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* ''VideoGame/CompanyOfHeroes'' averts this trope for the most part, with only a handful of units falling into this outright. For example, the standard infantry unit can be upgraded to have or even pick up anti-tank weapons or focus more on anti-infantry. Most vehicles come with machine guns in addition to their main armament if it's not a machine gun alread. Even most of the crewed weapons like mortars and anti-tank emplacements have a third man with a small arms weapon to defend the other crew (though if they take casualties, that role is the first to go). In fact, standard infantry can take over emplacements if their crew was wiped out.
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* Quite a few weapons in ''Franchise/RatchetAndClank'' are not very well liked because they are only really useful in very specific set of situations:
** [[WeaponsThatSuck The Suck Cannon]] in most versions of the game. It sucks small enemies and uses them as ammo, so obviousy it won't be of much use in situations where such enemies are absent (though later games allow it to use crates as ammo as well). It can efficiently clear rooms of small anklebiters at no cost though.
** Sniper rifles are subversion, as they are mostly useful in most of the games, but you'll be very rarely using them for actually sniping something. Due to nature of the game, the number of occurences where you have powerful enemy ahead that didn't notice you yet (for which the sniper rifles are the best, as they pack a punch, but have low ammunition) is scarce, and you can forget about sniping bosses, the situation where powerful single-target weapon would be useful the most. They are still useful when used ''without'' scoping, but in some cases this comes with reduced damage. Averted with The Headhunter in ''[[VideoGame/RatchetAndClankRiftApart Rift Apart]]'' which includes BulletTime while scoping, allowing you to snipe enemies while in the middle of direct combat without issue.
** The Spiderbot Glove from ''VideoGame/RatchetAndClankGoingCommando'' is a remote controlled suicide drone (or AttackDrone when upgraded) that is great against enemies [[AirborneMook that don't fly]], are at the same level as you without any ledge or chasm between (since even the slightest fall will cause drone to self-destruct) and are not scripted to appear after you pass a certain point, unless you can take cover (since Ratchet getting hit will also cause the drone to self-destruct).
** The Holoshield Glove from ''VideoGame/RatchetAndClankUpYourArsenal''. It throws a stationary shield that blocks incoming fire from one direction. Great when engaging a single enemy with ranged attack or group of such enemies in tight cluster, but nigh impossible to use in any other situation unless you want to use more shields (and the game doesn't allow you have more than four of them active at once). The base version also does not do any damage to enemies; this changes for higher levels, but the damage is so low it might as well be completely ignored. Compare this with The Shield Charger that enables a portable spherical shield that also damages enemies on contact and you'll easily see why everyone just ignores it.
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* ''VideoGame/BlueSkies'': Skye can use healing and summon magic, but he can't use the attack command, giving him nothing to do if he runs out of MP or if he has yet to learn any offensive skills. He does learn some offensive SummonMagic later, but he's still completely dependent on MP to attack, unlike other mages.
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** Aeon Absolvers are dedicated [[DeflectorShields shield]] disruption units. They wield both good firerate and high firing range comparable to mobile artillery -- just a dozen of them can easily drain shield domes protecting the enemy while staying at a safe distance. When it comes to actually finishing the job however, Absolvers are laughably non-threatening. At 5 damage per hit, their weaponry is above only the peashooter guns mounted on [=UEF=] and Aeon scouts from Tier 1. On their own, even the paper-armored shield generators that conventional units bring down in a couple shots are a tall order. Shield Disruptor damage against non-shields is increased to 100 for the campaign, which makes them still sub-par for the price but not entirely incapable.
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** ''[[VideoGame/Splatoon3]] Side Order'' has this come up with certain color chips, particularly the Lucky and Drone chips. Sure, loading up on them can result in the player able to clear floors without attacking, as the Pearl Drone spams attacks while enemies drop items left and right... but hit a Danger floor where item drops are cut off, the Pearl Drone isn't allowed in, or [[BreadEggsBreadedEggs items drops are cut off and the Pearl Drone isn't allowed in]], and you'll have to clear the floor with what's basically a default build and whatever hacks you have. Depending on the floor and what hacks are active, this can go beyond crippling and become a run-ender.

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** ''[[VideoGame/Splatoon3]] Side ''VideoGame/Splatoon3'' ''Side Order'' has this come up with certain color chips, particularly the Lucky and Drone chips. Sure, loading up on them can result in the player able to clear floors without attacking, as the Pearl Drone spams attacks while enemies drop items left and right... but hit a Danger floor where item drops are cut off, the Pearl Drone isn't allowed in, or [[BreadEggsBreadedEggs items drops are cut off and the Pearl Drone isn't allowed in]], and you'll have to clear the floor with what's basically a default build and whatever hacks you have. Depending on the floor and what hacks are active, this can go beyond crippling and become a run-ender.

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