History Main / TacticalRockPaperScissors

10th Jun '18 7:27:17 PM MegaJ
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* The first ''VideoGame/XMenLegends'' game has three damage types: Physical, Energy and Mental. This applied to most enemy types and to the ComicBook/XMen you could use. Enemies that dealt Physical damage were bruisers, enemies that dealt energy damage were usually long-range attackers, and enemies that dealt Mental damage were support that would revive fallen enemies. Mechanical enemies like Sentinels were resistant to Mental damage, making characters like Jean Grey less than useful near the final levels of the game.
** Physical: Wolverine, Beast, Rogue, Nightcrawler, Colossus.
** Energy: Cyclops, Storm, Iceman, Gambit, Jubilee, Magma.
** Mental: Jean Grey, Emma Frost, Psylocke, Professor X.
*** The second game would go on to introduce Elemental and Radiation damage. Radiation was essentially standard-fare RPG poison.
28th May '18 6:34:28 PM MarqFJA
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Subtropes:
[[index]]
* ElementalRockPaperScissors
* ScissorsCutsRock
[[/index]]
21st May '18 8:35:09 AM GM_3826
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** A potentially better example of this comes with three specific characters; Tracer, Winston and Reaper.
** Reaper counters Winston.
** Winston counters Tracer.
** Tracer counters Reaper.
*** (Of course, this is still dependent on a number of factors such as whether or not the users can use the characters properly, how much health the character has, has any of them got their LimitBreak etc.)
7th May '18 1:25:39 PM OldBen
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** This theory is brought up as a deciding factor in ''WebAnimation/DeathBattle'' between [[Franchise/StreetFighter Balrog]] and [[VideoGame/KillerInstinct T.J. Combo]]. [[spoiler: T.J., whose fighting style is based on out-boxing, had a significant advantage over Balrog, who represented slugger style - with their strength and durability being almost perfectly matched, this was enough to clinch the fight in T.J.'s favor.]]
19th Apr '18 2:18:26 PM Chabal2
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*** Early game armor is against shock, pierce and arrows. The latter two are phased out in favor of anti-gun armor, and late-game armor is against guns and lasers.



*** In water, battleships > frigates > galleys > battleships is the name of the game early on (although a single galley will do a lot of damage to a battleship, it still loses one-on-one). Later, galleys disappear but for all intents and purposes are supplanted by submarines (exact same strength and counter). A new equation is also introduced: cruisers > Sea Kings > submarines, [[CripplingOverspecialization with cruisers being vulnerable to everything not in the air and Sea Kings being vulnerable to everything not in the water]]. Aircraft carriers can [[DeathFromAbove wreak massive havoc]] if there aren't any cruisers nearby but die quickly if being shot at. Nuclear submarines are anti-ground artillery but they too die very quickly if shot at. Both of the latter are completely defenseless against submarines.

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*** In water, battleships > frigates > galleys > battleships is the name of the game early on (although a single galley will do a lot of damage to a battleship, it still loses one-on-one). Later, galleys disappear but for all intents and purposes are supplanted by submarines (exact same strength and counter).counter with the addition of only targeting naval units but can now only be targeted by other subs, frigates, towers and a dedicated helicopter). A new equation is also introduced: cruisers > Sea Kings > submarines, [[CripplingOverspecialization with cruisers being vulnerable to everything not in the air and Sea Kings being vulnerable to everything not in the water]]. Aircraft carriers can [[DeathFromAbove wreak massive havoc]] if there aren't any cruisers nearby but die quickly if being shot at. Nuclear submarines are anti-ground artillery but they too die very quickly if shot at. Both of the latter are completely defenseless against submarines.



** ''Empire Earth II'' on the other hand, streamlined the counter system... by assigning each class of units completely arbitrary bonuses. You essentially just had to take the game's word for it that riflemen were effective against light tanks and that heavy artillery could somehow kill a soldier holding a mortar better than a soldier holding a machine gun.

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** ''Empire Earth II'' on the other hand, streamlined the counter system... system (actually called Rock-Paper-Scissors)... by assigning each class of units (Infantry, Mounted, and Artillery, further divide into Light and Heavy) completely arbitrary bonuses.bonuses against two other classes. You essentially just had to take the game's word for it that riflemen were effective against light tanks and that heavy artillery could somehow kill a soldier holding a mortar better than a soldier holding a machine gun. This also leads to some eyebrow-raising events like modern Heavy Infantry (machine guns) able to shoot helicopters while Light Infantry (mortars) can't, but early units (sword/spearmen and archers respectively) act the same or the aforementioned infantry killing tanks (because the early equivalent was spearmen versus cavalry).
16th Apr '18 6:33:18 PM racnor
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* ''Fanfic/LulusBizarreRebellion'':The inability of non-stands to harm or see stands makes them an absolute nightmare for Britannian mechs, since even one with no exceptional strength can completely immobilize a reasonably skilled pilot even without using it's ability. However, stands are part of the user's soul, and thus viable targets for most geass users. Meanwhile, most geass are short ranged and only effect people, so there is very little a geass user can do against a knight. Of course, this is not a universal rule, as shown by powers like Rolo's "timestop" geass, Cornelia's anti-stand knightmare. And of course, anyone can get in a Knightmare.


