History VideoGame / SilentStorm

20th Feb '17 7:15:10 AM Psychopompos007
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Added DiffLines:

* NonstandardGameOver: The first mission is now failed if Boris gets killed.
20th Feb '17 5:17:49 AM Psychopompos007
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* EarlyGameHell: Even more than the unmodded game. One of the balance alterations removes 40 HP to ''everyone'', making each early fight much more luck-based. The item cache in the first mission's basement no longer contains a SMG, but a stick of dynamite (that you'll probably be unable to use with a level 1 character anyway) and a couple of tools. Mooks in random encounters are no longer level-scaled to the party, but have a static level, making some encounters too tough to be entered by a single low level merc. Oh, and some of the new random encounters make you lose money (killing Soviet[=/=]British[=/=]US soldiers seems to be as frowned upon as murdering civilians...).[[note]]On the other hand, the "everyone has 40 HP less" mixed with the absence of level scaling makes easy mode somewhat even easier than Vanilla once you start gaining levels and skills.[[/note]]

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* EarlyGameHell: Even more than the unmodded game. One of the balance alterations removes 40 HP to ''everyone'', making each early fight much more luck-based. The item cache in the first mission's basement no longer contains a SMG, but a stick of dynamite (that you'll probably be unable to use with a level 1 non-Engineer character anyway) and a couple of tools. Mooks in random encounters are no longer level-scaled to the party, but have a static level, making some encounters too tough to be entered by a single low level merc. Oh, and some of the new random encounters make you lose money (killing Soviet[=/=]British[=/=]US soldiers seems to be as frowned upon as murdering civilians...civilians, even if they shoot first...).[[note]]On the other hand, the "everyone has 40 HP less" mixed with the absence of level scaling makes easy mode somewhat even easier than Vanilla once you start gaining levels and skills.[[/note]][[/note]]
* FixFic: The original ''S3'' was a bit unrealistic about the usual absence of police's reaction for shoot-outs in urban areas. In the mod:
** The "Test of Loyalty" (the second mission, where you must bring back a package from a Switzerland coffee house) opening cutscene now includes a short scene with someone phoning the police to lure them elsewhere in town, explaining why Swiss policemen didn't immediately show up when armed guys started shooting in the coffee shop.
** The original version of "Saving Sentinel" (the third mission, where you must rescue a captured Sentinel) has been remade from scratch. It is no longer set in the middle of a British small town but now happens inside a barn build in the middle of nowhere.
19th Feb '17 8:34:06 AM Psychopompos007
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* DarkActionGirl: New enemies include female THO mooks, who looks very similar to their male counterparts, and female "War Criminals" (cf. TheRemnant below) who looks like female Sentinels (basically, a black catsuit with an AbsoluteCleavage and high-heeled boots) wearing a male Axis Engineer side cap.
* DiscOneNuke: A new Germany random encounter is set in an abandoned cemetary in which four Nazi fugitives have set their camp. Killing them potentially allows to acquire a FG-42 and a ZB 26-30 machine gun earlier than when they start showing up in the Sentinels' store, as well as finding a golden chalice which can be sold for an interesting amount of money.




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* SchmuckBait: In the aformentioned cemetary random encounter, the diary of one of the opponents is lying somewhere. The last entries tells that the area feels creepy and that he has a very bad feeling about the ancient sword lying in the crypt. [[spoiler: Picking it up raises corpses of the four squatters as zombies, then it raises the corpses of the people buried there.]]
18th Feb '17 8:51:41 AM Psychopompos007
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* TheRemnant: In one variant of a new random encounter in Germany, a group of units dressed like German troops and named "War Criminal" are attacking a British military base (the encounter happens in the British occupation zone of Germany).

