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An Axe To Grind is no longer a trope
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* AnAxeToGrind: One of the unlockable cosmetic melee weapon skins.
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Up To Eleven is a defunct trope
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* MoreDakka: The Minigun is an archetypal example. Submachine guns can also offload a lot of bullets, fast. Taken UpToEleven with the P90s and Vector, which can spray up to 24 rounds per second.
to:
* MoreDakka: The Minigun is an archetypal example. Submachine guns can also offload a lot of bullets, fast. Taken UpToEleven Exaggerated with the P90s and Vector, which can spray up to 24 rounds per second.
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Merge per TRS
* DamageOverTime: The poison gas field erodes [=HP=] per every second the player is inside it.
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* GradualGrinder: The poison gas field erodes [=HP=] per every second the player is inside it.
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* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeing player; at worst, your stream of bullets will discourage them from turning back and counter-attacking. Then again, veteran players can still circle around and suddenly flank someone who does that.
* AwesomeButImpractical: Rocket Launchers feel awesome when you first find them, but their slow rate of fire, slow flight speed and high potential to damage oneself in close quarters mean that they are not much good against anyone not caught unaware by them.
** A Minigun is also awesome to wield at first. In practice, the spin-up time is more than sufficient for a skilled player to get close and let loose with an assault rifle. Since it can be fired for a long time, and automatically comes with a lot of small ammo, it can be tempting to start firing before you even see anyone, but that gives your position away, and allows for snipers to focus on you from just outside your sight range.
* AwesomeButImpractical: Rocket Launchers feel awesome when you first find them, but their slow rate of fire, slow flight speed and high potential to damage oneself in close quarters mean that they are not much good against anyone not caught unaware by them.
** A Minigun is also awesome to wield at first. In practice, the spin-up time is more than sufficient for a skilled player to get close and let loose with an assault rifle. Since it can be fired for a long time, and automatically comes with a lot of small ammo, it can be tempting to start firing before you even see anyone, but that gives your position away, and allows for snipers to focus on you from just outside your sight range.
to:
* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeing player; at worst, your stream of bullets will discourage them from turning back and counter-attacking. Then again, veteran players can still circle around and suddenly flank someone who does that.
that. Also averted in that the crosshair turns red when targeting even off-screen players, which allows for more precise sprays.
* AwesomeButImpractical: Rocket Launchers feel awesome when you first find them, but their slow rate of fire, slow flight speed and high potential to damage oneself in close quarters mean that they are not much good against anyone not caught unaware bythem.
them or unless you are using them in tandem with a sniper to corral opponents.
** A Minigun isalso awesome to wield at first. first and can shred anyone within range. In practice, the spin-up time is more than sufficient for a skilled player to get close out of range and let loose with an assault rifle. Since it can be fired for a long time, and automatically comes with a lot of small ammo, it can be tempting to start firing before you even see anyone, but that gives your position away, and allows for snipers to focus on you from just outside your sight range.
* AwesomeButImpractical: Rocket Launchers feel awesome when you first find them, but their slow rate of fire, slow flight speed and high potential to damage oneself in close quarters mean that they are not much good against anyone not caught unaware by
** A Minigun is
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** Crossbows also apply, as they shoot an easily-dodgable projectile that does only 50 damage.
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** Crossbows also apply, as they shoot an easily-dodgable projectile that does only 50 damage. See AnnoyingArrows.
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** Sniper rifles and Deagles aren't particularly interesting either, but they are the weapon(s) of choice for pro players due to their high shot damage.
* {{Bowdlerize}}: Swearing is automatically replaced by *** in the chat.
* {{Bowdlerize}}: Swearing is automatically replaced by *** in the chat.
to:
** Sniper rifles and Deagles aren't particularly interesting either, but they are the weapon(s) of choice for pro skilled players due to their high shot damage.
* {{Bowdlerize}}: Swearing is automatically replaced by *** in the chat. Averted by putting swear words into a string of words.
* {{Bowdlerize}}: Swearing is automatically replaced by *** in the chat. Averted by putting swear words into a string of words.
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* CombatResuscitation: In team modes, getting killed at first simply places you in a "downed" state, where you can't do anything besides crawling slowly to seek out allies, but your health bar is initially at 300, going down by 5 hitpoints a second. If an ally manages to revive you, you begin at 25 health. If it runs out, you are gone. The person who downed you gets the kill if it happens on its own; otherwise, it goes to the player who finished you off.
* ContinuingIsPainful: In the Weapon Race and Crystal Clash modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between. Ammo-only crates are self-explanatory.
* ContinuingIsPainful: In the Weapon Race and Crystal Clash modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between. Ammo-only crates are self-explanatory.
to:
* CombatResuscitation: In team modes, getting killed at first simply places you in a "downed" state, where you can't do anything besides crawling slowly to seek out allies, but your health bar is initially at 300, going down by 5 hitpoints a second. If an ally manages to revive you, you begin at 25 30 health. If it runs out, you are gone. The person who downed you gets the kill if it happens on its own; otherwise, it goes to the player who finished you off.
* ContinuingIsPainful: In theWeapon Weapons Race and Crystal Clash modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
leaders.
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones (and their variations in various areas) usually contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between. Ammo-only crates are self-explanatory.
* ContinuingIsPainful: In the
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones (and their variations in various areas) usually contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between. Ammo-only crates are self-explanatory.
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* NoPlotNoProblem: Though, in that matter it's little different from its inspirations.
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* NoPlotNoProblem: Though, in that matter it's little different from its inspirations. As in, literally none.
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** There was also a "Thor's Hammer" drop which also randomly drops, though presently it has been replaced by the "Trident of the Depths" drop.
to:
** There was also a "Thor's Hammer" drop which also randomly drops, though presently it has been replaced by the "Trident of the Depths" drop.drop, has currently been vaulted.
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* ShortRangeShotgun: While the pellet may travel a distance comparable to that of pistol rounds, the SpreadShot mechanic means that they rapidly lose effectiveness at even medium range, and their slow rate of fire makes anything but close-quarters combat highly undesirable.
to:
* ShortRangeShotgun: While the pellet may travel a distance comparable to that of pistol rounds, the SpreadShot mechanic means that they rapidly lose effectiveness at even medium range, and their slow rate of fire makes anything but close-quarters combat highly undesirable. Averted for shotguns using the "instant fire" exploit.
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* SmokeOut: There are smoke grenades, but the top-down perspective limits their usefulness. This shortcoming is somewhat mitigated by them continuing to function and expand the smoke cloud for a good 15-20 seconds.
to:
* SmokeOut: There are smoke grenades, but the top-down perspective limits their usefulness. This shortcoming is somewhat mitigated by them continuing to function and expand the smoke cloud for a good 15-20 seconds. Same goes for Gassy Grenades.
