Follow TV Tropes

Following

History VideoGame / PhantomBrigade

Go To

OR

Added: 328

Changed: 57

Is there an issue? Send a MessageReason:
None


* CultureChopSuey: The Homeland comes across as an amalgamation of various Scandinavian and Baltic cultures. Its highly-organized Home Guard and the citizenry's stubborn defiance, however, calls to mind Poland.
* DayOfTheJackboot: TheEmpire's rule over the Homeland is shown to be oppressive and overbearing, its propaganda insisting that its draconian measures[[BlatantLies only temporary and that the people will welcome their new way of life]]. In-game, this also translates into occupied settlements being desolate landscapes strewn with imposing military structures.

to:

* CultureChopSuey: The Homeland comes across as an amalgamation of various Scandinavian and Baltic cultures. Its highly-organized Home Guard and the citizenry's stubborn defiance, however, calls to mind Poland.
Poland during the Second World War.
* DayOfTheJackboot: TheEmpire's rule over the Homeland is shown to be oppressive and overbearing, its propaganda insisting that its draconian measures[[BlatantLies measures are [[BlatantLies only temporary and that the people will welcome their new way of life]]. In-game, this also translates into occupied settlements being desolate dilapidated landscapes strewn with propaganda and imposing military structures.


Added DiffLines:

* SlaveToPR: Downplayed. Being the vanguard in the Homeland's liberation, all eyes from the GovernmentInExile to the Home Army and average civilian are on the Brigade. While your countrymen are generally forgiving given the circumstances, it's still important to keep morale up through decisive battles and careful maneuvering.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AlternateHistory: The divergence happens roughly around the end of the Cretaceous, in which the dinosaurs weren't wiped out by a single impact, but ''multiple''. While humanity still emerges down the line and develops along similar lines to our history, the presence of readily available rare-earth metals made possible by said impacts is what heavily motivates TheEmpire's invasion in the first place.


Added DiffLines:

* FogOfWar: On top of undetected enemy units, this also manifests in how your CombatClairvoyance can still work past five seconds, at the cost of significant uncertainty.

Added: 729

Removed: 187

Is there an issue? Send a MessageReason:
None


* EarlyGameHell: While the campaign does ease you in on what to expect, you're nonetheless forced to make do with only meager resources and a handful of mechs at the start, against enemies who can take your forces out with ease if one's careless.



* EliteArmy: Downplayed. The Brigade is explicitly described as a spec-ops unit that's received substantial training and support since the invasion, and that is ''before'' they even return to the Homeland. Despite being just a comparatively small contingent, it could nonetheless hold its own against much larger opponents.



* ElitesAreMoreGlamorous: The Brigade is explicitly described as a spec-ops unit that's received substantial training and support. And that is ''before'' they even return to the Homeland.


Added DiffLines:

* KnowWhenToFoldEm: Knowing when to retreat from a combat zone, whether or not you succeed in your objectives, can be just as important as fighting the enemy.

Added: 483

Changed: 292

Is there an issue? Send a MessageReason:
None


* DayOfTheJackboot: TheEmpire's rule over the Homeland is shown to be oppressive and overbearing, which its propaganda insists is [[BlatantLies only temporary and that the people will welcome their new way of life]].

to:

* CultureChopSuey: The Homeland comes across as an amalgamation of various Scandinavian and Baltic cultures. Its highly-organized Home Guard and the citizenry's stubborn defiance, however, calls to mind Poland.
* DayOfTheJackboot: TheEmpire's rule over the Homeland is shown to be oppressive and overbearing, which its propaganda insists is [[BlatantLies insisting that its draconian measures[[BlatantLies only temporary and that the people will welcome their new way of life]].life]]. In-game, this also translates into occupied settlements being desolate landscapes strewn with imposing military structures.


Added DiffLines:

* NoNameGiven: The Homeland is only ever referred to as such. Likewise, TheEmpire's actual name is never explicitly stated.