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* TheRemnant: In one variant of a new Enemies that can show up in Germany's random encounter in Germany, a group include groups of units dressed like German troops and named "War Criminal" are attacking a British military base (the encounter happens in the British occupation zone of Germany).
Criminal".
17th Feb '17 4:33:56 PM Psychopompos007
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Added DiffLines:

!!Tropes specific to ''Silent Storm Sentinels: Redesigned'':
* ColdBloodedTorture: In the new version of the third mission (rescuing a Sentinel held prisoner by THO in Great Britain), the opening cutscene shows Captain Wallis being beaten with a club by a mook dressed like a Medic. Once he becomes playable, he suffers from a severe debuff which reduces a lot his action points pool.
* EarlyGameHell: Even more than the unmodded game. One of the balance alterations removes 40 HP to ''everyone'', making each early fight much more luck-based. The item cache in the first mission's basement no longer contains a SMG, but a stick of dynamite (that you'll probably be unable to use with a level 1 character anyway) and a couple of tools. Mooks in random encounters are no longer level-scaled to the party, but have a static level, making some encounters too tough to be entered by a single low level merc. Oh, and some of the new random encounters make you lose money (killing Soviet[=/=]British[=/=]US soldiers seems to be as frowned upon as murdering civilians...).[[note]]On the other hand, the "everyone has 40 HP less" mixed with the absence of level scaling makes easy mode somewhat even easier than Vanilla once you start gaining levels and skills.[[/note]]
* PoorCommunicationKills: Some random encounters involve bumping into Soviet[=/=]British[=/=]US patrols (or small Soviet[=/=]British[=/=]US military bases) in which they immediately turn hostile toward your party of Sentinels. Since the area seems infested by THO troops and wandering Nazi remnants, this hostility toward a group of shady armed guys working for a mysterious paramilitary organisation is understandable.
* RandomEncounter: They're have been redesigned. Some of them are brand new (notably, the famous Germany bank job have been moved to Poland). Their content is more random (sometimes, there aren't even any enemy), and sometimes have THO troops fighting against the Allies[=/=]Soviets. And then, there's maps in which you bump on Soviet[=/=]British[=/=]US patrols, who turn hostile.
* TheRemnant: In one variant of a new random encounter in Germany, a group of units dressed like German troops and named "War Criminal" are attacking a British military base (the encounter happens in the British occupation zone of Germany).
16th Feb '17 3:03:57 PM Psychopompos007
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** [[http://www.strategycore.co.uk/forums/topic/10295-new-s3-mod-all-uniforms-in-development-feedback-is-welcome/ BlunterMod]] (''S3'' only): You can customize you team's appearance by buying them new clothes. It also includes some other features (skills and stats overhaul, grenade's range increased, new missions, new items, etc).

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** [[http://www.''[[http://www.strategycore.co.uk/forums/topic/10295-new-s3-mod-all-uniforms-in-development-feedback-is-welcome/ BlunterMod]] BlunterMod]]'' (''S3'' only): You can customize you team's appearance by buying them new clothes. It also includes some other features (skills and stats overhaul, grenade's range increased, new missions, new items, etc).etc).
** ''[[http://www.strategycore.co.uk/forums/topic/11320-s3-mod-silent-storm-sentinels-redesigned/ Silent Storm Sentinels: Redesigned]]'' (''S3'' only, obviously) adds new uniforms, modifies some animations to make them a bit more realistic, alters camera angles (especially in cutscenes), completely rebalances the prices of items and mercs, overhauls the enemies outfits and stats, adds the possibility to capture enemies (depending on the maps and their tier, enemies may feel overhelmed and decide to surrender; each living prisoner adds some additional money at mission's completion), and adds police[=/=]military reinforcements showing up during some missions.
** ''[[http://www.strategycore.co.uk/forums/topic/12158-s3-mod-silent-storm-true-terror-in-development/ Silent Storm: True Terror]]'' (by ''Silent Storm Sentinels: Redesigned'' creator) is an upcoming mod which consists in a port of ''S2'' Allies campaign with ''S3'' gameplay. It also adds new mercs, a "Prestige" meter which serves to hire mercs or get favors, a dynamic difficulty depending on whereas the enemies succeed their own plans or not, and it makes missions on German soil much more dangerous by adding many hostile reinforcements.



* YourHeadAsplode: Any ranged attack to the head (including throwing knives) can potentially cause this in ''S3''.

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* ViolationOfCommonSense: ''S3'' has a secret character ([[spoiler: ABSR the robot]]) who can be recruited at completion of a convoluted process requiring, among other things, to acquire several notes. One of them can only be gained by ''failing'' a mission on purpose (it is dropped on death by a Russian mobster you're supposed to catch alive).
* YourHeadAsplode: Any ranged attack to the head (including throwing knives) knives and ''punches'') can potentially cause this in ''S3''.
4th Nov '16 5:06:42 AM Psychopompos007
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* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.