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* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy (or to insert yourself into an opponent-held house for close-quarters combat). Reverse impulse grenades cause a red wave that pulls players towards the epicentre. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
to:
* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy (or to insert yourself into an opponent-held house for close-quarters combat). Reverse impulse grenades cause a red wave that pulls players towards the epicentre. Cactus bombs are cluster explosives that deal some the normal grenade damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
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* BattleRoyaleGame: About a hundred players jump off a plane and fight for survival while a ring of poisonous gas restricts the playing area.
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See ''VideoGame/BattleRoyaleio'', ''VideoGame/{{Foesio}}'' and ''VideoGame/{{Survivio}}'' for the other versions of this idea in the IoGame world.
----
----
to:
See ''VideoGame/BattleRoyaleio'', ''VideoGame/{{Foesio}}'' ''VideoGame/{{Foesio}}'', ''VideoGame/{{Thelastio}}'' and ''VideoGame/{{Survivio}}'' for the other versions of this idea in the IoGame world.
----world.
----
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* EmergencyWeapon: Each player's melee is their only option at either the very start of the game before they pick up anything, or if they happen to run out of alll their ammo for all weapons. That melee is fits for those who just started out, but experienced players will usually swap it out for a cosmetic, like an axe or a telescope.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered.
to:
* EmergencyWeapon: Each player's melee is their only option at either the very start of the game before they pick up anything, or if they happen to run out of alll all their ammo for all weapons. That melee is fits for those who just started out, but experienced players will usually swap it out for a cosmetic, like an axe or a telescope.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered. However, the later updates increased their destructibility as well.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered. However, the later updates increased their destructibility as well.
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* ImprobableWeaponUser: The players are examples, as they are able to wield weapons like a Rubber Gun that shoots bouncy projectiles or a Gift Launcher that shoots sticky bombs.
to:
* ImprobableWeaponUser: The players are examples, can provide examples of these, as they are able to wield weapons like a Rubber Gun that shoots bouncy projectiles or a Gift Launcher that shoots sticky bombs.
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* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades do the same amount, but are more convenient at tight distances, while cactus bombs are unpredictable, but are unlikely to kill a full-health player outright, unless they were thrown into a house and all bomblets ended up bouncing off the walls towards the player.
to:
* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades do the same amount, amount of damage, but are more convenient at tight distances, while cactus bombs are unpredictable, but are unlikely to kill a full-health player outright, unless they were thrown into a house and all bomblets ended up bouncing off the walls towards the player.
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* RevolversAreJustBetter: Averted. If anything, revolvers may be the worst pistol variant in the game, since they deal less damage per shot than Deagles, yet their fire rate is almost as slow, and far lower than that of other pistols, making it difficult to win a proper shootout with it.
** Note: Revolvers have beeen vaulted.
** Note: Revolvers have beeen vaulted.
to:
* RevolversAreJustBetter: Averted. If anything, revolvers may be once were practically the worst pistol variant in the game, since they deal less damage per shot than Deagles, yet their fire rate is almost as slow, and far lower than that of other pistols, making it difficult to win a proper shootout with it.
** Note: Revolvers have beeen vaulted.it. Later updates addressed that somewhat.
** Note: Revolvers have beeen vaulted.
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* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of ''VideoGame/Diepio''), or a Superpower mode. In practice, the game tends to cycle through these additional modes, so it's only temporary in a loose sense.
to:
* TechnicolorToxin: The poisonous gas that regularly advances and shrinks the playable area is purple-colored.
* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of''VideoGame/Diepio''), ''VideoGame/{{Diepio}}''), or a Superpower mode. In practice, the game tends to continually cycle through these additional modes, so it's only temporary in a loose sense.
* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of
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** Sniper rifles and Deagles aren't particularly interesting either, but they are the weapon(s) of choice for pro players due to their high shot damage.
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** Crossbow. Mythic-only, with the highest range but extremely low damage.
** X-Bow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
** X-Bow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
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* ImprobableWeaponUser: The players are examples, as they are able to wield weapons like a Rubber Gun that shoots bouncy projectiles or a Gift Launcher that shoots sticky bombs.
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* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy. Reverse impulse grenades cause a red wave that pulls players towards the epicentre. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
to:
* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy.enemy (or to insert yourself into an opponent-held house for close-quarters combat). Reverse impulse grenades cause a red wave that pulls players towards the epicentre. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
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None
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* AnnoyingArrows: Played straight for the Crossbow, but not the XBow.
to:
* AnnoyingArrows: Played straight for the Crossbow, but not the XBow.X-Bow.
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** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the airdrops. Variable (66-80) damage.
to:
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the airdrops. Variable (66-80) damage.
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** XBow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
to:
** XBow.X-Bow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
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* ExactlyWhatItSaysOnTheTin: The Grenade Launcher launches grenades.
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* MoreDakka: The Minigun is an archetypal example. Submachine guns can also offload a lot of bullets, fast.
to:
* MoreDakka: The Minigun is an archetypal example. Submachine guns can also offload a lot of bullets, fast. Taken UpToEleven with the P90s and Vector, which can spray up to 24 rounds per second.
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** There was also a "Thor's Hammer" drop which also randomly drops, though presently it has been replaced by the "Trident of the Depths" drop.
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* AnnoyingArrows: Played straight for the Corssbow, but not the XBow.
to:
* AnnoyingArrows: Played straight for the Corssbow, Crossbow, but not the XBow.
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** Crossbows also apply, as they shoot an easily-dodgable projectile that does only 50 damage.
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* AnnoyingArrows: Played straight for the Corssbow, but not the XBow.
** The same applies (to a lesser extent) to the Assault SCAR, which has explosive shots you can damage yourself with.
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* ColorCodedItemTiers: White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red (Mythic). All Pistol, Shotgun, Submachine Gun and Assault Rifle models are available in all of these tiers, and same goes for Rocket Launchers and all Assault Rifle models besides the Mythic-only [=AWP=]. Grenades are either Common (normal, smoke, impulse and reverse impulse) or Legendary (Cactus bomb). Minigun and Flamethrower are the two unique Legendary weapons.
to:
* ColorCodedItemTiers: White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red (Mythic). All Pistol, Shotgun, Submachine Gun and Assault Rifle models are available in all of these tiers, and same goes for Rocket Launchers and all Assault Rifle models besides the Mythic-only [=AWP=]. Grenades are either Common (normal, smoke, impulse and reverse impulse) or Legendary (Cactus bomb). Minigun and Flamethrower are the two unique Legendary weapons.
