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Developed by the American game studio Vicious Cycle Software and distributed by Creator/D3Publisher. The game is available on the UsefulNotes/{{PS3}}, UsefulNotes/Xbox360, and PC.

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Developed by the American game studio Vicious Cycle Software and distributed by Creator/D3Publisher. The game is available on the UsefulNotes/{{PS3}}, UsefulNotes/Xbox360, Platform/{{PS3}}, Platform/Xbox360, and PC.
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* EnemyDetectingRadar: Every armor class has a radar that displays enemies signal (in a fade-in then fade-out sort of way) in a limited radius. The Tactical Armor can deploy a radar device that constantly display enemies in a larger radius.

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* EnemyDetectingRadar: Every armor class has a radar that displays enemies signal (in a fade-in then fade-out FadeIn FadeOut sort of way) in a limited radius. The Tactical Armor can deploy a radar device that constantly display enemies in a larger radius.
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IUEO now


* AwesomeMcCoolname: [[spoiler:Lightning Alpha's name is exactly that: Lightning Alpha.]]
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* InvulnerableCivilians: While you are your squadmates are definitely not FriendlyFireproof, the civilians that spend the first minute or so of most levels screaming and running past you in a blind panic fortunately are. The Ravagers oddly can't hurt them either, they're purely there for effect.
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* ArtMajorBiology: Everyone knows giant bugs simply aren't possible, at least not simply by scaling them up; the SquareCubeLaw tends to get in the way of that.

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* ArtMajorBiology: ArtisticLicenseBiology: Everyone knows giant bugs simply aren't possible, at least not simply by scaling them up; the SquareCubeLaw tends to get in the way of that.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: See the entries for BeamSpam above.



* FrickinLaserBeams: See the entries for BeamSpam above.
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** Also, if you get into a tank, the AI allies will take the two pintle-mounted machine guns... and will then ''refuse'' to get out again when you do (since the tank isn't suitable for taking on all opponent e.g flying enemies), staying in until the tank is destroyed, which will happen in short order to the tank now being an immobile sitting duck without its driver, but still drawing enemy fire because of its remaining occupants

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** Also, if you get into a tank, the AI allies will take the two pintle-mounted machine guns... and will then ''refuse'' to get out again when you do (since the tank isn't suitable for taking on all opponent e.g flying enemies), staying in until the tank is destroyed, which will happen in short order due to the tank now being an immobile sitting duck without its driver, but still drawing enemy fire because of its remaining occupants
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** Also, if you get into a tank, the AI allies will take the two pintle-mounted machine guns... and will then ''refuse'' to get out again when you do (since the tank isn't suitable for taking on all opponent e.g flying enemies), staying in until the tank is destroyed, which will happen in short order to the tank now being an immobile sitting duck without its driver, but still drawing enemy fire because of its remaining occupants

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Various edits.


The SpiritualSuccessor to the VideoGame/EarthDefenseForce2017 game. The game shares tropes from the various games in the Earth Defense Force series but uses them a bit differently in several cases.

Developed by the American Game studio Vicious Cycle Software and distributed by D3 Publishers. The game is available on the UsefulNotes/{{PS3}}, UsefulNotes/XBox360, and PC.

The game departs from the look of it's predecessor but keeps the spirit of the game play, with updated graphics and effects. The developers worked with the original distributors, D3, to help keep the game in the spirit of it's predecessors. In addition, comments and opinions from the fan base were taken into the account and in many cases implemented into the game. More weapons, the return of a flight based armor, reloadable energy weapons, online and local co-op, and cheesy dialogue are some of the examples. You're still fighting over the top B-movie style enemies; they range from an assortment of giant bugs, giant cybernetic bugs, space ships, giant robots, and the usual alien flying craft.

The game makes a major change with its new gameplay modes. The game has single player with AI bot support, Local or Couch Co-Op, Xbox Live and Play Station Network support for online co-op, Remix mode and a new Survival Mode.