* VideoGameCrueltyPunishment: Once you're officially hired by the Sentinels, civilian casualties result in a fine taken from the mission's reward.



* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.

to:

* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.
25th Aug '16 3:13:34 PM Psychopompos007
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** The "Place Marked on the Map" level of ''S2'' contains just a ruined house with absolutely no enemies in the area, requiring you to find some data stashed in the basement. The room which leads to the basement's stairs is filled with ''tons'' of powerful mines. The mission is unlocked quite early in the campaign and it is very possible to go there before ever encountering traps of any kind. As the technical skill is broken, you'll probably not be able to disarm the mines anyway.

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** The "Place Marked on the Map" level of ''S2'' contains just a ruined house with absolutely no enemies in the area, requiring you to find some data stashed in either the basement.basement or the attic. The room which leads to the basement's stairs is filled with ''tons'' of powerful mines. The mission is unlocked quite early in the campaign and it is very possible to go there before ever encountering traps of any kind. As the technical skill is broken, you'll probably not be able to disarm the mines anyway.
25th Aug '16 3:12:52 PM Psychopompos007
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* AceCustom: ''[=BlunterMod=]'' adds to ''S3'' several unique and more powerful variants of standard weapons, some of them being found in specific places, some others being part of a couple of squad member's starting gear.



* AntiFrustrationFeatures:
** In ''S3'' and ''H&S'', when you exit a mission area, before reading the score board there is an autoloot tab in which you can manually pick any of the area's item (if you found them, of course) and drop some of those you carried.
** ''S3'' Sentinels' HQ includes a stash in which you can store some items. When you have a special temporary party member in a mission, his inventory is automatically given to the stash when you leave the area.



* ArtisticLicenseHistory: ''S3'' is set a couple of years after World War 2's end. In ''[=BlunterMod=]'', studying the region's names and frontiers of the worldmap shows that it's an Europe map from before the war.



* AwesomeButImpractical: The Webley Scott is a big revolver which inflicts more damages than some ''rifles'', so it must be the ultimate weapon of the game, right? WRONG: it is very powerful, has a high rate of fire, and its reloading speed is decent, but those advantages are more than balanced by a long list of drawbacks: it has crappy range and accuracy (you can only fire it in snap shot mode), it can only be loaded with six bullets, it uses specific ammunitions which take a lot of room in the inventory (one square, six bullets). All those issues restrict this weapon to an emergency gun for very short range gunfights.
** It's a bit more practical but less awesome in S3, where the damage has been slightly reduced but the range and accuracy are increased. Still an inventory hog, though.
* BankRobbery: In ''S2'' Axis campaign, the first mission has the player character stopping one.

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* AwesomeButImpractical: The Webley Scott is a big revolver which inflicts more damages than some ''rifles'', so it must be the ultimate weapon of the game, right? WRONG: it is very powerful, has a high rate of fire, and its reloading speed is decent, but those advantages are more than balanced by a long list of drawbacks: it has crappy range and accuracy (you can only fire it in snap shot mode), it can only be loaded with six bullets, it uses specific ammunitions which take a lot of room in the inventory (one square, six bullets). All those issues restrict this weapon to an emergency gun for very short range gunfights.
**
gunfights. It's a bit more practical but less awesome in S3, ''S3'', where the damage has been slightly reduced but the range and accuracy are increased. Still an inventory hog, though.
* BankRobbery: BankRobbery:
**
In ''S2'' Axis campaign, the first mission has the player character stopping one.



* BlastOut: One of the main story missions in the Allied campaign is one of these - you're investigating a group of friendly soldiers who are suspected of being Nazi agents, and [[PoorCommunicationKills they all suspect ''you'' of being Nazi agents]]. You're all standing together in a cramped room, and everyone is armed, and one thing leads to another and suddenly everyone is shooting everyone from two feet away.



* BreakableWeapons: Introduced in ''S3''.



* ConcealmentEqualsCover: Averted. Bullets can still penetrate and hit, depending on the object used as cover. Most rifles and machine guns are even able to shoot through walls.
** This can be abused: use a hidden spotter to locate the enemy, then eliminate them with indirect fire through the walls. The AI won't return fire if it can't see where it's being shot at from.

