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* ActionGirl: Issadora Toltec, Rimtech Combot pilot.
** ActionGirlfriend: To Diego.
* 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).

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* ActionGirl: ActionGirl -- Issadora Toltec, Rimtech Combot pilot.
** ActionGirlfriend: ActionGirlfriend -- To Diego.
Diego. [[spoiler:Until Akiri kills her, anyway.]]
* ArchaeologicalArmsRace: Naturally 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).



* BeehiveBarrier: Certain Combot parts can generate a defensive shield that either negates attacks balanced with a long refresh time, or a permanent wall of energy that improves defense.
* 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...
* CainAndAbel: There are elements of this between Diego and Jonus, but Stefan is a wild card.

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* BeehiveBarrier: Certain Combot parts 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 generate a defensive shield that either negates attacks balanced be stopped with Point Defenses... but deals a long refresh time, or a permanent wall 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 improves defense.
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...
** On the other hand, Hedoth tanks tend to not wander away from their starting positions, so Outpost-teleporting or elevator-transporting [[ActionBomb Nemesis vehicles]] right next to them tends to eliminate them with minimum fuss.
* CainAndAbel: 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.



* 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 -- The Combots avert this, with each side possessing completely different Combot components with distinct abilities and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly different bonuses to defense and damage for all units, but at the end of the day, 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.

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* CharacterCustomization: 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 -- The Combots avert this, with Averted for the most part. Aside from the most basic parts, each side possessing possesses a completely different Combot components with distinct abilities arsenal of combot parts. Units and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly structures are functionally identical, but each side's stuff has sharply different bonuses to defense and armor values. The same vehicles also have a varying ratio of kinetic/energy damage for all units, but at 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, 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.



** AnAxeToGrind -- basic Mil-Agro melee arm.
** ArmCannon -- Neuropa's basic ranged weapon. Rimtech has a smaller version that's actually ''stronger''. Neuropa also has a high-tech sniper ArmCannon.
** {{BFG}} -- Neuropa Sniper Laser and Rimtech Long Range Missile arms.
** {{BFS}} -- the basic Rimtech melee weapon is a katana but it actually averts KatanasAreJustBetter: its damage is nowhere near late-game weapons.
** ChainsawGood -- a rotary saw made of energy is the most powerful melee arm for Neuropa.
** DropTheHammer -- advanced Mil-Agro weapon and the most devastating melee arm in the whole game (does 60/2 damage per hit, and that's WITHOUT the bonus from pilot rank). Dual-wield these with Strength Legs and your Combot can open a HUGE can of whupass.
** GatlingGood -- one of Mil-Agro's ranged arms and is the only hitscan arm in the whole game (ie. it hits instantly so pesky aircraft can't dodge it). It also comes with Flak Torso which does even more instant damage.
** HomingProjectile -- Neuropa Homing Missile. A competent anti-aircraft weapon.
** LaserBlade -- mid-level Rimtech melee arm and a pretty decent energy weapon.
** LuckilyMyShieldWillProtectMe -- comes in two flavors. Rimtech's Power Shield is a circular BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a riot shield geared against kinetic damage.
** PowerFist -- every side has their own version: 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. All of 'em do lots of damage.
** ShockAndAwe -- Neuropa's basic melee weapon is the Electrogrip whose attack shocks enemy Combots into submission. It only lasts while the attack animation is going but it's one long attack animation...

