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  • Demonic Spiders: Many enemy types, especially if you're lacking the equipment and/or ammo to deal with them.
    • Sosigs packing AA-12s, they generally only show up on Hold 5 of the Daring Defaults and Operator Ori in Take & Hold but they will shred your health if you're not taking cover. Heck, any shotgun wielding Sosig can frag a good chunk of your health if you're not careful, especially the Oberwurst Soldiers with their SPAS-12 which don't have the red coloration like their original counterparts, making it harder to tell them apart in a squad.
    • Any Sosig carrying a frag grenade can count. Either you don't see or hear the grenade and you're blown up or you do see the grenade and you're flushed out of cover. The grenade can be thrown back if you're very quick and lucky, but this is unreliable for fairly obvious reasons.
    • Pricks, cactus-looking Rotwieners that shoot spikes and each needle will deal around 500 damage to you which on Hardcore Rotwieners is a fifth of your health. Worse still, they're only vulnerable to melee or fire.
    • Funguy Rotwieners, they resist everything unless you hit them in the glowing pustules which is near impossible with most weapons as they bounce about, requiring either a shotgun with No. 4 buckshot or just plain More Dakka. The exploding spores they launch also deal a significant chunk of your health, making it suicide to try and melee them.
    • Spurters, another type of Rotwiener that vomits as an attack up close and they're resistant to both firearms and bleeding out. If you can stun them, however, they tend to kill themselves with their own vomit attack.
    • Boners (yes, that's their name), they're resistant to everything except blunt damage which usually requires either a blunt garage tool or a mace to smite them. Even then, they take a lot of hits before going down.
    • Recursive Encryption in Take & Hold if you don't have a precision weapon as any hit to the blue core causes more targets to regenerate. Their drone equivalent in the Winter Wasteland is just as nasty as you'll have to hit their weakpoints each time it fires while avoiding their energy bolts.
    • Agile Encryption as well, as they're too fast to reliably target without More Dakka, meaning you generally have to hold out against waves of Sosigs until they slow down enough. Their drone equivalent is also threatening if you lack a support weapon of any kind as they'll lock onto you from the sky and rain down a barrage of bolts until you go out of sight. Thankfully, there's only two every time you load the Winter Wasteland scene.
  • Fridge Brilliance: The BBQ lighter being repurposed as a trigger for remote bangers seems like a silly idea in the style of the game but these kinds of lighters contain a piezoelectric crystal that it uses to generate an arc in order to light the butane at the end. It could be feasible to repurpose the current that the crystal generates to send a wireless signal instead.
  • Good Bad Bugs
    • The Super Whizzbanger or Infinite Whizzbanger. Using rails and a microtorch, you can create a Whizzbanger that fires when you insert a round. Then if you add a infinite ammo wiener or the ammo function of the dispenser, it will fire every single frame for as long as the effect lasts. You can take this further with a foregrip as weapons do not recoil if holding them by the fore and/or adding an attachable bipod. Anton might be aware of the existence of this bug as there's a rail extender called "glitch gun" that looks like it was designed to easily create this. Good luck trying to make this in scenes/modes without an item spawner, though. A similar effect can be achieved with infinite ammo and loading a mortar into the M224 when set to drop-fire.
    • The "Pencil Glitch" is a weird physics interaction when a Sosig knife or a throwing weapon like said pencil is stuck between the joints of a Sosig, resulting in them spazzing out and flying away at ridiculous speeds or just outright gibbing themselves.
    • Stunned Sosigs may accidentally turn their gun on themselves and fire, making it either seem like Driven to Suicide for standing Sosigs or Better to Die than Be Killed for Sosigs that were knocked down. The fact that Death Is Cheap for them makes it even more hilarious.
  • Most Wonderful Sound: Practically every single weapon firing sound, suppressed or not, ever since Early Access Update #52. Special mentions go to the M134 where, instead of a typical looping buzz of most games, each and every single 7.62 cartridge fired produces its own sound, making for a very convincing roar of bullets.
    • The fact that you can hear the mechanics of weapons in action while firing makes it possible to tell when a gun fires it's last round by the sound of the action being slightly different such as bolt-hold-open weapons lacking the sound when the bolt slams back forward after a shot.
    • Quite a literal one with the Tippy Toy with the Developer Anton Hand saying wonderful.
    • And of course, the M1 Garand's ping.
    • The "Blap!" of when a sosig's corpse despawns in a juicy explosion of gibs and mustard. Especially if you opened the Advent Calendar boxes in Meatmas 2018 where the dancing elves would explode once the box opened completely. Meatmas 2020 added the Sosig Junkbots which, although startling, despawn in a clang of breaking metal.
    • The Browning M2 Tombstone, it's as loud and as satisfying as a .50 BMG heavy machine gun should sound.
    • The "Ding!" of eating a power up sausage, followed by the stimpack noise of grabbing a small health power up.
    • The Welrod MkIIa is an odd example of a wonderful lack of sound as the first shot on a fresh stack of rubber wipes is virtually silent aside from the firing pin.
  • Scrappy Weapon: Granted, since weapons are modeled realistically, many weapons are going to perform others but there are certain examples that may be more cumbersome to use than others.
    • Two-handed weapons without a stock. Virtual Reality, as you might expect, can't simulate the forced separation between your hands when holding these weapons which makes sighting them up more difficult.
    • Weapons with awkward magazine wells, such as the G11 and P90, if you have non-physical mag reloading turned off as you have to be a bit more gentle while reloading, something which isn't exactly easy while under fire.
    • Weapons chambering submunitions and shotguns with buckshot or slugs when facing reasonably armored enemies as it forces you to aim for unarmored parts to deal any damage. At the very least, some submunitions have +P API and you can get 12-gauge Flechette shells respectively.
  • Squick: The vomiting in Return of the Rotweiners. Not only is it a gameplay mechanic (used to get meat cores and other edible items out of your stomach "inventory"), but before Update #77, doing so required a virtual reality Heimlich maneuver. Update #77 replaced the Heimlich maneuver with a point-and-click interface, but even then there's so much vomiting in-game that it's hard not to gag in real life.
    • It doesn't help that the final release added a Boomer-esque "Spurter" in Downtown Wienerton that vomits at their targets which furthers their status as Demonic Spiders when an up-close... shower can easily end your Hardcore run.

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