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* ConcealmentEqualsCover: Averted. Bullets can still penetrate and hit, depending on the object used as cover. Most rifles and machine guns are even able to shoot through walls.
**
walls. This can be abused: use a hidden spotter to locate the enemy, then eliminate them with indirect fire through the walls. The AI won't return fire if it can't see where it's being shot at from.



* DiscOneNuke: ''S3'' first and second missions are hard. You start the opening level with the crappiest gun of the game (the Nagant) without any spare cartridge; at the end of the mission you normally have knives and a couple of other guns. Since the shop only opens after completing the second mission, you can only do the second mission with whatever you salvaged from the beginning. The nuke itself is lying behind the locked door in the first area's basement, next to the starting area: bashing the door gives access to a SMG and two magazines, turning the beginning into a cakewalk. ''[=BlunterMod=]'' adds an unique variant (and more powerful) of scoped Lee-Enfield in the same room.



* {{Foreshadowing}}: In a ''S2'' mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that the witnesses don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].
* FractionalWinningCondition: At several points, ''S3'' gives sets of missions (usually three or four) that can be completed in any order to progress in the campaign. You actually can't complete all of them, as the plot progresses when you complete three out of tour (or two out of three) of those missions, preventing to access the last one.



* GasMaskMooks: Some of the THO servants. In ''S3'', some outfits from ''[=BlunterMod=]'' allow to have a whole team of them.



* HollywoodSilencer: There are several silenced weapons available (there are even silenced sniper rifles which, in the hands of a Sniper with the "[[CriticalHit Always Inflict Ranged Critical]]" perk, are downright deadly). Shooting these while hidden won't automatically reveal your location, though you may still get spotted if an enemy is looking your way. On the other hand, they deal less damage than their regular counterparts and tend to be rather rare.
** The best way to use the silenced rifle (which can only be obtained in one mission) is to hide your sniper and use a hidden scout as a spotter. Even if the enemy is looking your way, they won't spot the shooter, as the shooter is outside their sight range.
* ImproperlyPlacedFirearms: The British and German RedShirts[=/=]{{Mooks}} in ''S2'' tend to wield weapons from the other Allies/Axis-aligned nations in high-level RandomEncounters.
* InfinityPlusOneSword: Several in ''S2'', the [[FrickinLaserBeams Prototype 8M1]], the [[{{BFG}} Sea Devil Scoped]] and the [[KatanasAreJustBetter Katana]].

to:

* HollywoodSilencer: There are several silenced weapons available (there are even silenced sniper rifles which, in the hands of a Sniper with the "[[CriticalHit Always Inflict Ranged Critical]]" perk, are downright deadly). Shooting these while hidden won't automatically reveal your location, though you may still get spotted if an enemy is looking your way. On the other hand, they deal less damage than their regular counterparts and tend to be rather rare.
**
rare. The best way to use the silenced rifle (which can only be obtained in one mission) is to hide your sniper and use a hidden scout as a spotter. Even if the enemy is looking your way, they won't spot the shooter, as the shooter is outside their sight range.
* ImproperlyPlacedFirearms: InfinityMinusOneSword: The British AVS-36 rifle may seem less awesome than the stuff described below, but it's a high tier rifle with decent accuracy and German RedShirts[=/=]{{Mooks}} damage, a big magazine, and the ability to fire in bursts (unique for a rifle). And the best thing: if you're playing ''S2'' tend to wield weapons from the other Allies/Axis-aligned nations Allied campaign, it's an Allies gun, which means that you can refill it as much as you want in high-level RandomEncounters.
your base.
* InfinityPlusOneSword: Several in ''S2'', Several, the [[FrickinLaserBeams Prototype 8M1]], the [[{{BFG}} Sea Devil Scoped]] and the [[KatanasAreJustBetter Katana]].



* KickTheDog: One of the missions in ''S3'' has you visit a Soviet gulag to gather intel. Incidentally, the prisoners rebel against the guards and take up arms. [[DealWithTheDevil You're allied with the guards.]]