Unlike the previous game with multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each, and has 3 difficulty modes: Normal, Hard, and Inferno. Each mission takes place in a themed area in the city of New Detroit, is longer than those in the previous games, and players can repeat them to [[LevelGrinding level up]], earn credits and earn more [[RandomlyDrops weapons]]. Once the game is beaten, Remix mode and the ability to turn off the AI are unlocked . In Remix mode the game uses a different set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises.

The number of weapons is over 300, divided into 6 types (Assault Rifle, Grenade Launcher, Missile Launcher, Rocket Launcher, Shotgun and Sniper Rifle); each gun has a level (tier) and armor class requirement.

There are now 4 different playable armor classes, which the player must be level up separately if they want to use all the weapons the game has.

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The SpiritualSuccessor to the VideoGame/EarthDefenseForce2017 ''VideoGame/EarthDefenseForce2017'' game. The game shares tropes from the various games in the Earth Defense Force ''VideoGame/EarthDefenseForce'' series but uses them a bit differently in several cases.

Developed by the American Game game studio Vicious Cycle Software and distributed by D3 Publishers. Creator/D3Publisher. The game is available on the UsefulNotes/{{PS3}}, UsefulNotes/XBox360, UsefulNotes/Xbox360, and PC.

The game departs from the look of it's its predecessor but keeps the spirit of the game play, with updated graphics and effects. The developers worked with the original distributors, D3, to help keep the game in the spirit of it's predecessors. In addition, comments and opinions from the fan base were taken into the account and in many cases implemented into the game. More weapons, the return of a flight based armor, reloadable energy weapons, online and local co-op, and cheesy dialogue are some of the examples. You're still fighting over the top B-movie style enemies; they range from an assortment of giant bugs, giant cybernetic bugs, space ships, giant robots, and the usual alien flying craft.

The game makes a major change with its new gameplay modes. The game has single player with AI bot support, Local or Couch Co-Op, local co-op, Xbox Live and Play Station [=PlayStation=] Network support for online co-op, Remix mode and a new Survival Mode.

Unlike the previous game with multitude of short missions with several difficulty levels, the game consists of 3 three chapters with 5 five missions each, and has 3 three difficulty modes: Normal, Hard, and Inferno. Each mission takes place in a themed area in the city of New Detroit, is longer than those in the previous games, and players can repeat them to [[LevelGrinding level up]], earn credits and earn more [[RandomlyDrops weapons]]. Once the game is beaten, Remix mode and the ability to turn off the AI are unlocked .unlocked. In Remix mode the game uses a different set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises.

The number of weapons is over 300, divided into 6 six types (Assault Rifle, Grenade Launcher, Missile Launcher, Rocket Launcher, Shotgun and Sniper Rifle); each gun has a level (tier) and armor class requirement.

There are now 4 four different playable armor classes, which the player must be level up separately if they want to use all the weapons the game has.



Each armor class is improved by finishing missions with it. There are 8 total armor levels. Normal difficulty allows unlocking up to Level 5, Hard allows you to level up as far as Level 7, and Inferno Mode must be risked to achieve Level 8. Upgraded armors gain access to more powerful equipment, improved abilities, health, and other perks.

There are two ways to acquire weapons. One way is to simply level up, as each new level rewards the player with a few weapons of the appropriate tier. However, these weapon must be 'purchased' using 'credits' earned by finishing missions. The other way is to kill mini-bosses, which have a chance to drop weapons (of a random tier and armor class, regardless of it having been dropped before). Weapons acquired this way doesn't cost credits to buy.

!!This VideoGame Provides examples of the Following Tropes.

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Each armor class is improved by finishing missions with it. There are 8 eight total armor levels. Normal difficulty allows unlocking up to Level 5, Hard allows you to level up as far as Level 7, and Inferno Mode must be risked to achieve Level 8. Upgraded armors gain access to more powerful equipment, improved abilities, health, and other perks.