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* ''Fanfic/LulusBizarreRebellion'':The inability of non-stands to harm or see stands makes them an absolute nightmare for Britannian mechs, since even one with no exceptional strength can completely immobilize a reasonably skilled pilot even without using it's ability. However, stands are part of the user's soul, and thus viable targets for most geass users. Meanwhile, most geass are short ranged and only effect people, so there is very little a geass user can do against a knight. Of course, this is not a universal rule, as shown by powers like Rolo's "timestop" geass, Cornelia's anti-stand knightmare. And of course, anyone can get in a Knightmare.
16th Apr '18 6:32:15 PM racnor
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*''Fanfic/LulusBizarreRebellion'':The inability of non-stands to harm or see stands makes them an absolute nightmare for Britannian mechs, since even one with no exceptional strength can completely immobilize a reasonably skilled pilot even without using it's ability. However, stands are part of the user's soul, and thus viable targets for most geass users. Meanwhile, most geass are short ranged and only effect people, so there is very little a geass user can do against a knight. Of course, this is not a universal rule, as shown by powers like Rolo's "timestop" geass, Cornelia's anti-stand knightmare. And of course, anyone can get in a Knightmare.
8th Apr '18 9:42:12 AM kikiandlala
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* In ''VideoGame/{{Sacrifice}}'', the units are classified as: melee, missile and flying. Units get a huge x4 damage bonus and 75% damage reduction against units they're strong against. So the triangle is melee > missile > flying > melee. This triangle applies to everything, however the [[GameBreaker Warmonger]] a Pyro missile unit, has an overwhelmingly damaging ranged attack that's very accurate and is HitScan, it'll pretty much kill any melee unit sent against it one on one (and is even more effective against fliers and other missile units). As well fliers come in missile and melee varieties, so a dragon (flying melee) will barely hurt a silverback (flying missile) with its attacks.
8th Apr '18 9:38:46 AM kikiandlala
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* ''VideoGame/KartiaTheWordOfFate'' uses an altered version of the "bladed weapons triangle" where the weapon is affected by terrain type rather than weapon match. Spears are great against enemies that stand on higher terrain, axes get bonus when the enemy is on lower terrain and swords get their bonus against foes that are on the same level.
* In ''VideoGame/{{Sacrifice}}'', the units are classified as: melee, missile and flying. Units get a huge x4 damage bonus and 75% damage reduction against units they're strong against. So the triangle is melee > missile > flying > melee. This triangle applies to everything, however the [[GameBreaker Warmonger]] a Pyro missile unit, has an overwhelmingly damaging ranged attack that's very accurate and is HitScan, it'll pretty much kill any melee unit sent against it one on one (and is even more effective against fliers and other missile units). As well fliers come in missile and melee varieties, so a dragon (flying melee) will barely hurt a silverback (flying missile) with its attacks.
2nd Apr '18 2:40:47 AM DarthWalrus
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* Another big real-life example is boxing, where it's commonly believed that, all things equal, a boxer's style determines the outcome of a fight. An [[LongRangeFighter Out]]-[[GradualGrinder Boxer]], who keeps at a distance from his opponent and allows him to wear himself out, beats a Slugger, who favors punching power over technique and footwork. A [[MightyGlacier Slu]][[UnskilledButStrong gger]] beats an Swarmer, whose strategy is to crowd his opponent, and hit him over and over with hooks and uppercuts (which leaves him especially vulnerable to heavy punches, while the Slugger's strong chin lets them withstand the Swarmer's faster, but lighter strikes). A [[FragileSpeedster Swa]][[GlassCannon rmer]] is great against an out-fighter, who can't maintain the distance he's comfortable with when his opponent is charging him all the time.

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* Another big real-life example is boxing, where it's commonly believed that, all things equal, a boxer's style determines the outcome of a fight. An [[LongRangeFighter Out]]-[[GradualGrinder Boxer]], who keeps at a distance from his opponent and allows him to wear himself out, beats a Slugger, who favors punching power and a strong chin over technique finesse and footwork.evasion. A [[MightyGlacier Slu]][[UnskilledButStrong gger]] beats an Swarmer, whose strategy is to crowd his opponent, and hit him over and over with hooks and uppercuts (which leaves him especially vulnerable to heavy punches, while the Slugger's strong chin lets them withstand the Swarmer's faster, but lighter strikes). A [[FragileSpeedster Swa]][[GlassCannon rmer]] is great against an out-fighter, who can't maintain the distance he's comfortable with when his opponent is charging him all the time.
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