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** AnAxeToGrind -- Mil-Agro's basic Mil-Agro melee arm.
arm. Does fairly good damage despite being early tier, though it is also quite heavy.
** ArmCannon -- Neuropa's basic ranged weapon. Rimtech has a smaller version that's Plasma Cannon. Rimtech's Energy Gun is actually ''stronger''.''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 Rimtech's Long Range Missile arms.
Arm. Both inflict massive damage at a very long range, but take a long time to recharge.
** {{BFS}} -- the basic Rimtech melee weapon is a katana but it actually averts KatanasAreJustBetter: its damage is nowhere near Rimtech's Katana Arm. Not as good as late-game weapons.
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 energy is the most powerful melee arm for Neuropa.
plasma.
** DropTheHammer -- advanced Mil-Agro weapon and the most devastating Mil-Agro's top-tier melee arm with raw damage unrivaled by any other melee arm in the whole game (does 60/2 damage per hit, and that's WITHOUT game. On the bonus from pilot rank). Dual-wield these with other hand, it is also the heaviest arm in the game, requiring Strength Legs and your Combot can open a HUGE can of whupass.
or Speed Legs to be dual-wielded without slowing the combot down.
** GatlingGood -- one One of Mil-Agro's ranged arms and is the only hitscan arm in the whole game (ie. game, making it hits instantly so pesky aircraft can't dodge it). It also comes with highly efficient against aircraft. The Flak Torso which does even more instant damage.
has a stronger ShoulderCannon version.
** HomingProjectile -- Neuropa Neuropa's Homing Missile. A 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-aircraft weapon.
anti-air weapons.
** LaserBlade -- mid-level Rimtech melee arm and a pretty decent energy weapon.
Rimtech's Laser Sword Arm, superior to the Katana in damage output.
** LuckilyMyShieldWillProtectMe -- comes in two flavors. Rimtech's Power Energy Shield is a circular BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a combot-sized riot shield geared against kinetic damage.
damage. Both increase the combot's health by a notable amount when equipped.
** PowerFist -- every Every side has their own version: 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. All of 'em do lots of damage.
Aside from superior damage compared to early-game melee weapons, they are also quite light.
** ShockAndAwe -- Neuropa's basic melee weapon is the Electrogrip whose attack shocks enemy Combots into submission. It only lasts while the Electrogrip, a large, three-fingered hand with a special attack animation is going 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 it's 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 long attack animation...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.'''''



* 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.

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* 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 '''ZERO''' armor until it lands so it takes extra damage from AA.
* FragileSpeedster: This can be combined with the above trope. If you manage to equip a Combot with both Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute but it'll fly VERY fast.

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* {{Flight}}: {{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 combot capable of flying. While in the air, Combots combots behave like ordinary aircraft: they use the same movement patterns, can only be attacked by ranged weapons, etc. Also, Combots 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 combot has '''ZERO''' no armor whatsoever until it lands lands, so massed AA can take it takes extra damage from AA.
out very quickly.
* FragileSpeedster: FragileSpeedster -- This can be combined with the above trope. If you manage to equip a Combot 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.fast, allowing it to rapidly get into position where it can do the most damage and escape with impunity when the enemy counterattacks.



* 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.

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* HeroMustSurvive -- Present in ''every'' campaign mission, since you always have one of the three brothers (depending on faction) present in-game as a [=ComBot=] 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=] 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=] combot at any point during the game.



* 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.]]



* 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.

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* IdiosyncraticDifficultyLevels: 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: InvisibilityFlicker -- Neuropa Camo Torso. Cloaks every friendly in-range but the effect is broken as soon as they attack.
* JackOfAllStats: JackOfAllStats -- Rimtech units and Combot parts are this.



* 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.
%%** All Combot arms have a certain weight while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch to OminousWalk. Mil-Agro has a leg part (Strength Legs) specifically to avoid this since their stuff is heavier. Of the mighty part, Mil-Agro again: their Powershield Legs give extra armor against energy attacks but make the Combot unable to do anything ''but'' OminousWalk.
%%** Instead of Armor Fists equip Armor Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.