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* ContinuingIsPainful: In the Weapon Race and Space Battle modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
to:
* ContinuingIsPainful: In the Weapon Race and Space Battle Crystal Clash modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
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* ElaborateEqualsEffective: Played straight for the Legendary variants of many "standard" weapons like "Deagles", revolvers, assault rifles, etc. Whereas the other grade variants will simply have the color grade present as an outline around the weapon, the Legendaries are literally gold-plated.
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* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered. More recent versions of the game allow you to break through the walls once you inflict enough damage.
to:
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception, as they were completely unbreakable (though the objects inside them are), and couldn't even have their windows shattered. More recent versions of the game allow you to break through the walls once you inflict enough damage.
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* GradualGrinder: The poison gas field erodes 5 [=HP=] per every second the player is inside it.
to:
* GradualGrinder: The poison gas field erodes 5 [=HP=] per every second the player is inside it.
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* HandCannon: The "Deagle" pistol variant. It has the third-highest single-shot damage in the game, behind only the bolt-action sniper rifles and rocket launchers. However, its slow fire rate, combined with the low range of all pistols, often makes it [[AwesomeButImpractical impractical]] for anything but ambushing unwary players.
to:
* HandCannon: The "Deagle" pistol variant. It has the third-highest single-shot damage in the game, behind only the bolt-action sniper rifles and rocket launchers. However, its slow fire rate, combined with the low range of all pistols, often makes it [[AwesomeButImpractical impractical]] for anything but ambushing unwary players.
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* LeadTheTarget: Has to be done in battles, since while bullets travel quickly, they are still real, physical objects that can be seen from the top-down perspective. In the battle between two players with assault rifles of [=SMG=]s and a similar amount of health, the one who is better at leading the target usually wins.
to:
* LeadTheTarget: Has to be done in battles, since while bullets travel quickly, they are still real, physical objects that can be seen from the top-down perspective. In the battle between two players with assault rifles of [=SMG=]s [=SMG=]s/sniper rifles and a similar amount of health, the one who is better at leading the target usually wins.
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* MissingBackblast: Rocket launchers do not produce any backblast.
to:
* MissingBackblast: Rocket launchers do not produce any backblast. Averted for shotguns.
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* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, but are unlikely to kill a full-health player outright, unless they were thrown into a house and all bomblets ended up bouncing off the walls towards the player.
to:
* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades do the same amount, but are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, but are unlikely to kill a full-health player outright, unless they were thrown into a house and all bomblets ended up bouncing off the walls towards the player.
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* RandomDrop: The airdrops of exclusive items, which come in heavy crates that take 10 seconds to unlock.. Players are notified of their approach and the location of the upcoming drop on the map.
to:
* RandomDrop: The airdrops of exclusive items, which come in heavy crates that take 10 5 seconds to unlock..unlock. Players are notified of their approach and the location of the upcoming drop on the map.
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* RecursiveAmmo: [=MIRV=] grenades will first explode like a normal grenade, but also spread a bunch of bomblets with that first explosion, which detonate a second later.
** Note: Revolvers have beeen vaulted.
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* SniperRifle: A weapon category, which uses Large ammo along with the Rocket Launchers, [[FridgeLogic somehow]]. Having them as an active weapon automatically increases the player's sight range - a bonus that applies even if it's carried empty. Have five varieties, all but one of which is available in all colour grade levels:
** Bolt-action rifle. Does the largest damage per bullet (starts at about 70 for Common, goes to 90 for Epic and beyond), but has to be reloaded after every shot.
** Hunting rifle. Does slightly less damage than the bolt-action one, but allows for several shots to be fired before the player has to reload them all one-by-one.
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniper rifle.
** [=VSS=]. A highly balanced rifle with good fire rate and shot damage, which is also reloaded by changing the clip.
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops. The most powerful rifle, with the slowest rate of fire, and which also expands the sight range slightly further than the other sniper rifles.
** Bolt-action rifle. Does the largest damage per bullet (starts at about 70 for Common, goes to 90 for Epic and beyond), but has to be reloaded after every shot.
** Hunting rifle. Does slightly less damage than the bolt-action one, but allows for several shots to be fired before the player has to reload them all one-by-one.
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniper rifle.
** [=VSS=]. A highly balanced rifle with good fire rate and shot damage, which is also reloaded by changing the clip.
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops. The most powerful rifle, with the slowest rate of fire, and which also expands the sight range slightly further than the other sniper rifles.
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* SniperRifle: A weapon category, which uses Large ammo along with the Rocket Launchers, [[FridgeLogic somehow]]. Having them as an active weapon automatically increases the player's sight range - a bonus that applies even if it's carried empty. Have five varieties, all but one of which is available in all colour grade levels:
varieties:
** Bolt-action rifle. Does thelargest most consistent damage per bullet (starts at about 70 for Common, goes to 90 for Epic and beyond), bullet, but has to be reloaded after every shot.
** Hunting rifle. Doesslightly much less damage than the bolt-action one, but allows for several shots to be fired before the player has to reload them all one-by-one.
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniperrifle.
rifle.
** [=VSS=]. Ahighly balanced full-auto rifle with good fire rate and shot damage, which is also reloaded by changing the clip.
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening theparachute drops. The most powerful rifle, airdrops. Variable (66-80) damage.
** Crossbow. Mythic-only, with theslowest rate of fire, and which also expands the sight highest range slightly further than the other sniper rifles.but extremely low damage.
** XBow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
** Dragunov. Mythic-only, variable damage (79-90) and deals slight knockback.
** Bolt-action rifle. Does the
** Hunting rifle. Does
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniper
** [=VSS=]. A
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the
** Crossbow. Mythic-only, with the
** XBow. Mythic-only, fires 2 45-damage shots. Only obtainable through airdrops.
** Dragunov. Mythic-only, variable damage (79-90) and deals slight knockback.
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* StandardFPSGuns: The game contains a load of weapons, roughly divided into pistols (common, dual, revolvers and deagles), shotguns (pump shotgun, assault shotgun and tactical shotgun), submachine guns (several types, including Uzi and Tommy gun), assault rifles (normal, [=SCAR=], [=AK=] and [=AR=], snipers (bolt-action, hunting, semi-auto, [=VSS=] and [=AWP=]), grenades (see TrickBomb below) and unique "legendaries" - minigun and flamethrower.
