History VideoGame / SteelDiver

11th Aug '17 6:14:28 PM IndirectActiveTransport
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** While enemy vessels seem immune to mines, enemy torpedoes can do destroy mines, so you can still kill two birds with one stone.
11th Aug '17 1:26:11 AM IndirectActiveTransport
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* SlipySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.

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* SlipySlidyIceWorld: SlippySlideyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.
11th Aug '17 1:24:31 AM IndirectActiveTransport
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* DownTheDrain: The time trials of the first game seem to take place in drains, or at least terrifically large pipes.

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* DownTheDrain: DownTheDrain
**
The time trials of the first game seem to take place in drains, or at least terrifically large pipes.pipes.
** "Enemy Stronghold" starts UnderTheSea, as most levels have been before entering said Stronghold, which seems to be a be ninety percent underwater factory converted to a military base.



* KingMook: "The Advanced Enemy Battleship" of "Preemptive Strike" is a larger version of the battleships that have already been hassling you every other missions, with more weapons and a tougher hull.

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* KingMook: "The Advanced Enemy Battleship" of "Preemptive Strike" is a larger version of the battleships that have already been hassling you every other missions, mission, with more weapons and a tougher hull.



* MightyGlacier: The large crew of 40 ND 0-5 Serpent is the least graceful target you can control, but it will keep running at the point your other sub options would have been sunken and it carries the most torpedoes.

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* MightyGlacier: The large crew of 40 ND 0-5 Serpent is the least graceful target you can control, but it will keep running at the point your other sub options would have been sunken sunken, has the best pitch wheel for lining up shots and it carries the most torpedoes.



* SlippySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.

to:

* SlippySlidyIceWorld: SlipySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.
11th Aug '17 1:11:24 AM IndirectActiveTransport
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* SlipperySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.

to:

* SlipperySlidyIceWorld: SlippySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.
11th Aug '17 1:06:41 AM IndirectActiveTransport
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* FragileSpeedster The compact crew of 11 ND 0-1 Manatee is built more for maneuverability than high speed or acceleration, but give contact with almost always dangerous this tend to result in it moving through missions the fastest. It can't take as much punishment as the [=BlueShark=] or Serpent however.

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* FragileSpeedster The compact crew of 11 ND 0-1 Manatee is built more for maneuverability than high speed or acceleration, but give given contact with almost anything is always dangerous this tend to result in it moving through missions the fastest. It can't take as much punishment as the [=BlueShark=] or Serpent however. however.
* GetBackHereBoss: "Enemy Stronghold" sees you chasing a submarine from its construction site. However, it will face you if you fail to destroy it before cornering it.



* RammingAlwaysWorks: Battleships and destroyers are not above ramming your submarine if you surface in front of them, although most will also take damage from colliding with you. The last submarine of "Enemy Stronghold" regularly uses a ramming attack.



* WeakSauceWeakness: Two of your mission mode submarines can only fire in one directions and none of them can change direction easily(although all can move in reverse), something every boss enemy you encounter will take advantage of.

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* WaveMotionGun: The last submarine of "Enemy Stronghold" has one.
* WeakSauceWeakness: Two of your mission mode submarines can only fire in one directions direction and none of them can change direction easily(although all can move in reverse), something every boss enemy you encounter will take advantage of.
6th Aug '17 7:46:52 PM IndirectActiveTransport
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* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of "the depths" are always valid enemy submarine killers however, even if you were the one to trigger them.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard
**
The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of "the depths" are always valid enemy submarine killers however, even if you were the one to trigger them.them.
** Your own torpedoes can't hit off screen targets, but enemy submarines can shoot yours from such distances and angles.
6th Aug '17 6:54:24 PM IndirectActiveTransport
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* AttackItsWeakPoint: [[spoiler:The Sea creature's shell is impervious to torpedoes but if you can maneuver them into the opening it will retreat and eventually give up entirely.]] The "advanced enemy battleship" has a hatch underneath it in addition to all its bombs, torpedo launchers and depth charges that releases giant homing torpedoes and [[BigFuckingBomb over sized depth charges]] that will quickly total your submarine. The hatch, like the rest of the vessel only takes ScratchDamage from your torpedoes, however, if you can slip in some while it's opening to release its' payload...

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* AttackItsWeakPoint: [[spoiler:The Sea creature's shell is impervious to torpedoes but if you can maneuver them into the opening it will retreat and eventually give up entirely.]] The "advanced enemy battleship" has a hatch underneath it in addition to all its bombs, torpedo launchers and depth charges that releases giant homing torpedoes and [[BigFuckingBomb [[BigBulkyBomb over sized depth charges]] that will quickly total your submarine. The hatch, like the rest of the vessel only takes ScratchDamage from your torpedoes, however, if you can slip in some while it's opening to release its' payload...
6th Aug '17 6:52:26 PM IndirectActiveTransport
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* CollisionDamage: Coming into contact with enemy vessels is not advisable. In the event you submarine gets stuck on one, it will not take continuous damage however. It's possible to land you submarine, most easily the ND 01 Manatee, on top of enemy battle ships by going fast enough to jump out of the water. Self repair still activates!