There are two ways to acquire weapons. One way is to simply level up, as each new level rewards the player with a few weapons of the appropriate tier. However, these weapon must be 'purchased' using 'credits' earned by finishing missions. The other way is to kill mini-bosses, which have a chance to drop weapons (of a random tier and armor class, regardless of it having been dropped before). Weapons acquired this way doesn't cost credits to buy.

buy.

The Xbox 360 game was given away for free to Xbox Live Gold members from May 1 to 15, 2019.

!!This VideoGame Provides video game provides examples of the Following Tropes.
following tropes:
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* AKA47: Parodied. The fictional weaponry's name are getting more ridiculous the stronger the weapon is, featuring gems such as "Beezy Remhod" or "Chingon Qhrgwhqhr".
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* {{Badass}}: Most of the EDF, really, given they're up against an overwhelming number of ''giant bugs''. Sully gets special mention though, for [[spoiler:flying in to rescue Lightning Squad, despite there being a ''giant alien mothership'' overhead, and being in the blast radius of what is essentially a nuclear weapon. The whole area has been designated a 'no-fly zone' by Command to boot.]]
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Um, EDF 2 had 300 and Portable had over 300, GDF had 111 and 2017 had 171. No game had 100.


The number of weapons is increased from 100 to over 300 guns divided into 6 types (Assault Rifle, Grenade Launcher, Missile Launcher, Rocket Launcher, Shotgun and Sniper Rifle); each gun has a level (tier) and armor class requirement.

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The number of weapons is increased from 100 to over 300 guns 300, divided into 6 types (Assault Rifle, Grenade Launcher, Missile Launcher, Rocket Launcher, Shotgun and Sniper Rifle); each gun has a level (tier) and armor class requirement.
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* MultipleEnding: Kinda. There's ''one'' ending, but how much of it you actually get to see depends on what difficulty you're on. On Normal, [[spoiler:the ending cuts right when Lightning Squad is about to be consumed by the blast]]. On Hard, [[spoiler:the ending plays out longer to show Lightning managed to escape]], and on Inferno, [[spoiler:the ending goes beyond ''that'' to have the members of Lightning engage in some lighthearted banter with Command.]]

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* MultipleEnding: MultipleEndings: Kinda. There's ''one'' ending, but how much of it you actually get to see depends on what difficulty you're on. On Normal, [[spoiler:the ending cuts right when Lightning Squad is about to be consumed by the blast]]. On Hard, [[spoiler:the ending plays out longer to show Lightning managed to escape]], and on Inferno, [[spoiler:the ending goes beyond ''that'' to have the members of Lightning engage in some lighthearted banter with Command.]]
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* MultipleEnding: Kinda. There's ''one'' ending, but how much of it you actually get to see depends on what difficulty you're on. On Normal, [[spoiler:the ending cuts right when Lightning Squad is about to be consumed by the blast]]. On Hard, [[spoiler:the ending plays out longer to show Lightning managed to escape]], and on Inferno, [[spoiler:the ending goes beyond ''that'' to have the members of Lightning engage in some lighthearted banter with Command.]]
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* HitScan: Not a hint of it here, save perhaps the Jet's particle beam cannons.

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* HitScan: {{Hitscan}}: Not a hint of it here, save perhaps the Jet's particle beam cannons.
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Developed by the American Game studio Vicious Cycle Software and distributed by D3 Publishers. The game is available on the PS3, {{Xbox 360}}, and PC.

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Developed by the American Game studio Vicious Cycle Software and distributed by D3 Publishers. The game is available on the PS3, {{Xbox 360}}, UsefulNotes/{{PS3}}, UsefulNotes/XBox360, and PC.
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* PoweredArmor: The four armor classes in the game. They give additional protection and allow the soldier to sprint and dodge without tiring. Jet armor provides flight ability, and Battle Armor allow the soldiers to wield [[BFG huge and destructive weapons]].

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* PoweredArmor: The four armor classes in the game. They give additional protection and allow the soldier to sprint and dodge without tiring. Jet armor provides flight ability, and Battle Armor allow the soldiers to wield [[BFG [[{{BFG}} huge and destructive weapons]].
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Fragile Speedsters are fragile. Lightning Bruisers are tough. You can\'t be both.