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* MechaGame: 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 -- categories: most Combots 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 combots slowly swinging heavy weapons and shields at each other like medieval knights in rusty armor).
%%* MightyGlacier: * 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.
%%** ** All Combot arms non-leg combot parts have a certain weight weight, while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch Overweight combots are limited to OminousWalk. a brisk marching pace with Neuropa's Speed Legs and OminousWalk with everything else. While Mil-Agro has a leg part (Strength Legs) specifically parts tend to avoid this since be heavier, their stuff is heavier. Strength Legs have the highest weight capacity in the game. Of the mighty part, Mil-Agro again: their Powershield Power Shield Legs give extra armor against energy attacks but make the Combot combot unable to do anything ''but'' OminousWalk.
%%** Instead of Armor Fists equip Armor Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.
OminousWalk.



* 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.

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* MegaManning -- The only way to get an opposing Combot's 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.combots.



* 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.



** 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.
* MyGodWhatHaveIDone -- Stefan every time when he's [[spoiler:controlled to fight Rimtech. Justified due to The Cobs installing into him a control device.]]
** Jonus also gets this near the end of the Neuropa Campaign resulting in him becoming [[spoiler:TheAtoner]].
* MoreDakka -- A possible build for a pure ranged Mil-Agro Combot. It makes a surprisingly good 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.]]

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** Depends on map. In a mid-level mission in the Mil-Agro campaign, the Rimtech AI attacks with four or five Combots combots at a time.
* MyGodWhatHaveIDone -- Stefan every time when he's [[spoiler:controlled All three Angelus brothers have such a moment in their respective campaigns.
** Diego, after disobeying his superior officer's orders and lying
to fight Rimtech. Justified due said superior officer in order to The get a shot at Akiri, only to end up going on a wild goose chase.
** Stefan, after the
Cobs installing into force him a control device.]]
to massacre the Rimtech training facility at New Providence.
** Jonus also gets this near the end of the Neuropa Campaign campaign, resulting in him becoming [[spoiler:TheAtoner]].
* MoreDakka -- A possible build for a pure ranged Mil-Agro Combot. combot. It makes a surprisingly good 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.]]



* RoaringRampageOfRevenge -- Diego later in the Rimtech campaign.
* RPGElements -- Depending on your performance, points are awarded at the end of each mission which can be used to increase the proficiency of surviving Combot crews and heroes or the efficiency of your vehicle and structure crews.

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* RoaringRampageOfRevenge -- Diego later 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 campaign.
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 -- Depending on your performance, points are awarded at Accomplishing missions and certain bonus objectives (such as succeeding within a time limit or completely wiping the end of each enemy off the map without the mission which objectives explicitly asking for it) rewards you with upgrade points that can be used spent to increase the proficiency of surviving upgrade your staff's neural interfaces. Combot crews pilots receive increased weapon damage, structures and heroes or the efficiency of your vehicle vehicles get boosted firepower and structure crews.reduced manpower requirements.



* ShieldBash -- How any Combot that only has shields arms fights.
* ShoulderCannon -- Available to all factions, in one form or another. Rim-Tech get missile launching torsos, Mil-Agro have the Flak and Howitzer torsos, and Neuropa has the Tracer Fire plasma cannon torso.
* 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...]]

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* ShieldBash -- How any Combot combot that only has shields arms fights.
* ShoulderCannon -- Available to all factions, in one form or another. Rim-Tech get missile launching torsos, Mil-Agro have the Flak and Howitzer torsos, and Neuropa has the Tracer Fire plasma cannon torso.
*
ShouldersOfDoom -- Rimtech Combots combots crewed by a hero unit or a crew above level 4 get these.
* SuperRobot -- Any Combot combot that has at least one piece of alien tech can easily solo five enemy Combots.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...]]



* UndergroundLevel: You can use elevators to transport units underground. It's a good place to hide valuable structures and the magma/lava pools that are the main energy source for powering your buildings are much richer and last longer than the ones above ground, as you can control all axes of approach and Combots can't go down there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.

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* UndergroundLevel: UndergroundLevel -- You can use elevators to transport units underground. It's a good place to hide valuable structures and the magma/lava lava pools that are the your main energy source resource for powering your buildings the early-to-mid game are much richer and last longer than the ones above ground, as plus you are safe from combot attacks and can control all axes of approach and Combots can't use Recon Poles to see what's going on above without having to go down up there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.