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* CollisionDamage: CollisionDamage
**
Coming into contact with enemy vessels is not advisable. In the event you submarine gets stuck on one, it will not take continuous damage however. It's possible to land you submarine, most easily the ND 01 Manatee, on top of enemy battle ships by going fast enough to jump out of the water. Self repair still activates!activates!
** Most sea creatures are harmless, but coming to close to a whale will cause minor damage to your submarine.



* SlipperySlidyIceWorld: "The Arctic Circle", the first locked mission.

to:

* SlipperySlidyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.
6th Aug '17 3:39:58 PM IndirectActiveTransport
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* AttackItsWeakPoint: [[spoiler:The Sea creature's shell is impervious to torpedoes but if you can maneuver them into the opening it will retreat and eventually give up entirely.]] The "advanced enemy battleship" has a hatch underneath it in addition to all its bombs, torpedo launchers and depth charges that releases giant homing torpedoes and over sized depth charges that will quickly total your submarine. The hatch, like the rest of the vessel only takes ScratchDamage from your torpedoes, however, if you can slip in some while it's opening to release its' payload...

to:

* AttackItsWeakPoint: [[spoiler:The Sea creature's shell is impervious to torpedoes but if you can maneuver them into the opening it will retreat and eventually give up entirely.]] The "advanced enemy battleship" has a hatch underneath it in addition to all its bombs, torpedo launchers and depth charges that releases giant homing torpedoes and [[BigFuckingBomb over sized depth charges charges]] that will quickly total your submarine. The hatch, like the rest of the vessel only takes ScratchDamage from your torpedoes, however, if you can slip in some while it's opening to release its' payload...



* CollisionDamage: Coming into contact with enemy vessels is not advisable.
* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of the depths are always valid enemy submarine killers however, even if you were the one to trigger them.

to:

* CollisionDamage: Coming into contact with enemy vessels is not advisable. \n In the event you submarine gets stuck on one, it will not take continuous damage however. It's possible to land you submarine, most easily the ND 01 Manatee, on top of enemy battle ships by going fast enough to jump out of the water. Self repair still activates!
* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of the depths "the depths" are always valid enemy submarine killers however, even if you were the one to trigger them.



* MacrossMissileMassacre: The advanced enemy battle ship of "Preemptive Strike" has an attack where it retreats to the background and peppers the entire area with air to sea torpedoes.



* OxygenMeter: Your submarine's air supply will never decrease so long as you don't use your masker. If you do, however you may need to surface to replenish you're vessel's breathable air.

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* OxygenMeter: Your submarine's air supply will never decrease so long as you don't use your masker. If you do, however you may need to surface to replenish you're your vessel's breathable air.



* SeaMine: The classic spiky ball has two flavors. One that explodes when you run into it and another that starts a timer when anything large enough is in it's general vicinity.

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* SeaMine: The classic spiky ball has two flavors. One that explodes when you run into it and another that starts a timer when anything large enough is in it's general vicinity. A third is dropped in a spread by the advanced enemy battle ship of "preemptive strike", which explode on their own after awhile.



* SlipperySlidyIceWorld: "The Arctic Circle", the first locked mission.



* UndergroundLevel: "Undersea Cave" is exactly that, although it becomes a LethalLavaLand HailFirePeaks when an underground volcano erupts, forcing you to hightail it to the exit(or rather, alternative entrance to the enemy stronghold). The Depths are another example

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* UndergroundLevel: "Undersea Cave" is exactly that, although it becomes a LethalLavaLand HailFirePeaks when an underground volcano erupts, forcing you to hightail it to the exit(or rather, alternative entrance to the enemy stronghold). The Depths "The Depths" are another example



* UnderwaterRuins: in The Depths they serve as obstacles for you to clear, and potential traps to destroy enemy submarines.

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* UnderwaterRuins: in The Depths "The Depths" they serve as obstacles for you to clear, and potential traps to destroy enemy submarines.
18th Jun '17 8:55:05 AM IndirectActiveTransport
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* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of the depths are always valid enemy submarine killers however, even if you were the one to trigger them.



* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of the depths are always valid enemy submarine killers however, even if you were the one to trigger them.

to:

* TheComputerIsACheatingBastard: The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not CriticalHit: In "Periscope Strike", most vessels types have a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as specific spot which will leave the statue heads of words "critical hit" on the depths are always valid enemy submarine killers however, even screen if you were the one to trigger them.struck with a torpedo.
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