* Jet Armor: The Crowd Controller, a FragileSpeedster / LightningBruiser with powerful energy weapons. A return of the Pale Wing Style Character from the earlier games. Like the Pale Wing character, the Jet Armor can fly and uses energy weapons almost exclusively. Flying and reloading weapon drain the energy bar. The armor has low defense and is weak at close quarter fights. It cannot use Shotguns.

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* Jet Armor: The Crowd Controller, a FragileSpeedster / LightningBruiser GlassCannon with powerful energy weapons. A return of the Pale Wing Style Character from the earlier games. Like the Pale Wing character, the Jet Armor can fly and uses energy weapons almost exclusively. Flying and reloading weapon drain the energy bar. The armor has low defense and is weak at close quarter fights. It cannot use Shotguns.

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added tropes


* PersonalSpaceInvader: The Ticks, which latch on a soldier and, if not shaken off fast enough, explode and cause a lot of damage.



* PoweredArmor: The four armor classes in the game. They give additional protection and all the armors have some perk associated with their armor type.

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* PoweredArmor: The four armor classes in the game. They give additional protection and all allow the armors have some perk associated with their soldier to sprint and dodge without tiring. Jet armor type.provides flight ability, and Battle Armor allow the soldiers to wield [[BFG huge and destructive weapons]].



* RecursiveAmmo: A common theme among the various weapons, especially missile launchers. Two common variants are cluster munitions or bullets that split into more bullets. Certain grenade launchers and rocket launchers also spit out submunitions in-flight to make a path of destruction, similar to the Exploding Shot subtype of SpreadShot.

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* RecursiveAmmo: A common theme among the various weapons, especially Ammo of some missile launchers. Two common variants are cluster munitions or bullets that split into more bullets. Certain launchers, rocket launchers and grenade launchers and rocket launchers also spit out submunitions in-flight to make behave like this. After travelling a path of destruction, similar to certain distance, the Exploding Shot subtype of SpreadShot.shot split into several (guided or unguided) projectiles. Some Assault Rifle ammo has this ability as well.



* SentryGun: The Turrets the tactical armor can drop.

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* SentryGun: The Turrets the tactical armor can drop. deploy various types of turrets (rocket, missile, plasma, machine gun, etc), but only one at a time, since each one consumes 70% the energy bar.



* ShortRangeShotgun: Most of the shotguns fall under this trope as they are best in very close quarters.

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* ShortRangeShotgun: Most of the shotguns fall under this trope as they are best in very close quarters.trope. Some features homing pellets, so their range is significantly increased.



* SortingAlgorithmOfWeaponEffectiveness: As you advance your armors level you get access to more powerful and effective weapons in the shop. Higher difficulty weapon drops are also better.

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* SortingAlgorithmOfWeaponEffectiveness: As you advance your armors level you get access to can buy more powerful and effective version of your standard weapons. However, some low-level dropped weapons in (like missile launchers reversed-engineered from Ravager technologies), is more effective than the shop. Higher difficulty weapon drops are also better.high-level standard ones, featuring an effective combination of fire rate, reload time and blast radius, despite having lower damage.


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* ViolationOfCommonSense: You ally is low on health? Shoot and incapacitate him, then [[DeathIsCheap revive him]] for instant 100% health. Same for the player character. If there are few health packs nearby, just kill yourself and let your ally revive you, then pick up those health packs for armor boosts.
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* BodyArmorAsHitPoints: After your green health bar reaches 100%, collecting additional health kits turns the bar yellow and display "Armor boost".


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* LevelGrinding: Technically, doing this not required to beat the game on Normal. On Hard or Inferno, however, you will need to level up and buy more damaging weapons to get through the last levels. (Hard becomes manageable at level 6, and Inferno at level 7). To get your hands on the awesomely destructive Pesticide weapons, however, some rather serious grinding is needed. (To put things in perspective, to get from level 1 to 2 requires 1500 xp, but getting from 7 to 8 requires around 500-600 ''thousand'' xp).
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* ExcusePlot: The game's title sums up the plot perfectly. All you need to know is: stay alive and shoot bugs in the face.

