Awesome Yet Practical: Difference between revisions

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* ''[[BattleTech]]'' features a somewhat more literal example than most. In an era where new tech was being rapidly introduced (the 3050s), there existed an assault 'mech that was a paragon of ''old'' tech. Max armor, four powerful weapons, heat sinks to fire them repeatedly, electronic countermeasures to disable some new tech, and it was affordable for a 'mech. Its only real weakness was its sluggishness, but [[Mighty Glacier|assault 'mechs]] were never meant to be quick. The name of this particularly machine? The Awesome. [http://www.hyperdrv.de/CC/Mechs/awesome_aws-9q.htm See for yourself!]
* ''[[Yu-Gi-Oh (Tabletop Game)|Yu-Gi-Oh]]'''s Synchro Monsters can be seen like this. They are typically easy to summon, can be put into virtually any deck, have powerful effects, and are generally cool in design. [http://yugioh.wikia.com/wiki/Stardust_Dragon Stardust Dragon] in particular is so useful and easy to use, it is one of the most dominating cards in its metagame. In fact, most of the awesome cards (mostly Synchro) featured in ''[[Yu-Gi-Oh! 5D's|Yu-Gi-Oh 5 Ds]]'' are this, [http://yugioh.wikia.com/wiki/Shooting_Star_Dragon Shooting Star Dragon] and [http://yugioh.wikia.com/wiki/Red_Nova_Dragon Red Nova Dragon] being the big examples. Xyz monsters in ''[[Yu-Gi-Oh! Ze Xal (Anime)Zexal|Yu-Gi-Oh Ze Xal]]'' take it to the next level, being even easier to summon, despite most of them become almost useless when out of Xyz materials.
* In ''[[Magic: The Gathering]]'', the game designers like powerful, tournament-dominating cards to be splashy, exciting, and fun to play, so it's common to see splashy, exciting, and fun cards intentionally pushed up in power level. Planeswalkers are a great example: not only do they have their own unique card type, but their characters are designed to be the face of the game, so the developers make sure to give them powerful abilities. [http://magiccards.info/wwk/en/31.html Jace, the Mind Sculptor] in particular quickly gained a dominating presence in multiple tournament formats.
* In ''[[Warhammer 40000]]'', the Tau tend to be this. They employ [[Power Armor|battlesuits]], high-tech weapons, and similarly high-grade armor and equipment for even their most basic infantry. Each trooper has a tremendously powerful energy rifle and armor on par with the best available in the Imperial Guard, not to mention a helmet chock-full of useful tech. And when working with plasma weapons, they simply reduced the power output marginally and managed to make it perfectly safe to use while not compromising its ability to virtually nullify any form of infantry armor. Unfortunately, the only area their tech ''doesn't'' cover is close combat. That came back to bite them when...