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* ThemeNaming: Most of the factories.
** Cloakbots have various fantasy names, with a mixture of critters, weapons and occupations.
** Shieldbots have criminal names such as Thug and Outlaw.
** Hovercraft are named after bladed tools and medieval weapons.
** Airplanes are named after birds.
** Spiders are named after kinds of spiders and other arthropods.
** Tanks are all over the place but the heavier ones have names of hulking fantasy monsters.
** Amphbots are named after various amphibious and aquatic animals.
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* DamnYouMuscleMemory: Consciously averted, as all factories have the same types of unit (constructor, raider, riot, skirmisher, anti-air, etc.) are placed in the same spots on each factory's UI and bound to the same hotkeys, even if it means having empty spots when a particular factory doens't have that type.


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* FactionCalculus / ACommanderIsYou: While the game doesn't have factions in the traditional sense, each of the factories has its own complete set of units that could be considered one. These also match up pretty well in pairs:
** Bots: Cloakbots are Spammer Subversives, full of cheap fast units and namesake cloaking devices, including the game's only unit able to fight while cloaked. Even their dedicated assault unit is, compared to other factories' equivalents, small, cheap and reliant on disabling enemies to offset its medium toughness. Meanwhile, Shieldbots are Balanced Powerhouse, equipped with regenerating shields that would be perfect for hit and run if it wasn't for the short ranges and low speeds, instead reliant on hard to kill blobs of Thugs protecting fragile Rogues and powerful but shield-consuming Felons.
** Vehicles: Rovers are Spammer Subversives, too fragile to prevail in a straight out shootout but able to quickly relocate to strike where the enemy is weakest, while also sporting some of the game's best mobile artillery and the game's only mind control unit - the Rangers to the Cloakbots' Guerillas. Tanks are, unsurprisingly, Elitist Powerhouses, with very expensive and slow-moving units that have tremendous firepower or durability, able to quite simply drive through enemy defenses in a pinch.
** All-Terrain: While both are very much Gimmick armies, the Spiders are Powerhouse (with slow, expensive units with unmatched firepower, capped by literal crawling bunkers), while Jumpbots are Subversive (reliant on unconventional weapon and unit types, with a unique riot-raider in the Pyro and two different durable mechs meant to jump on top of enemies and deal damage in melee).
** Aircraft: Gunships are Powerhouse, much less mobile than their opposite but able to stay in range and keep dealing damage (both through mechanics and durability) and a mixture of units from cheap to elite, while Airplanes are Guerillas, forced to do strafing runs to attack ground targets and fielding no less than four different types of highly specialized and highly effective bombers.
** Amphibious: A bit of a tricky situation, as while Hovercraft are clearly Glass Cannon Ranger Subversives, Amphbots are Powerhouse only in comparison - they have quite some Subversive qualities like the unit-throwing Lobster and the underwater regeneration, and they become truly Subversive once fighting on open water, able to move slowly but somewhat safely underwater and pop out to shoot at the expensive, powerful and long-ranged Ships, the true Powerhouse of the seas.
** Striders do not function like normal factories, and are in fact a collection of very expensive, very powerful endgame units.
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* ArtificialBrilliance: As applied to the units, which automatically micro themselves to gain an advantage - longer ranged units will move away from enemies to keep them away while they shoot them ("kite"); slow moving projectiles will be fired to intercept enemies, who in turn will, if faster moving, zig-zag to mislead and avoid this damage while closing distance; slow-firing powerful weapons will co-ordinate with allied units to avoid overkilling enemies, and so on.

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started on compiling those.


* DisintegratorRay: Ultimatum



* {{EMP}}:
** Paladin, Cutter, Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile. Imp is a walking EMP Bomb.
** Gnat, Infiltrator, Thunderbird, Scorpion, and Venom shoot Electro-Stunner bolts.
** Buoy, Constable, Cyclops, Moderator, Outlaw, Harpy, Seawolf, and Viper have disruptors that cut unit speed in half.