* 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).
** On the other hand, if you haul the parts back to base... you can research them and build your own versions of that part which actually use different models and textures to suit your faction. For example, the Neuropa K-Shield is more lozenge-shaped, compared to the Mil-Agro and Rimtech versions which look basically like a Combot-sized riot shield emblazoned with the faction logo.
* YouRequireMoreVespeneGas: there are two kinds of resources. Metajoule is needed to build stuff and is harvested from lava pits or generated by solar panels. The other is Manpower, increased by building Cryofarms (which also produce Combot crews) and AI Centers (which decrease the manpower requirement of buildings).

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* UnusableEnemyEquipment: UnusableEnemyEquipment -- [[AvertedTrope Averted,]] your Combots 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).
** On the other hand, if you haul the parts back to base... you can research them and build your own versions of that part which actually use different models and textures to suit your faction. For example, the Neuropa K-Shield is more lozenge-shaped, compared to the Mil-Agro and Rimtech versions which look basically like a Combot-sized combot-sized riot shield emblazoned with the faction logo.
* YouRequireMoreVespeneGas: YouRequireMoreVespeneGas -- there are two kinds of resources. Metajoule is resources.
** Metajoules are
needed to build stuff and is are harvested from lava pits or generated by solar panels. Solar Panels. The other maximum storage capacity can be increased by building Energy Banks, with each one adding another 2000 to your maximum capacity. For those who played ''VideoGame/SupremeCommander'', Metajoules are functionally identical to SC's Mass. Disassembling structures (even your enemies'!) and selling combot parts stockpiled at the Assembly Bay refunds some of their Metajoule cost, but not all of it.
*** What the game doesn't mention
is Manpower, that Solar Panels actually generate Metajoules faster if under your defense grid. Eight Solar Panels under the defense grid of an Outpost have an income equivalent of four Hovertrucks working at a lava pit, which roughly breaks even with a single Vehicle Factory.
** Manpower is required to operate vehicles (including combots) and structures. This one is
increased by building Cryofarms (which also produce Combot function as a source of combot crews) and AI Centers Facilities (which decrease the manpower requirement of buildings).buildings and are a prerequisite for top-tier combot parts). Structures can be turned off to reuse their manpower and cannot be turned back on if it would exceed your maximum manpower, but exceeding the limit anyway (by losing Cryofarms or building too many buildings) slows down all production.
* 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
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The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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.

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The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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.



* CainAndAbel: There are elements of this between Diego and Jonas, but Stefan is a wild card.

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* CainAndAbel: There are elements of this between Diego and Jonas, Jonus, but Stefan is a wild card.
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The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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, Jonas 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, Jonas 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, Jonas 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


The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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, Jonas 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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


The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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.

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* Heel-FaceTurn -- Brik Cob goes through this after he released Stefan and his crew from Cob control.

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* Heel-FaceTurn HeelFaceTurn -- Brik Cob goes through this after he released Stefan and his crew from Cob control.



* RoaringRampageOfRevenge -- Diego later in the Rimtech campaign.



* 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 Heel-FaceTurn.

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* 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 Heel-FaceTurn.HeelFaceTurn.


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* UnstoppableRage -- Let's say that Diego didn't take [[spoiler:Isadora's death]] well.
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* Heel-FaceTurn -- Brik Cob goes through this after he released Stefan and his crew from Cob control.


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* 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 Heel-FaceTurn.
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* MyGodWhatHaveIDone -- Stefan every time when he's [[spoiler:controlled to fight RimTech. Justified due to The Cobs installing into him a control device.]]
** Jonus also gets this near the end of the Neuropa Campaign resulting in him becoming [[spoiler:[[The Atoner]].]]