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* ExcusePlot: The game's title sums up the plot perfectly. All you need to know is: stay alive revolves around an alien invasion using various giant insects, giant robots, and shoot bugs in other enemies. The game is all about the face.fighting off the alien invaders.



* Overheating: All the mounted miniguns have this problem, despite multiple barrels are meant to counter overheating.

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* Overheating: {{Overheating}}: All the mounted miniguns have this problem, despite multiple barrels are meant game mechanic to counter overheating.offset the infinite ammo.

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Unlike the previous game with multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each, and has 3 difficulty modes: Normal, Hard, and Inferno. Each mission takes place in a themed area in the city of New Detroit, is longer than those in the previous games, and players can repeat them to [[LevelGrinding level up]], earn credits and earn more [[RandomDrops weapons]]. Once the game is beaten, Remix mode and the ability to turn off the AI are unlocked . In Remix mode the game uses a different set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises.

to:

Unlike the previous game with multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each, and has 3 difficulty modes: Normal, Hard, and Inferno. Each mission takes place in a themed area in the city of New Detroit, is longer than those in the previous games, and players can repeat them to [[LevelGrinding level up]], earn credits and earn more [[RandomDrops [[RandomlyDrops weapons]]. Once the game is beaten, Remix mode and the ability to turn off the AI are unlocked . In Remix mode the game uses a different set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises.



There are two ways to acquire weapons. One way is to simply level up, as each new level rewards the player with a few weapons of the appropriate tier. However, these weapon must be 'purchased' using 'credits' earned by finishing missions. The other way is to kill mini-bosses, which have a chance to drop weapons (of a random tier, armor class, regardless of it having been dropped before). Weapons acquired this way doesn't cost credits to buy.

to:

There are two ways to acquire weapons. One way is to simply level up, as each new level rewards the player with a few weapons of the appropriate tier. However, these weapon must be 'purchased' using 'credits' earned by finishing missions. The other way is to kill mini-bosses, which have a chance to drop weapons (of a random tier, tier and armor class, regardless of it having been dropped before). Weapons acquired this way doesn't cost credits to buy.



* DestructiveSaviour: The trope is never mentioned by name, but normally in each mission, you pretty much flatten every building within reach. More often than not, it is a ''preferred'' strategy to have a clear line of sight to the bugs and avoid having a missile blow up mere feet away from your face.



* EnemyDetectingRadar: The player has limited radar that “pings” or sends out a invisible wave that helps detect enemies in a limited radius. The Tactical Armor can deploy a radar device to more effectively detect enemies in a larger radius.

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* EnemyDetectingRadar: The player Every armor class has limited a radar that “pings” or sends out a invisible wave that helps detect displays enemies signal (in a fade-in then fade-out sort of way) in a limited radius. The Tactical Armor can deploy a radar device to more effectively detect that constantly display enemies in a larger radius.


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* ExcusePlot: The game's title sums up the plot perfectly. All you need to know is: stay alive and shoot bugs in the face.


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* Overheating: All the mounted miniguns have this problem, despite multiple barrels are meant to counter overheating.

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The game makes a major change with its new game play modes. The game has single player with AI bot support, Local or Couch Co-Op, Xbox Live and Play Station Network support for online co-op, Remix mode and a new Survival Mode. The bot support is in the form of one or two AI bots depending on game mode. The game ups the ante in weapons from 100+ to over 300+ different weapons, which are divided into sets usable by one of the new armor classes.