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* {{EMP}}:
EnergyWeapon: ''Every single'' (non-missile) ''weapon in the game'' is a kind of these.
** Paladin, Cutter, Racketeer, DisintegratorRay: Disintegrator guns available to the Ultimatum [[DavidVersusGoliath anti-strider stealth strider]] and Reef shoot EMP missiles. as a Commander weapon. Not only does the projectile deal massive damage, it passes through the target, continuing to deal damage if it's big enough.
** PlasmaCannon: One of the most common weapons in the game - if it looks and sounds like it fires actual bullets, it's one of these, much like in TotalAnnihilation. These range from the iny EMG (Energy Machine Gun) used by Glaive raider bot, through tank and artillery cannons, all the way up to the Big Bertha strategic artillery.
* {{EMP}}:
A number of weapons disrupt their targets in addition to (or instead of) dealing damage. All of them also deal bonus damage to shields they impact.
** Paralysis, often caused by [[LightningGun lightning weapons]], will briefly disable a target that takes more Paralysis damage than it has current hit points. Or not so briefly - the maximum duration depends on the weapon, even as long as 30s or more on dedicated stun weapons like the
Shockley is an EMP Missile. missile, Imp is a walking EMP Bomb.
crawling bomb or Widow cloaked scout/stunner.
** Gnat, Infiltrator, Thunderbird, Scorpion, and Venom shoot Electro-Stunner bolts.
Disarm, functioning similar to Paralysis but only disabling weapons limited to only a few sources - Cutter picket ships, Racketeer disarming artillery bots, Thunderbird lightning bombers.
** Buoy, Constable, Cyclops, Moderator, Outlaw, Harpy, Seawolf, and Viper have disruptors that cut unit Slow, which reduces all of a unit's speed (movement, turning, aiming, firing, building, cooldowns, etc) by up to 50%. Comes in half.many varieties - the Cyclops heavy tank has a secondary slow beam to keep its victims in place, the Outlaw riot bot pulses a slow field with minimum damage, the Harpy gunship fires slowing missiles, the Buoy skirmisher amphbot fires a disruptor bolt that deals damage and slow, as does the Moderator skirmisher jumpbot's disruptor beam...



* TankGoodness: The aptly-named Heavy Tank Factory, whose gameplay revolves around the [[CriticalExistenceFailure careful preservation]] of your big, expensive war machines.

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* TacticalRockPaperScissors: Present across nearly all of the factories, between Raider (medium damage high mobility but fragile), Skirmisher (low damage, medium speed but high range, generally cannot hit the evasive Raiders) and Riot (high damage high durability but slow, but able to rapidly engage and kill Skirmishers that stray into range) - Skirmishers can out-range and kill Riot safely, but Raiders can close range and kill them, unless protected by Riot in turn. Each of the factories has their own spin on the three, sometimes having role overlap or multiple examples of each. This is further expanded upon by Assault (similar to Riot, but trading damage and anti-Raider flexibility for massive durability), Artillery (generally anti-structure) and Anti-Air (self-explanatory), as well as more unique or hybrid types.
* TankGoodness: The aptly-named Heavy Tank Factory, Foundry, whose gameplay revolves around the [[CriticalExistenceFailure careful preservation]] of your big, expensive war machines.



** Special mention goes to the Crab spiderbot, a slow-moving and expensive behemoth armed with a powerful and deceptively flexible cannon. Once stationary, the Crab closes its legs and takes greatly reduced damage from all attacks.



* YouRequireMoreVespeneGas: Like its predecessors, there are two resources: Metal and Energy. Metal can only be acquired from metal deposits, whereas Energy-producing structures can be built anywhere, but excess Energy is used to "overdrive" metal extractors that are connected to a grid, further increasing metal production.

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* YouRequireMoreVespeneGas: Like its predecessors, [[TotalAnnihilation its]] [[SupremeCommander predecessors]], there are two resources: Metal and Energy. Metal can only be acquired from metal deposits, whereas Energy-producing structures can be built anywhere, but anywhere. Unlike said predecessors, which all required the construction and careful balance of dedicated and fragile buildings to convert excess Energy into Metal, all excess Energy is used automatically spent to "overdrive" metal extractors that are connected extractors, with diminishing returns and the requirement to a grid, further increasing metal production.maintain an energy grid to maximize output.
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* ColourCodedArmies: Type I, as seen above.

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* ColourCodedArmies: Type I, as seen above. In a curious variation, the colors aren't consistent - each player sees their forces as green, their allies as shades of blue and teal, and enemies as reds and yellows.
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Honestly thinking of just putting them all under a big "Energy weapons" heading.

