Follow TV Tropes

Following

History VideoGame / MetalFatigue

Go To

OR

Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* DropTheHammer: Mil-Agro's top-tier melee arm with raw damage unrivaled by any other melee arm in the game. On the other hand, it is also the heaviest arm in the game, requiring Strength Legs or Speed Legs to be dual-wielded without slowing the combot down.

Added: 460

Changed: 557

Is there an issue? Send a MessageReason:
None


* HoistByHisOwnPetard: Zekiel Cob [[spoiler:attempting to pull a YouHaveFailedMe on Brik results in the latter deactivating Stefan's RestrainingBolt implants, causing Stefan and Akiri to save Brik from execution and have him deactivate ''everyone's'' implants]], causing the downfall of the Cobs.



* MindControl: How the Cobs keep the rest of Mil-Agro in line: they outfit everyone else with neural implants that cause any Cob's orders to act as a CompellingVoice.

to:

* MindControl: How the Cobs keep the rest of Mil-Agro in line: they outfit everyone else with neural implants that cause any Cob's orders to act as a CompellingVoice. This ends up working a little ''too'' well in the end when it turns out that if none of the Cobs actually say that a squad that [[spoiler:had their implants deactivated]] isn't allowed to, say, tightbeam into the field HQ to [[spoiler:crash the execution of someone the Patriarch of the Cobs personally ordered dead]], nobody is actually capable of refusing the request out of their own volition.



** Depends on map. In a mid-level mission in the Mil-Agro campaign, the Rimtech AI attacks with four or five combots at a time.

to:

** Depends It primarily seems to depend on map. In a mid-level mission in the Mil-Agro campaign, AI's access to resources, however. With a secure supply, the Rimtech AI attacks will not hesitate to attack with four or five half a dozen combots at a time.


Added DiffLines:

* MovingTheGoalposts: Neuropa's way of keeping Jonus in their service, repeatedly saying "just a few more missions" when he tries to quit. He eventually catches on.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FourIsDeath: Rimtech Mission 4 is when the kid gloves come off. Prior missions were against one faction at a time with simple objectives, only really need to worry about one additional front and facing a few combots which they can't replace. Now you're in a three way battle, under attack from the moment you arrive, the enemy are cranking out combots as fast as you can kill them and you better be coordinating between the secondary maps or you're hosed.


Added DiffLines:

* GoodOldFisticuffs: Fist Arms enable combots to fight this way. While they're nowhere near as good as Blades for removing limbs they've got much higher armor values to go with their impressive raw damage.
Is there an issue? Send a MessageReason:
An Axe To Grind is no longer a trope


* AnAxeToGrind: Mil-Agro's basic melee arm does fairly good damage despite being early tier, though it is also quite heavy to the point of being impossible to dual-wield without Strength Legs.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* NintendoHard: This game doesn't screw around. This can often simply be FakeDifficulty however, due to the fact that TheComputerIsACheatingBastard. Thought the Rimtech campaign was hard? [[UpToEleven Try Mil-Agro]] [[SerialEscalation or Neuropa.]]

to:

* NintendoHard: This game doesn't screw around. This can often simply be FakeDifficulty however, due to the fact that TheComputerIsACheatingBastard. Thought the Rimtech campaign was hard? [[UpToEleven Try Mil-Agro]] Mil-Agro [[SerialEscalation or Neuropa.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TookALevelInBadass: Stefan. Fresh out of training, captured and brainwashed by Mil-Agro into their service, he's little more than a scared little kid at the beginning of his campaign. By the end, he leads a slave uprising against the Cobs, calls Diego out on his actions and issues an open proclamation to Rimtech and Neuropa that the next person who tries to boss him or his fellow slaves around is dead man walking.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArmorPiercingQuestion: Stefan delivers ''two'' to Diego in the Rimtech ending. [[HeelRealization It works.]]
-->'''Stefan:''' You've won this battle. It's time to end this!
-->'''Diego:''' He killed [[spoiler:Issadora]]!
-->'''Stefan:''' And when you kill ''my'' friend, do I then have to kill ''you''? [[CycleOfRevenge Where does it end?]]
-->'''Diego:''' Stefan... come back with me.
-->'''Stefan:''' To your new vision of Rimtech? A [=CorpoNation=] without honor?


Added DiffLines:

-->'''Diego:''' My little brother's grown up... heh, maybe more than I have.


Added DiffLines:

* WhatYouAreInTheDark: Despite having deserted Rimtech to side with Neuropa, in his campaign ending Jonus [[spoiler:lets Diego and Stefan escape his forces, rather than hunting them down]].
-->'''Overseer:''' Inquiry: what profit is gained by allowing their escape?
-->'''Jonus:''' Profit? For Neuropa, none. For Jonus Angelus, more than you could ever know.

Added: 1734

Changed: 1

Removed: 35

Is there an issue? Send a MessageReason:
None


* FramingDevice: All missions are framed as after-action reports by the MissionControl [=AIs=] used by all three factions instead of straight-up briefings, seemingly LeaningOnTheFourthWall until the final cutscene, which reveals that [[spoiler:said MissionControl [=AIs=] were collating that information for the ''Hedoth'' in order to evaluate whether humanity is worthy of becoming SlaveMooks]].



* HumansAreWarriors: The conclusion of MissionControl's narration in the final cutscene, [[spoiler:said to the returned Hedoth]].



* SecretTestOfCharacter: [[spoiler:''The entire game'' was one, orchestrated by the Hedoth to test whether humanity has what it takes to become their SlaveMooks by reverse-engineering and using Hedoth technology to cull their weak until only the strong remain. And humanity passed with flying colors.]]



* UnstoppableRage: Let's say that Diego didn't take [[spoiler:Isadora's death]] well.

to:

* UnstoppableRage: Let's say that Diego didn't take [[spoiler:Isadora's [[spoiler:Issadora's death]] well.



* WhamLine: Pretty much the entirety of the narration in the final cutscene, initially appearing to be leaning on the fourth wall before heading off into an entirely different direction.
-->'''MissionControl:''' Summary: humans are creatures of contradiction. Brilliant, yet foolish; aggressive, yet tender. They were intelligent enough to duplicate my Overseer technology, yet never understood my true purpose or realized that they've been the subject of this test. However, they have mastered the rudiments of Hedoth weaponry. The weak have been culled and only the worthy remain. Conclusion: [[spoiler:[[HumansAreWarriors they will make excellent soldiers in our armies.]] [[AbusivePrecursors The Hedoth Dominion will grow as never before and our victories will outlast the suns themselves.]] [[SlaveRace Welcome back, masters. Humanity is ready to learn obedience.]]]] [[{{Cliffhanger}} End of report.]]



%%** On the other hand, enemy
%% ???
Is there an issue? Send a MessageReason:
Fix


''Metal Fatigue'' is what happens when you take ''VideoGame/CommandAndConquer'', replace the infantry with vehicles and the various tanks with HumongousMecha. Developed by Zono Inc. and published in the US by TalonSoft and in Europe by Creator/{{Psygnosis}} in 2000, it stands out from similar games by boasting a three-level battlefield and customization of the game's primary units, called Combots.

to:

''Metal Fatigue'' is what happens when you take ''VideoGame/CommandAndConquer'', replace the infantry with vehicles and the various tanks with HumongousMecha. Developed by Zono Inc. and published in the US by TalonSoft Creator/TalonSoft and in Europe by Creator/{{Psygnosis}} in 2000, it stands out from similar games by boasting a three-level battlefield and customization of the game's primary units, called Combots.
Is there an issue? Send a MessageReason:
None


** Rimtech's [[ChestBlaster Missile Torso]] and Missile Legs are especially notable for this trope due to firing a salvo of "drunken" missiles that visibly [[{{Robotechning}} Robotech]] around in flight. No other missile weapon in the game demonstrates this behavior.

to:

** Rimtech's [[ChestBlaster Missile Torso]] and Missile Legs are especially notable for this trope due to firing a salvo of "drunken" missiles that visibly [[{{Robotechning}} [[{{Roboteching}} Robotech]] around in flight. No other missile weapon in the game demonstrates this behavior.