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* StandardFPSGuns: The game contains a load of weapons, roughly divided into pistols (common, dual, revolvers and deagles), shotguns (pump shotgun, assault shotgun and tactical shotgun), submachine guns (several types, including Uzi and Tommy gun), assault rifles (normal, [=SCAR=], [=AK=] and [=AR=], snipers (bolt-action, hunting, semi-auto, [=VSS=] and [=AWP=]), grenades (see TrickBomb below) and unique "legendaries" - minigun and flamethrower.flamethrower, for instance.
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* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy. Reverse impulse grenades cause a red wave that pulls players towards the epicentre, but their range is so short that they are next to useless. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
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* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy. Reverse impulse grenades cause a red wave that pulls players towards the epicentre, but their range is so short that they are next to useless.epicentre. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
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'''[[http://zombsroyale.io Zombs Royale.io]]''' is a [[AllegedlyFreeGame free-to-play]] WebGame, which combines top-down shooter with the "battle royale" subgenre, popularized by ''VideoGame/PlayerUnknownsBattlegrounds'' and ''VideoGame/{{Fortnite}}''. Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar ones.
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Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar
See ''VideoGame/BattleRoyaleio'', ''VideoGame/{{Foesio}}'' and ''VideoGame/{{Survivio}}'' for the other versions of this idea in the IoGame world.
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* AdvancingWallOfDoom: The barrier of poison gas, which acts exactly as a wall that moves at a certain time intervals. In between, it respects the arbitrary circle boundaries, without trying to seem past it like a normal gas would.
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* AdvancingWallOfDoom: The barrier of poison gas, which acts exactly as a wall that moves at a certain time intervals. In between, it respects the arbitrary circle boundaries, without trying to seem seep past it like a normal gas would.
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* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The sole, highly important exception are the houses, which are completely unbreakable (though the objects inside them are), and cannot even have their windows shattered.
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* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The houses used to be the sole, highly important exception are the houses, which are exception, as they were completely unbreakable (though the objects inside them are), and cannot couldn't even have their windows shattered.shattered. More recent versions of the game allow you to break through the walls once you inflict enough damage.
* RecursiveAmmo: [=MIRV=] grenades will first explode like a normal grenade, but also spread a bunch of bomblets with that first explosion, which detonate a second later.
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* MutualKill: Can happen. The player who dies first doesn't get credit for their kill count, though.
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* AnAxeToGrind: One of the unlockable cosmetic melee weapon skins.
* AndYourRewardIsClothes: Cosmetics (be they outfits, parachute skins, melee weapon skins, backpacks, or sprays) can either be won at the end of the round, or bought with an in-game currency.
* AdvancingWallOfDoom: The barrier of poison gas, which acts exactly as a wall that moves at a certain time intervals. In between, it respects the arbitrary circle boundaries, without trying to seem past it like a normal gas would.
* AndYourRewardIsClothes: Cosmetics (be they outfits, parachute skins, melee weapon skins, backpacks, or sprays) can either be won at the end of the round, or bought with an in-game currency.
* AdvancingWallOfDoom: The barrier of poison gas, which acts exactly as a wall that moves at a certain time intervals. In between, it respects the arbitrary circle boundaries, without trying to seem past it like a normal gas would.
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* ColorCodedForYourConvenience: All weapons have colored experience ranks, showing how powerful they are compared to the same weapon (whether a Deagle or a rocket launcher) of their class. They go White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red (Mythic).
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* ColorCodedForYourConvenience: All weapons have colored experience ranks, showing how powerful AwesomeButImpractical: Rocket Launchers feel awesome when you first find them, but their slow rate of fire, slow flight speed and high potential to damage oneself in close quarters mean that they are compared not much good against anyone not caught unaware by them.
** A Minigun is also awesome to wield at first. In practice, thesame weapon (whether spin-up time is more than sufficient for a Deagle or skilled player to get close and let loose with an assault rifle. Since it can be fired for a rocket launcher) long time, and automatically comes with a lot of small ammo, it can be tempting to start firing before you even see anyone, but that gives your position away, and allows for snipers to focus on you from just outside your sight range.
* BoringButPractical: Neither the assault rifles nor the [=SMGs=] are particularly interesting, and it is theirclass. They go hail of bullets that will be getting you most kills.
* {{Bowdlerize}}: Swearing is automatically replaced by **** in the chat.
* ColorCodedItemTiers: White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red(Mythic).(Mythic). All Pistol, Shotgun, Submachine Gun and Assault Rifle models are available in all of these tiers, and same goes for Rocket Launchers and all Assault Rifle models besides the Mythic-only [=AWP=]. Grenades are either Common (normal, smoke, impulse and reverse impulse) or Legendary (Cactus bomb). Minigun and Flamethrower are the two unique Legendary weapons.
* CombatResuscitation: In team modes, getting killed at first simply places you in a "downed" state, where you can't do anything besides crawling slowly to seek out allies, but your health bar is initially at 300, going down by 5 hitpoints a second. If an ally manages to revive you, you begin at 25 health. If it runs out, you are gone. The person who downed you gets the kill if it happens on its own; otherwise, it goes to the player who finished you off.
** A Minigun is also awesome to wield at first. In practice, the
* BoringButPractical: Neither the assault rifles nor the [=SMGs=] are particularly interesting, and it is their
* {{Bowdlerize}}: Swearing is automatically replaced by **** in the chat.
* ColorCodedItemTiers: White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red
* CombatResuscitation: In team modes, getting killed at first simply places you in a "downed" state, where you can't do anything besides crawling slowly to seek out allies, but your health bar is initially at 300, going down by 5 hitpoints a second. If an ally manages to revive you, you begin at 25 health. If it runs out, you are gone. The person who downed you gets the kill if it happens on its own; otherwise, it goes to the player who finished you off.
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* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between.
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* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between. Ammo-only crates are self-explanatory.
** While crates disappear into thin air once opened, they act as obstacles for both the players and their projectiles, and can absorb a few bullets before falling apart.
* CriticalExistenceFailure: It doesn't matter whether the player is at 100 [=HP=], 100 [=HP=] and 100 Shields, or at 3 [=HP=]: their other combat capabilities are the same either way.
* DoNotRunWithAGun: Averted. Movement does not affect weapon accuracy, and not standing still is utterly necessary to avoid getting killed. Only those wielding Rocket Launchers might want to think twice about moving and firing: otherwise, one might accidentally kill themselves by launching a rocket right as they pass by a nearby tree/crate/picnic table, etc.
** However, it is impossible to use healing items on the move, whether it's bandages/medkits or shield/hybrid potions. You have to stand still for the 2-5 seconds it takes to apply them.