There are now 4 different playable armor classes.
* The Trooper Armor: The JackOfAllTrades, a CombatMedic with a respectable array of weapon choices, most like Storm 1 from VideoGame/EarthDefenseForce2017. The armor also gets the bonus of being the only armor that can use certain unique weapons none of the other armors can. This Trooper has the fastest reload times, fastest foot speed, and the fastest revive times for downed allies. The armors benefits are offset by a lack of special abilities and having relatively low defense.
* Jet Armor: The Crowd Controller, a LightningBruiser with powerful energy weapons. A return of the Pale Wing Style Character from the earlier games. Like the Pale Wing character, the Jet Armor can fly and uses energy weapons almost exclusively. The armor can fly up to some of the building tops, dodge mid air, and has limited flight capabilities. The flight and weapon reloads drain the special ability energy bar; if the bar runs out completely, it has to recharge before the suit can fly again, and the reload process is frozen. The armor is limited in it’s ability to fight enemies close in and has low defense.
* Tactical Armor: The Support specialist, a GadgeteerGenius with gun turrets, mines, and other deployables. The armor can drop additional deployables onto the field which feed off of the special ability energy bar for the armor. The deployables include machine gun turrets, plasma turrets which fire an area of effect attack, mines, and radar turrets. The armor cannot use as many powerful weapons as the other armors and is not as good at fighting flying enemies as the other armors.
* Battle Armor: The Heavy Weapons specialist, a MightyGlacier with an arm mounted EnergyShield. The Battle armor wields some of the most powerful weapons in the game, such as heavy machine guns, mortars, and other powerful ordinance. The energy shield also doubles as a weapon being able to either electrocute enemies that come too close or emitting a powerful blast wave of energy, similar to the shockwaves used by the Hector Mark 2 and Mantis. Unfortunately, all that extra firepower and protection comes at a serious cost, as the Battle Armor is the slowest of all, and moves even slower with the EnergyShield deployed. The two abilities for the shield also rapidly drain the Armor's energy bar.

You can power up your armors in a manner similar to gaining experience based on how many points you earn in the missions. There are 8 total armor levels; Normal difficulty allows unlocking up to Level 5, Hard allows you to level up as far as Level 7, and Inferno Mode must be risked to achieve Level 8. As you improve your armors they gain access to more powerful weapons, improved abilities, increased health, and other perks such as faster reloading.

The game uses a 'credit' purchase shop and a unique weapon system to buy the various weapons in the game; credits are earned much like experience and go towards an overall total that can be spent on weapons for any armour. The special weapons that are dropped by elite enemies are randomized like in the previous games. You no longer have to gather armor pickups to increase your health, instead you level up your armor to gain increased maximum health.

Instead of the traditional multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each. Each mission takes place in a themed area in the city of New Detroit. Each mission is longer than the missions in the other games, and after beating a mission players can go back and play them again as they are in campaign mode missions. Once the game is beaten the first time you unlock Remix mode and the ability to turn off the AI. In Remix mode the game uses a different set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises. Finally, there are now only 3 difficulty modes; Normal, Hard, and Inferno.

to:

The game makes a major change with its new game play gameplay modes. The game has single player with AI bot support, Local or Couch Co-Op, Xbox Live and Play Station Network support for online co-op, Remix mode and a new Survival Mode. The bot support is

Unlike the previous game with multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each, and has 3 difficulty modes: Normal, Hard, and Inferno. Each mission takes place in a themed area
in the form city of one or two AI bots depending on New Detroit, is longer than those in the previous games, and players can repeat them to [[LevelGrinding level up]], earn credits and earn more [[RandomDrops weapons]]. Once the game mode. The is beaten, Remix mode and the ability to turn off the AI are unlocked . In Remix mode the game ups the ante in weapons from 100+ to over 300+ uses a different weapons, which are set of enemy spawn settings for each mission, such as replacing all Hectors with Mantises.

The number of weapons is increased from 100 to over 300 guns
divided into sets usable by one of the new 6 types (Assault Rifle, Grenade Launcher, Missile Launcher, Rocket Launcher, Shotgun and Sniper Rifle); each gun has a level (tier) and armor classes.

class requirement.