* LevelGrinding: Primarily in ''S3'', and mostly for money rather than improving your characters. You can redo the "random" encounters over and over again to get the enemy's gear, either for actual use or for their monetary value (since sufficient money is relatively hard to come by). In the process, your squad will gain some skill and XP, but there are AntiGrinding mechanisms in place to make sure you can't advance much beyond the optimal level for the next main-story mission.
* LevelScaling: In ''S3'', the mooks level along the player's avatar (especially in the random encounters). It allows to train newly hired low level units faster, but has the consequence of making solo runs luch harder than they initially seemed. Customized difficulty settings allow to choose how exactly the enemy's level scales with the player characters's (from 3 levels less to 3 levels more).
* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction. If it happens before you left the area, this is an immediate game over, even if you salvage all the clues and no team member could have been hurt by the blast.
* MeleeATrois: In ''S2'', there are missions involving both Axis and Allied troops fighting against each other and THO soldiers, who are hostile to both.
* TheMole[=/=]ReverseMole: In ''S2'', missions sometimes have an objective requiring to search for a mole, either as a contact or as a target, depending on the mission and your side. Of course, a mole who is a contact in the Axis campaign is a target in the Allies one, and vice versa.

to:

* LevelGrinding: Primarily in ''S3'', and mostly for money rather than improving your characters. You can redo the "random" encounters over and over again to get the enemy's gear, either for actual use or for their monetary value (since sufficient money is relatively hard to come by). In the process, your squad will gain some skill and XP, but there are AntiGrinding mechanisms in place to make sure you can't advance much beyond the optimal level for the next main-story mission.
* LevelScaling: In ''S3'', the mooks level along the player's avatar (especially in the random encounters). It allows to train newly hired low level units faster, but has the consequence of making solo runs luch harder than they initially seemed. Customized difficulty settings allow to choose how exactly the enemy's level scales with the player characters's (from 3 levels less to 3 levels more).
* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction. If it happens before you left the area, this is an immediate game over, even if you salvage all the clues and no team member could have been hurt by the blast.
* MeleeATrois:
MeleeATrois:
**
In ''S2'', there are missions involving both Axis and Allied troops fighting against each other and THO soldiers, who are hostile to both.
* TheMole[=/=]ReverseMole: ** In ''S2'', missions sometimes have an objective requiring ''S3'' "The Firm", the police is initially hostile to search for THO. They become hostile to the squad too if they spot them wielding weapons.
** The ''[=BlunterMod=]'' questline's first mission consists in your squad witnessing
a mole, either as a firefight between mobster from Eastern Germany and the bodyguards of your contact or as a target, depending on (a Soviet agent infiltrated in said mob, and who just have raised the mission mob's suspicion). Both groups are hostile to the squad, and your side. Of course, a mole who is a being able to talk to the contact in the Axis campaign is a target in the Allies one, and vice versa.requires to kill everyone.



* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.



* NoSwastikas: In ''S2'', there are various places (including character's creation if you play the Axis campaign) in which the game include a German flag. It isn't the real swastika flag from Nazi Germany but something like [[http://static.tvtropes.org/pmwiki/pub/images/bizarroflag.gif this]].
* NukeEm: If you don't play your cards right in ''H&S'', WorldWarThree starts, and the final cutscene mentions that it only ends with the Americans nuking several major Soviet cities, including Kiev and St. Petersburg. Moscow is only spared because a Soviet pilot performs a HeroicSacrifice and [[RammingAlwaysWorks rams]] the plane carrying the A-bomb.



* OneBulletClips: While the bullets in each clip and magazine are tracked, reloading only takes as many bullets as the gun needs from them and only from one clip until it's exhausted, at which point the following reloads use the next clip until that one is exhausted too, etc..
** This also means that weapons chambered for the same caliber have fully interchangeable magazines: every weapon accepts every magazine holding the proper ammo, regardless if it's a rifle clip, submachine gun box magazine or machine gun drum magazine. However, their maximum ammo capacity is still determined by their original clip, not the one actually loaded into the weapon; the frequency of reloads isn't changed, you merely save inventory space by packing a drum magazine you can reload from several times instead of multiple clips you can use once.

to:

* OneBulletClips: While the bullets in each clip and magazine are tracked, reloading only takes as many bullets as the gun needs from them and only from one clip until it's exhausted, at which point the following reloads use the next clip until that one is exhausted too, etc..
**
etc. This also means that weapons chambered for the same caliber have fully interchangeable magazines: every weapon accepts every magazine holding the proper ammo, regardless if it's a rifle clip, submachine gun box magazine or machine gun drum magazine. However, their maximum ammo capacity is still determined by their original clip, not the one actually loaded into the weapon; the frequency of reloads isn't changed, you merely save inventory space by packing a drum magazine you can reload from several times instead of multiple clips you can use once.