Added: 585

Changed: 30

Removed: 256

Is there an issue? Send a MessageReason:
None


* TwentyMinutesIntoTheFuture: The whole thing feels a bit like this; most everything is identifiably mundane if slightly advanced looking, but you also have fantastical-but-maybe-plausible elements like the MiniMecha.

to:

* TwentyMinutesIntoTheFuture: The whole thing feels a bit like this; most everything is identifiably mundane if slightly advanced looking, but you also have fantastical-but-maybe-plausible elements like the MiniMecha.MiniMecha and long-range energy weapons.



* AllUpToYou: Subverted. The titular Brigade is part of a much larger war effort to free the Homeland, requiring Home Guard troops to secure liberated areas. As the vanguard of said operation, however, it more often than not acts as the decisive factor.



* ItsAllUpToYou: Subverted. The titular Brigade is part of a much larger war effort to free the Homeland, requiring Home Guard troops to secure liberated areas. As the vanguard of said operation, however, it more often than not acts as the decisive factor.


Added DiffLines:

* SurprisinglyRealisticOutcome: No matter how well the Brigade performs or how bold its exploits are, it's still just one relatively small unit whose gains could easily be lost if TheEmpire sends enough reinforcements. As such, it has to work in tandem with the much larger Home Guard if it hopes to make those victories meaningful.

Added: 833

Changed: 6

Is there an issue? Send a MessageReason:
None


* DayOfTheJackboot: TheEmpire's rule over the Homeland is shown to be oppressive and overbearing, which its propaganda insists is [[BlatantLies only temporary and that the people will welcome their new way of life]].



* EliteMooks: TheEmpire has several seperate 'divisions', the main ones being the Reserves, Army, Experimental, and Spec Ops. Spec Ops naturally serve as the EliteMooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories.

to:

* EliteMooks: TheEmpire has several seperate separate 'divisions', the main ones being the Reserves, Army, Experimental, and Spec Ops. Spec Ops naturally serve as the EliteMooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories.territories.
* ElitesAreMoreGlamorous: The Brigade is explicitly described as a spec-ops unit that's received substantial training and support. And that is ''before'' they even return to the Homeland.



* ItsAllUpToYou: Subverted. The titular Brigade is part of a much larger war effort to free the Homeland, requiring Home Guard troops to secure liberated areas. As the vanguard of said operation, however, it more often than not acts as the decisive factor.



* LaResistance: In addition to the Brigade itself, there's the GovernmentInExile-backed Home Guard, comprised of guerilla fighters and what's left of the Homeland's military.



* NorseByNorsewest: All the county and location names (apart from military bases) give a very scandinavian/baltic feel to the Homeland.

to:

* NorseByNorsewest: All the county and location names (apart from military bases) give a very scandinavian/baltic Scandinavian/Baltic feel to the Homeland.

Removed: 158

Is there an issue? Send a MessageReason:
Misuse


* RedRightHand: As a visual gag of sorts, one of your two starting units (after the tutorial) has the entire right arm and right arm weapon painted stark red.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeButImpractical: Heavy Mechs are big, beefy with more integrity than light and medium mechs. But their speed takes a giant nose dive due to their colossal mass, and their heat capacity is also lowered meaning they can't fire weapons as often. As the game favors a lot proper positioning to get the best of your enemy who generally field better mechs and weapons, heavy mechs tend to fair far less well. Their integrity is also not that much higher than medium mechs, so they don't perform that well as tanks. There's some niche use like making them ram into enemies as collision effects are dependent on weight, but generally medium mechs perform better.
Is there an issue? Send a MessageReason:
None


It entered Epic Early Access on November 16, 2020.

to:

It entered Epic Early Access on November 16, 2020.2020 and had its full release on February 28th, 2023.
Is there an issue? Send a MessageReason:


* ArbitraryMaximumRange: Largely averted; weapons can be fired at a target no matter the range, but will deal less damage if the target is too close or too far away, with the effectiveness indicated next to the reticle/selector. Shotguns and machineguns suffer from this fairly hard due to shots spreading out, but it's also used to enforce CompetitiveBalance where sniper rifles deal less damage to targets that are too close.

to:

* ArbitraryMaximumRange: ArbitraryWeaponRange: Largely averted; weapons can be fired at a target no matter the range, but will deal less damage if the target is too close or too far away, with the effectiveness indicated next to the reticle/selector. Shotguns and machineguns suffer from this fairly hard due to shots spreading out, but it's also used to enforce CompetitiveBalance where sniper rifles deal less damage to targets that are too close.