There are now 4 different playable armor classes.
classes, which the player must be level up separately if they want to use all the weapons the game has.
* The Trooper Armor: The JackOfAllTrades, a JackOfAllTrades CombatMedic with a respectable array of which can use all weapon choices, most types, like Storm 1 from VideoGame/EarthDefenseForce2017. The This armor also gets the bonus of being the only armor that can use certain unique weapons none of the other armors can. This Trooper has the fastest reload times, fastest foot time, running speed, and the fastest revive times time for downed allies. The armors benefits are offset by a lack of special abilities and having relatively low defense.
* Jet Armor: The Crowd Controller, a FragileSpeedster / LightningBruiser with powerful energy weapons. A return of the Pale Wing Style Character from the earlier games. Like the Pale Wing character, the Jet Armor can fly and uses energy weapons almost exclusively. Flying and reloading weapon drain the energy bar. The armor can fly up to some of the building tops, dodge mid air, and has limited flight capabilities. The flight and weapon reloads drain the special ability energy bar; if the bar runs out completely, it has to recharge before the suit can fly again, and the reload process is frozen. The armor is limited in it’s ability to fight enemies close in and has low defense.
defense and is weak at close quarter fights. It cannot use Shotguns.
* Tactical Armor: The Support specialist, a GadgeteerGenius with various gun turrets, mines, mine, radar and other deployables. The armor can drop additional deployables onto the field deployables, which feed off of consumes the special ability energy bar for the armor. The deployables include machine gun turrets, plasma turrets which fire an area of effect attack, mines, and radar turrets. The armor cannot use as many powerful bar. Its weapons as (except Missile Launchers) tend to be weaker than those of the other armors in the same tier, and is Sniper Rifles are not as good at fighting flying enemies as the other armors.
available for this armor class.
* Battle Armor: The Heavy Weapons specialist, MightyGlacier, a MightyGlacier literal human tanks with tons of armor, an arm mounted EnergyShield. The Battle armor wields EnergyShield (which can also be used for offensive purposes) and armed with some of the most powerful weapons in the game, such as heavy machine guns, mortars, and other powerful ordinance. The energy shield also doubles as a weapon being able to either electrocute enemies that come too close or emitting a powerful blast wave of energy, similar to game. On the shockwaves used by the Hector Mark 2 and Mantis. Unfortunately, all that extra firepower and protection comes at a serious cost, as down side, the Battle Armor is the slowest of all, and moves even slower cannot use Sniper Rifles.

Each armor class is improved by finishing missions
with the EnergyShield deployed. The two abilities for the shield also rapidly drain the Armor's energy bar.

You can power up your armors in a manner similar to gaining experience based on how many points you earn in the missions.
it. There are 8 total armor levels; levels. Normal difficulty allows unlocking up to Level 5, Hard allows you to level up as far as Level 7, and Inferno Mode must be risked to achieve Level 8. As you improve your Upgraded armors they gain access to more powerful weapons, equipment, improved abilities, increased health, and other perks such perks.

There are two ways to acquire weapons. One way is to simply level up,
as faster reloading.

The game uses a 'credit' purchase shop and a unique weapon system to buy
each new level rewards the various player with a few weapons in of the game; credits are appropriate tier. However, these weapon must be 'purchased' using 'credits' earned much like experience and go towards an overall total that can be spent on weapons for any armour. The special weapons that are dropped by elite enemies are randomized like in the previous games. You no longer have to gather armor pickups to increase your health, instead you level up your armor to gain increased maximum health.

Instead of the traditional multitude of short missions with several difficulty levels, the game consists of 3 chapters with 5 missions each. Each mission takes place in a themed area in the city of New Detroit. Each mission is longer than the missions in the other games, and after beating a mission players can go back and play them again as they are in campaign mode
finishing missions. Once the game The other way is beaten the first time you unlock Remix mode and the ability to turn off the AI. In Remix mode the game uses kill mini-bosses, which have a different set chance to drop weapons (of a random tier, armor class, regardless of enemy spawn settings for each mission, such as replacing all Hectors with Mantises. Finally, there are now only 3 difficulty modes; Normal, Hard, and Inferno.it having been dropped before). Weapons acquired this way doesn't cost credits to buy.
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* AttackOfThe50FootWhatever: Giant Robots, Even Bigger Giant Robots, Giant Robot Praying Mantises, Giant Robot Daddy Long Legs, and of course the giant insects.Turrets[[/note]] in particular.