Added: 1615

Changed: 1604

Removed: 123

Is there an issue? Send a MessageReason:
None


* ActionGirlfriend: The Rimtech combot pilot Issadora Toltect is this to Diego.
%%[[spoiler:Until Akiri kills her, anyway.]]
* AnAxeToGrind: Mil-Agro's basic melee arm does fairly good damage despite being early tier, though it is also quite heavy.

to:

* ActionGirlfriend: The Rimtech combot pilot Issadora Toltect Toltec is this to Diego.
%%[[spoiler:Until Akiri kills her, anyway.
Diego. When she joins Diego's unit as his XO, Issadora is two levels higher than the maximum Diego can get at that point, resulting in her being able to inflict more damage with the same part loadout. Diego even mentions in his log entries that she's ''very'' good at her job, even better than he hoped for from her reputation alone. [[spoiler:After Jonus' and Stefan's betrayal of Rimtech is discovered, her companionship is the only thing keeping Diego going and her death at Akiri's hands causes Diego to completely go off the deep end.]]
* AnAxeToGrind: Mil-Agro's basic melee arm does fairly good damage despite being early tier, though it is also quite heavy.heavy to the point of being impossible to dual-wield without Strength Legs.



* ArmCannon: Neuropa's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger'' despite being smaller and lighter. Mil-Agro has the Gatling Arm and Cluster Bomb Arm. Neuropa also has a high-tech sniper ArmCannon.

to:

* ArmCannon: Neuropa's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger'' despite being smaller and lighter. Mil-Agro has the Gatling Arm and Cluster Bomb Arm. Neuropa also has a high-tech sniper ArmCannon.ArmCannon and an arm rocket launcher.



* DeflectorShields: Several. Rimtech's Power Shield Arm and Mil-Agro's Power Shield Legs passively increase a combot's health and resistance against energy weapons, while Rimtech's Forcefield Torso grants both energy weapon resistance and an active shield that completely nullifies a single hit against the combot but takes about 30 seconds to recharge after each deflection.



* DualWielding: There's nothing to stop you from equipping the same arm part twice on a combot. On ranged combots, this effectively doubles rate of fire while on melee combots, it dials up their raw damage output quite a bit. On the other hand, dual weapon loadouts run the risk of weighing combots down, [[MightyGlacier slowing them to a crawl]]. Mil-Agro's arm parts especially suffer from this problem due to their heavy weight, to the point where one of their faction-specific legs explicitly exists for this situation.



* GlassCannon: Artillery are very fragile, but their shots hit ''hard'' to the point where a dozen of them will very quickly scratch out even a combot, provided said combot is occupied by someone else.



* LaserBlade: Rimtech's Laser Sword Arm, superior to the Katana in damage output.

to:

* LaserBlade: Rimtech's Laser Sword Arm, superior to the Katana in damage output. Neuropa has an energy ''rotary saw'' as top-tier melee weapon.



* MacrossMissileMassacre: A possible build for a pure Rimtech Combot. [[CripplingOverspecialization Just don't get tied up in close combat though.]]

to:

* MacrossMissileMassacre: A possible build for a pure ranged Rimtech Combot.Combot, consisting of a Missile Torso, Missile Legs and two Longbolt Missile Arms (or Neuropa Homing Missile Arms for lower damage but faster rate of fire). [[CripplingOverspecialization Just don't get tied up in close combat though.]]]]
** Rimtech's [[ChestBlaster Missile Torso]] and Missile Legs are especially notable for this trope due to firing a salvo of "drunken" missiles that visibly [[{{Robotechning}} Robotech]] around in flight. No other missile weapon in the game demonstrates this behavior.



** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons is surprisingly effective. The AI actually does this in the campaign.

to:

** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons to beat them at their own game is surprisingly effective. The a good idea (to the point where even the AI actually does this in the campaign.it).



* MightyGlacier: Mil-Agro units and Combot parts are this. Also any Combot with all Armor parts, such as the Rimtech Armor Torso and Fists, and the Neuropa Armor Legs.

to:

* MightyGlacier: Mil-Agro units and Combot parts are this. Also any Combot with all Armor parts, such as the Rimtech Armor Torso and Fists, and the Neuropa Armor Legs.



** Diego, after disobeying his superior officer's orders and lying to said superior officer in order to get a shot at Akiri, only to end up going on a wild goose chase.
** Stefan, after the Cobs force him to massacre the Rimtech training facility at New Providence.

to:

** Diego, after disobeying his superior officer's orders and lying to said superior officer in order to get a shot at Akiri, only to end up going on a wild goose chase.
chase. [[spoiler:It gets said superior officer killed in a surprise attack Diego wasn't around to repel and Diego is put in command, seemingly unrepentant for his actions until Stefan explicitly tells him off for dragging Rimtech's honor through the mud in the name of personal revenge and Diego gives up on hunting Akiri for good.]]
** Stefan, after the Cobs force him to massacre the Rimtech training facility at New Providence. [[spoiler:Possibly further reinforced when Diego [[TheCassandra refuses to believe the existence of the Cobs' neural implants]] and rejects Stefan's ceasefire offer.]]


Added DiffLines:

* StoneWall: It is possible to arm a combot with two shield arms. While the result will have abysmal melee damage, it can take major punishment before going down and the shields do not prevent it from firing any torso- or leg-mounted ranged weapons.
Tabs MOD

Changed: 19

Is there an issue? Send a MessageReason:
None


The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonus and Stefan Angelus, as well as three [[MegaCorp "CorpoNations"]],: Rimtech, Mil-Agro and Neuropa Limited. Each [=CorpoNation=] has its eyes set on a distant world where a cache of potent alien technology is believed to be hidden. Armed warfare ensues between the three as soon as each makes planetfall. In the opening CutScene, the three brothers, working for Rimtech, find an alien EnergyWeapon while on patrol. Diego, the eldest brother, understandably plans to take the weapon back to their superiors. Jonus, the middle brother, has other plans, however, [[OnlyInItForTheMoney stating that Neuropa would pay top dollar for the technology.]] An argument ensues, and would have come to blows were it not for a sudden Mil-Agro airstrike. In the ensuing chaos, Stefan, [[CaptainObvious the youngest brother,]] is hurled over a cliff, Jonus escapes with the alien weapon and Diego returns home empty-handed, believing Jonus a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he was implanted with a mind control chip by Mil-Agro and pressed into service as their newest champion.

to:

The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonus and Stefan Angelus, as well as three [[MegaCorp "CorpoNations"]],: Rimtech, Mil-Agro and Neuropa Limited. Each [=CorpoNation=] has its eyes set on a distant world where a cache of potent alien technology is believed to be hidden. Armed warfare ensues between the three as soon as each makes planetfall. In the opening CutScene, the three brothers, working for Rimtech, find an alien EnergyWeapon while on patrol. Diego, the eldest brother, understandably plans to take the weapon back to their superiors. Jonus, the middle brother, has other plans, however, [[OnlyInItForTheMoney stating that Neuropa would pay top dollar for the technology.]] An argument ensues, and would have come to blows were it not for a sudden Mil-Agro airstrike. In the ensuing chaos, Stefan, [[CaptainObvious the youngest brother,]] brother, is hurled over a cliff, Jonus escapes with the alien weapon and Diego returns home empty-handed, believing Jonus a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he was implanted with a mind control chip by Mil-Agro and pressed into service as their newest champion.
Is there an issue? Send a MessageReason:
None


** Jonus also gets this near the end of the Neuropa campaign, resulting in him becoming [[spoiler:TheAtoner]].

to:

** Jonus also gets one this near the end of the Neuropa campaign, resulting in him becoming [[spoiler:TheAtoner]].
Is there an issue? Send a MessageReason:
Added something.

