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Being cut per TRS


* ElementalIgnorance\\
For when you just ''have'' to use fireball on the fire elemental.
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If you complete certain objectives or obtain certain items or abilities before fighting a boss, they can have unique effects on bosses that often make them easier in a manner other than your normal abilities.

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If you complete certain objectives or obtain certain items or abilities before fighting a boss, they can have unique effects on bosses that often make them easier in a manner other than your aside from normal abilities.fighting.
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using he/him as gender-neutral pronouns is outdated


Shooting the blaster of the enemy group to prevent him from doing major damage.

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Shooting the blaster of the enemy group to prevent him them from doing major damage.



Shooting the healer of the enemy group to prevent him from healing the others/himself.

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Shooting the healer of the enemy group to prevent him them from healing the others/himself.others/themself.
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If you complete certain objectives or obtain certain items or abilities before fighting a boss, they can have unique effects on bosses that often make them easier in a manner other than normal fighting.

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If you complete certain objectives or obtain certain items or abilities before fighting a boss, they can have unique effects on bosses that often make them easier in a manner other than your normal fighting.abilities.
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If you complete certain objectives before fighting a boss or obtain an item or ability that has a unique effect on a boss, they can potentially make certain bosses easier in a manner other than normal fighting.

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If you complete certain objectives or obtain certain items or abilities before fighting a boss or obtain an item or ability that has a unique effect on a boss, they can potentially make certain have unique effects on bosses that often make them easier in a manner other than normal fighting.
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If you complete certain objectives before fighting a boss or obtain an item or ability that has a unique effect on a boss, they can potentially make certain bosses easier in a way that's different from normal fighting.

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If you complete certain objectives before fighting a boss or obtain an item or ability that has a unique effect on a boss, they can potentially make certain bosses easier in a way that's different from manner other than normal fighting.
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* BossAlteringConsequence \\
If you complete certain objectives before fighting a boss or obtain an item or ability that has a unique effect on a boss, they can potentially make certain bosses easier in a way that's different from normal fighting.
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* HighlySpecificCounterplay \\
A very narrow option for counterplay.
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* StatsDissonance \\
A character's stats do not convey how they should actually be played in-game.
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Infantry get up close and personal with crossbowmen, crossbowmen make horse-kebab, cavalry runs down footmen, thus closing the circle. That sort of thing.

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Infantry get up close and personal with Cavalry can run down crossbowmen, crossbowmen make horse-kebab, turn pikemen into pin-cushions, pikemen turn cavalry runs down footmen, thus closing the circle.into horse-kebab. That sort of thing.

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Indexing a newly-launched trope.


* ReduceAggro \\
Items and abilities that make foes less likely to go after you.



If in constant danger of death, save often, minimising loss of progress.

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If in constant danger of death, save often, minimising minimizing loss of progress.
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Does your enemy's weapon take a while to spin up once attacked? HitAndRunTactics should get you through this.

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Does your enemy's weapon Some weapons and enemies take a while to spin up once attacked? HitAndRunTactics should get you through this.ready, this opens up a window of opportunity for you.
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* GatheringSteam \\
Does your enemy's weapon take a while to spin up once attacked? HitAndRunTactics should get you through this.

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This is an index, but its also a handy guide to tropes specifically relating to common player tactics deployed in video games. Taking a read through these tropes may even give you some tips to try during play...

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This is an index, but its it's also a handy guide to tropes specifically relating to common player tactics deployed in video games. Taking a read through these tropes may even give you some tips to try during play...



One character draws the enemy's attention, while the others heal them and backstab the enemy.

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One character [[DrawAggro draws the enemy's attention, attention]], while the others heal them and backstab {{backstab}} the enemy.enemy.
* DrawAggro \\
The art of focusing the enemy's attention on the guy who's actually capable of taking hits.



For when you just HAVE to use fireball on the fire elemental.

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For when you just HAVE ''have'' to use fireball on the fire elemental.



Grab the enemy to bypass its blocking of your attacks.
* HitAndRunTactics/ Kiting \\

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Grab the enemy to [[UnblockableAttack bypass its blocking blocking]] of your attacks.
* HitAndRunTactics/ HitAndRunTactics / Kiting \\



Certain contexts where a character can endure attacks without flinching, getting knocked back, or having their own actions interrupted.

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Certain contexts where a character can endure attacks [[ImmuneToFlinching without flinching, flinching]], [[{{Knockback}} getting knocked back, back]], or having their own actions interrupted.



Grind for items for whatever purpose.

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Grind Grinding for items for whatever purpose.



The perfect place for Level Grinding.

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The perfect place for Level Grinding.LevelGrinding.



Unbalancing equipment, spell casts, armour and any other stat-influencing items to privilege a specific trait to the detriment of another. A common tactic of a {{Munchkin}}.

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Unbalancing equipment, spell casts, armour armour, and any other stat-influencing items to privilege a specific trait to the detriment of another. A common tactic of a {{Munchkin}}.



Having a type advantage doesn't necessarily mean that victory is even likely.

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Having a type advantage [[ElementalRockPaperScissors type]] [[TacticalRockPaperScissors advantage]] doesn't necessarily mean that victory is even likely.



Breaking the pre-determined order of events the game designers have laid out. May shorten the game considerably... or screw up your game file. A risky tactic but valuable for completing {{Speed Run}}s.

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Breaking the pre-determined order of events the game designers have laid out. May shorten the game considerably... or screw up your game file. A risky tactic tactic, but valuable for completing {{Speed Run}}s.
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* DamagerHealerTank \\
One character draws the enemy's attention, while the others heal them and backstab the enemy.
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* ComboBreaker \\
Breaking [[{{Combos}} big chains of hits]] with a special move.
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* SituationalDamageAttack \\
An attack that depends on some certain variable/action that can make it more powerful.
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For tactical combat gameplay tropes, see CommonTacticalGameplayElements.


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* RandomizedDamageAttack \\
An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it.
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xwick

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* ThrowTheMookAtThem\\
You can throw Mooks at other enemies/objects in order to damage them.

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* OneStatToRuleThemAll

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* OneStatToRuleThemAllOneStatToRuleThemAll \\
Some abilities are so overpowered and / or versatile that you'll end up prioritizing them above all the others.
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added a trope.

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* GrappleMove \\
Grab the enemy to bypass its blocking of your attacks.
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* ImmuneToFlinching / SuperArmor \\

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* ImmuneToFlinching / SuperArmor Super Armor \\
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* PlayerDataSharing \\
Get more content from other players.

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