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* 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.
* GatlingGood: The Starfire is a stationary turret with a rapid-firing rotary EMG, short-ranged but powerful. The Stinger heavy laser turret rotates its barrels between shots, while the Tremor is a kind of highly inaccurate but very rapid-firing three-barreled rotary artillery.
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* GrievousHarmWithABody: The aptly-named Lobster Amphbot is a rather unusual artillery pieces, catapulting every nearby unit towards a target area. Friendlies are protected form taking damage on impact, while enemies... aren't. Best combined to launch short-ranged units like the Scallop or crawling bombs at the enemy.
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** All factories' dedicated anti-air units are utterly incapable of engaging ground targets.
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* ShockAndAwe: Paladin, Blitz, Scorpion, and Knight sports a Lighting Gun that shocks and stuns targets.

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* ShockAndAwe: The Paladin, Blitz, Scorpion, and Knight sports a Lighting Gun units are armed with Lightning Guns that shocks shock and stuns targets.stun targets. Also available as an upgrade for Commanders.
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* WeCannotGoOnWithoutYou: [[AvertedTrope Averted]] by default, unlike its [[TotalAnnihilation predecessor]]. While the loss of the commander is often a major blow, due to the various upgrades it may have had before being destroyed, it doesn't immediately end the game for that player. This was done to prevent all-in rushes against the commander from being the main strategy. Can be played straight with a pre-game setting, though.

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* WeCannotGoOnWithoutYou: [[AvertedTrope Averted]] by default, unlike its [[TotalAnnihilation [[VideoGame/TotalAnnihilation predecessor]]. While the loss of the commander is often a major blow, due to the various upgrades it may have had before being destroyed, it doesn't immediately end the game for that player. This was done to prevent all-in rushes against the commander from being the main strategy. Can be played straight with a pre-game setting, though.

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Mass Unit Renames and bad Grammar


* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Merlin]], [[JackOfAllStats Paladin]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].

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* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Merlin]], [[JackOfAllStats Paladin]], Paladin]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].



* LightningBruiser: The [[HumongousMecha Detriment]] has 4/5 the hitpoints of a Jugglenaut, does twice the damage, and moves at twice the speed.



* ShockAndAwe: Paladin, Panther, Scorpion, and Knight sports a Lighting Gun that shocks and stuns targets.

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* ShockAndAwe: Paladin, Panther, Blitz, Scorpion, and Knight sports a Lighting Gun that shocks and stuns targets.

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Mass Unit Renames and bad Grammar


The developers stated design goals are for the game, "to be dynamic, action-packed and hassle-free, full of clever strategies and constantly moving combat with games lasting an average 20-30 minutes." To this end, several important differences from the other TA-derived games have accumulated, including the exclusion of the metal-maker units, the inclusion of both artillery and assault units in almost every factory, a free factory for every player, and the removal of the TechTree altogether. Certain units also possess "Unit AI" that automates their combat behaviour to a certain extent - raiders jink to avoid slow projectiles, skirmishers back away from enemies that try to close in, while construction and dedicated anti-air units try to avoid ground combat entirely.

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The developers stated design goals are for the game, "to be dynamic, action-packed and hassle-free, full of clever strategies and constantly moving combat with games lasting an average 20-30 minutes." To this end, several important differences from the other TA-derived games have accumulated, including the exclusion of the metal-maker units, the inclusion of both artillery and assault units in almost every factory, a free factory for every player, and the removal of the TechTree altogether. Certain units also possess "Unit AI" that automates their combat behaviour behavior to a certain extent - raiders jink to avoid slow projectiles, skirmishers back away from enemies that try to close in, while construction and dedicated anti-air units try to avoid ground combat entirely.



* BeehiveBarrier: Shields are composed of tesselated hexagons that [[ColourCodedForYourConvenience fade from blue to red]] as their charge depletes.

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* BeehiveBarrier: Shields are composed of tesselated tessellated hexagons that [[ColourCodedForYourConvenience fade from blue to red]] as their charge depletes.



** The Airplane and Gunship Factorie's Modus operandi.

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** The Airplane and Gunship Factorie's Factories’ Modus operandi.



* DemotedToExtra: Jugglenaut got demoted from from a strider and then renamed and later got its old name back under the Jumpbot factory.



* DoNotRunWithAGun: Slashers have to stop moving to deploy their fire. This was apparently implemented because a rolling mass of trucks firing long-ranged, high-rate-of-fire, homing missiles was too much to bear, but at the same time the developers didn't want to {{Nerf}} the Light Vehicle Factory's only anti-air unit.