Added DiffLines:

** Jonus gets when he [[spoiler: discovers Komrov was mind-controlled by Mil-Agro after he kills him in the second to last mission in the Neuropa campaign. This combined with the fact that it's impossible for him to leave Neuropa results in him regretting his choices and becoming TheAtoner.]]
Is there an issue? Send a MessageReason:
Moved Demonic Spiders to YMMV tab


* DemonicSpiders: The scorpion-looking Alien Tanks that guard certain Hedoth structures or areas. They are to vehicles the same way the Black Combots are this to everything else. They are pretty tough and resistant while sporting a weapon that has superior firing rate along with better damage. Individually they are not a threat to a combot, but a large group can be an extreme threat to a whole team of combots (especially if they don't sport energy-resistant parts).
Is there an issue? Send a MessageReason:
It says quite clearly on the page for And The Fandom Rejoiced not to link to it. It is for in-universe examples and links from the descriptions at the beginning of related trope pages only.


* AndTheFandomRejoiced: A lot of people became happy when as of 21st of June 2018, [[GOGDotCom GOG]] managed to include the game into their service and it already has a average rating of 4.5 stars.
Is there an issue? Send a MessageReason:
Added something.


* AndTheFandomRejoiced: A lot of people became happy when as of 21st of June 2018, [[GOG]] managed to include the game into their service and it already has a average rating of 4.5 stars.

to:

* AndTheFandomRejoiced: A lot of people became happy when as of 21st of June 2018, [[GOG]] [[GOGDotCom GOG]] managed to include the game into their service and it already has a average rating of 4.5 stars.

Added: 187

Changed: 1

Is there an issue? Send a MessageReason:
Added something.


* AndTheFandomRejoiced: A lot of people became happy when as of 21st of June 2018, [[GOG]] managed to include the game into their service and it already has a average rating of 4.5 stars.



* DaemonicSpiders: The scorpion-looking Alien Tanks that guard certain Hedoth structures or areas. They are to vehicles the same way the Black Combots are this to everything else. They are pretty tough and resistant while sporting a weapon that has superior firing rate along with better damage. Individually they are not a threat to a combot, but a large group can be an extreme threat to a whole team of combots (especially if they don't sport energy-resistant parts).

to:

* DaemonicSpiders: DemonicSpiders: The scorpion-looking Alien Tanks that guard certain Hedoth structures or areas. They are to vehicles the same way the Black Combots are this to everything else. They are pretty tough and resistant while sporting a weapon that has superior firing rate along with better damage. Individually they are not a threat to a combot, but a large group can be an extreme threat to a whole team of combots (especially if they don't sport energy-resistant parts).

Added: 1129

Changed: 87

Is there an issue? Send a MessageReason:
Added my thoughts.


* DaemonicSpiders: The scorpion-looking Alien Tanks that guard certain Hedoth structures or areas. They are to vehicles the same way the Black Combots are this to everything else. They are pretty tough and resistant while sporting a weapon that has superior firing rate along with better damage. Individually they are not a threat to a combot, but a large group can be an extreme threat to a whole team of combots (especially if they don't sport energy-resistant parts).



* {{EMP}}: Rimtech has an EMP Torso that deploys a damaging area-of-effect pulse. Unlike the Blast Pulse Legs, this one only affects combots and while combots that get hit with this show visible sparks for a few moments, it doesn't actually disable them. However, each side has access to the Nemesis vehicle that explodes with respectable splash damage when destroyed, but if an enemy combot is in range, the Nemesis' kamikaze explosion releases an EMP. Unlike the Rimtech torso's version, this one disables ''every'' combot in its range for a few seconds. '''''Even Hedoth combots.'''''

to:

* {{EMP}}: Rimtech has an EMP Torso that deploys a damaging area-of-effect pulse. Unlike the Blast Pulse Legs, this one only affects combots and while combots that get hit with this show visible sparks for a few moments, it doesn't actually disable them. However, each side has access to the Nemesis vehicle that explodes with respectable splash damage when destroyed, but if an enemy combot is in range, the Nemesis' kamikaze explosion releases an EMP. Unlike the Rimtech torso's version, this one disables ''every'' combot in its range for a few seconds. '''''Even the Hedoth combots.Black Combots.'''''



* TookALevelInKindness: Brik Cob after Stefan and his crew bust him out of a Rimtech prison. The results are that he not only becomes humbler and kinder to Stefan, but also to his staff. It also leads him to becoming a DefectorFromDecadence and initially leading to his HeelFaceTurn.

to:

* TookALevelInKindness: Brik Cob after Stefan and his crew bust him out of a Rimtech prison. The results are that he not only becomes humbler and kinder to Stefan, but also to Stefan and his staff. staff (which needless to say actually shocks the latter two). It also leads him to becoming a DefectorFromDecadence and initially leading to his HeelFaceTurn.HeelFaceTurn.
* TheDreaded: The Black Hedoth Combots. They look like even more sinister versions of Neuropa's bots (in fact the latter based their newer combots off the former), can [[HealingFactor auto-repair]] if damaged, are slow yet [[MightyGlacier incredibly tough]] and [[StoneWall very resistant to both kinetic and energy weapons]], and can dish out terrible damage in melee with their [[SinisterScythe scythe-like]] claws or energy guns (one being an arm, while the other being mounted on the torso as a shoulder cannon). Needless to say these things can't be defeated without a large number of combots of your own, and even then only with mid and late tier parts.
Is there an issue? Send a MessageReason:
None


* ColorCodedCharacters: With general appearance style to boot. Rimtech units are blue, with their combots having a rounded, {{Tron}}-esque appearance. Mil-Agro units are red, [[OurWeaponsWillBeBoxyInTheFuture with boxy shapes]], and visible bolts. Neuropa units are an odd purple and green mix, and have alien-like organic shapes and [[CyberCyclops cycloptic eyes]] on their combots.

to:

* ColorCodedCharacters: With general appearance style to boot. Rimtech units are blue, with their combots having a rounded, {{Tron}}-esque ''{{Franchise/Tron}}''-esque appearance. Mil-Agro units are red, [[OurWeaponsWillBeBoxyInTheFuture with boxy shapes]], and visible bolts. Neuropa units are an odd purple and green mix, and have alien-like organic shapes and [[CyberCyclops cycloptic eyes]] on their combots.
Is there an issue? Send a MessageReason:
Useful Notes/ pages are not tropes


* TheLawsAndCustomsOfWar: Before full-out war broke out, the three [=CorpoNations=] settled disputes by agreeing to stage fair and balanced battles on pre-determined battle-fields.

Added: 4323

Changed: 14845

Removed: 4697

Is there an issue? Send a MessageReason:
Do not group tropes. Resorted tropes. Replaced dashes with colons. Typos, grammar, formatting improved. Commented out unrelated information (move to different trope). Deleted duplicate trope caused by trope grouping.