** While crates disappear into thin air once opened, they act as obstacles for both the players and their projectiles, and can absorb a few bullets before falling apart.
* CriticalExistenceFailure: It doesn't matter whether the player is at 100 [=HP=], 100 [=HP=] and 100 Shields, or at 3 [=HP=]: their other combat capabilities are the same either way.
* DoNotRunWithAGun: Averted. Movement does not affect weapon accuracy, and not standing still is utterly necessary to avoid getting killed. Only those wielding Rocket Launchers might want to think twice about moving and firing: otherwise, one might accidentally kill themselves by launching a rocket right as they pass by a nearby tree/crate/picnic table, etc.
** However, it is impossible to use healing items on the move, whether it's bandages/medkits or shield/hybrid potions. You have to stand still for the 2-5 seconds it takes to apply them.
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* GoodBadBugs: Long melee weapon skins are essentially the only cosmetic to provide players with an actual advantage, due to a bug whereas they can clip through the walls of a house and hit players standing next to that wall on the other side. This makes them the only weapon capable of doing so: even if regular fists could clip like this, they do not have enough reach for that.
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* GoodBadBugs: Long melee GatlingGood: The Minigun; a Legendary unique weapon skins are essentially with a 100-bullet belt, 2-second spin-up time, and 2-second reload time.
* GoodOldFisticuffs: The default "weapon" of everyone, before they begin picking up proper guns. Unlocking melee cosmetics can replace it with something like an axe, or a telescope. Either way, it deals 18 damage per punch, which is actually higher than theonly damage from individual bullets of the weaker pistols/submachine guns, or the 10 damage inflicted by individual Cactus bomb fragments.
* GradualGrinder: The poison gas field erodes 5 [=HP=] per every second the player is inside it.
* GunsAkimbo: Dual Pistols is one of the available pistol types, but which is closer to an [=SMG=] in effectiveness. Their rate of fire is still lower than that of an [=SMG=], making them easier to dodge, but they can be fired for longer, and can deal more damage to a stationary player before they respond.
* HyperspaceArsenal: All players manage to carry a maximum of five weapons of any kind [[note]]Potentially six weapons, if a player has unlocked a cosmetic melee weapon, and chose toprovide use it instead of their bare fists.[[/note]], regardless of whether it's five pistols or five Rocket Launchers. Moreover, there's the ammo, which can be carried in indefinite amounts. By the end of the round, it's quite normal for the last 10 or so players with an actual advantage, due to a bug whereas they can clip through the walls of a house carry +1000 Small ammo for Pistols and hit players standing next to that wall on the other side. This makes them the only weapon capable of doing so: even if regular fists could clip like this, they do not have enough reach Submachine Guns, 700+ Medium ammo for that.Assault Rifles, several hundred units of Shotgun ammo, and 100+ ammo for Sniper Rifles and Rocket Launchers.
* GoodOldFisticuffs: The default "weapon" of everyone, before they begin picking up proper guns. Unlocking melee cosmetics can replace it with something like an axe, or a telescope. Either way, it deals 18 damage per punch, which is actually higher than the
* GradualGrinder: The poison gas field erodes 5 [=HP=] per every second the player is inside it.
* GunsAkimbo: Dual Pistols is one of the available pistol types, but which is closer to an [=SMG=] in effectiveness. Their rate of fire is still lower than that of an [=SMG=], making them easier to dodge, but they can be fired for longer, and can deal more damage to a stationary player before they respond.
* HyperspaceArsenal: All players manage to carry a maximum of five weapons of any kind [[note]]Potentially six weapons, if a player has unlocked a cosmetic melee weapon, and chose to
* ImprovisedWeapon: Some melee cosmetics are this. Telescopes are probably the most obvious example.
* InsurmountableWaistHighFence: There are wooden fences that literally seem waist-high from above, and yet absolutely do stop the players from passing through them. However, they can be broken with just a few bullets, or even a few punches.
* LeadTheTarget: Has to be done in battles, since while bullets travel quickly, they are still real, physical objects that can be seen from the top-down perspective. In the battle between two players with assault rifles of [=SMG=]s and a similar amount of health, the one who is better at leading the target usually wins.
* LuckBasedMission: You might immediately get an Epic [=AR=] or a Legendary [=SMG=] in the first crate you open...or you might get a crappy Common pistol, or even worse, a Bandage or another healing item that's not only useless at the start, but also makes you a priority target for other players wanting to loot it.
* InsurmountableWaistHighFence: There are wooden fences that literally seem waist-high from above, and yet absolutely do stop the players from passing through them. However, they can be broken with just a few bullets, or even a few punches.
* LeadTheTarget: Has to be done in battles, since while bullets travel quickly, they are still real, physical objects that can be seen from the top-down perspective. In the battle between two players with assault rifles of [=SMG=]s and a similar amount of health, the one who is better at leading the target usually wins.
* LuckBasedMission: You might immediately get an Epic [=AR=] or a Legendary [=SMG=] in the first crate you open...or you might get a crappy Common pistol, or even worse, a Bandage or another healing item that's not only useless at the start, but also makes you a priority target for other players wanting to loot it.
* MoreDakka: The Minigun is an archetypal example. Submachine guns can also offload a lot of bullets, fast.
* MultipleLifeBars: The shields act as a second health bar, once the player obtains them through drinking the corresponding potion.
* MultipleLifeBars: The shields act as a second health bar, once the player obtains them through drinking the corresponding potion.
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* NoPlotNoProblem: Though, in that matter it's little different from its inspirations.
* RacingUpTheFoodChainGame: The Weapon Race mode, available on some days. All players begin it with a common pistol, and transition to revolver after the first two kills, then to another pistol, etc. The game is won by the one player who finishes the race, by getting two kills with a crossbow - a weapon so rare, it's basically impossible to find in the regular game.
* RacingUpTheFoodChainGame: The Weapon Race mode, available on some days. All players begin it with a common pistol, and transition to revolver after the first two kills, then to another pistol, etc. The game is won by the one player who finishes the race, by getting two kills with a crossbow - a weapon so rare, it's basically impossible to find in the regular game.
to:
* NonLethalKO: In the team modes, the end of the normal health bar simply sends the player in a downed state, during which they are unable to do anything besides crawling on the ground, and possess 300 health that slowly drains on its own. Allied players can revive them, though it takes 5 seconds of standing still next to them, during which they are wholly vulnerable. (In particular, both players can be easily hit with a rocket.)
* NoPlotNoProblem: Though, in that matter it's little different from itsinspirations.inspirations.
