History Main / TacticalRockPaperScissors

16th May '17 5:07:04 PM Nouct
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* ''VideoGame/FateGrandOrder'' has two distinct triangles among its classes: Saber > Lancer > Archer > Saber, and Rider > Caster > Assassin > Rider. Among the remaining classes, Avengers beat Rulers, Berserkers [[GlassCannon are offensively strong against and defensively weak against all others]], and Rulers [[StoneWall are defensively strong but offensively neutral against everything but Avengers and Berserkers]]. The special Shielder servant exists outside this system and is completely unaffected by class matchups.

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* ''VideoGame/FateGrandOrder'' has two distinct triangles among its classes: Saber > Lancer > Archer > Saber, and Rider > Caster > Assassin > Rider. Among the remaining classes, Avengers beat Rulers, Moon Cancer beats Avengers, Berserkers [[GlassCannon are offensively strong against and defensively weak against all others]], and Rulers [[StoneWall are defensively strong but offensively neutral against everything but Avengers Avengers, Berserkers and Berserkers]].Moon Cancer]]. The Alter Egos are offensively strong against Rider/Assassin/Caster, defensively neutral to most classes, and Saber/Lancer/Archer take less damage from them. The "Unknown"/[[spoiler:Beast I]] class of Demon Pillars are the reverse, strong against Saber/Lancer/Archer and weak to Rider/Caster/Assassin. The special Shielder servant exists outside this system and is completely unaffected by class matchups.
5th May '17 6:42:08 PM Prfnoff
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** [[HehHehYouSaidX Pfft, "Bare Hand-based jobs"]]...
25th Apr '17 8:04:47 PM DeltaDart
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* ''VideoGame/HaloWars'' did this plenty with units. Infantry are cheap [[ZergRush Zerg Rushers]] who can fielded by the dozens, but are wiped out by vehicles who are rarer, more powerful, and durable. Said vehicles are then weak to aircraft, who tend to be weaker but faster with a healthy range of firepower, and then those aircraft are trumped by the infantry.

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* ''VideoGame/HaloWars'' did this plenty with units. Infantry are cheap [[ZergRush Zerg Rushers]] who can fielded by the dozens, but are wiped out by vehicles who are rarer, more powerful, and durable. Said vehicles are then weak to aircraft, who tend to be weaker but faster with a healthy range of firepower, and then those aircraft are trumped by the infantry.infantry's [[DeathOfAThousandCuts sheer volume of fire]] or [[AntiAir guided AA missiles.]]
25th Apr '17 8:28:59 AM StFan
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[[quoteright:234:[[Franchise/FireEmblem http://static.tvtropes.org/pmwiki/pub/images/FireEmblem_WeaponTriangle.jpg]]]]

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[[quoteright:234:[[Franchise/FireEmblem [[quoteright:234:[[VideoGame/FireEmblemAwakening http://static.tvtropes.org/pmwiki/pub/images/FireEmblem_WeaponTriangle.jpg]]]]
22nd Apr '17 2:15:06 PM nombretomado
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* In the ''{{Suikoden}}'' series, archery beats magic, magic beats charging, charging beats archery. This also carries over to the one-on-one duels, where a normal attack smacks a defending character, a desperation attack cancels a normal attack, and defense counters a desperation attack. Pretty much regular rock-paper-scissors with different names since you get to choose your type of attack each round.
** Starting with ''SuikodenII'', the randomosity of tactical battles was turned UpToEleven, resulting in even archer units being capable of defeating infantry in melee combat. Figuring out what works and what doesn't is less unit type and more luck.

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* In the ''{{Suikoden}}'' ''VideoGame/{{Suikoden}}'' series, archery beats magic, magic beats charging, charging beats archery. This also carries over to the one-on-one duels, where a normal attack smacks a defending character, a desperation attack cancels a normal attack, and defense counters a desperation attack. Pretty much regular rock-paper-scissors with different names since you get to choose your type of attack each round.
** Starting with ''SuikodenII'', ''VideoGame/SuikodenII'', the randomosity of tactical battles was turned UpToEleven, resulting in even archer units being capable of defeating infantry in melee combat. Figuring out what works and what doesn't is less unit type and more luck.
21st Apr '17 4:01:22 AM Vir
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* Rather [[DownplayedTrope downplayed]] in ''VideoGame/WorldOfWarships''. Destroyers mostly rely on their torpedoes which are great against slow and heavy battleships but not so good against more versatile cruisers. Cruisers with their fast guns hunt destroyers quite nice, but aren't very effective against powerful armor of battleships. Battleships' slow, powerful guns work great against cruisers, but destroyers can avoid their rounds. Aircraft carriers are extraordinary support, working somewhere beyond that scheme.

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* Rather [[DownplayedTrope downplayed]] {{downplayed|Trope}} in ''VideoGame/WorldOfWarships''. Destroyers mostly rely on their torpedoes which are great against slow and heavy battleships but not so good against more versatile cruisers. Cruisers with their fast guns hunt destroyers quite nice, but aren't very effective against powerful armor of battleships. Battleships' slow, powerful guns work great against cruisers, but destroyers can avoid their rounds. Aircraft carriers are extraordinary support, working somewhere beyond that scheme.