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* MyGodWhatHaveIDone -- Stefan every time when he's [[spoiler:controlled to fight RimTech.Rimtech. Justified due to The Cobs installing into him a control device.]]
** Jonus also gets this near the end of the Neuropa Campaign resulting in him becoming [[spoiler:[[The Atoner]].]][[spoiler:TheAtoner]].
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Added extra stuff since I'm at the moment playing MF, so I thought I would add some plot elements.

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* MyGodWhatHaveIDone -- Stefan every time when he's [[spoiler:controlled to fight RimTech. Justified due to The Cobs installing into him a control device.]]
** Jonus also gets this near the end of the Neuropa Campaign resulting in him becoming [[spoiler:[[The Atoner]].]]
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Vague, confusing wording. Are they strong? Are they slow?


* 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.
** All Combot arms have a certain weight while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch to OminousWalk. Mil-Agro has a leg part (Strength Legs) specifically to avoid this since their stuff is heavier. Of the mighty part, Mil-Agro again: their Powershield Legs give extra armor against energy attacks but make the Combot unable to do anything ''but'' OminousWalk.
** Instead of Armor Fists equip Armor Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.

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* %%* 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.
** %%** All Combot arms have a certain weight while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch to OminousWalk. Mil-Agro has a leg part (Strength Legs) specifically to avoid this since their stuff is heavier. Of the mighty part, Mil-Agro again: their Powershield Legs give extra armor against energy attacks but make the Combot unable to do anything ''but'' OminousWalk.
** %%** Instead of Armor Fists equip Armor Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.

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* CosmeticallyDifferentSides -- The Combots avert this, with each side possessing completely different Combot components with distinct abilities and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly different bonuses to defence and damage for all units, but at the end of the day, 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.

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* CosmeticallyDifferentSides -- The Combots avert this, with each side possessing completely different Combot components with distinct abilities and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly different bonuses to defence defense and damage for all units, but at the end of the day, 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.



* FragileSpeedster: Neuropa units and Combot parts are this.
** Especially since Neuropa is the only side to field Speed Legs which makes the Combot '''NinjaRun'''. The only thing that prevents the Speed Legs + dual-wielded Mil-Agro Hammer Arms combo from being a LightningBruiser is the fact that Speed Legs can't take this much weight and the Combot will walk normally. Fist-type weapons, however...
** This can be combined with the above trope. If you manage to equip a Combot with both Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute but it'll fly VERY fast.

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* FragileSpeedster: Neuropa units and Combot parts are this.
** Especially since Neuropa is the only side to field Speed Legs which makes the Combot '''NinjaRun'''. The only thing that prevents the Speed Legs + dual-wielded Mil-Agro Hammer Arms combo from being a LightningBruiser is the fact that Speed Legs can't take this much weight and the Combot will walk normally. Fist-type weapons, however...
**
FragileSpeedster: This can be combined with the above trope. If you manage to equip a Combot with both Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute but it'll fly VERY fast.



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

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



** Instead of Armour Fists equip Armour Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.

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** Instead of Armour Armor Fists equip Armour Armor Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.
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* HumongousMecha -- They serve as your main attack force. Interestingly enough, they are piloted MotionCaptureMecha style (a la GGundam) 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.

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* HumongousMecha -- They serve as your main attack force. Interestingly enough, they are piloted MotionCaptureMecha style (a la GGundam) ''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.
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* UndergroundLevel: You can use elevators to transport units underground. It's a good place to hide valuable structures, as you can control all axes of approach and Combots can't go down there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.

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* UndergroundLevel: You can use elevators to transport units underground. It's a good place to hide valuable structures, structures and the magma/lava pools that are the main energy source for powering your buildings are much richer and last longer than the ones above ground, as you can control all axes of approach and Combots can't go down there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.
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''Metal Fatigue'' is what happens when you take ''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.