* PerspectiveFlip: In ''S2'', most missions are common to both campaigns. In some of them, the perspective is inverted, like meeting a mole in Britain (Axis) VS capturing a German mole (Allies), or making a raid in a British command center (Axis) VS defending said command center (Allies).
* PoweredArmor: [[spoiler: Panzerkleins]] appear late in the game, which are nearly completely immune to small arms fire. The only way to beat them are with your own [[spoiler: Panzerkleins]] or with EnergyWeapons, which cut right through armor.
** In ''S3'', they're less resistant to small arms, especially at close range, but EnergyWeapons have a much lower penetration stat than before.

to:

* PerspectiveFlip: In ''S2'', most missions are common to both campaigns. In some of them, the perspective is inverted, like meeting a mole in Britain (Axis) VS capturing a German mole (Allies), or making a raid in a British command center (Axis) VS defending said command center (Allies).
* PoweredArmor: [[spoiler: Panzerkleins]] appear late in the game, which are nearly completely immune to small arms fire. The only way to beat them are with your own [[spoiler: Panzerkleins]] or with EnergyWeapons, which cut right through armor.
**
armor. In ''S3'', they're less resistant to small arms, especially at close range, but EnergyWeapons have a much lower penetration stat than before.



** You create this. German towns and British villages are initially fine, but the scenery is destructible and even bullets can take some wall chunks. Then you can also use explosives.

to:

** You create this. German or Polish towns and British villages are initially fine, but the scenery is destructible and even bullets can take some wall chunks. Then you can also use explosives.



* SchmuckBait: In ''S2'' first Allies mission, when you get close to a sidecar motorbike with a mounted machingun, the game advices you that you can use it. Actually using it (you don't have to) spawns a group of enemies who are hard to hit with the weapon, thanks to its accuracy...
* SelfImposedChallenge: A popular challenge in ''S2'' consists in completing the whole campaign with a single soldier (of course, it requires the "No [[spoiler: Panzerkleins]]" mod). Thanks to his large Action Points pool and its affinity with stealth, the scout is very popular for solo campaigns.
* SequelDifficultySpike: ''S3'' compared to ''S2''. You start with the crappy Nagant 1910 (with a full magazine - 7 bullets - and no spare ammo) no matter which class you choose (''S2'' first mission was a cakewalk, especially with a sniper) then must scrounge whatever you find for the next couple of missions. you unlock the shops after another mission and can hire other party members even later (in ''S2'' both features were enabled immediately after the first mission). You must pay to hire new party members and acquire other gears (''S2'' companions were totally free, its "shop" was a mere quartermaster who let you take anything you wanted until his - quite large and respawnable between missions - stock of items run out). And the game also added BreakableWeapons in the mix.
* ShaggyDogStory: In ''S2'', the Axis version of "General Bauer's Headquarters" consists in protecting said General Bauer, whose headquarters are invaded by THO agents. Completing the mission unlocks "German Town", which opens with General Bauer killed during a cutscene.



* TimedMission:
** In ''S2'' "German Manor", you must capture a man and find several clues in his manor. When half of his guard are dead, he'll attempt to retreat toward a rocket in his backyard. If he reaches it (after a dozen of turns), the mission isn't technically failed, but you'll miss a clue which leads to a mission in which you can get [[spoiler: Panzerkleins]].
** Also in ''S2'', "Unknown Complex" eventually turns to be one (cf LoadBearingBoss above).


