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* BeamSpam: Toad, Detriment, and Scorpion never stop shooting lasers when a target is near.

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* AwesomeButImpractical: The superweapons can cause untold destruction, and easily have enough range to cover the entire map, but good luck actually building one against a competent opponent. Their cost is so outrageously high, the average match ends before anybody could even get half of the metal required to build them.
** Striders tend to be this. At minimum, you're spending 3000 metal on a single unit, while the game offers several hard counters to such units. Not to mention that they can only be in one place at one time and are quite slow, so the enemy can simply use fast raider units to attack wherever your striders aren't. In prolonged stalemates, a good strider push can be used to break through the front lines however.
* BeamSpam: Toad, Detriment, Krow, and Scorpion never stop shooting lasers when a target is near.


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* FriendlyFireproof: Averted. While units will generally try to avoid committing friendly fire, they can still accidentally shoot each other, especially in tight groups. Artillery are especially prone to causing friendly casualties if they're aiming at the front lines instead of the enemy back lines.


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* StealthExpert: The Cloakbot factory produces the majority of these, with a few others being buildable in other factories.
** Scythes move quickly and are one of only two units in the entire game to have a melee weapon. With their inherent cloaking and reasonable price tag, a small group of them can quickly assassinate key targets or harass the economy of other players.
** Phantoms carry a high energy sniper rifle, and is the only unit in the game that doesn't reveal itself when firing. Used correctly, it can leave the opponent wondering why a few of their units are missing. Its distinct firing noise however is a noticeable audio cue that can clue in players as to what's going on.
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* SupportPartyMember: The Funnelweb is a giant intimidating SpiderTank... and is the only strider that cannot harm any units at all. In exchange for being harmless, it has a MASSIVE shield, provides radar, and has a whopping 40 build power. This lets it act as an anchor and force multiplier, repairing your units and reclaiming wreckage quickly.
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Direct linking.


[[caption-width-right:300: Meet the [[MechaMook Glaive.]] ]]

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[[caption-width-right:300: Meet the [[MechaMook [[MechaMooks Glaive.]] ]]



* EasyCommunication: Though your army is composed of radio-capable {{Mecha Mooks}}, so it's [[JustifiedTrope justified]].

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* EasyCommunication: Though your army is composed of radio-capable {{Mecha Mooks}}, MechaMooks, so it's [[JustifiedTrope justified]].
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Do Not Run With A Gun update for new units that fit it.

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** The Emissary, the artillery unit from the tank factory, now requires time to unpack before firing and pack up before moving.
** The Bulkhead is a support unit for the amphbot factory like the Fencer is for rovers. It's especially needed because of the lack of a proper artillery unit for the factory.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Laser Gun: A common low-level weapon, available in constant beam (Lotus light turret, Mace riot hovercraft, Locust raider gunship), short duration beam followed by longer recharge (Stringer heavy turret, Grizzly heavy amphbot, Detriment ultimate strider's head weapon) and rapid firing laser bolts (Bandit raider bot, Raptor air superiority fighter, Razor anti-air bunker, many others) varieties.



* FrickinLaserBeams: A common low-level weapon, available in constant beam (Lotus light turret, Mace riot hovercraft, Locust raider gunship), short duration beam followed by longer recharge (Stringer heavy turret, Grizzly heavy amphbot, Detriment ultimate strider's head weapon) and rapid firing laser bolts (Bandit raider bot, Raptor air superiority fighter, Razor anti-air bunker, many others) varieties.

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