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''Metal Fatigue'' is what happens when you take ''CommandAndConquer'', ''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.
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The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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, Jonas 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 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas 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


The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he has lost his memory and is now Mil-Agro's rising champion.

to:

The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he has lost his memory was implanted with a mind control chip by Mil-Agro and is now Mil-Agro's rising pressed into service as their newest champion.



* 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.)

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* 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.)



** {{BFS}} -- the basic Rimtech melee weapon is a katana but it actually averts KatanasAreJustBetter: it's damage is nowhere near late-game weapons.

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** {{BFS}} -- the basic Rimtech melee weapon is a katana but it actually averts KatanasAreJustBetter: it's its damage is nowhere near late-game weapons.



* 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 ''''ZERO''' armor until it lands so it takes extra damage from AA.

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* Flight: {{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 ''''ZERO''' '''ZERO''' armor until it lands so it takes extra damage from AA.



** Especially since Neuropa is the only side to field Speed Legs which makes the Combot '''NinjaRun'''. The only thing that prevents the Speed Legs + dual-wielded Mil-Agro Hammer Arms combo from being a LightningBruiser is the fact that Speed Legs can't take this much weight and the Combot will walk normally. Fist-type weapons however...

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** Especially since Neuropa is the only side to field Speed Legs which makes the Combot '''NinjaRun'''. The only thing that prevents the Speed Legs + dual-wielded Mil-Agro Hammer Arms combo from being a LightningBruiser is the fact that Speed Legs can't take this much weight and the Combot will walk normally. Fist-type weapons weapons, however...



* MeleeATrois -- [[spoiler: [[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]

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* MeleeATrois -- [[spoiler: [[FromBadToWorse [[spoiler:[[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]



* 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.]]

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* 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.]]
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* RealRobot -- 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...]]

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* RealRobot 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...]]

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X Meets Y isn\'t a trope and shouldn\'t be treated as such


* XMeetsY: ''TotalAnnihilation'' meets ''ArmoredCore'', especially when just like the latter, this game features customizable mecha and corporate wars.
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* XMeetsY: ''TotalAnnihilation'' meets ''ArmoredCore'', especially when just like the latter, this game features customizable mecha and corporate wars.
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* XMeetsY: ''TotalAnnihilation'' meets ''ArmoredCore'', especially when just like the latter, this game features customizable mecha and corporate wars.
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* MechaGame: Fits the standard of relying heavily on unit customization. Mostly in the "Stompy" category (especially if you deck out a combot with all the best - and, usually, heaviest - weaponry and armour), though building a Combot using lighter components and Neuropa's "Speed Legs" can make it quite High-Speed.

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* MechaGame: Fits the standard of relying heavily on unit customization. Mostly A bit of a toss-up as to whether it's more in the "Stompy" category (especially if you deck out or "High-speed" categories -- most Combots are fairly slow, but it's possible to put together a combot 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 all the best - and, usually, heaviest - weaponry Combots slowly swinging heavy weapons and armour), though building a Combot using lighter components and Neuropa's "Speed Legs" can make it quite High-Speed.shields at each other like medieval knights in rusty armour).
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* MechaGame: Fits the standard of relying heavily on unit customization. Mostly in the "Stompy" category (especially if you deck out a combot with all the best - and, usually, heaviest - weaponry and armour), though building a Combot using lighter components and Neuropa's "Speed Legs" can make it quite High-Speed.

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* 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...



** Expect this to happen any time you come up against the monstrous Hedoth Combots, which can put the hardiest human-made designs to shame ''and dish out even more damage''.



** Instead of ArmourFists equip Armour Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.

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** Instead of ArmourFists Armour Fists equip Armour Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.


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* ShoulderCannon -- Available to all factions, in one form or another. Rim-Tech get missile launching torsos, Mil-Agro have the Flak and Howitzer torsos, and Neuropa has the Tracer Fire plasma cannon torso.

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Gundam Jack is now Grand Theft Prototype. Misuse and Zero Context Examples are being deleted


* GrandTheftPrototype -- Some campaign missions start out with you needing to do this.