* ActionGirl -- Issadora Toltec, Rimtech Combot pilot.
** ActionGirlfriend -- To Diego. [[spoiler:Until Akiri kills her, anyway.]]
* AndIMustScream -- Stefan discovers the implants Mil-Agro put in his head the hard way when said implants force him to recite Rimtech military secrets to Zeke Cob when asked, unable to stop himself from speaking.
* ArchaeologicalArmsRace -- Naturally, the best way to get the best parts is to find alien technology caches (as well as stealing parts you've blased off enemy combots).
* ArtificialStupidity -- Problems with pathfinding are not uncommon, and units will sometimes suicidally rush off to their death while trying to pursue some inaccessible and unimportant enemy. The game offers a lot of options to let you control how each unit reacts to the enemy, which helps reduce this problem somewhat, but babysitting is still often necessary.
** Mostly averted with enemies. Their AI usually avoids above problems and on the plus side when supplied with enough energy AI enemies will probe your defenses and put presure on weak points or even sneak cloaked units past your defenses. That is as long as they have energy supply - when they run out they attack till they're reduced to buildings and civil units.
* AwesomeButImpractical -- The NeutronBomb armament for railgun platforms. Temporarily disables buildings and kills the crews of critically damaged combots, but deals no direct damage.
* BoringButPractical -- The Orbital Bomb loadout for railgun platforms. Exceedingly expensive and slow to build, also reloads slowly and can be stopped with Point Defenses... but deals a heck of a lot of damage where it hits in a large radius, enough to wipe entire asteroids clean of Solar Panels and thereby put a serious dent in the enemy's resource income.
** There is no way to stop a surface-based Outpost set to launch mode from teleporting to the nearest asteroid above. Thus it doesn't matter how fortified an asteroid is, teleporting a few Nemesis vehicles up there tends to crack those fortifications in very short order.
* BeehiveBarrier -- The Point Defense structure, generating a number of floating energy discs that orbit around the structure and deflect incoming railgun shots.
* BossInMookClothing -- Even lone Hedoth Spider Tanks can give a poorly-fitted Combot serious trouble. En masse? You'll need a lot of combots to take them out. Maybe a lot of artillery, too...

to:

* ActionGirl -- ActionGirlfriend: The Rimtech combot pilot Issadora Toltec, Rimtech Combot pilot.
** ActionGirlfriend -- To Diego. [[spoiler:Until
Toltect is this to Diego.
%%[[spoiler:Until
Akiri kills her, anyway.]]
* AndIMustScream -- AnAxeToGrind: Mil-Agro's basic melee arm does fairly good damage despite being early tier, though it is also quite heavy.
* AndIMustScream:
Stefan discovers the implants Mil-Agro put in his head the hard way when said implants force him to recite Rimtech military secrets to Zeke Cob when asked, unable to stop himself from speaking.
* ArchaeologicalArmsRace -- ArchaeologicalArmsRace: Naturally, the best way to get the best parts is to find alien technology caches (as well as stealing parts you've blased off enemy combots).
* ArtificialStupidity -- ArmCannon: Neuropa's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger'' despite being smaller and lighter. Mil-Agro has the Gatling Arm and Cluster Bomb Arm. Neuropa also has a high-tech sniper ArmCannon.
* ArtificialStupidity:
Problems with pathfinding are not uncommon, and units will sometimes suicidally rush off to their death while trying to pursue some inaccessible and unimportant enemy. The game offers a lot of options to let you control how each unit reacts to the enemy, which helps reduce this problem somewhat, but babysitting is still often necessary.
** Mostly averted with enemies. Their AI usually avoids above problems and on the plus side when supplied with enough energy AI enemies will probe your defenses and put presure pressure on weak points or even sneak cloaked units past your defenses. That is as long as they have energy supply - when they run out they attack till they're reduced to buildings and civil units.
* AwesomeButImpractical -- AwesomeButImpractical: The NeutronBomb armament for railgun platforms. Temporarily platforms temporarily disables buildings and kills the crews of critically damaged combots, but deals no direct damage.
* BoringButPractical -- BeehiveBarrier: The Point Defense structure generates a number of floating energy discs that orbit around the structure and deflect incoming railgun shots.
* {{BFG}}: Neuropa Sniper Laser Arm and Rimtech's Long Missile Arm. Both inflict massive damage at a very long range, but take a long time to recharge.
* {{BFS}}: Rimtech's Katana Arm. Not as good as late-game melee weapons, but has a fairly good chance at amputating the arms of enemy combots.
* BoringButPractical:
The Orbital Bomb loadout for railgun platforms. Exceedingly platforms is exceedingly expensive and slow to build, also reloads slowly and can be stopped with Point Defenses... Defenses, but deals a heck of a lot of damage where it hits in a hits. The large radius, radius is enough to wipe entire asteroids clean of Solar Panels and thereby put a serious dent in the enemy's resource income.
** There is no way to stop a surface-based Outpost outpost set to launch mode from teleporting to the nearest asteroid above. Thus it doesn't matter how fortified an asteroid is, teleporting a few Nemesis vehicles up there tends to crack those fortifications in very short order.
* BeehiveBarrier -- The Point Defense structure, generating a number of floating energy discs that orbit around the structure and deflect incoming railgun shots.
* BossInMookClothing --
BossInMookClothing: Even lone Hedoth Spider Tanks can give a poorly-fitted Combot serious trouble. En masse? You'll need a lot of combots to take them out. Maybe a lot of artillery, too...



* BrainwashedAndCrazy -- Turns out the reason why Mil-Agro troops are so brutal in combat is because every single one of them is outfitted with mind control implants that prevent them from acting on any thought contrary to their orders, such as sparing enemies out of conscience.
* CainAndAbel -- There are elements of this between Diego and Jonus, but Stefan is a wild card.
* ColorCodedCharacters: With general appearance style to boot. Rimtech units are Blue, with their Combots having a rounded, {{Tron}}-esque appearance. Mil-Agro units are Red, [[OurWeaponsWillBeBoxyInTheFuture with boxy shapes,]] and visible bolts. Neuropa units are an odd purple/green mix, and have alien-like organic shapes and [[CyberCyclops cycloptic eyes]] on their Combots.
* CharacterCustomization -- In a sense. You can mix and match torsos, legs and arms to create a variety of different Combots. Figuring out which setups work best is a key aspect of success.
* CosmeticallyDifferentSides -- Averted for the most part. Aside from the most basic parts, each side possesses a completely different arsenal of combot parts. Units and structures are functionally identical, but each side's stuff has sharply different armor values. The same vehicles also have a varying ratio of kinetic/energy damage for each side: Mil-Agro leans towards more HP, doing more kinetic damage and having better defenses against energy damage, while Neuropa does the opposite and Rimtech balances between the two. At the end of the day, however, a Rimtech tank works exactly the same way as a Neuropa HoverTank and the Mil-Agro Matter Converter is exactly the same structure that Neuropa and Rimtech have, just with a boxier model and a [[LawOfChromaticSuperiority chromatically superior]] paint job.
* DeathFromAbove -- The game features fighters and bombers, which if shot down can hurt whatever the debris land on (fighters are barely an annoyance in this regard while bombers do TONS of damage in a wide radius). Combots can also be equipped certain parts to fly. There is also an entire orbital layer of battle in addition to the surface and underground sections. You can build on the asteroid platforms up there.
** Even better: if a fighter or bomber is shot down on the orbital layer and doesn't land on an asteroid, it will fall down to the surface layer and does the crash damage there. Similarly, if a bomber starts doing a bombing run, any bombs that don't hit something will fall straight to the surface and do damage as usual... except that this kind of attack cannot be protected against via AA defenses.

to:

* BrainwashedAndCrazy -- BrainwashedAndCrazy: Turns out the reason why Mil-Agro troops are so brutal in combat is because every single one of them is outfitted with mind control implants that prevent them from acting on any thought contrary to their orders, such as sparing enemies out of conscience.
* CainAndAbel -- CainAndAbel: There are elements of this between Diego and Jonus, but Stefan is a wild card.
* ColorCodedCharacters: With general appearance style to boot. Rimtech units are Blue, with their Combots having ChainsawGood: Neuropa's top-tier melee arm, essentially a rounded, {{Tron}}-esque appearance. Mil-Agro units are Red, [[OurWeaponsWillBeBoxyInTheFuture with boxy shapes,]] and visible bolts. Neuropa units are an odd purple/green mix, and have alien-like organic shapes and [[CyberCyclops cycloptic eyes]] on their Combots.
rotary saw made of plasma.
* CharacterCustomization -- CharacterCustomization: In a sense. You can mix and match torsos, legs and arms to create a variety of different Combots.combots. Figuring out which setups work best is a key aspect of success.
* CosmeticallyDifferentSides -- ColorCodedCharacters: With general appearance style to boot. Rimtech units are blue, with their combots having a rounded, {{Tron}}-esque appearance. Mil-Agro units are red, [[OurWeaponsWillBeBoxyInTheFuture with boxy shapes]], and visible bolts. Neuropa units are an odd purple and green mix, and have alien-like organic shapes and [[CyberCyclops cycloptic eyes]] on their combots.
* CosmeticallyDifferentSides:
Averted for the most part. Aside from the most basic parts, each side possesses a completely different arsenal of combot parts. Units and structures are functionally identical, but each side's stuff has sharply different armor values. The same vehicles also have a varying ratio of kinetic/energy kinetic to energy damage for each side: Mil-Agro leans towards more HP, doing more kinetic damage and having better defenses against energy damage, while Neuropa does the opposite and Rimtech balances between the two. At the end of the day, however, a Rimtech tank works exactly the same way as a Neuropa HoverTank and the Mil-Agro Matter Converter is exactly the same structure that Neuropa and Rimtech have, just with a boxier model and a [[LawOfChromaticSuperiority chromatically superior]] paint job.
* DeathFromAbove -- DeathFromAbove: The game features fighters and bombers, which if shot down can hurt whatever the debris land lands on (fighters are barely an annoyance in this regard while bombers do TONS ''tons'' of damage in a wide radius). Combots can also be equipped with certain parts to fly. There is also an entire orbital layer of battle in addition to the surface and underground sections. You can build on the asteroid platforms up there.
** Even better: if If a fighter or bomber is shot down on the orbital layer and doesn't land on an asteroid, it will fall down to the surface layer and does the crash damage there. Similarly, if a bomber starts doing a bombing run, any bombs that don't hit something will fall straight to the surface and do damage as usual... except that this kind of attack cannot be protected against via AA defenses.



* DrillTank -- The Drill Truck, though it's not much of a tank. The drill is used for making new passages underground and drilling into Hedoth structures.
* DropTheHammer -- The most powerful melee arm in the game belongs to Mil-Agro.
* EasilyDetachableRobotParts -- arms can be ejected and re-attached at any time, even while in battle. In fact, bladed weapons frequently amputate arms in battle - especially if the wielder has Mil-Agro Steady Legs that increase the chance of this happening.
** AnAxeToGrind -- Mil-Agro's basic melee arm. Does fairly good damage despite being early tier, though it is also quite heavy.
** ArmCannon -- Neuropa's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger'' despite being smaller and lighter. Mil-Agro has the Gatling Arm and Cluster Bomb Arm. Neuropa also has a high-tech sniper ArmCannon.
** {{BFG}} -- Neuropa Sniper Laser Arm and Rimtech's Long Missile Arm. Both inflict massive damage at a very long range, but take a long time to recharge.
** {{BFS}} -- Rimtech's Katana Arm. Not as good as late-game melee weapons, but has a fairly good chance at amputating the arms of enemy combots.
** ChainsawGood -- Neuropa's top-tier melee arm, essentially a rotary saw made of plasma.
** DropTheHammer -- Mil-Agro's top-tier melee arm with raw damage unrivaled by any other melee arm in the game. On the other hand, it is also the heaviest arm in the game, requiring Strength Legs or Speed Legs to be dual-wielded without slowing the combot down.
** GatlingGood -- One of Mil-Agro's ranged arms and the only hitscan arm in the whole game, making it highly efficient against aircraft. The Flak Torso has a stronger ShoulderCannon version.
** HomingProjectile -- Neuropa's Homing Missile, as well as Rimtech's Missile Torso and Missile Legs. Aside from the Missile Legs which can only fire at ground targets, all of them are competent anti-air weapons.
** LaserBlade -- Rimtech's Laser Sword Arm, superior to the Katana in damage output.
** LuckilyMyShieldWillProtectMe -- comes in two flavors. Rimtech's Energy Shield is a BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a combot-sized riot shield geared against kinetic damage. Both increase the combot's health by a notable amount when equipped.
** PowerFist -- Every side has their own version as a mid-tier melee weapon. Rimtech's Armor Fist is a simple gauntlet, Mil-Agro's Blade Fist has WolverineClaws and Neuropa's Power Fist has an energy blade mounted onto the knuckles. Aside from superior damage compared to early-game melee weapons, they are also quite light.
** ShockAndAwe -- Neuropa's basic melee weapon is the Electrogrip, a large, three-fingered hand with a special attack animation that momentarily stuns enemy combots.
** ShockwaveStomp -- Rimtech's Blast Pulse Legs. Notable in being able to affect ''overflying aircraft'', making it surprisingly useful at fending off harassing Hoverjets in a pinch.
** ShoulderCannon -- Neuropa's Tracer Fire Torso, as well as Mil-Agro's Flak Torso and Howitzer Torso.
** SpreadShot -- Mil-Agro's Cluster Bomb Launcher Arm, firing a salvo of bomblets in a roughly arc-shaped spread. Each bomblet does little individual damage, but they impact close enough together to stack up that SplashDamage and really put the hurt to enemy tanks.
* {{EMP}} -- Rimtech has an EMP Torso that deploys a damaging area-of-effect pulse. Unlike the Blast Pulse Legs, this one only affects combots and while combots that get hit with this show visible sparks for a few moments, it doesn't actually disable them. However, each side has access to the Nemesis vehicle that explodes with respectable splash damage when destroyed... but if an enemy combot is in range, the Nemesis' kamikaze explosion releases an EMP. Unlike the Rimtech torso's version, this one disables ''every'' combot in its range for a few seconds. '''''Even Hedoth combots.'''''
* FactionCalculus -- Rimtech (Balanced), Mil-Agro (Powerhouse) and Neuropa (Subversive).
* FiveRoundsRapid -- This is about all tanks are good for against Combots. Missile Tanks are slightly more effective, however. Used [[MacrossMissileMassacre en-masse]], Missile Tanks can quickly tear down a lone Combot.

to:

* DrillTank -- DrillTank: The Drill Truck, though it's not much of a tank. The drill is used for making new passages underground and drilling into Hedoth structures.
* DropTheHammer -- The most powerful DropTheHammer: Mil-Agro's top-tier melee arm with raw damage unrivaled by any other melee arm in the game belongs game. On the other hand, it is also the heaviest arm in the game, requiring Strength Legs or Speed Legs to Mil-Agro.
be dual-wielded without slowing the combot down.
* EasilyDetachableRobotParts -- arms EasilyDetachableRobotParts: Arms can be ejected and re-attached at any time, even while in battle. In fact, bladed weapons frequently amputate arms in battle - especially if the wielder has Mil-Agro Steady Legs that increase the chance of this happening.
** AnAxeToGrind -- Mil-Agro's basic melee arm. Does fairly good damage despite being early tier, though it is also quite heavy.
** ArmCannon -- Neuropa's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger'' despite being smaller and lighter. Mil-Agro has the Gatling Arm and Cluster Bomb Arm. Neuropa also has a high-tech sniper ArmCannon.
** {{BFG}} -- Neuropa Sniper Laser Arm and Rimtech's Long Missile Arm. Both inflict massive damage at a very long range, but take a long time to recharge.
** {{BFS}} -- Rimtech's Katana Arm. Not as good as late-game melee weapons, but has a fairly good chance at amputating the arms of enemy combots.
** ChainsawGood -- Neuropa's top-tier melee arm, essentially a rotary saw made of plasma.
** DropTheHammer -- Mil-Agro's top-tier melee arm with raw damage unrivaled by any other melee arm in the game. On the other hand, it is also the heaviest arm in the game, requiring Strength Legs or Speed Legs to be dual-wielded without slowing the combot down.
** GatlingGood -- One of Mil-Agro's ranged arms and the only hitscan arm in the whole game, making it highly efficient against aircraft. The Flak Torso has a stronger ShoulderCannon version.
** HomingProjectile -- Neuropa's Homing Missile, as well as Rimtech's Missile Torso and Missile Legs. Aside from the Missile Legs which can only fire at ground targets, all of them are competent anti-air weapons.
** LaserBlade -- Rimtech's Laser Sword Arm, superior to the Katana in damage output.
** LuckilyMyShieldWillProtectMe -- comes in two flavors. Rimtech's Energy Shield is a BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a combot-sized riot shield geared against kinetic damage. Both increase the combot's health by a notable amount when equipped.
** PowerFist -- Every side has their own version as a mid-tier melee weapon. Rimtech's Armor Fist is a simple gauntlet, Mil-Agro's Blade Fist has WolverineClaws and Neuropa's Power Fist has an energy blade mounted onto the knuckles. Aside from superior damage compared to early-game melee weapons, they are also quite light.
** ShockAndAwe -- Neuropa's basic melee weapon is the Electrogrip, a large, three-fingered hand with a special attack animation that momentarily stuns enemy combots.
** ShockwaveStomp -- Rimtech's Blast Pulse Legs. Notable in being able to affect ''overflying aircraft'', making it surprisingly useful at fending off harassing Hoverjets in a pinch.
** ShoulderCannon -- Neuropa's Tracer Fire Torso, as well as Mil-Agro's Flak Torso and Howitzer Torso.
** SpreadShot -- Mil-Agro's Cluster Bomb Launcher Arm, firing a salvo of bomblets in a roughly arc-shaped spread. Each bomblet does little individual damage, but they impact close enough together to stack up that SplashDamage and really put the hurt to enemy tanks.
* {{EMP}} -- {{EMP}}: Rimtech has an EMP Torso that deploys a damaging area-of-effect pulse. Unlike the Blast Pulse Legs, this one only affects combots and while combots that get hit with this show visible sparks for a few moments, it doesn't actually disable them. However, each side has access to the Nemesis vehicle that explodes with respectable splash damage when destroyed... destroyed, but if an enemy combot is in range, the Nemesis' kamikaze explosion releases an EMP. Unlike the Rimtech torso's version, this one disables ''every'' combot in its range for a few seconds. '''''Even Hedoth combots.'''''
* FactionCalculus -- FactionCalculus: Rimtech (Balanced), Mil-Agro (Powerhouse) and Neuropa (Subversive).
* FiveRoundsRapid -- FiveRoundsRapid: This is about all tanks are good for against Combots. Missile Tanks are slightly more effective, however. Used [[MacrossMissileMassacre en-masse]], Missile Tanks can quickly tear down a lone Combot.



* {{Flight}} -- all sides have a part (Rimtech has Jumpjet Legs, Mil-Agro and Neuropa have a [[JetPack Jumpjet Torso]]) that has pathetic HP but makes the combot capable of flying. While in the air, combots behave like ordinary aircraft: they use the same movement patterns, can only be attacked by ranged weapons, etc. Also, combots can fire ranged weapons from the air and if ordered not to engage in melee, they stay floating in mid-air air while gunning for the target. On the other hand, a flying combot has no armor whatsoever until it lands, so massed AA can take it out very quickly.
* FragileSpeedster -- This can be combined with the above trope. If you manage to equip a combot with both a Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute but it'll fly VERY fast, allowing it to rapidly get into position where it can do the most damage and escape with impunity when the enemy counterattacks.
* GrandTheftPrototype -- Some campaign missions start out with you needing to do this.
* GuideDangit -- The weight mechanic is not explained anywhere in the game or the manual. Weight values are also impossible to find other than by trial and error.
* HeroMustSurvive -- Present in ''every'' campaign mission, since you always have one of the three brothers (depending on faction) present in-game as a combot crew. Sometimes other characters from the storyline appear, and must survive, as well. It's usually easier to leave these "Hero" units out of harm's way for the entire mission, since it's easy to build standard combot crews to replace them, and between missions these standard crews can even be upgraded to equal the skill of the "Heroes". This leads to annoying GameplayAndStorySegregation as the post-mission de-briefings will often mention how awesome and absolutely essential the "Hero" units were to the victory, when in reality they may not have even set foot inside a combot at any point during the game.
* HeelFaceTurn -- Brik Cob goes through this after he released Stefan and his crew from Cob control.
* HeelRealization -- [[spoiler:Diego has one when he finally catches up to Akiri and is about to crush him with his own destroyed combot's wreckage when Stefan shows up and warns Diego that killing Akiri to avenge Issadora will start a CycleOfRevenge.]]
* HumongousMecha -- They serve as your main attack force. Interestingly enough, they are piloted MotionCaptureMecha style (a la ''Anime/MobileFighterGGundam'') but also require a support crew who operate a ring of control consoles around the pilot's center platform. They're also ''damn big'', dwarfing the tanks and artillery pieces that support them.
* IdiosyncraticDifficultyLevels -- The AI names in Multiplayer/Skirmish are meaningful, though like Weight this is never explained. Lord Bedlam, [=MadDog=] and Sgt. Dolt (Neuropa, Mil-Agro and Rimtech) are the '[[ArtificialStupidity stupid]]' practice AIs.
* InvisibilityFlicker -- Neuropa Camo Torso. Cloaks every friendly in-range but the effect is broken as soon as they attack.
* JackOfAllStats -- Rimtech units and Combot parts are this.
* LargeAndInCharge -- Rimtech Armored Torso. Has the highest HP value of any non-alien Combot part and some real mean armor.
* MacrossMissileMassacre -- A possible build for a pure Rimtech Combot. [[CripplingOverspecialization Just don't get tied up in close combat though.]]
* MechaGame -- Fits the standard of relying heavily on unit customization. A bit of a toss-up as to whether it's more in the "Stompy" or "High-speed" categories: most combots are fairly slow, but it's possible to put together a high-speed build; there's plenty of tactical long-range weapons, but "hand-to-hand" combat is also very common (though it's also fairly slow-paced, with combots slowly swinging heavy weapons and shields at each other like medieval knights in rusty armor).
* MightyGlacier -- Mil-Agro units and Combot parts are this. Also any Combot with all Armor parts, such as the Rimtech Armor Torso and Fists, and the Neuropa Armor Legs.

to:

* {{Flight}} -- all {{Flight}}: All sides have a part (Rimtech has Jumpjet Legs, Mil-Agro and Neuropa have a [[JetPack Jumpjet Torso]]) that has pathetic HP HP, but makes the combot capable of flying. While in the air, combots behave like ordinary aircraft: they use the same movement patterns, can only be attacked by ranged weapons, etc. Also, combots can fire ranged weapons from the air and if ordered not to engage in melee, they stay floating in mid-air air while gunning for the target. On the other hand, a flying combot has no armor whatsoever until it lands, so massed AA can take it out very quickly.
* FragileSpeedster -- FragileSpeedster: This can be combined with the above trope. If you manage to equip a combot with both a Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute contribute, but it'll fly VERY ''very'' fast, allowing it to rapidly get into position where it can do the most damage and escape with impunity when the enemy counterattacks.
* GrandTheftPrototype -- GatlingGood: One of Mil-Agro's ranged arms and the only hitscan arm in the whole game, making it highly efficient against aircraft. The Flak Torso has a stronger ShoulderCannon version.
* GrandTheftPrototype:
Some campaign missions start out with you needing to do this.
* GuideDangit -- GuideDangIt: The weight mechanic is not explained anywhere in the game or the manual. Weight values are also impossible to find other than by trial and error.
* HeroMustSurvive -- HeelFaceTurn: Brik Cob goes through this after he released Stefan and his crew from Cob control.
* HeelRealization: [[spoiler:Diego has one when he finally catches up to Akiri and is about to crush him with his own destroyed combot's wreckage when Stefan shows up and warns Diego that killing Akiri to avenge Issadora will start a CycleOfRevenge.]]
* HeroMustSurvive:
Present in ''every'' campaign mission, since you always have one of the three brothers (depending on faction) present in-game as a combot crew. Sometimes other characters from the storyline appear, and must survive, as well. It's usually easier to leave these "Hero" units out of harm's way for the entire mission, since it's easy to build standard combot crews to replace them, and between missions these standard crews can even be upgraded to equal the skill of the "Heroes". This leads to annoying GameplayAndStorySegregation as the post-mission de-briefings will often mention how awesome and absolutely essential the "Hero" units were to the victory, when in reality they may not have even set foot inside a combot at any point during the game.
* HeelFaceTurn -- Brik Cob goes through this after he released Stefan HomingProjectile: Neuropa's Homing Missile, as well as Rimtech's Missile Torso and his crew Missile Legs. Aside from Cob control.
the Missile Legs which can only fire at ground targets, all of them are competent anti-air weapons.
* HeelRealization -- [[spoiler:Diego has one when he finally catches up to Akiri and is about to crush him with his own destroyed combot's wreckage when Stefan shows up and warns Diego that killing Akiri to avenge Issadora will start a CycleOfRevenge.]]
* HumongousMecha --
HumongousMecha: They serve as your main attack force. Interestingly enough, they are piloted MotionCaptureMecha style (a la ''Anime/MobileFighterGGundam'') ''Anime/MobileFighterGGundam''), but also require a support crew who operate a ring of control consoles around the pilot's center platform. They're also ''damn big'', dwarfing the tanks and artillery pieces that support them.
* IdiosyncraticDifficultyLevels -- IdiosyncraticDifficultyLevels: The AI names in Multiplayer/Skirmish are meaningful, though like Weight weight this is never explained. Lord Bedlam, [=MadDog=] and Sgt. Dolt (Neuropa, Mil-Agro and Rimtech) are the '[[ArtificialStupidity stupid]]' practice AIs.
* InvisibilityFlicker -- InvisibilityFlicker: Neuropa Camo Torso. Cloaks every friendly in-range in-range, but the effect is broken as soon as they attack.
* JackOfAllStats -- JackOfAllStats: Rimtech units and Combot parts are this.
* LargeAndInCharge -- LargeAndInCharge: The Rimtech Armored Torso. Has Torso has the highest HP value of any non-alien Combot part and some real mean armor.
* MacrossMissileMassacre -- LaserBlade: Rimtech's Laser Sword Arm, superior to the Katana in damage output.
* TheLawsAndCustomsOfWar: Before full-out war broke out, the three [=CorpoNations=] settled disputes by agreeing to stage fair and balanced battles on pre-determined battle-fields.
* LuckilyMyShieldWillProtectMe: comes in two flavors. Rimtech's Energy Shield is a BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a combot-sized riot shield geared against kinetic damage. Both increase the combot's health by a notable amount when equipped.
* MacrossMissileMassacre:
A possible build for a pure Rimtech Combot. [[CripplingOverspecialization Just don't get tied up in close combat though.]]
* MechaGame -- AMechByAnyOtherName: Combots, a portmanteau of "Combat" and "Robots".
* MechaGame:
Fits the standard of relying heavily on unit customization. A bit of a toss-up as to whether it's more in the "Stompy" or "High-speed" categories: most combots are fairly slow, but it's possible to put together a high-speed build; there's plenty of tactical long-range weapons, but "hand-to-hand" combat is also very common (though it's also fairly slow-paced, with combots slowly swinging heavy weapons and shields at each other like medieval knights in rusty armor).
* MightyGlacier -- MegaManning: The only way to get an opposing combot's parts is to salvage it after or during combat, although the "during combat" part only works for arm parts. Bladed melee weapons and certain other parts help in this regard. Gathering parts is a necessity for success, so that you can form a more flexible battle strategy with your combots.
** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons is surprisingly effective. The AI actually does this in the campaign.
* MeleeATrois: [[spoiler:[[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]
* MightyGlacier:
Mil-Agro units and Combot parts are this. Also any Combot with all Armor parts, such as the Rimtech Armor Torso and Fists, and the Neuropa Armor Legs.



* AMechByAnyOtherName -- Combots, a portmanteau of "Combat" and "Robots".
* MegaManning -- The only way to get an opposing combot's parts is to salvage it after or during combat, although the "during combat" part only works for arm parts. Bladed melee weapons and certain other parts help in this regard. Gathering parts is a necessity for success, so that you can form a more flexible battle strategy with your combots.
** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons is surprisingly effective. The AI actually does this in the campaign.
* MeleeATrois -- [[spoiler:[[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]
* MindControl -- How the Cobs keep the rest of Mil-Agro in line: they outfit everyone else with neural implants that cause any Cob's orders to act as a CompellingVoice.
* MookChivalry -- Computer opponents will sometimes show a distressing tendency to attack your heavily-defended base with a few units at a time, over and over again, instead of attacking en masse. This is especially noticeable in the campaigns, though in Skirmish mode some of the AI settings seem to be a bit better about this.

to:

* AMechByAnyOtherName -- Combots, a portmanteau of "Combat" and "Robots".
* MegaManning -- The only way to get an opposing combot's parts is to salvage it after or during combat, although the "during combat" part only works for arm parts. Bladed melee weapons and certain other parts help in this regard. Gathering parts is a necessity for success, so that you can form a more flexible battle strategy with your combots.
** If you're fighting against Mil-Agro or Neuropa, this trope kicks into high gear. Mil-Agro has extra armor against energy attacks and have only kinetic weapons while Neuropa is the exact opposite. Since they're less resistant against the kind of damage they themselves inflict, jacking their weapons is surprisingly effective. The AI actually does this in the campaign.
* MeleeATrois -- [[spoiler:[[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]
* MindControl --
MindControl: How the Cobs keep the rest of Mil-Agro in line: they outfit everyone else with neural implants that cause any Cob's orders to act as a CompellingVoice.
* MookChivalry -- MookChivalry: Computer opponents will sometimes show a distressing tendency to attack your heavily-defended base with a few units at a time, over and over again, instead of attacking en masse. This is especially noticeable in the campaigns, though in Skirmish mode some of the AI settings seem to be a bit better about this.



* MyGodWhatHaveIDone -- All three Angelus brothers have such a moment in their respective campaigns.

to:

* MyGodWhatHaveIDone -- MoreDakka: A possible build for a pure ranged Mil-Agro combot. It makes a devastatingly effective mobile anti-air platform as well.
* MyGodWhatHaveIDone:
All three Angelus brothers have such a moment in their respective campaigns.