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* DoNotRunWithAGun: Slashers Fencers have to stop moving to deploy their fire. This was apparently implemented because a rolling mass of trucks firing long-ranged, high-rate-of-fire, homing missiles was too much to bear, but at the same time the developers didn't want to {{Nerf}} the Light Vehicle Rover Factory's only anti-air unit.



** Buoy, Constable, Goliath, Moderator, Outlaw, Rapier, Seawolf, and Viper have disruptors that cut unit speed in half.

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** Buoy, Constable, Goliath, Cyclops, Moderator, Outlaw, Rapier, Harpy, Seawolf, and Viper have disruptors that cut unit speed in half.



** The Penetrator is a hovercraft armed with a [[TechnoBabble tachyon accelerator]] that does a number on anything it hits, and has excellent range. On the flip side, it is very unmaneuverable, and a bomber less than half its cost can one-shot it easily.

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** The Penetrator Lance is a hovercraft armed with a [[TechnoBabble tachyon accelerator]] that does a number on anything it hits, and has excellent range. On the flip side, it is very unmaneuverable, and a bomber less than half its cost can one-shot it easily.



* HoverTank: The Hovercraft Platform exists to build these. They're slower overall than the comparable Light Vehicles, but are able to cross water just as easily as land.
* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Merlin]], [[JackOfAllStats Paladin]], [[GravityMaster Jugglenaut]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].

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* HoverTank: The Hovercraft Platform exists to build these. They're slower overall than the comparable Light Vehicles, Rovers, but are able to cross water just as easily as land.
* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Merlin]], [[JackOfAllStats Paladin]], [[GravityMaster Jugglenaut]], Paladin]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].



* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect. Defenders, Rogues, Rokos, and Slashers massacre in groups. Merlin massacres by itself.

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* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect. Defenders, Rogues, Rokos, Ronins, and Slashers Fencers massacre in groups. Merlin massacres by itself.
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Part of big name changes


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

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



* EasyLogistics: As long as a unit is active, it can use the materials collected anywhere else in the game. Partially [[AvertedTrope averted]] by certain heavier defence structures; to fire, they need to be connected to an energy grid that's producing at least 50 energy. Taking out the nearby pylons or fusion generators can render the heavy base defenses inoperative, and is often easier than taking out the guns themselves.

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* EasyLogistics: As long as a unit is active, it can use the materials collected anywhere else in the game. Partially [[AvertedTrope averted]] by certain heavier defence defense structures; to fire, they need to be connected to an energy grid that's producing at least 50 energy. Taking out the nearby pylons or fusion generators can render the heavy base defenses inoperative, and is often easier than taking out the guns themselves.



** Bantha, Cutter, Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile. Tick is a walking EMP Bomb.

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** Bantha, Paladin, Cutter, Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile. Tick Imp is a walking EMP Bomb.



* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Catapult]], [[JackOfAllStats Bantha]], [[GravityMaster Jugglenaut]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].

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* HumongousMecha: Given the scale of the units, anything with legs is at least a {{Mini Mecha}}, but the Strider Hub takes the cake with the [[KillItWithFire Dante]], [[MacrossMissileMassacre Catapult]], Merlin]], [[JackOfAllStats Bantha]], Paladin]], [[GravityMaster Jugglenaut]], [[MookMaker Funnelweb]] and [[LightningBruiser Detriment]].



* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect. Defenders, Rogues, Rokos, and Slashers massacre in groups. Catapult massacres by itself.

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* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect. Defenders, Rogues, Rokos, and Slashers massacre in groups. Catapult Merlin massacres by itself.



* RecursiveAmmo: The Wolverine is an artillery vehicle that fires mines, which in turh fire clusters of tiny homing missiles when triggered.

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* RecursiveAmmo: The Wolverine Badger is an artillery vehicle that fires mines, which in turh fire clusters of tiny homing missiles when triggered.



* ShockAndAwe: Bantha, Panther, Scorpion, and Zeus sports a Lighting Gun that shocks and stuns targets.

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* ShockAndAwe: Bantha, Paladin, Panther, Scorpion, and Zeus Knight sports a Lighting Gun that shocks and stuns targets.

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More details for Death from above.


* DeathFromAbove: The Zenith superweapon drops swarms of meteors on its targets. To a lesser extent, the [[MeaningfulName Tremor]] is a heavy vehicle mounting what can only be described as a [[GatlingGood gatling]] [[NoKillLikeOverkill mortar]].

