1 | This is an index, but 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... |
2 | |
3 | For tactical combat gameplay tropes, see CommonTacticalGameplayElements. |
4 | |
5 | Tactical Tropes include the following: |
6 | |
7 | [[index]] |
8 | * BossAlteringConsequence \ |
9 | 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 aside from normal fighting. |
10 | * ButtonMashing \ |
11 | Don't know which button to press? Completely new to a FightingGame? Press anything and hope for the best. Some educated guessing is advisable though, what did you think pressing forward and B would do? |
12 | * CherryTapping \ |
13 | Less a tactic and more a form of humiliation. Deliberately using a weak attack or deliberately weakened character to defeat the enemy in the most embarrassing way possible. |
14 | * ComboBreaker \ |
15 | Breaking [[{{Combos}} big chains of hits]] with a special move. |
16 | * ConfusionFu\ |
17 | Remember, [[ChaoticNeutral predictability is a weakness.]] I hope you people who play {{Fighting Game}}s are listening! |
18 | * DamagerHealerTank \ |
19 | One character [[DrawAggro draws the enemy's attention]], while the others heal them and {{backstab}} the enemy. |
20 | * DrawAggro \ |
21 | The art of focusing the enemy's attention on the guy who's actually capable of taking hits. |
22 | * FishingForMooks \ |
23 | Too many to deal with at once? Try luring them away one at a time and continuing the slaughter from the shadows! |
24 | * GatheringSteam \ |
25 | Some weapons and enemies take a while to get ready, this opens up a window of opportunity for you. |
26 | * GrappleMove \ |
27 | Grab the enemy to [[UnblockableAttack bypass its blocking]] of your attacks. |
28 | * HighlySpecificCounterplay \ |
29 | A very narrow option for counterplay. |
30 | * HitAndRunTactics / Kiting \ |
31 | Shoot, run away, shoot, repeat. |
32 | * ImmuneToFlinching / Super Armor \ |
33 | Certain contexts where a character can endure attacks [[ImmuneToFlinching without flinching]], [[{{Knockback}} getting knocked back]], or having their own actions interrupted. |
34 | * ItemFarming\ |
35 | Grinding for items for whatever purpose. |
36 | * {{Knockback}} \ |
37 | Getting moved or pushed around when you take damage, or for its own sake. |
38 | ** RingOut \ |
39 | You made your opponent step out-of-bounds. You win! |
40 | * LeadTheTarget\ |
41 | Shoot along the path the target is likely to follow to avoid them "outrunning" your shots. |
42 | * LeeroyJenkins \ |
43 | {{The Berserker}} in video game form. (Though this is more an absence of tactics.) |
44 | * LevelGrinding \ |
45 | Committing mass murder of random monsters for experience. |
46 | ** PeninsulaOfPowerleveling \ |
47 | The perfect place for LevelGrinding. |
48 | * MinMaxing \ |
49 | 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}}. |
50 | * MoneyGrinding \ |
51 | Get enough money for whatever purpose. |
52 | * MuckingInTheMud \ |
53 | You know that when you see a mudpit or a mud bog, you can go through it. Just be aware that there are only a few safe spots, and there are some swamps in which you can go too deep... |
54 | * NinjaLooting \ |
55 | Refusing to share the best items after a team effort has brought an enemy down. Very frowned upon. |
56 | * NoScope \ |
57 | Not using the scope to aim on a weapon you would be expected to do so with (e.g. a SniperRifle). |
58 | * OneStatToRuleThemAll \ |
59 | Some abilities are so overpowered and / or versatile that you'll end up prioritizing them above all the others. |
60 | * OptionalStealth \ |
61 | A video game mission where stealth is encouraged, but not vital to win. |
62 | * PathOfGreatestResistance \ |
63 | The way to go is the way the enemies are coming from. |
64 | * PauseScumming \ |
65 | If in constant danger of death, pause often, giving you more time to react. |
66 | * PlayerDataSharing \ |
67 | Get more content from other players. |
68 | * RandomizedDamageAttack \ |
69 | An attack/ability that has its damage/quality etc randomized per each usage, forcing you to be wise on using it. |
70 | * ReduceAggro \ |
71 | Items and abilities that make foes less likely to go after you. |
72 | * SaveScumming \ |
73 | If in constant danger of death, save often, minimizing loss of progress. |
74 | * ScissorsCutsRock \ |
75 | Having a [[ElementalRockPaperScissors type]] [[TacticalRockPaperScissors advantage]] doesn't necessarily mean that victory is even likely. |
76 | * SequenceBreaking \ |
77 | 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. |
78 | * ShootTheMageFirst \ |
79 | Shooting the blaster of the enemy group to prevent them from doing major damage. |
80 | * ShootTheMedicFirst \ |
81 | Shooting the healer of the enemy group to prevent them from healing the others/themself. |
82 | * SituationalDamageAttack \ |
83 | An attack that depends on some certain variable/action that can make it more powerful. |
84 | * StatsDissonance \ |
85 | A character's stats do not convey how they should actually be played in-game. |
86 | * StraightForTheCommander \ |
87 | Killing the enemy commander will win you the battle regardless of how the enemy army is doing at that moment. |
88 | * StrategySchmategy \ |
89 | Being unpredictable because you have [[HanlonsRazor no idea what you're doing]]. |
90 | * TacticalDoorUse\ |
91 | Monster chasing you? Shut de do'. |
92 | * TacticalRockPaperScissors\ |
93 | Cavalry can run down crossbowmen, crossbowmen turn pikemen into pin-cushions, pikemen turn cavalry into horse-kebab. That sort of thing. |
94 | * ThreeStrikeCombo\ |
95 | A basic combination of three attacks that form the basis of more complex tactical options found in many video games of different types. |
96 | * ThrowTheMookAtThem\ |
97 | You can throw Mooks at other enemies/objects in order to damage them. |
98 | * {{Whoring}} \ |
99 | Using only one narrow tactical option to devastating effect, often to the chagrin of other gamers. A common subset is "Turtling" (a passive defense where you do as little as possible, waiting for your opponent to move). |
100 | * ZergRush \ |
101 | Sending waves upon waves of cheap, weak units in order to overwhelm a more tech-aware enemy with sheer numbers. |
102 | [[/index]] |
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