* MoreDakka -- A possible build for a pure ranged Mil-Agro combot. It makes a devastatingly effective mobile anti-air platform as well.
* NintendoHard -- This game doesn't screw around. This can often simply be FakeDifficulty however, due to the fact that TheComputerIsACheatingBastard. Thought the Rimtech campaign was hard? [[UpToEleven Try Mil-Agro]] [[SerialEscalation or Neuropa.]]
* RealRobotGenre -- Combots are built using parts researched in your faction's tech tree or stolen from the rival factions. They are expensive, but ultimately replaceable, [[WeHaveReserves their crews as well.]] [[TooAwesomeToUse Unless they've gained a few levels...]]
* RoaringRampageOfRevenge -- Diego, after [[spoiler:Akiri kills Issadora]]. Starts out as pulling rank on another commander to have an excuse to be in the sector where [[spoiler:Akiri]] was last spotted, continues with him lying to his superior officer and disregarding a direct order to safeguard Sperry Ridge which [[spoiler:gets most of the Rimtech Board killed in a Mil-Agro ambush and conveniently removes all traces of his insubordination]], continues with him taking command of all of Rimtech to box the target of his rampage in and finally ends with him [[spoiler:sparing Akiri when Stefan shows up and gives him a WhatTheHellHero speech, warning Diego that he's about to start a CycleOfRevenge]].
* RPGElements -- Accomplishing missions and certain bonus objectives (such as succeeding within a time limit or completely wiping the enemy off the map without the mission objectives explicitly asking for it) rewards you with upgrade points that can be spent to upgrade your staff's neural interfaces. Combot pilots receive increased weapon damage, structures and vehicles get boosted firepower and reduced manpower requirements.
* RuleOfThree -- Three brothers, three factions, three stories.
* ShieldBash -- How any combot that only has shields arms fights.
* ShouldersOfDoom -- Rimtech combots crewed by a hero unit or a crew above level 4 get these.
* SuperRobot -- Any combot that has at least one piece of alien tech can easily solo five enemy combots. The only way to eliminate one without taking losses is by air assault - and that's if it doesn't have a ranged weapon. If it does, [[ZergRush well...]]

to:

* MoreDakka -- A possible build for a pure ranged Mil-Agro combot. It makes a devastatingly effective mobile anti-air platform as well.
* NintendoHard --
NintendoHard: This game doesn't screw around. This can often simply be FakeDifficulty however, due to the fact that TheComputerIsACheatingBastard. Thought the Rimtech campaign was hard? [[UpToEleven Try Mil-Agro]] [[SerialEscalation or Neuropa.]]
* RealRobotGenre -- PowerFist: Every side has their own version as a mid-tier melee weapon. Rimtech's Armor Fist is a simple gauntlet, Mil-Agro's Blade Fist has WolverineClaws and Neuropa's Power Fist has an energy blade mounted onto the knuckles. Aside from superior damage compared to early-game melee weapons, they are also quite light.
* RealRobotGenre:
Combots are built using parts researched in your faction's tech tree or stolen from the rival factions. They are expensive, but ultimately replaceable, [[WeHaveReserves their crews as well.]] [[TooAwesomeToUse Unless they've gained a few levels...]]
* RoaringRampageOfRevenge -- RoaringRampageOfRevenge: Diego, after [[spoiler:Akiri kills Issadora]]. Starts out as pulling rank on another commander to have an excuse to be in the sector where [[spoiler:Akiri]] was last spotted, continues with him lying to his superior officer and disregarding a direct order to safeguard Sperry Ridge which [[spoiler:gets most of the Rimtech Board killed in a Mil-Agro ambush and conveniently removes all traces of his insubordination]], continues with him taking command of all of Rimtech to box the target of his rampage in and finally ends with him [[spoiler:sparing Akiri when Stefan shows up and gives him a WhatTheHellHero speech, warning Diego that he's about to start a CycleOfRevenge]].
* RPGElements -- RPGElements: Accomplishing missions and certain bonus objectives (such as succeeding within a time limit or completely wiping the enemy off the map without the mission objectives explicitly asking for it) rewards you with upgrade points that can be spent to upgrade your staff's neural interfaces. Combot pilots receive increased weapon damage, structures and vehicles get boosted firepower and reduced manpower requirements.
* RuleOfThree -- RuleOfThree: Three brothers, three factions, three stories.
* ShieldBash -- ShieldBash: How any combot that only has shields shield arms fights.
* ShouldersOfDoom -- ShockAndAwe: Neuropa's basic melee weapon is the Electrogrip, a large, three-fingered hand with a special attack animation that momentarily stuns enemy combots.
* ShockwaveStomp: Rimtech's Blast Pulse Legs. Notable in being able to affect ''overflying aircraft'', making it surprisingly useful at fending off harassing Hoverjets in a pinch.
* ShoulderCannon: Neuropa's Tracer Fire Torso, as well as Mil-Agro's Flak Torso and Howitzer Torso.
* ShouldersOfDoom:
Rimtech combots crewed by a hero unit or a crew above level 4 get these.
* SuperRobot -- SpreadShot: Mil-Agro's Cluster Bomb Launcher Arm, firing a salvo of bomblets in a roughly arc-shaped spread. Each bomblet does little individual damage, but they impact close enough together to stack up that SplashDamage and really put the hurt to enemy tanks.
* SuperRobot:
Any combot that has at least one piece of alien tech can easily solo five enemy combots. The only way to eliminate one without taking losses is by air assault - and that's if it doesn't have a ranged weapon. If it does, [[ZergRush well...]]



* TheLawsAndCustomsOfWar -- Before full-out war broke out, the three [=CorpoNations=] settled disputes by agreeing to stage fair and balanced battles on pre-determined battle-fields.
* TookALevelInKindness -- Brik Cob after Stefan and his crew bust him out of a Rimtech prison. The results are that he not only becomes humbler and kinder to Stefan, but also to his staff. It also leads him to becoming a DefectorFromDecadence and initially leading to his HeelFaceTurn.
* UndergroundLevel -- You can use elevators to transport units underground. It's a good place to hide valuable structures and the lava pools that are your main resource for the early-to-mid game are much richer and last longer than the ones above ground, plus you are safe from combot attacks and can use Recon Poles to see what's going on above without having to go up there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.

to:

* TheLawsAndCustomsOfWar -- Before full-out war broke out, the three [=CorpoNations=] settled disputes by agreeing to stage fair and balanced battles on pre-determined battle-fields.
* TookALevelInKindness --
TookALevelInKindness: Brik Cob after Stefan and his crew bust him out of a Rimtech prison. The results are that he not only becomes humbler and kinder to Stefan, but also to his staff. It also leads him to becoming a DefectorFromDecadence and initially leading to his HeelFaceTurn.
* UndergroundLevel -- UndergroundLevel: You can use elevators to transport units underground. It's a good place to hide valuable structures and the lava pools that are your main resource for the early-to-mid game are much richer and last longer than the ones above ground, plus you are safe from combot attacks and can use Recon Poles to see what's going on above without having to go up there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.



* UnstoppableRage -- Let's say that Diego didn't take [[spoiler:Isadora's death]] well.
* UnusableEnemyEquipment -- [[AvertedTrope Averted,]] your combots can pick up the discarded arms of enemy combots in the field and use them immediately. This can result in RainbowPimpGear however, with, for example, a Rimtech Combot (blue) with a Mil-Agro axe arm (red with white highlights) and a Neuropa EnergyWeapon (gray with some purple bits).

to:

* UnstoppableRage -- UnstoppableRage: Let's say that Diego didn't take [[spoiler:Isadora's death]] well.
* UnusableEnemyEquipment -- UnusableEnemyEquipment: [[AvertedTrope Averted,]] Averted]], your combots can pick up the discarded arms of enemy combots in the field and use them immediately. This can result in RainbowPimpGear however, with, for example, a Rimtech Combot (blue) with a Mil-Agro axe arm (red with white highlights) and a Neuropa EnergyWeapon (gray with some purple bits).



* YouRequireMoreVespeneGas -- there are two kinds of resources.

to:

* YouRequireMoreVespeneGas -- there YouRequireMoreVespeneGas: There are two kinds of resources.



* ZergRush -- Pretty much the only chance tanks have against a combot, even a weakly-equipped one: it's doable, but inefficient in terms of cost. You're better off countering enemy combots with your own.
** On the other hand, enemy

to:

* ZergRush -- ZergRush: Pretty much the only chance tanks have against a combot, even a weakly-equipped one: it's doable, but inefficient in terms of cost. You're better off countering enemy combots with your own.
** %%** On the other hand, enemyenemy
%% ???

Top