Added: 1007

Changed: 54

Is there an issue? Send a MessageReason:
None


* AceCustom: Each of your own units will eventually end up as an Ace Custom in order to suit the pilot's skills, based on whatever equipment you can steal, salvage, or trade for.



* {{BFS}}: The largest melee weapons are ''huge'', though they're not quite to absurd proportions.



* EliteMooks: TheEmpire has several seperate 'divisions', the main three being the Reserves, Army, and Spec Ops. Spec Ops naturally serve as the EliteMooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories.

to:

* EliteMooks: TheEmpire has several seperate 'divisions', the main three ones being the Reserves, Army, Experimental, and Spec Ops. Spec Ops naturally serve as the EliteMooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories.



* InvisibilityCloak: TheEmpire being unable to pin down the Brigade's crawler is handwaved away as being due to "cloaking tech". It's not flawless, as patrols will be able to spot and pursue you if you get too close to them.



* PunchedAcrossTheRoom: Not quite ''punched'', but the heaviest melee weapons are all but guaranteed to stagger and knock down victims even without leg breaks, potentially sending them crashing through buildings or tumbling to the ground. Lighter blades can be used for consecutive strikes or careful hit and run attacks, but sometimes interrupting an enemy's entire action is a more effective tactic.



* RandomlyGeneratedLoot: Most equipment uses a system of base stats modified by level and rarity. There are no 'random drops' from mechs however; what you see is what you can salvage, and if you destroy an enemy mech's arm, then you can't salvage that arm after the battle. But on the other hand if you knock the pilot out ''without'' damaging their mech too badly, you can take the entire thing more or less intact. Vehicles that are disabled rather than destroyed (due to surrender or crew KO) will sometimes give random subsystems as salvage, but never reward mech parts or weapons. Obviously any parts you find lying around in warehouses and caches, or loot from convoys, can be completely random.

to:

* RandomlyGeneratedLoot: Most equipment uses a system of base stats modified by level and rarity. There are no 'random drops' from mechs however; what you see is what you can salvage, and if you destroy an enemy mech's arm, arm then you can't salvage that arm after the battle. But on the other hand if you knock the pilot out ''without'' damaging their mech too badly, you can take the entire thing more or less intact. Vehicles that are disabled rather than destroyed (due to surrender or crew KO) will sometimes give random subsystems as salvage, but never reward mech parts or weapons. Obviously any parts you find lying around in warehouses and caches, or loot from convoys, can be completely random.



* SpiritualSuccessor: Those familiar with the ''VideoGame/FrontMission'' series will have a hard time not seeing a few parallels between the two. The combat cutscenes are stated to have been an explicit inspiration for the gameplay.

to:

* SpiritualSuccessor: Those familiar with the ''VideoGame/FrontMission'' series will have a hard time not seeing a few parallels between the two. The combat in cutscenes from the more recent entries are stated to have been an explicit inspiration for the gameplay.


Added DiffLines:

* SticksToTheBack: Some stowed weapons will visibly stick to the mech's back or hover next to their thigh.

Removed: 250

Is there an issue? Send a MessageReason:
in hindsight, not really a particularly good example given the genre


* AnyoneCanDie: A mech losing its upper body will result in the pilot's death, unless they've already [[EjectionSeat punched out]]. Makes sense really; those pilot pods can't be easy to get out of, especially when you're surrounded by flaming debris.

Added: 1023

Changed: 854

Is there an issue? Send a MessageReason:
None


* ArbitraryMaximumRange: Largely averted; weapons can be fired at most ranges, but will deal less damage if the target is too close or too far away, with the effectiveness indicated next to the reticle/selector.

to:

* AnyoneCanDie: A mech losing its upper body will result in the pilot's death, unless they've already [[EjectionSeat punched out]]. Makes sense really; those pilot pods can't be easy to get out of, especially when you're surrounded by flaming debris.
* ArbitraryMaximumRange: Largely averted; weapons can be fired at most ranges, a target no matter the range, but will deal less damage if the target is too close or too far away, with the effectiveness indicated next to the reticle/selector.reticle/selector. Shotguns and machineguns suffer from this fairly hard due to shots spreading out, but it's also used to enforce CompetitiveBalance where sniper rifles deal less damage to targets that are too close.