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* AttackOfThe50FootWhatever: Giant Robots, Even Bigger Giant Robots, Giant Robot Praying Mantises, Giant Robot Daddy Long Legs, and of course the giant insects.Turrets[[/note]] in particular.



* WorldOfPun: Achievement names, ''Nothing Turret''[[note]]Get 500 kills using Base

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* WorldOfPun: Achievement names, ''Nothing Turret''[[note]]Get 500 kills using Base Turrets[[/note]] in particular.

Added: 84

Changed: 187

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* AttackOfThe50FootWhatever: Giant Robots, Even Bigger Giant Robots, Giant Robot Praying Mantises, Giant Robot Daddy Long Legs, and of course the giant insects.
* WorldOfPun: Achievement names, ''Nothing Turret''[[note]]Get 500 kills using Base Turrets[[/note]] in particular.

to:

* AttackOfThe50FootWhatever: Giant Robots, Even Bigger Giant Robots, Giant Robot Praying Mantises, Giant Robot Daddy Long Legs, and of course the giant insects.
* WorldOfPun: Achievement names, ''Nothing Turret''[[note]]Get 500 kills using Base
insects.Turrets[[/note]] in particular.particular.
* AwesomeMcCoolname: [[spoiler:Lightning Alpha's name is exactly that: Lightning Alpha.]]


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* WorldOfPun: Achievement names, ''Nothing Turret''[[note]]Get 500 kills using Base
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This VideoGame Provides examples of the Following Tropes.
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This

!!This
VideoGame Provides examples of the Following Tropes.
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Hottip cleanup.


* WorldOfPun: Achievement names, ''Nothing Turret''[[hottip:*:Get 500 kills using Base Turrets]] in particular.

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* WorldOfPun: Achievement names, ''Nothing Turret''[[hottip:*:Get Turret''[[note]]Get 500 kills using Base Turrets]] Turrets[[/note]] in particular.

Added: 243

Changed: 1114

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* InfinityMinusOneSword: A whole stack of them - many of the weapons unlocked by the armour-specific DLC packs are significantly more powerful than the other weapons in the same tier in one way or another. A solid example would be the Fleebus M-ARS ([[FunWithAcronyms Magnum Assault Rifle System]]) - very high powered assault rifle. Whilst it has half the capacity of the standard assault rifle... it reloads quickly, has nigh-perfect accuracy, and deals twice as much damage as that standard assault rifle.
* Infinity+1Swrod: The Pesticide series of weapons. Extremely high damage often with large blast radiuses. Basically pocket nukes for the players. Also the hardest weapons to get as it requires beating the game on Inferno difficulty to even unlock the option.

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* InfinityMinusOneSword: InfinityMinusOneSword:
**
A whole stack of them - many of the weapons unlocked by the armour-specific DLC packs are significantly more powerful than the other weapons in the same tier in one way or another. A solid example would be the Fleebus M-ARS ([[FunWithAcronyms Magnum Assault Rifle System]]) - very high powered assault rifle. Whilst it has half the capacity of the standard assault rifle... it reloads quickly, has nigh-perfect accuracy, and deals twice as much damage as that standard assault rifle.
* Infinity+1Swrod: ** The Pesticide series of weapons. Extremely high damage often with large blast radiuses. Basically pocket nukes for the players. Also the hardest weapons to get as it requires beating the game on Inferno difficulty to even unlock the option.
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The SpiritualSuccessor to the VideoGame/EarthDefenseForce2017 game. The game shares tropes form the various games in the Earth Defense Force series but uses them a bit differently in several cases.

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The SpiritualSuccessor to the VideoGame/EarthDefenseForce2017 game. The game shares tropes form from the various games in the Earth Defense Force series but uses them a bit differently in several cases.

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