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* Many FirstPersonShooters have "[=InstaGib=]" or "One Shot One Kill" mode where all players are given an overkilling weapon, making everyone effectively a OneHitPointWonder.



* The ''VideoGame/{{Unreal}}'' games have the [=InstaGib=] modifier, as described above.

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* The ''VideoGame/{{Unreal}}'' games have the [=InstaGib=] modifier, as described above.above, giving everyone a [[LawOfChromaticSuperiority red-colored variation]] of the Shock Rifle that [[LudicrousGibs reduces anyone you shoot with it to chunky salsa]].



* ''VideoGame/CounterStrike'', the classic. Most weapons will kill in a single shot to the head, there are no respawns and no way to recover health. The trope's in effect if the players are packing the HandCannon Desert Eagle, and when the BFG AWP comes into play ''any'' shots to the head or torso put you out of commission, even through your body armor. Using smoke grenades, flashbangs, suppressing fire and squad tactics is CRUCIAL to ensuring that your team members aren't taken out by a stray shot.

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* ''VideoGame/CounterStrike'', the classic. Most weapons will kill in a single shot to the head, there are no respawns and no way to recover health. The trope's in effect if the players are packing the HandCannon Desert Eagle, and when the BFG AWP comes into play ''any'' shots to the head or torso put you out of commission, even through your body armor. Using smoke grenades, flashbangs, suppressing fire and squad tactics is CRUCIAL ''crucial'' to ensuring that your team members aren't taken out by a stray shot.



* ''VideoGame/KantaiCollection'': Night battles in Kantai Collection are essentially a double-edged sword case of this, as the firepower cap is drastically increased and certain ships (such as destroyers and cruisers) on both sides gains a significant boost in firepower, and may perform attacks that is capable of inflicting significant damage, if not outright obliterating the enemy target altogether. While it is useful or even essential for defeating enemy bosses as you may chose to enter it voluntarily, there are certain maps that features night battle nodes. Though night battles only have one round of shelling, the enemy cut-in attack could heavily damage even your battleships and forcing you to make a costly retreat. For this reason, forced night battle nodes are loathed by most players.

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* ''VideoGame/KantaiCollection'': Night battles in Kantai Collection are essentially a double-edged sword case of this, as the firepower cap is drastically increased and certain ships (such as destroyers and cruisers) on both sides gains a significant boost in firepower, and may perform attacks that is are capable of inflicting significant damage, if not outright obliterating the enemy target altogether. While it is useful or even essential for defeating enemy bosses as you may chose to enter it voluntarily, there are certain maps that features night battle nodes. Though night battles only have one round of shelling, the enemy cut-in attack could heavily damage even your battleships and forcing force you to make a costly retreat. For this reason, forced night battle nodes are loathed by most players.



* ''VideoGame/{{ARMA}} 3'' 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.
* 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.

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* ''VideoGame/{{ARMA}} 3'' and its predecessors The ''VideoGame/{{ARMA}}'' games generally use this, though with good players, it results less in everyone madly attempting more usual mad dashing and dodging, but dodging usually results in dying without getting a hit in; the trick is playing in a very careful play that is mostly about manner, including setting up ambushes, outflanking enemies or just knowing when to call in an artillery strike to knock down a house or two.
* In the ''VideoGame/RainbowSix'' series, especially the original trilogy, trilogy but still prevalent in ''Vegas'' and ''[[VideoGame/RainbowSixSiege Siege]]'', both the player characters and the enemies can die from a single shot, with [[ArmorIsUseless armor providing little protection]], and in the original trilogy even a non-lethal hit may be a GameBreakingInjury.GameBreakingInjury that significantly hampers their movement speed or accuracy for the rest of the mission and requires them to stay off the field for several more afterwards to heal.



** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and--of course--''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]''.

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** This is quite commonplace in the VideoGame/{{Marvel|VsCapcom}} entries of the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series, with other notable offenders being ''VideoGame/MarvelSuperHeroes'', ''VideoGame/XMenVsStreetFighter'' (to the point that [[VideoGame/MarvelSuperHeroesVsStreetFighter its direct successor]] existed partially to do away with all of the crazy infinites in ''[=XvSF=]''), and--of course--''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]''.and -- of course -- ''VideoGame/MarvelVsCapcom2''.
9th Jul '17 10:57:36 PM delta1
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* ''VideoGame/{{Warcraft}} 2'': Battleships have the most hitpoints of any unit in the game, however their attack damage is so obscenely powerful that it only takes two direct hits for a battleship to kill an enemy battleship.
* Just like the above example, battlecruisers in ''VideoGame/{{Homeworld}} 2'' are the toughest units in the game. Their firepower though is vastly out of proportion to their hull strength, such that two opposing battlecruisers will melt each other down in a matter of seconds. By contrast a destroyer duel will drag out for almost a minute.
27th May '17 9:48:52 PM thatother1dude
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* ''VideoGame/{{Terraria}}'': How summoners work, as well as mages. Both of them can dish out some serious damage to bosses and take them down rather quickly, but you will be lucky to take 2-3 hits without dying. Even with Warding on all their accessories, a greater part of their gameplay will focus more on dodging attacks and retaliating than charging in guns blazing.
9th May '17 5:28:12 PM flameclaw0x7
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[[TropesAreNotBad This trope doesn't ''have'' to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.

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[[TropesAreNotBad This trope doesn't ''have'' doesn't]] ''[[TropesAreNotBad have]]'' [[TropesAreNotBad to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.
9th May '17 5:27:14 PM flameclaw0x7
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This trope doesn't ''have'' to be a bad thing. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.

to:

[[TropesAreNotBad This trope doesn't ''have'' to be a bad thing.thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding. In [=RPGs=], this can make each turn extremely tense, as the stakes are always at their highest. In real-time action games, this allows the inclusion of weapons which are difficult to use, like an extremely slow-moving rocket launcher, for example, because if it connects at all there will be immediate positive feedback (like your opponent exploding). In a real-time strategy game, this can place a greater focus on the "strategy" side and the logistics, as once battle is joined there is almost no time for the player to micro orders to troops before the demise of themselves or the enemy.
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