* MechaMooks: Naturally. Aside from the tanks, anyway.



* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Gepard-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.

to:

* SuicidalOverconfidence: An enemy unit can be the last one on the field, surrounded by four mechs in good condition, with its own legs and one arm destroyed... and they'll still stand and fight rather than eject.
* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Gepard-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.well, though the AA tanks can inflict a surprising amount of damage as they're essentially just mech machineguns on treads.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OurWeaponsWillBeBoxyInTheFuture: A lot of the heavier weapons are very boxy, particularly the heavier shotguns, machineguns, and sniper rifles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EquipmentBasedProgression: Whilst pilots will have their own skill and progression system at some point in the future, for now all of your progression is based off equipment levels and rarity. The level acts as a multiplier or modifier for the base statistics (so a Level 10 torso has noticeably more Integrity than a Level 1 torso) whilst rarity adds additional slots for subsystems and inherent modifiers.


Added DiffLines:

* MightyGlacier: Any mech made with lots of Heavy parts will tend to be this, capable of winning collisions against any other weight class, though with the right parts it might be possible to make a LightningBruiser out of them instead.


Added DiffLines:

* RandomlyGeneratedLoot: Most equipment uses a system of base stats modified by level and rarity. There are no 'random drops' from mechs however; what you see is what you can salvage, and if you destroy an enemy mech's arm, then you can't salvage that arm after the battle. But on the other hand if you knock the pilot out ''without'' damaging their mech too badly, you can take the entire thing more or less intact. Vehicles that are disabled rather than destroyed (due to surrender or crew KO) will sometimes give random subsystems as salvage, but never reward mech parts or weapons. Obviously any parts you find lying around in warehouses and caches, or loot from convoys, can be completely random.

Added: 409

Changed: 37

Is there an issue? Send a MessageReason:
None


* DifficultButAwesome: Flak Cannons and the Firestarter model Heavy Pistols are fairly hard to use, as they fire a small number of explosive projectiles per Attack. Whilst they hit very hard per shot and in a decent area-of-effect (allowing them to damage multiple parts or even units with a single shot) friendly fire and self damage alike are serious risks, and it's entirely possible for all shots to miss.



* {{Overheating}}: Firing weapons and using thrusters will generate heat; if heat exceeds the unit's capacity it'll take a fixed amount of damage ''per second'' until it cools below threshold. Units that take too much heat damage may auto-eject, and even if they don't that damage will need to be repaired later. This can be offset by installing Capacitors (which increase the overheat threshold) and Heatsinks (which cause units to cool faster).

to:

* {{Overheating}}: Firing weapons and using thrusters will generate heat; if heat exceeds the unit's capacity it'll take a fixed percentage amount of damage from their total health ''per second'' until it cools below threshold. Units that take too much heat damage may auto-eject, and even if they don't that damage will need to be repaired later. This can be offset by installing Capacitors (which increase the overheat threshold) and Heatsinks (which cause units to cool faster).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BottomlessMagazines: In full effect; units never need to stop and reload their weapons, no matter how many shots they fire (and an HMG-equipped unit could easily burn hundreds of rounds in a single encounter with the right setup). Instead you have to manage {{Overheating}}.


Added DiffLines:

* {{Overheating}}: Firing weapons and using thrusters will generate heat; if heat exceeds the unit's capacity it'll take a fixed amount of damage ''per second'' until it cools below threshold. Units that take too much heat damage may auto-eject, and even if they don't that damage will need to be repaired later. This can be offset by installing Capacitors (which increase the overheat threshold) and Heatsinks (which cause units to cool faster).

Added: 1401

Changed: 191

Is there an issue? Send a MessageReason:
None


* EliteMooks: TheEmpire has several seperate 'divisions', the main three being the Reserves, Army, and Spec Ops. Spec Ops naturally serve as the EliteMooks of the forces and are typically the best-equipped and most dangerous of the lot, and crop up more as you get into higher-level territories.



