History Main / DualModeUnit

30th Jan '17 9:59:37 AM Morgenthaler
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* Almost all units in ''Star Wars: EmpireAtWar'' and its expansion, including heroes. Most of the time, this helps to offset CripplingOverspecialization. Artillery units have to deploy to fire their main weapons, AT-AT's can deploy stormtroopers, Airspeeders can use their harpoons and tow cables to trip up AT-AT's (except ''Blizzard 1'', and sometimes the move doesn't work), ''Immobilizer 418'' cruisers (aka Interdictor Star Destroyer's or Interdictor Cruisers) must manually activate their Gravity Well Generators, and also have a missile/torpedo-jamming ability, ''Crusader''-class corvettes can shoot down incoming missiles/torpedoes, etc. etc.

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* Almost all units in ''Star Wars: EmpireAtWar'' ''VideoGame/StarWarsEmpireAtWar'' and its expansion, including heroes. Most of the time, this helps to offset CripplingOverspecialization. Artillery units have to deploy to fire their main weapons, AT-AT's can deploy stormtroopers, Airspeeders can use their harpoons and tow cables to trip up AT-AT's (except ''Blizzard 1'', and sometimes the move doesn't work), ''Immobilizer 418'' cruisers (aka Interdictor Star Destroyer's or Interdictor Cruisers) must manually activate their Gravity Well Generators, and also have a missile/torpedo-jamming ability, ''Crusader''-class corvettes can shoot down incoming missiles/torpedoes, etc. etc.
26th Jan '17 7:28:23 AM Morgenthaler
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* ''{{Starcraft}}'' really got the ball rolling. Nearly every Terran unit has some kind of special ability, but the one that fits the pattern best is the Siege Tank. It goes from a mobile tank with a decent cannon and no minimum range (a bit lacking in the ability to well,[[GlassCannon ''tank'']]) to a fixed artillery gun with a powerful, long range attack with SplashDamage. Other units have different attack modes for air or ground targets, but that mode switch is automatic.

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* ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' really got the ball rolling. Nearly every Terran unit has some kind of special ability, but the one that fits the pattern best is the Siege Tank. It goes from a mobile tank with a decent cannon and no minimum range (a bit lacking in the ability to well,[[GlassCannon ''tank'']]) to a fixed artillery gun with a powerful, long range attack with SplashDamage. Other units have different attack modes for air or ground targets, but that mode switch is automatic.



* All units from ''GroundControl 2'' have two functions. The basic infantry freeze in place, but switch from their rifles to a more powerful rocket launcher. The APC switches from an anti-infantry machine gun to a concealment-granting smoke grenade, etc. The Virons are able to FusionDance two units into a different one and vice versa. This only applies to playable factions, though. None of the units of the unplayable Terran Empire have a secondary mode, even if the faction is enabled via a mod.

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* All units from ''GroundControl ''VideoGame/GroundControl 2'' have two functions. The basic infantry freeze in place, but switch from their rifles to a more powerful rocket launcher. The APC switches from an anti-infantry machine gun to a concealment-granting smoke grenade, etc. The Virons are able to FusionDance two units into a different one and vice versa. This only applies to playable factions, though. None of the units of the unplayable Terran Empire have a secondary mode, even if the faction is enabled via a mod.
11th Dec '16 9:32:43 AM Pr1A
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19th Jul '16 9:21:06 AM zarpaulus
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** ''VideoGame/StarCraftII'' features the Viking, a TransformingMecha that can switch between a ground-based and aerial unit.

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** ''VideoGame/StarCraftII'' features the Viking, a TransformingMecha that can switch between a ground-based and aerial unit. ''VideoGame/StarCraftIIHeartOfTheSwarm'' introduced a "walker" mode for the Hellion jeep that makes it slower moving but more durable.
18th Jul '16 10:47:23 AM ChronoLegion
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* All units from ''GroundControl 2'' have two functions. The basic infantry freeze in place, but switch from their rifles to a more powerful rocket launcher. The APC switches from an anti-infantry machine gun to a concealment-granting smoke grenade, etc.

to:

* All units from ''GroundControl 2'' have two functions. The basic infantry freeze in place, but switch from their rifles to a more powerful rocket launcher. The APC switches from an anti-infantry machine gun to a concealment-granting smoke grenade, etc. The Virons are able to FusionDance two units into a different one and vice versa. This only applies to playable factions, though. None of the units of the unplayable Terran Empire have a secondary mode, even if the faction is enabled via a mod.
4th Jun '16 12:00:36 AM Omeganian
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* ''{{Starcraft}}'' really got the ball rolling. Nearly every Terran unit has some kind of special ability, but the one that fits the pattern best is the Siege Tank. It goes from a mobile tank with a decent cannon and no minimum range (a bit lacking in the ability to well,[[PaperTiger ''tank'']]) to a fixed artillery gun with a powerful, long range attack with SplashDamage. Other units have different attack modes for air or ground targets, but that mode switch is automatic.

to:

* ''{{Starcraft}}'' really got the ball rolling. Nearly every Terran unit has some kind of special ability, but the one that fits the pattern best is the Siege Tank. It goes from a mobile tank with a decent cannon and no minimum range (a bit lacking in the ability to well,[[PaperTiger well,[[GlassCannon ''tank'']]) to a fixed artillery gun with a powerful, long range attack with SplashDamage. Other units have different attack modes for air or ground targets, but that mode switch is automatic.



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17th Jan '16 4:09:46 PM nombretomado
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* ''StarControl'' had two: First, the Mmrnmhrm X-Form, a swing-wing ship with two modes, one was slow but nimble and armed with short range lasers while the other was fast, armed with (very) long range slightly guided rockets and all the nimble turning speed of a anvil. Second, the Androsynth Guardian which could turn from a slow ship into a destructive comet, trading maneuverability and weapons for speed and the ability to ram.

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* ''StarControl'' ''VideoGame/StarControl'' had two: First, the Mmrnmhrm X-Form, a swing-wing ship with two modes, one was slow but nimble and armed with short range lasers while the other was fast, armed with (very) long range slightly guided rockets and all the nimble turning speed of a anvil. Second, the Androsynth Guardian which could turn from a slow ship into a destructive comet, trading maneuverability and weapons for speed and the ability to ram.
6th Nov '15 4:53:56 AM Akriloth2160
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** Artillery units in ''VideoGame/AgeOfEmpiresIII'' are ''capable'' of moving while in their firing mode, but do so at about a third normal speed. With the exception of the [[GameBreaker Iroquois]] [[JackOfAllStats Light]] [[AwesomeYetPractical Cannon,]] anyway.

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** Artillery units in ''VideoGame/AgeOfEmpiresIII'' are ''capable'' of moving while in their firing mode, but do so at about a third normal speed. With the exception of the [[GameBreaker Iroquois]] [[JackOfAllStats Light]] [[AwesomeYetPractical Light Cannon,]] anyway.
4th Nov '15 7:35:03 AM Triaxx2
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Added DiffLines:

** The Cybran T1 anti-air unit the Sky Slammer, and it's other T2 naval unit have light surface to air homing missiles. They can be switched to rapid fire, non-homing rockets which attack ground instead.
12th Sep '15 7:00:36 PM nombretomado
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* Quite a few in the ''NintendoWars'' series. For example, Tanks and Mechanized Infantry units usually carry an anti-vehicle weapon (Cannons for the Tanks, Bazookas for the Mechs) and an anti-infantry weapon (Machine guns and rifles.) [[EmergencyWeapon The anti-infantry weapons can be used on vehicles if the anti-vehicle weapon is out of ammo]], but it does considerably less damage, and in earlier games in the series, it also has limited ammo.

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* Quite a few in the ''NintendoWars'' ''VideoGame/NintendoWars'' series. For example, Tanks and Mechanized Infantry units usually carry an anti-vehicle weapon (Cannons for the Tanks, Bazookas for the Mechs) and an anti-infantry weapon (Machine guns and rifles.) [[EmergencyWeapon The anti-infantry weapons can be used on vehicles if the anti-vehicle weapon is out of ammo]], but it does considerably less damage, and in earlier games in the series, it also has limited ammo.
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