* GundamJack -- Some campaign missions start out with you needing to do this.
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* ColorCodedForYourConvenience: 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.)

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* ColorCodedForYourConvenience: 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.)
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''Metal Fatigue'' is what happens when you take ''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 {{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.

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''Metal Fatigue'' is what happens when you take ''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 {{Psygnosis}} 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.
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* MeleeATrois -- [[spoiler: [[ItGotWorse It gets worse]] when the actual aliens show up to make a mess of things.]]

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* MeleeATrois -- [[spoiler: [[ItGotWorse [[FromBadToWorse It gets worse]] when the actual aliens show up to make a mess of things.]]
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** Instead of ArmourFists equip Armour Torso&Legs Combot with two Hammers or a Hammer and Shield - destroying a monster like this takes a lot of firepower.
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** GatlingGood -- one of Mil-Agro's ranged arms and is the only hitscan arm in the whole game (ie. it hits instantly so pesky aircraft can't dodge it).

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** GatlingGood -- one of Mil-Agro's ranged arms and is the only hitscan arm in the whole game (ie. it hits instantly so pesky aircraft can't dodge it). It also comes with Flak Torso which does even more instant damage.
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** 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.
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Metal_Fatigue_Coverart_2279.png]]

''Metal Fatigue'' is what happens when you take ''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 {{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.

The single-player campaign tells the story of [[RuleOfThree three brothers]]: Diego, Jonas 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. Jonas, 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, Jonas escapes with the alien weapon and Diego returns home empty-handed, believing Jonas a traitor and Stefan killed in action. However, Stefan turns out to have survived his fall, though he has lost his memory and is now Mil-Agro's rising champion.

Thus, the stage is set for brutal confrontation between the brothers and through them, [[MegaCorp the CorpoNations]].