* HotBlade: Swords leave magnificent orange trails during their arcs, making them very easy to see whilst also giving them the impression of being heated in some way.



* ShieldBearingMook: Naturally many enemy units will have shields as well.

to:

* ShieldBearingMook: Naturally many enemy units will have shields as well. Whilst it makes sense for the shotgunners and machinegunners, any long-range unit with a shield is ''exceedingly'' vulnerable to close-range harassment... which is where melee units come in.



* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Gepard-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.

to:

* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Gepard-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.well.
* VariableMix: Most notable on the overworld view, where music intensity changes based on time of day and whether you're in an occupied or liberated province; it tends to be more subdued and ominous at night in occupied territories, but much more upbeat and inspiring in liberated provinces during the day.
* VideoGameCaringPotential: You'll often come across enemy deserters, stranded civilians, and people in need during your fight to save the Homeland. Deserters can be held as prisoners, ignored, or simply released, whilst civilians can be assisted (usually at the cost of time and supplies) or ignored (at the cost of fatigue or hope instead). Doing good deeds costs time and resources but can often lead to better rewards later such as being tipped off to the location of supply caches, so unless you have other pressing matters to attend to like an enemy siege or a patrol chasing you, it's often a good idea to stop and help people.

Added: 398

Changed: 413

Is there an issue? Send a MessageReason:
None


* ColourCodedForYourConvenience: Player projectiles/effects are blue, enemy projectiles/effects are orange. Enemy units are also typically white or black, with red highlights; players are free to coordinate their units however they like.



* HandCannon: Heavy pistols, but particularly the Blast and Firestarter models; the Blasts are shotgun pistols, and the Firestarters fire large explosive rounds.



* MiniMecha: You can build, maintain, and customize half a dozen in your Mobile Base, and deploy up to four into each combat encounter. Each is about two to three floors tall.

to:

* MiniMecha: You can build, maintain, and customize half a dozen in your Mobile Base, and deploy up to four into each combat encounter. Each is about two to three floors tall. Their components can be customized fairly extensively too.



* RagdollPhysics: When pilots lose control of their mechs, due to being knocked out or from collisions, full ragdoll physics kick in. Mechs and tanks can go sliding around the battlefield if rammed with a dash action, pinballing off one another or ''crashing'' through entire buildings.
* RedRightHand: As a visual gag of sorts, one of your two starting units has the entire right arm and right arm weapon painted stark red.

to:

* RagdollPhysics: When pilots Full ragdoll physics kick in when mechs lose control of their mechs, due to control, which is usually caused by the pilot being knocked out or from collisions, full ragdoll physics kick in.ejecting, or by collisions. Mechs and tanks can go sliding around the battlefield if rammed with a dash action, pinballing off one another or ''crashing'' through entire buildings.
* RedRightHand: As a visual gag of sorts, one of your two starting units (after the tutorial) has the entire right arm and right arm weapon painted stark red.



* ShieldBash: Whilst you can't ''explicitly'' shield bash right now, you can still order a unit to walk into the path of another with their shield up. Doing so will cause the shield to take the brunt of the impact, and the lighter of the two units will be staggered or even knocked down. This gives you a very effective means of interrupting enemy actions, as the Crashing 'action' immediately overrides whatever they were doing.

to:

* ShieldBash: Whilst you can't ''explicitly'' shield bash right now, you can still order a unit to walk into the path of another with their shield up. Doing so will cause the shield to take the brunt of the impact, and the lighter of the two units will be staggered or even knocked down. This gives you a very effective means of interrupting enemy actions, actions if you use a heavy unit, as the Crashing 'action' immediately overrides whatever they were doing.



* SocketedEquipment: Higher-level, higher-rarity components can come with swappable components such as heatsinks, capacitors, sensors, and hydraulics, which all improve the mech's performance in various ways. Thrusters can also be removed, and come in various models with different purposes.

to:

* SocketedEquipment: Higher-level, higher-rarity components can come with swappable components such as heatsinks, capacitors, sensors, and hydraulics, which all improve the mech's performance in various ways. Thrusters can also be removed, and come in various models with different purposes. At higher levels, even the power cores can be switched out.