* RandomDrop: The airdrops of exclusive items, which come in heavy crates that take 10 seconds to unlock.. Players are notified of their approach and the location of the upcoming drop on the map.
*RacingUpTheFoodChainGame: RandomlyGeneratedLoot: The '''locations''' of the loot crates are fixed. Their contents are not.
* RegeneratingHealth: Hybrid potions provide healing and shield gain over time, rather than all at once like the other healing items.
* RisingUpTheFoodChainGame: The Weapon Race mode, available on some days. All players begin it with a common pistol, and transition to revolver after the first two kills, then to another pistol, etc. Thegame round is won by the one player who finishes the race, by getting two kills with a crossbow - a weapon so rare, it's basically impossible to find in the regular game.
* NoPlotNoProblem: Though, in that matter it's little different from its
* RandomDrop: The airdrops of exclusive items, which come in heavy crates that take 10 seconds to unlock.. Players are notified of their approach and the location of the upcoming drop on the map.
*
* RegeneratingHealth: Hybrid potions provide healing and shield gain over time, rather than all at once like the other healing items.
* RisingUpTheFoodChainGame: The Weapon Race mode, available on some days. All players begin it with a common pistol, and transition to revolver after the first two kills, then to another pistol, etc. The
* ShortRangeShotgun: While the pellet may travel a distance comparable to that of pistol rounds, the SpreadShot mechanic means that they rapidly lose effectiveness at even medium range, and their slow rate of fire makes anything but close-quarters combat highly undesirable.
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** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops.
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** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops. The most powerful rifle, with the slowest rate of fire, and which also expands the sight range slightly further than the other sniper rifles.
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* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of ''VideoGame/Diepio'', or a Superpower mode. In practice, the game tends to cycle through these additional modes, so it's only temporary in a loose sense.
to:
* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of ''VideoGame/Diepio'', ''VideoGame/Diepio''), or a Superpower mode. In practice, the game tends to cycle through these additional modes, so it's only temporary in a loose sense.
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* WinsByDoingAbsolutelyNothing: Landing far enough away from the rest of the players allows one to spend most of the match just picking up whatever weapons and consumables you find, potentially getting to top 10 or 5 players before having to fire a shot.
* ZombieApocalypse: The Zombies mode generates zombies out of thin air, while the player teams are trying to kill each other around them. They are weak at first, but soon, the night falls, and they become faster and harder to kill.
* ZombieApocalypse: The Zombies mode generates zombies out of thin air, while the player teams are trying to kill each other around them. They are weak at first, but soon, the night falls, and they become faster and harder to kill.
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* ContinuingIsPainful: In the Weapon Race and Space Battle modes, death is not permanent, and killed players respawn in five seconds, up until someone wins the race/the space battle clock runs out. However, once the round has gone on for long enough, most players will no longer have a hope of catching up with the leaders, and are essentially only fighting each other for leftover experience and a chance of getting some cosmetics.
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* ElaborateEqualsEffective: Played straight for the Legendary variants of many "standard" weapons like "Deagles", revolvers, assault rifles, etc. Whereas the other grade variants will simply have the color grade present as an outline around the weapon, the Legendaries are literally gold-plated.
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* HandCannon: The "Deagle" pistol variant. It has the third-highest single-shot damage in the game, behind only the bolt-action sniper rifles and rocket launchers. However, its slow fire rate, combined with the low range of all pistols, often makes it [[AwesomeButImpractical impractical]] for anything but ambushing unwary players.
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* RacingUpTheFoodChainGame: The Weapon Race mode, available on some days. All players begin it with a common pistol, and transition to revolver after the first two kills, then to another pistol, etc. The game is won by the one player who finishes the race, by getting two kills with a crossbow - a weapon so rare, it's basically impossible to find in the regular game.
* RevolversAreJustBetter: Averted. If anything, revolvers may be the worst pistol variant in the game, since they deal less damage per shot than Deagles, yet their fire rate is almost as slow, and far lower than that of other pistols, making it difficult to win a proper shootout with it.
* SniperPistol: Deagle, and to a lesser extent, the revolver, are pretty accurate over their entire firing distance (which is still lower than that of assault rifles, let alone sniper rifles). The other pistols are semi-automatic and have enough noticeable spread to disqualify them from the trope.
* SniperRifle: A weapon category, which uses Large ammo along with the Rocket Launchers, [[FridgeLogic somehow]]. Having them as an active weapon automatically increases the player's sight range - a bonus that applies even if it's carried empty. Have five varieties, all but one of which is available in all colour grade levels:
** Bolt-action rifle. Does the largest damage per bullet (starts at about 70 for Common, goes to 90 for Epic and beyond), but has to be reloaded after every shot.
** Hunting rifle. Does slightly less damage than the bolt-action one, but allows for several shots to be fired before the player has to reload them all one-by-one.
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniper rifle.
** [=VSS=]. A highly balanced rifle with good fire rate and shot damage, which is also reloaded by changing the clip.
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops.
* SmokeOut: There are smoke grenades, but the top-down perspective limits their usefulness. This shortcoming is somewhat mitigated by them continuing to function and expand the smoke cloud for a good 15-20 seconds.
* SpreadShot: The way shotguns work in the game. The spread can be relatively narrow (pump-action shotgun) or extremely wide (tactical shotgun), trading range for close-quarters reliability.
** This property also makes pump-action and assault shotguns the best weapons to fire out of the windows and doorways: their somewhat narrow but decently-ranged cone will catch any unwary player trying to peek inside, without opening the shooter to retaliation.
* RevolversAreJustBetter: Averted. If anything, revolvers may be the worst pistol variant in the game, since they deal less damage per shot than Deagles, yet their fire rate is almost as slow, and far lower than that of other pistols, making it difficult to win a proper shootout with it.
* SniperPistol: Deagle, and to a lesser extent, the revolver, are pretty accurate over their entire firing distance (which is still lower than that of assault rifles, let alone sniper rifles). The other pistols are semi-automatic and have enough noticeable spread to disqualify them from the trope.
* SniperRifle: A weapon category, which uses Large ammo along with the Rocket Launchers, [[FridgeLogic somehow]]. Having them as an active weapon automatically increases the player's sight range - a bonus that applies even if it's carried empty. Have five varieties, all but one of which is available in all colour grade levels:
** Bolt-action rifle. Does the largest damage per bullet (starts at about 70 for Common, goes to 90 for Epic and beyond), but has to be reloaded after every shot.
** Hunting rifle. Does slightly less damage than the bolt-action one, but allows for several shots to be fired before the player has to reload them all one-by-one.