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* The ''WesternAnimation/TeenTitansGo'' game ''VideoGame/TeenyTitans'' gives its characters a class that counters another, going Martial Arts (Robin) > Beast (Beast Boy) > Cute (Silkie) > Dark Arts (Raven) > Super (Starfire) > Tech (Cyborg) > Martial Arts. The one character who has no class at all is SelfDemonstrating/TheJoker.
21st Apr '17 3:44:57 AM Vir
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* [[DownplayedTrope Downplayed]] in ''VideoGame/MountAndBlade'', with scheme similar to that from BFME2. Cavalry ➞ archers ➞ light infantry (without big shields) ➞ pikemen ➞ cavalry. Terrain is extremely important, as cavalry in open plains is strong against everything, while mountains make it useless. Some kinds of archers can effectively defend against cavalry charges, some kinds of light and offensive footmen have shields and skills good enough to protect them against the arrows etc.

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* [[DownplayedTrope Downplayed]] {{Downplayed|Trope}} in ''VideoGame/MountAndBlade'', with scheme similar to that from BFME2.[=BFME2=]. Cavalry ➞ archers ➞ light infantry (without big shields) ➞ pikemen ➞ cavalry. Terrain is extremely important, as cavalry in open plains is strong against everything, while mountains make it useless. Some kinds of archers can effectively defend against cavalry charges, some kinds of light and offensive footmen have shields and skills good enough to protect them against the arrows etc.



* Certain heroes in ''VideoGame/{{Overwatch}}'' are meant as counters for each other. For example, Bastion is able to transform into a turret with a Gatling Gun, giving it ridiculous damage output at the cost of mobility. Genji has the Deflect ability, allowing him to send any projectile attacks (bullets, missiles, EnergyBall, etc) back at the shooter, while D.Va can ShootTheBullet, stopping any projectile that enters the area of her Defense Matrix. Either character will negate the threat of Bastion's [[MoreDakka dakka]], while having their own counters (Genji is a FragileSpeedster who cannot Deflect beam weapons, while D.Va is a CloseRangeCombatant vulnerable to snipers.)

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* Certain heroes in ''VideoGame/{{Overwatch}}'' are meant as counters for each other. For example, Bastion is able to transform into a turret with a [[GatlingGood Gatling Gun, gun]], giving it ridiculous damage output at the cost of mobility. Genji has the Deflect ability, allowing him to send any projectile attacks (bullets, missiles, EnergyBall, etc) back at the shooter, while D.Va can ShootTheBullet, stopping any projectile that enters the area of her Defense Matrix. Either character will negate the threat of Bastion's [[MoreDakka dakka]], while having their own counters (Genji is a FragileSpeedster who cannot Deflect beam weapons, while D.Va is a CloseRangeCombatant vulnerable to snipers.)
26th Mar '17 1:45:28 AM TPPR10
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** ''VideoGame/FireEmblemHeroes'' simplifies things by grouping all weapons under four colours. Red weapons (sword, red tomes and red breath) beat green weapons (axes, green tomes, green breath), which beats blue weapons (spears, blue tomes and blue breath), which beats red weapons. There are also gray/colourless weapons (bows, daggers and staves) which exist outside the triangle, though there are skills like -raven tomes what deal extra damage against them. Gem weapons and the Triangle Adept skills exaggerate this as they increase damage dealt and decrease damage taken when at weapon advantage and has reverse effect at weapon disadvantage.
18th Mar '17 12:13:04 PM Zubon
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* ''VideoGame/RenownedExplorers'' has three forms of attack and associated "moods." Aggressive gets a bonus against Friendly, Friendly gets a bonus against Devious, and Devious gets a bonus against Aggressive.
13th Mar '17 3:04:28 PM DaibhidC
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* In mathematics this is called an "intransitive" relationship. (a transitive relationship is one where A>B>C = A>C.) In ''Professor Stewart's Cabinet of Mathematical Curiosities'', Ian Stewart illustrates this with a game played with three dice: a red one with the numbers 3, 4 and 8, a yellow one with the numbers 1, 5 and 9, and a blue one with the numbers 2, 6 and 7. Both players pick a dice and roll it, and the highest number wins. If TheMark seems suspicious, you "generously" allow them first pick to choose the best dice. Of course, the point is that you can always pick a dice that's better: the yellow dice beats the red two times out of three, the blue the yellow, and the red the blue. Stewart further illustrates the concept with three [[TheBeautifulGame football]] teams: one with a good goalie and defence, but a poor attack that loses to a good goalie; one with a good attack and defence, but a poor goalie that loses to a good defence; and one with a good goalie and attack, but a poor defence that loses to a good attack.

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* In mathematics this is called an "intransitive" relationship. (a transitive relationship is one where A>B>C = A>C.) In ''Professor Stewart's Cabinet of Mathematical Curiosities'', Ian Stewart illustrates this with a game played with three dice: a red one with the numbers 3, 4 and 8, a yellow one with the numbers 1, 5 and 9, and a blue one with the numbers 2, 6 and 7. Both players pick a dice and roll it, and the highest number wins. If TheMark seems suspicious, you "generously" allow them first pick to choose the best dice. Of course, the point is that you can always pick a dice that's better: the yellow dice beats the red two times out of three, the blue the yellow, and the red the blue. Stewart uses a further illustrates the concept with example of three [[TheBeautifulGame football]] teams: one with a good goalie and defence, but a poor attack that loses to a good goalie; one with a good attack and defence, but a poor goalie that loses to a good defence; and one with a good goalie and attack, but a poor defence that loses to a good attack.
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