* StandardFPSGuns: As far as guns go currently there's pistols, sub machine guns, shotguns, assault rifles, marksman/sniper rifles, machine guns, and flak cannons, each with their own perks and drawbacks.
* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Marksman-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.

to:

* StandardFPSGuns: As far as guns go currently there's pistols, sub machine guns, shotguns, assault rifles, marksman/sniper rifles, machine guns, and flak cannons, each with their own perks and drawbacks.
drawbacks. There are also swords for melee weapons.
* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Marksman-esque Gepard-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.

Added: 291

Changed: 27

Is there an issue? Send a MessageReason:
None


* BaseOnWheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign. It won't stop enemy patrols from spotting you if you get too close to them, but it's enough

to:

* BaseOnWheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign. It won't stop enemy patrols from spotting you if you get too close to them, but it's enoughenough to avoid full retaliation.


Added DiffLines:

* SocketedEquipment: Higher-level, higher-rarity components can come with swappable components such as heatsinks, capacitors, sensors, and hydraulics, which all improve the mech's performance in various ways. Thrusters can also be removed, and come in various models with different purposes.

Added: 286

Changed: 100

Is there an issue? Send a MessageReason:
None


* BaseOnWheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign.

to:

* BaseOnWheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign. It won't stop enemy patrols from spotting you if you get too close to them, but it's enough



* MoreDakka: Most weapons fire maybe one or two dozen projectiles per attack cycle. Machineguns can fire up to ''fifty''. They make a suitably fitting ''brrrrrt'' sort of sound when doing so. Expect any target in their effective range to be rapidly shredded.

to:

* MoreDakka: Most weapons fire maybe one or two dozen projectiles per attack cycle.cycle at most. Machineguns can fire up to ''fifty''. They make a suitably fitting ''brrrrrt'' sort of sound when doing so. Expect any target in their effective range to be rapidly shredded.


Added DiffLines:

* RagdollPhysics: When pilots lose control of their mechs, due to being knocked out or from collisions, full ragdoll physics kick in. Mechs and tanks can go sliding around the battlefield if rammed with a dash action, pinballing off one another or ''crashing'' through entire buildings.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/phantom_brigade_header.jpg]]

A RealTimeWithPause GenreMashup MiniMecha TurnBasedTactics game, ''Phantom Brigade'' follows the story of the eponymous Phantom Brigade, a special operations unit turned freedom fighters as they seek to reclaim the Homeland from TheEmpire after a sudden invasion. Faced with overwhelming odds, the Brigade has one advantage on its side; a prototype system that grants every unit five seconds of CombatClairvoyance. With it, they might just stand a chance - ''if'' they can fight their way to the Capital.

How do you GenreMashup RealTimeWithPause and TurnBasedTactics? Simple; each turn consists of five seconds of real-time combat, interspersed with pauses to use the planning system. During this paused time, the player is able to 'scrub' back and forth across the next five seconds to observe every planned enemy action - and plan their own actions accordingly. Sounds like it might make things too easy? Well, you're up against an entire army for starters...