Added DiffLines:


!!Tropes specific to the original ''Silent Storm'':
* BlastOut: One of the main story missions in the Allied campaign is one of these - you're investigating a group of friendly soldiers who are suspected of being Nazi agents, and [[PoorCommunicationKills they all suspect ''you'' of being Nazi agents]]. You're all standing together in a cramped room, and everyone is armed, and one thing leads to another and suddenly everyone is shooting everyone from two feet away.
* {{Foreshadowing}}: In a ''S2'' mission, one of the clues is a Russian police report stating that some local citizens spotted in the nearby forest what they described as iron animals (the report emphasizes that the witnesses don't drink). Said clue is one of those which unlocks the "Unknown Complex" mission. Depending on the order of which you do the missions, is can be the first area where you have to fight [[spoiler: Panzerkleins]].
* ImproperlyPlacedFirearms: The British and German RedShirts[=/=]{{Mooks}} in ''S2'' tend to wield weapons from the other Allies/Axis-aligned nations in high-level RandomEncounters.
* LoadBearingBoss: In ''S2'', Orlov in the "Unknown Complex" mission. The mission's objectives requires to capture the enemy officer in charge of the place, along with other clues scattered in the complex. When shot by your team, you heard from a radio he is carrying that his underlings (you are trying to join him, in vain) are about to trigger the complex's autodestruction. If it happens before you left the area, this is an immediate game over, even if you salvage all the clues and no team member could have been hurt by the blast.
* TheMole[=/=]ReverseMole: In ''S2'', missions sometimes have an objective requiring to search for a mole, either as a contact or as a target, depending on the mission and your side. Of course, a mole who is a contact in the Axis campaign is a target in the Allies one, and vice versa.
* NoSwastikas: In ''S2'', there are various places (including character's creation if you play the Axis campaign) in which the game include a German flag. It isn't the real swastika flag from Nazi Germany but something like [[http://static.tvtropes.org/pmwiki/pub/images/bizarroflag.gif this]].
* PerspectiveFlip: In ''S2'', most missions are common to both campaigns. In some of them, the perspective is inverted, like meeting a mole in Britain (Axis) VS capturing a German mole (Allies), or making a raid in a British command center (Axis) VS defending said command center (Allies).
* SchmuckBait: In ''S2'' first Allies mission, when you get close to a sidecar motorbike with a mounted machingun, the game advices you that you can use it. Actually using it (you don't have to) spawns a group of enemies who are hard to hit with the weapon, thanks to its accuracy...
* SelfImposedChallenge: A popular challenge in ''S2'' consists in completing the whole campaign with a single soldier (of course, it requires the "No [[spoiler: Panzerkleins]]" mod). Thanks to his large Action Points pool and its affinity with stealth, the scout is very popular for solo campaigns.
* ShaggyDogStory: The Axis version of "General Bauer's Headquarters" consists in protecting said General Bauer, whose headquarters are invaded by THO agents. Completing the mission unlocks "German Town", which opens with General Bauer killed during a cutscene.
* TimedMission:
** In "German Manor", you must capture a man and find several clues in his manor. When half of his guard are dead, he'll attempt to retreat toward a rocket in his backyard. If he reaches it (after a dozen of turns), the mission isn't technically failed, but you'll miss a clue which leads to a mission in which you can get [[spoiler: Panzerkleins]].
** "Unknown Complex" eventually turns to be one (cf LoadBearingBoss above).