!!This game provides examples of:
* ActionGirl: Issadora Toltec, Rimtech Combot pilot.
** ActionGirlfriend: To Diego.
* 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.
* BeehiveBarrier: Certain Combot parts can generate a defensive shield that either negates attacks balanced with a long refresh time, or a permanent wall of energy that improves defense.
* CainAndAbel: There are elements of this between Diego and Jonas, but Stefan is a wild card.
* ColorCodedForYourConvenience: 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 -- The Combots avert this, with each side possessing completely different Combot components with distinct abilities and functions. All other units and structures, however, play this trope entirely straight. Each side does get slightly different bonuses to defence and damage for all units, but at the end of the day, 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.
** It is also possible to build railgun Orbital Bombs, which take ages to reload but can take out entire armies of small units with a single hit, or slowly wear away the enemy's base from halfway across the map. Provided the enemy doesn't have a Point Defense structure set up, of course.
*** The little brother of the Orbital Bomb takes this trope to an entirely different level: the Tectonic Torpedo can fire through the ground to attack underground targets.
* 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 -- basic Mil-Agro melee arm.
** ArmCannon -- Neuropa's basic ranged weapon. Rimtech has a smaller version that's actually ''stronger''. Neuropa also has a high-tech sniper ArmCannon.
** {{BFG}} -- Neuropa Sniper Laser and Rimtech Long Range Missile arms.
** {{BFS}} -- the basic Rimtech melee weapon is a katana but it actually averts KatanasAreJustBetter: it's damage is nowhere near late-game weapons.
** ChainsawGood -- a rotary saw made of energy is the most powerful melee arm for Neuropa.
** DropTheHammer -- advanced Mil-Agro weapon and the most devastating melee arm in the whole game (does 60/2 damage per hit, and that's WITHOUT the bonus from pilot rank). Dual-wield these with Strength Legs and your Combot can open a HUGE can of whupass.
** GatlingGood -- one of Mil-Agro's ranged arms and is the only hitscan arm in the whole game (ie. it hits instantly so pesky aircraft can't dodge it).
** HomingProjectile -- Neuropa Homing Missile. A competent anti-aircraft weapon.
** LaserBlade -- mid-level Rimtech melee arm and a pretty decent energy weapon.
** LuckilyMyShieldWillProtectMe -- comes in two flavors. Rimtech's Power Shield is a circular BeehiveBarrier geared toward energy defense while Neuropa's K-Shield is essentially a riot shield geared against kinetic damage.
** PowerFist -- every side has their own version: 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. All of 'em do lots of damage.
** ShockAndAwe -- Neuropa's basic melee weapon is the Electrogrip whose attack shocks enemy Combots into submission. It only lasts while the attack animation is going but it's one long attack animation...
* 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.
* 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 ''''ZERO''' armor until it lands so it takes extra damage from AA.
* FragileSpeedster: Neuropa units and Combot parts are this.
** Especially since Neuropa is the only side to field Speed Legs which makes the Combot '''NinjaRun'''. The only thing that prevents the Speed Legs + dual-wielded Mil-Agro Hammer Arms combo from being a LightningBruiser is the fact that Speed Legs can't take this much weight and the Combot will walk normally. Fist-type weapons however...
** This can be combined with the above trope. If you manage to equip a Combot with both Jumpjet Torso and Jumpjet Legs, it'll have next to no HP besides what the arms contribute but it'll fly VERY fast.
* 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.
* GundamJack -- Some campaign missions start out with you needing to do this.
* 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.
* HumongousMecha -- They serve as your main attack force. Interestingly enough, they are piloted MotionCaptureMecha style (a la GGundam) 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.]]
* MightyGlacier: Mil-Agro units and Combot parts are this. Also any Combot with all Armour parts, such as the Rimtech Armour Torso and Fists, and the Neuropa Armour Legs.
** All Combot arms have a certain weight while legs have a maximum limit for the amount of weight they can carry. Going over this means the Combot in question will switch to OminousWalk. Mil-Agro has a leg part (Strength Legs) specifically to avoid this since their stuff is heavier. Of the mighty part, Mil-Agro again: their Powershield Legs give extra armor against energy attacks but make the Combot unable to do anything ''but'' OminousWalk.
* 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: [[ItGotWorse It gets worse]] when the actual aliens show up to make a mess of things.]]
* 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.
** 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.
* MoreDakka -- A possible build for a pure ranged Mil-Agro Combot. It makes a surprisingly good 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.]]
* RealRobot -- 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...]]
* RPGElements -- Depending on your performance, points are awarded at the end of each mission which can be used to increase the proficiency of surviving Combot crews and heroes or the efficiency of your vehicle and structure crews.
* 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...]]
** Also a rare aversion of CutscenePowerToTheMax from the intro cutscene. They really are (well, almost) that dangerous. On the other hand, the research and production times are ridiculous.
* 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.
* UndergroundLevel: You can use elevators to transport units underground. It's a good place to hide valuable structures, as you can control all axes of approach and Combots can't go down there. Drill Trucks can be used to dig new tunnels and construct new elevators, allowing you to send vehicles behind enemy lines.
** Sadly, the game's underground parts add a lot of boredom: you're forced to rush the enemy with a whole lot of tanks - that take a proportionally long time to build. On the other hand, massed artillery supported by Tectonic Torpedoes (targeted at enemy tank concentrations) from above can do some real damage.
* 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).
** On the other hand, if you haul the parts back to base... you can research them and build your own versions of that part which actually use different models and textures to suit your faction. For example, the Neuropa K-Shield is more lozenge-shaped, compared to the Mil-Agro and Rimtech versions which look basically like a Combot-sized riot shield emblazoned with the faction logo.
* YouRequireMoreVespeneGas: there are two kinds of resources. Metajoule is needed to build stuff and is harvested from lava pits or generated by solar panels. The other is Manpower, increased by building Cryofarms (which also produce Combot crews) and AI Centers (which decrease the manpower requirement of buildings).
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