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History YMMV / TotalAnnihilation

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Up To Eleven is being dewicked.


*** Taken UpToEleven with the Hydross levels in the expansion. Not only do you have all the existing problems with naval units being ridiculously expensive, but now your resource and defense options are seriously limited while the addition of new units like the torpedo seaplanes -- see DemonicSpiders for why they're a problem -- make establishing a decent base ten times harder. It also takes away your Commander's ability to defend himself, since he needs to be above water to attack, forcing you to set up shop near a reef if you want to use the D-Gun.

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*** Taken UpToEleven up to eleven with the Hydross levels in the expansion. Not only do you have all the existing problems with naval units being ridiculously expensive, but now your resource and defense options are seriously limited while the addition of new units like the torpedo seaplanes -- see DemonicSpiders for why they're a problem -- make establishing a decent base ten times harder. It also takes away your Commander's ability to defend himself, since he needs to be above water to attack, forcing you to set up shop near a reef if you want to use the D-Gun.
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Not YMMV and lacks context


* BoringButPractical: Rocket turrets. Can and will hit just about anything that gets in range.
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** Bomber rushes. A player that lets their enemy build a ludicrous enough number of bombers will find that there is no amount of fixed defenses that will reliably stop all of them. All the enemy has to do is fly a scout plane into your base and find out where your Commander is, then gather up ''all'' their bombers and target it, completely ignoring any defenses. The vast majority of the bombers will die on the way, but it only takes three or four of them to reach bombing distance and the Commander is toast. This is functionally impossible to defend against, simply because the way targeting works in the game - even area-effective flak guns won't reliably target the middle of a plane formation, rather targeting the first units they see in the front, and the killing effect is usually insufficient to grind through to the core of the enemy formation.
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** First-tier defense turrets during the first minutes of a game. Later on they devolve into GoddamnedBats that can be wiped out fairly effortlessly, but in the early stages a few strategically placed pew-pew turrets can turn a moderately effective rush into a mess of critical-health units that can no longer lethally damage the enemy base.
** Arm Fidos. They only pack medium firepower, but are faster and tougher than any other unit with the same offensive abilities. Their gun fires very fast projectiles too, so micromanaged enemy units can't dodge them the way they can rockets or heavy tank shells. Reliable defenses will bring down a Fido rush, but if your defenses aren't sufficiently reliable and a bunch of them slip through you will have a bad time.
** Arm Spiders. They're delicate and harmless as far as damage dealt is concerned, but if you make the mistake of not prioritising them in your targeting, a few aimed hits will stop your heavy units dead in their tracks - ready for the rest of the enemy force to blow them into scrap.


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** Arm Zippers. They're lightly armoured but not quite as uselessly so as Flea bots, lightly armed but not quite as harmlessly so, and ''fast''. Nobody includes them in an attack force for very good reason, but they're wonderful for infiltration and interference - if you manage to slip a few of them unnoticed into an enemy metal-gathering zone, by the time they realise their mistake and gather enough forces to wipe them out you'll have crippled their economy.
** Scout planes. They literally cannot deal any damage whatsoever, but they're too fast for defenses - no matter how massed - to reliably intercept them before they irritatingly fly above your base. At some point a sufficiently PersistentMissile is likely to blow them out of the sky, but by that point the enemy already knows exactly what you're up to and you can expect trouble soon.
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** ''Core Contingency'' Arm Mission 6: The Beacon. Lament your fate as you're plopped on a tiny island with absolutely terrible spacing for building a base, get rushed by fighters and missile-dropping Rapiers in the first minute, and have to deal with repeat waves of that and hovercraft while hoping you can manage to build up enough defenses and Level 2 tech so you can start building Berthas, Flak Cannons, and Annihilators to finally put a stop to the constant attacks.

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** ''Core Contingency'' Arm Mission 6: The Beacon. Lament your fate as you're plopped on a tiny island with absolutely terrible spacing for building a base, get rushed by fighters and missile-dropping Rapiers in the first minute, and have to deal with repeat waves of that and hovercraft while hoping you can manage to build up enough defenses and Level 2 tech so you can start building Berthas, Flak Cannons, and Annihilators to finally put a stop to the constant attacks.attacks.
** ''Core Contingency'''s final Core mission, Time to Leave. Unlike most of the Core missions, you start out with a base already built...and also almost completely destroyed, with only a handful of defensive structures and resource gatherers remaining. Within the first few minutes, while you're still trying to take stock of what's happening, you'll be assaulted by a wave of Arm aircraft and Kbots. On the bright side, you start out with a Krogoth...which has almost no health at the start of the mission, and explodes with enough force to wipe out half your base when it's destroyed. Good luck. You'll need it.

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* SugarWiki/AwesomeMusic:
** The intro music and the battle themes.
** Some tracks seem to channel ''Franchise/StarWars'', which isn't a bad thing.



* CrowningMusicOfAwesome:
** The intro music and the battle themes.
** Some tracks seem to channel ''Franchise/StarWars'', which isn't a bad thing.

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