It entered Epic Early Access on November 16, 2020.
----
!!According to our predictive prototype, the game will provide examples of:
----
* TwentyMinutesIntoTheFuture: The whole thing feels a bit like this; most everything is identifiably mundane if slightly advanced looking, but you also have fantastical-but-maybe-plausible elements like the MiniMecha.
* ArbitraryMaximumRange: Largely averted; weapons can be fired at most ranges, but will deal less damage if the target is too close or too far away, with the effectiveness indicated next to the reticle/selector.
* BackStab: Whilst units don't take more direct/physical damage when attacked from behind, they do take more ''concussion'' damage; this is damage to the pilot, and if it maxes out then they're knocked unconscious for the remainder of combat. This is the best way to get salvage, as mechs often don't have to be badly damaged for the pilot to be knocked out.
* BaseOnWheels: Part of why the Brigade is able to fight as they do is their special Base On Wheels. Adapted from a mining mech transport and outfitted with 'cloaking tech', it serves as your mobile base of operations through the campaign.
* CarFu: The AI tank drivers are ''reckless'' to the extreme, and will often attempt to ram or just drive through your units. Unfortunately for them, all but the lightest mechs will handily beat tanks in a collision.
* CombatClairvoyance: Exactly five seconds of it. As you can see the AI's every action, much of the gameplay stems from how you react and mitigate those actions; timing your attacks to not be countered by their shields, raising your shield or maneuvering behind cover to counter their attacks, and so on.
* CrosshairAware: Part of the above Combat Clairvoyance is the ability to see when enemies are making attacks, and exactly what their effective range is, with a big cone. This is vital for minimizing the damage your units will take, either by ensuring they're outside that effective range, have their shield up if they have one, or behind cover.
* DualWielding: You can absolutely arm your mechs with paired handguns or [=SMGs=], though sadly you can't fire them both simultaneously right now. You can also go SwordAndGun, backing up melee weapons with sidearms.
* EjectionSeat: Every mech comes with one as standard, as it also serves as the cockpit. Forcing enemies to eject, usually by destroying their arms/weapons, is one of the various ways to get salvage. Vehicles can simply Surrender instead, though this is rare.
* FictionalEarth: Specifically one in which the dinosaurs weren't wiped out by a single massive impact so much as a series of them. These impactors have left a ring of debris in orbit, and the impact sites themselves contain valuable rare-earth metals - which is why TheEmpire invaded.
* JumpJetPack: After you get out of the lowest tiers, it's exceedingly rare (if not impossible) to find a torso unit that ''doesn't'' have Thrusters. Whilst they don't permit true flight, they do permit rocket-based boosting. This generates heat, but it's generally faster than running and can help you get to places you otherwise couldn't, such as on top of buildings.
* LuckilyMyShieldWillProtectMe: Giant metal shields make up one of the left-arm slot options, and come in both heavy and light variants suited for assault units or for protecting faster skirmisher units respectively. They can absorb a fairly hefty amount of punishment.
* MiniMecha: You can build, maintain, and customize half a dozen in your Mobile Base, and deploy up to four into each combat encounter. Each is about two to three floors tall.
* MoreDakka: Most weapons fire maybe one or two dozen projectiles per attack cycle. Machineguns can fire up to ''fifty''. They make a suitably fitting ''brrrrrt'' sort of sound when doing so. Expect any target in their effective range to be rapidly shredded.
* NorseByNorsewest: All the county and location names (apart from military bases) give a very scandinavian/baltic feel to the Homeland.
* RedRightHand: As a visual gag of sorts, one of your two starting units has the entire right arm and right arm weapon painted stark red.
* RegeneratingShieldStaticHealth: Parts can have Integrity (Health, static), and Barrier (Shield, regenerating). Typically parts that have Barrier have significantly lower Integrity and often lower total effective health compared to an all-Integrity component, but with the added bonus of regenerating if the unit goes undamaged for a certain amount of time.
* ShieldBash: Whilst you can't ''explicitly'' shield bash right now, you can still order a unit to walk into the path of another with their shield up. Doing so will cause the shield to take the brunt of the impact, and the lighter of the two units will be staggered or even knocked down. This gives you a very effective means of interrupting enemy actions, as the Crashing 'action' immediately overrides whatever they were doing.
* ShieldBearingMook: Naturally many enemy units will have shields as well.
* ShortRangeShotgun: Shotguns have the shortest range of all weapons, but do devastating amounts of damage within their bracket, be they pocket-sized shotgun pistols, slow-firing pump shotguns, or rapid-fire semi-automatics that spray out multiple waves of shot.
* SpiritualSuccessor: Those familiar with the ''VideoGame/FrontMission'' series will have a hard time not seeing a few parallels between the two. The combat cutscenes are stated to have been an explicit inspiration for the gameplay.
* StandardFPSGuns: As far as guns go currently there's pistols, sub machine guns, shotguns, assault rifles, marksman/sniper rifles, machine guns, and flak cannons, each with their own perks and drawbacks.
* TanksForNothing: TheEmpire fields both Abram-esque battle tanks and Marksman-esque AA tanks. Naturally, they are hideously outclassed by the MiniMecha - though they don't quite die in a ''single'' hit from most weapons, they're easily knocked out if hit from the flank, and any such hit is liable to trash their treads and immobilize them even if it doesn't KO or destroy them. Their weapons are some of the weakest as well.

Top