** Semi-automatic rifle. Can be fired in bursts, and is quickly reloaded by changing the entire clip, but does substantially less damage per individual shot than any other sniper rifle.
** [=VSS=]. A highly balanced rifle with good fire rate and shot damage, which is also reloaded by changing the clip.
** [=AWP=]. Mythic-level only rifle, which obtained exclusively through opening the parachute drops.
* SmokeOut: There are smoke grenades, but the top-down perspective limits their usefulness. This shortcoming is somewhat mitigated by them continuing to function and expand the smoke cloud for a good 15-20 seconds.
* SpreadShot: The way shotguns work in the game. The spread can be relatively narrow (pump-action shotgun) or extremely wide (tactical shotgun), trading range for close-quarters reliability.
** This property also makes pump-action and assault shotguns the best weapons to fire out of the windows and doorways: their somewhat narrow but decently-ranged cone will catch any unwary player trying to peek inside, without opening the shooter to retaliation.
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* TemporaryOnlineContent: Played with. Along with the three main game modes, there'll often be a "unique" fourth mode available for 2-3 days. It may be a ZombieApocalypse mode, 50 vs. 50 player battle, Weapon Race, Space Battle (essentially a complete clone of ''VideoGame/Diepio'', or a Superpower mode. In practice, the game tends to cycle through these additional modes, so it's only temporary in a loose sense.
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* EmergencyWeapon: The Pistol acts as one for Triggerman, Hunter, Vince, Marksman and Rocketeer, and no class uses it for their main weapon. Due to its weakness, killing someone with it is rewarded with additional 25 points.
to:
* EmergencyWeapon: The Pistol acts as one for Triggerman, Hunter, Vince, Marksman and Rocketeer, and no class uses it for Each player's melee is their main weapon. Due only option at either the very start of the game before they pick up anything, or if they happen to its weakness, killing someone with run out of alll their ammo for all weapons. That melee is fits for those who just started out, but experienced players will usually swap it is rewarded with additional 25 points.out for a cosmetic, like an axe or a telescope.
* GoodBadBugs: Long melee weapon skins are essentially the only cosmetic to provide players with an actual advantage, due to a bug whereas they can clip through the walls of a house and hit players standing next to that wall on the other side. This makes them the only weapon capable of doing so: even if regular fists could clip like this, they do not have enough reach for that.
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* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their accuracy
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* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, w
* NoPlotNoProblem: Players joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.
* NoPlotNoProblem: Players joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.
to:
* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, w
but are unlikely to kill a full-health player outright, unless they were thrown into a house and all bomblets ended up bouncing off the walls towards the player.
* NoPlotNoProblem:Players joke Though, in that the only reason a plot might be needed is to explain where the name "krunker" comes from.matter it's little different from its inspirations.
* NoPlotNoProblem:
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'''[[zombsroyale.io Zombs Royale.io]]''' is a [[AllegedlyFreeGame free-to-play]] WebGame, which combines top-down shooter with the "battle royale" subgenre, popularized by ''VideoGame/PlayerUnknownsBattlegrounds'' and ''VideoGame/{{Fortnite}}''. Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar ones.
to:
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* AKA47: None of the guns have names, instead simply going as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.
to:
* AKA47: None of the Many guns have names, instead simply going go as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.etc. Others are a little more specific, like "[=SCAR=]", [=AK=], [=AR=], [=AWP=], [=VSS=], "Uzi" or "Deagle".
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* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeing
to:
* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeingfleeing player; at worst, your stream of bullets will discourage them from turning back and counter-attacking. Then again, veteran players can still circle around and suddenly flank someone who does that.
* ColorCodedForYourConvenience: All weapons have colored experience ranks, showing how powerful they are compared to the same weapon (whether a Deagle or a rocket launcher) of their class. They go White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red (Mythic).
* ColorCodedForYourConvenience: All weapons have colored experience ranks, showing how powerful they are compared to the same weapon (whether a Deagle or a rocket launcher) of their class. They go White (Common), Green (Uncommon), Blue (Rare), Purple (Epic), Yellow (Legendary) and Red (Mythic).
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'''Zombs Royale.io''' is a [[AllegedlyFreeGame free-to-play]] WebGame, which combines TopDownShooter with the "battle royale" subgenre, popularized by VideoGame/PlayerUnknownsBattlegrounds and VideoGame/{{Fortnite}}. Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar ones.
to:
Is there an issue? Send a MessageReason:
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Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/portuguese_zr.jpeg]]
[[caption-width-right:350: The loading screen, showing a few top tips and a typical playing field.]]
'''Zombs Royale.io''' is a [[AllegedlyFreeGame free-to-play]] WebGame, which combines TopDownShooter with the "battle royale" subgenre, popularized by VideoGame/PlayerUnknownsBattlegrounds and VideoGame/{{Fortnite}}. Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar ones.
----
!!Zombs Royale.io provides examples of:
* AllegedlyFreeGame: You can play the game for free as long as you want, though you'll have to watch video ads in between matches, and there'll be nothing putting you at a disadvantage in a match. However, the gems used to buy cosmetics and such accumulate slowly and paying money is often the only realistic way to get them. Moreover, some cosmetics can drop at the end of the match, but a so-called "battle pass" is needed to get the best ones.
* AllOrNothingReloads: Zig-zagged. Automatic weapons are reloaded in this manner, but shotguns, revolvers and hunting rifles are reloaded bullet-by-bullet, and can be fired halfway through the reload sequence.
* AKA47: None of the guns have names, instead simply going as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.
* AnyoneCanDie: A player might be at full health and shields and collect all Legendary or Mythic weapons, yet still fall prey to a sudden ambush in seconds.
* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeing
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between.
* EmergencyWeapon: The Pistol acts as one for Triggerman, Hunter, Vince, Marksman and Rocketeer, and no class uses it for their main weapon. Due to its weakness, killing someone with it is rewarded with additional 25 points.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The sole, highly important exception are the houses, which are completely unbreakable (though the objects inside them are), and cannot even have their windows shattered.
* EverythingFades: The dead players swiftly disappear from existence, leaving only whatever items they've collected behind. The destroyed environmental objects also disappear almost immediately.
* FriendlyFireproof: During Team games or events, players are immune from each other's shots.
* GameplayGrading: As soon as the match ends for you, the game takes your spot on the match leaderboard, number of kills and the time alive, in this order, to calculate the amount of experience gained from it.