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* DeathFromAbove: DeathFromAbove:
**
The Zenith superweapon drops swarms of meteors on its targets. targets.
** The Airplane and Gunship Factorie's Modus operandi.
**
To a lesser extent, the [[MeaningfulName Tremor]] is a heavy vehicle mounting what can only be described as a [[GatlingGood gatling]] [[NoKillLikeOverkill mortar]].

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Adding Disruptor to EMP


** Bantha, Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile.

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** Bantha, Cutter, Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile. Tick is a walking EMP Bomb.


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** Buoy, Constable, Goliath, Moderator, Outlaw, Rapier, Seawolf, and Viper have disruptors that cut unit speed in half.
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* LightingGun: See Shock And Awe.

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* LightingGun: LightningGun: See Shock And Awe.
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* DisintegratorRay: Ultimatum
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Lighting gun pointer to shock and awe

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* LightingGun: See Shock And Awe.

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Reorganizing EMP


* {{EMP}}: Gnat, Racketeer, Thunderbird, Venom, Infiltrator, Scorpion, Bantha, Reef, Shockley.

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* {{EMP}}: Gnat, {{EMP}}:
** Bantha,
Racketeer, and Reef shoot EMP missiles. A Shockley is an EMP Missile.
** Gnat, Infiltrator,
Thunderbird, Venom, Infiltrator, Scorpion, Bantha, Reef, Shockley.and Venom shoot Electro-Stunner bolts.
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* EMP: Gnat, Racketeer, Thunderbird, Venom, Infiltrator, Scorpion, Bantha, Reef, Shockley.

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* EMP: {{EMP}}: Gnat, Racketeer, Thunderbird, Venom, Infiltrator, Scorpion, Bantha, Reef, Shockley.
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Adding units that do EMP and Disarm which is a version of EMP.

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* EMP: Gnat, Racketeer, Thunderbird, Venom, Infiltrator, Scorpion, Bantha, Reef, Shockley.
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Took out Redback because it only spams one beam instead of multiple beams, doesn't meet the requirments for beam spam IMO.


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

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* BeamSpam: Archangel, Detriment, Redback, and Scorpion never stop shooting lasers when a target is near.
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Redback has an auto particle beam just like Scorpion and it is spammy by itself.


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

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* BeamSpam: Archangel, Detriment, Redback, and Scorpion never stop shooting lasers when a target is near.
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I forgot about the Panther which also has a lighting gun.


* ShockAndAwe: Bantha, Scorpion, and Zeus sports a Lighting Gun that shocks and stuns targets.

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* ShockAndAwe: Bantha, Panther, Scorpion, and Zeus sports a Lighting Gun that shocks and stuns targets.
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* ShockAndAwe: Bantha, Scorpion, and Zeus sports a Lighting Gun.

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* ShockAndAwe: Bantha, Scorpion, and Zeus sports a Lighting Gun.Gun that shocks and stuns targets.
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* ThrowingYourShieldAlwaysWorks: That is exactly what the Felon believes. It throws its own and its allies shields with its shield gun. It works as it is the only skirmishing riot outside the strider class allowing it to kill many units at a time before they have a chance to close in and attack itself or its allies.

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* ThrowingYourShieldAlwaysWorks: That is exactly what the Felon believes. It throws its own and its allies allies' shields with its shield gun. It works as it is the only skirmishing riot outside the strider class allowing it to kill many units at a time before they have a chance to close in and attack itself or its allies.
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Added Throwing Your Shield Always Works

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* ThrowingYourShieldAlwaysWorks: That is exactly what the Felon believes. It throws its own and its allies shields with its shield gun. It works as it is the only skirmishing riot outside the strider class allowing it to kill many units at a time before they have a chance to close in and attack itself or its allies.
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* ShockAndAwe: Bantha and Zeus sports a Lighting Gun.

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* ShockAndAwe: Bantha Bantha, Scorpion, and Zeus sports a Lighting Gun.
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Added Shock And Awe.

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* ShockAndAwe: Bantha and Zeus sports a Lighting Gun.
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Macross Missile Massacre updated.


* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect.

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* MacrossMissileMassacre: [[SpiderTank Recluses]] fire clusters of three rockets that turn and spread out randomly as they fly. Large groups of them produce a veritable hail of rockets that make closing the range gap with anything a very difficult prospect. Defenders, Rogues, Rokos, and Slashers massacre in groups. Catapult massacres by itself.

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