History ThatOneLevel / RealTimeStrategy

16th Jun '17 11:53:52 AM Willy2537
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.

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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons ridiculously buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.
16th Jun '17 11:44:36 AM Willy2537
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks.

to:

** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.
16th Jun '17 10:07:36 AM Willy2537
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks.
31st Mar '17 8:15:35 AM Morgenthaler
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* God have mercy on you if you play ''EuropaUniversalis III'' as one of the indigenous North or South American societies, even if you start in 1399. You do have some breathing room until the European countries show up on your doorstep, but you start out extremely poor, with no forts in your provinces, with your slider far on the decentralized end of the scale, and with your research way behind most other countries in the game. You might stand a chance if you manage to Westernize, but that requires that you survive for a fairly long time and have more than a bit of luck. Better hope that in your game the Ottoman Empire invades at least most of Europe!

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* God have mercy on you if you play ''EuropaUniversalis ''VideoGame/EuropaUniversalis III'' as one of the indigenous North or South American societies, even if you start in 1399. You do have some breathing room until the European countries show up on your doorstep, but you start out extremely poor, with no forts in your provinces, with your slider far on the decentralized end of the scale, and with your research way behind most other countries in the game. You might stand a chance if you manage to Westernize, but that requires that you survive for a fairly long time and have more than a bit of luck. Better hope that in your game the Ottoman Empire invades at least most of Europe!



* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary, meaning you'll get near your goal but get stomped by Tachion Tanks. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. Oh, and the Freedom Guard get access to Martyrs in this level, meaning taking your eyes off your base for more than a minute means you'll find smoking holes where all your buildings used to be. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.

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* DarkReign ''VideoGame/DarkReign'' has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary, meaning you'll get near your goal but get stomped by Tachion Tanks. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. Oh, and the Freedom Guard get access to Martyrs in this level, meaning taking your eyes off your base for more than a minute means you'll find smoking holes where all your buildings used to be. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
23rd Mar '17 3:43:33 PM Tyrannosauruses
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* - The Aftermath contains a mission where the Soviets have to face the Molotov Brothers, who in exchange for their Tesla Tank (and some other units you can't produce either) get most of the Allied ground vehicles and base defenses GAP Generator included, plus the Allies reinforce them with some units they didn't already have.
14th Feb '17 4:29:25 PM Gosicrystal
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* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.

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* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever.[[PermanentlyMissableContent lost]]. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.
1st Dec '16 9:40:21 AM MarsJenkar
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''[[VideoGame/StarcraftI Starcraft]]'':

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''[[VideoGame/StarcraftI Starcraft]]'':!! '''''[[VideoGame/StarcraftI Starcraft]]'''''



''[[VideoGame/StarcraftI Starcraft: Brood War]]:''

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''[[VideoGame/StarcraftI
!! '''''[[VideoGame/StarcraftI
Starcraft: Brood War]]:''War]]'''''



''[[VideoGame/StarcraftII Starcraft II: Wings of Liberty]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Wings of Liberty]]'':Liberty]]'''''



''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Heart of the Swarm]]'':Swarm]]'''''



''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Legacy of the Void]]'':Void]]'''''
21st Sep '16 6:11:03 AM Morgenthaler
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** ''WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.

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** ''WorldInConflict'' ''VideoGame/WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.



* ''EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.

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* ''EmpireEarth'' ''VideoGame/EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.



* ''HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.

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* ''HostileWaters: ''VideoGame/HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.
4th Aug '16 12:03:18 PM DrakeClawfang
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''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':
* The Crucible. It's the one mission where you don't get Kerrigan as an overpowered hero unit, and to no one's surprise its the hardest of the lot. You have to defend an objective building for 25 minutes, similar to "All In." The problem is that the Zerg absolutely suck at playing the defensive. The new unit for the mission, the Swarm Host, is actually rather useless here, enemies attack in multiple directions forcing you to defend multiple choke points, they hit in large numbers, and they also send air units in to backdoor you. You can use a locust spawn every few minutes to summon minions to attack, and it is pretty much a requirement to stay alive.
''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':
* "Last Stand". Imagine replaying "In Utter Darkness" from ''Wings of Liberty,'' but with no tech beyond Gateway units except for Immortals, a smaller base, no fallback position, ''and'' the Zerg are smart enough to send Banelings to bust down your wall-off. The mission pretty much forces you to turtle behind walls of turrets and wait it out.
* "Salvation", the final mission. Think of "All In" and "In Utter Darkness" ''combined''. You have to hold out zerg forces (With some BrainwashedAndCrazy protoss support) until the Keystone is fully charged. Problems are: The Keystone is '''again''' in a very unconvenient position, at the center of the map; you have three entrances that are only guarded at first by somewhat weak allies who will be attacked constantly (And Alarak has a very nasty tendency to [[LeeroyJenkins charge and die without giving you time to save him]]); finally, and while there are no hybrids to fight against, you instead have to fight the Golden Armada's divisions (Which ''will'' tag along with the zerg forces) as well as campaign-only zerg units, with ''Guardians'' among them, ready to hammer your base defenses if you decided to put Photon Cannons as meat shields. In terms of resources, there are aplenty, but like in "In Utter Darkness", your expansion is in a vulnerable position, next to the northern entrance - if you do something as mundane as keeping a Pylon near it, your expansion's going down as soon as Vorazun's base is overrun. [[OhCrap And this is not all]] - the Spear of Adun's active abilities are being deactivated the further you are in the mission. The last point of mention is that, while obvious, you don't control the best defensive faction in this mission (The terrans) unlike "All In". To sum up: Good luck, you will need it and '''much''' more.
* "The Essence of Eternity," the penultimate level in the epilogue, is actually ''more'' difficult than the actual final mission. You have to defend ''four'' chokepoints, the way the terrain is laid out your high ground advantage is not very significant, the enemy will hit hard from all directions using units from all three races, and the attacks come early and frequently. You're given a unique hero unit that, like the drill from "The Dig,", can attack across the entire map for heavy damage. However, using the hero unit delays its power charge, making the mission last longer since the objective is to defend it until it reaches full power. Additionally, you're given two AI allied armies to help you, but they're barely a footnote in the mission's gameplay; they suffer from ArtificialStupidity that results in a weak and easily broken defense, because of the way the alliance was programmed your Medivacs and Science Vessels won't automatically heal them, and one of the allied armies is Zerg, whose creep stops you from reinforcing them with defensive structures. The end result is similar to "All In" from ''Wings of Liberty'' made even worse.
* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.
* "Templar's Return". Part 1 is simple enough. Part 2 is where the fun starts - it is an UnwinnableByDesign[=/=]UnwinnableByMistake level where proceeding is impossible if you do not have an army totalling 60 seats. Kill off too many mechanical enemy units? You're hosed, since there's hardly enough resource to build an army of 60 (and it's just too easy given Fenix's eagerness to rush into battle). And then there's Part 3, with it's AdvancingWallOfDoom and corrupted zerg pulling off a constant unending ZergRush on you.
4th Aug '16 7:44:36 AM Tyrannosauruses
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** - Counterstrike was even harsher to the Allies, which had no less than three missions where supply trucks would cause you to lose by running off the map at various points. The second had seven convoys, the sixth of which would come from offscreen through your base, possibly dropping nuke crates which may destroy most of it. On this mission, these's no Soviet base to destroy; stopping the trucks is the only win condition. If you can even find the last one with your radar destroyed.
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