!!Tropes specific to ''Silent Storm: Sentinels'':
* AntiFrustrationFeatures:
** In ''S3'' and ''H&S'', when you exit a mission area, before reading the score board there is an autoloot tab in which you can manually pick any of the area's item (if you found them, of course) and drop some of those you carried.
** ''S3'' Sentinels' HQ includes a stash in which you can store some items. When you have a special temporary party member in a mission, his inventory is automatically given to the stash when you leave the area.
* BreakableWeapons: Introduced in ''S3''. Each weapon have a durability stat, which decreases at each use. When it's low enough, guns have a chance to jam. Emergency repair can be done on the field with screwdrivers (Engineers are better to do this), but it permanently decreases the weapon's max durability.
* DiscOneNuke: ''S3'' first and second missions are hard. You start the opening level with the crappiest gun of the game (the Nagant) without any spare cartridge; at the end of the mission you normally have knives and a couple of other guns. Since the shop only opens after completing the second mission, you can only do the second mission with whatever you salvaged from the beginning. The nuke itself is lying behind the locked door in the first area's basement, next to the starting area: bashing the door gives access to a SMG and two magazines, turning the beginning into a cakewalk.
* FractionalWinningCondition: At several points, ''S3'' gives sets of missions (usually three or four) that can be completed in any order to progress in the campaign. You actually can't complete all of them, as the plot progresses when you complete three out of tour (or two out of three) of those missions, preventing to access the last one.
* KickTheDog: One of the missions in ''S3'' has you visit a Soviet gulag to gather intel. Incidentally, the prisoners rebel against the guards and take up arms. [[DealWithTheDevil You're allied with the guards.]]
* LevelGrinding: Primarily in ''S3'', and mostly for money rather than improving your characters. You can redo the "random" encounters over and over again to get the enemy's gear, either for actual use or for their monetary value (since sufficient money is relatively hard to come by). In the process, your squad will gain some skill and XP, but there are AntiGrinding mechanisms in place to make sure you can't advance much beyond the optimal level for the next main-story mission.
* LevelScaling: In ''S3'', the mooks level along the player's avatar (especially in the random encounters). It allows to train newly hired low level units faster, but has the consequence of making solo runs luch harder than they initially seemed. Customized difficulty settings allow to choose how exactly the enemy's level scales with the player characters's (from 3 levels less to 3 levels more).
* SequelDifficultySpike: ''S3'' compared to ''S2''. You start with the crappy Nagant 1910 (with a full magazine - 7 bullets - and no spare ammo) no matter which class you choose (''S2'' first mission was a cakewalk, especially with a sniper) then must scrounge whatever you find for the next couple of missions. you unlock the shops after another mission and can hire other party members even later (in ''S2'' both features were enabled immediately after the first mission). You must pay to hire new party members and acquire other gears (''S2'' companions were totally free, its "shop" was a mere quartermaster who let you take anything you wanted until his - quite large and respawnable between missions - stock of items run out). And the game also added BreakableWeapons in the mix.


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* {{Nerf}}: In ''S2'', [[spoiler: Panzerkleins]] are almost immuned against anything which isn't [[spoiler: a heavy futuristic weapon]] or [[spoiler: Panzerklein weaponry]]; even rockets and grenades barely scratch them (in rare occasions). They are a lot less resilient in ''S3''.

!!Tropes specific to ''[=BlunterMod=]'':
* AceCustom: ''[=BlunterMod=]'' adds to ''S3'' several unique and more powerful variants of standard weapons, some of them being found in specific places, some others being part of a couple of squad member's starting gear. There's one (a scoped Lee-Enfield named "Piggy") lying behind the locked door in the basement of the first mission of the game.
* ArtisticLicenseHistory: ''S3'' is set a couple of years after World War 2's end. In ''[=BlunterMod=]'', studying the region's names and countries' frontiers of the new worldmap shows that it's an Europe map from before the war.
* AwesomeButImpractical: The APZ-K Penetrator Scoped is a powerful antimaterial rifle. Its main advantage is that it OneHitKill absolutely anything (including [[spoiler: Panzerkleins]]. On the other hand, it takes a lot of room in the inventory, firing it consumes lots of action points, it has a ridiculously low ammo capacity while its magazine are huge (2x2 squares for 2 rounds), and it's painfully slow to reload, too.
* {{BFG}}: The APZ-K Penetrator Scoped.
* BoozeBasedBuff: A new group of "medical" items consists in a selection of alcoholic beverages. They allow to ignore the penalties of injuries during a couple of turns.
* CounterfeitCash: The mod's new questline starts when the Sentinels' base banker asks your squad to investigate the origin of counterfeit cash circulating in Eastern Germany.
* NinjaPirateZombieRobot: The "Linden Castle" random encounter consists in helping a group of mercenary to defend a castle besieged by zombies in SS uniforms.

!!Tropes specific to ''Hammer & Sickle'':
* NukeEm: If you don't play your cards right in ''H&S'', WorldWarThree starts, and the final cutscene mentions that it only ends with the Americans nuking several major Soviet cities, including Kiev and St. Petersburg. Moscow is only spared because a Soviet pilot performs a HeroicSacrifice and [[RammingAlwaysWorks rams]] the plane carrying the A-bomb.
25th Aug '16 2:14:39 PM Psychopompos007
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* ArtisticLicenseHistory: ''S3'' is set a couple of years after World War 2's end. In ''[=BlunterMod=]'', studying the region's names and frontiers of the worldmap shows that it's an Europe map from before the war.
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