* HoistByHisOwnPetard: Explosive weapons can easily be a source of this, whether it's you getting too caught up in dodging enemy fire and accidentally firing the rocket into a nearby tree, or a common grenade bouncing off an object and towards you. For new players, this can happen in houses before they learn how windows work: it's possible to throw grenades and fire rockets into a window '''from outside''' and they'll just pass through, but doing the same '''from inside''' will result in them exploding/bouncing off as soon they hit the window pane.
* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their accuracy
* MissingBackblast: Rocket launchers do not produce any backblast.
* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, w
* NoPlotNoProblem: Players joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.
* StandardFPSGuns: The game contains a load of weapons, roughly divided into pistols (common, dual, revolvers and deagles), shotguns (pump shotgun, assault shotgun and tactical shotgun), submachine guns (several types, including Uzi and Tommy gun), assault rifles (normal, [=SCAR=], [=AK=] and [=AR=], snipers (bolt-action, hunting, semi-auto, [=VSS=] and [=AWP=]), grenades (see TrickBomb below) and unique "legendaries" - minigun and flamethrower.
* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy. Reverse impulse grenades cause a red wave that pulls players towards the epicentre, but their range is so short that they are next to useless. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
* VideoGameFlamethrowersSuck: The flamethrower here might count as a "Legendary" weapon, but it still falls into most of the typical videogame pitfalls. It has the shortest range of all the weapons, cannot start proper fires in spite of most of the island consisting of grassland, and does most of its damage over time, while the player being burnt with it is not impeded in any way.
----
[[caption-width-right:350: The loading screen, showing a few top tips and a typical playing field.]]
'''Zombs Royale.io''' is a [[AllegedlyFreeGame free-to-play]] WebGame, which combines TopDownShooter with the "battle royale" subgenre, popularized by VideoGame/PlayerUnknownsBattlegrounds and VideoGame/{{Fortnite}}. Like in those, a 100 players or so jump out of a plane with parachutes, and land over an island littered with crates full of guns and ammo. The goal is to kill each other until only one (or 2, or 4, depending on the game mode) is left standing, while tension is raised by a ring of poison gas occupying ever more territory on the island. Certain weapons, like rocket launchers, flamethrowers or even [[MoreDakka Miniguns]] are far more available, while the top-down perspective alters the calculus on many of the familiar ones.
----
!!Zombs Royale.io provides examples of:
* AllegedlyFreeGame: You can play the game for free as long as you want, though you'll have to watch video ads in between matches, and there'll be nothing putting you at a disadvantage in a match. However, the gems used to buy cosmetics and such accumulate slowly and paying money is often the only realistic way to get them. Moreover, some cosmetics can drop at the end of the match, but a so-called "battle pass" is needed to get the best ones.
* AllOrNothingReloads: Zig-zagged. Automatic weapons are reloaded in this manner, but shotguns, revolvers and hunting rifles are reloaded bullet-by-bullet, and can be fired halfway through the reload sequence.
* AKA47: None of the guns have names, instead simply going as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.
* AnyoneCanDie: A player might be at full health and shields and collect all Legendary or Mythic weapons, yet still fall prey to a sudden ambush in seconds.
* ATeamFiring: For automatic weapons like submachine guns, assault rifles and especially the minigun, firing roughly in the direction of a player who just went off-screen can still be worthwhile. At best, you'll wound or even finish off a fleeing
* CrateExpectations: While some weapons and equipment can be found just laying on the ground or inside houses, most will be inside crates. Common wooden ones contain just one item that could be anything in the game, golden "Z" crates will usually contain one high-grade weapon or several low-grade ones, and green military and white "space" crates are somewhere in between.
* EmergencyWeapon: The Pistol acts as one for Triggerman, Hunter, Vince, Marksman and Rocketeer, and no class uses it for their main weapon. Due to its weakness, killing someone with it is rewarded with additional 25 points.
* EverythingBreaks: Most objects placed on the map break really easily. It only takes a few shots from any weapon to completely destroy a tree, for instance, and stone objects are only a little more durable. The sole, highly important exception are the houses, which are completely unbreakable (though the objects inside them are), and cannot even have their windows shattered.
* EverythingFades: The dead players swiftly disappear from existence, leaving only whatever items they've collected behind. The destroyed environmental objects also disappear almost immediately.
* FriendlyFireproof: During Team games or events, players are immune from each other's shots.
* GameplayGrading: As soon as the match ends for you, the game takes your spot on the match leaderboard, number of kills and the time alive, in this order, to calculate the amount of experience gained from it.
* HoistByHisOwnPetard: Explosive weapons can easily be a source of this, whether it's you getting too caught up in dodging enemy fire and accidentally firing the rocket into a nearby tree, or a common grenade bouncing off an object and towards you. For new players, this can happen in houses before they learn how windows work: it's possible to throw grenades and fire rockets into a window '''from outside''' and they'll just pass through, but doing the same '''from inside''' will result in them exploding/bouncing off as soon they hit the window pane.
* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their accuracy
* MissingBackblast: Rocket launchers do not produce any backblast.
* NonFatalExplosions: A rocket explosion from a "common" launcher does 90 damage, regardless of distance, so a full-health player can be hit head-on and (barely) live, while someone with full health and shields will withstand two hits and require a third one. Grenades are slightly weaker, but more convenient at tight distances, while cactus bombs are unpredictable, w
* NoPlotNoProblem: Players joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.
* StandardFPSGuns: The game contains a load of weapons, roughly divided into pistols (common, dual, revolvers and deagles), shotguns (pump shotgun, assault shotgun and tactical shotgun), submachine guns (several types, including Uzi and Tommy gun), assault rifles (normal, [=SCAR=], [=AK=] and [=AR=], snipers (bolt-action, hunting, semi-auto, [=VSS=] and [=AWP=]), grenades (see TrickBomb below) and unique "legendaries" - minigun and flamethrower.
* TrickBomb: In addition to common grenades and smoke grenades, the game includes impulse grenades, reverse impulse grenades and cactus bombs. The former deal no damage but create a blue impulse wave that pushes anyone affected by it a good distance away, and so can be a good EmergencyWeapon to create some room between yourself and the enemy. Reverse impulse grenades cause a red wave that pulls players towards the epicentre, but their range is so short that they are next to useless. Cactus bombs are cluster explosives that deal some damage by themselves, but rely on the cactus bomblets to do most of the damage. Unless there are a lot of other players around, or you threw one into a house, they are unlikely to do too much.
* VideoGameFlamethrowersSuck: The flamethrower here might count as a "Legendary" weapon, but it still falls into most of the typical videogame pitfalls. It has the shortest range of all the weapons, cannot start proper fires in spite of most of the island consisting of grassland, and does most of its damage over time, while the player being burnt with it is not impeded in any way.
----