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a Stone Wall is tough but offensively weak (not necessarily slow)


* CastFromHitPoints: The Negation Shield deals constant damage to the Siren Frigate when turned on.



* EnergyAbsorption: When deployed, the Siren Frigate will set up a Negation Shield, which effectively inverts all attacks taken so that the Siren is healed instead. It's imperative that there are enemies attacking the Siren, however, as the Negation Shield damages it over time, punishing the Allied player if the opponent simply ignores the Siren.

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* EnergyAbsorption: When deployed, the Siren Frigate will set up a Negation Shield, which effectively inverts all attacks damage taken so that into healing for the Siren is healed instead.Siren. It's imperative that there are enemies attacking the Siren, however, as the Negation Shield damages it over time, punishing the Allied player if the opponent simply ignores the Siren.



* QuintessentialBritishGentlemen: Trident Captains are British, and definitely act the part:

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* QuintessentialBritishGentlemen: Trident Captains captains are British, and definitely act the part:



* DoubleEdgedBuff: The Thor Gunships' pilots have the authority to order Allied ground troops to assume defensive positions increasing their defensive stats but decreasing their movement.

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* DoubleEdgedBuff: The Thor Gunships' pilots have the authority to order Allied ground troops to assume defensive positions positions, increasing their defensive stats but decreasing slowing their movement.



* StoneWall: The Tortoise has loads of HP but little speed.

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teleportation is not 'simple'


* AdaptationalBadass: Well, Tanya already kicked leagues of ass in her original incarnation, but here, her laser rifle lets her simply blast enemy vehicles to bits from afar. She can also break into enemy garrisons and clear out an entire fortress with ease.

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* AdaptationalBadass: Well, Tanya already kicked leagues of ass in her original incarnation, but here, while her laser rifle lets vanilla counterpart is vulnerable to anti-infantry vehicles that can kite her to death before she could get close to plant a [=C4=] charge, here she can simply blast enemy vehicles to bits from afar.afar with her laser rifle. She can also break into enemy garrisons and clear out an entire fortress with ease.



* {{Teleportation}}: Their only form of movement, they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them. Additionally, they can only teleport to visible locations, meaning it's impossible to directly explore the darkness without inching your way forward; a mechanic that sees heavy utilization in the Allied mission "Bottleneck".

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* {{Teleportation}}: Their only form of movement, movement is teleportation; they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them. Additionally, they can only teleport to visible locations, meaning it's impossible to directly explore the darkness without inching your way forward; a mechanic that sees heavy utilization in the Allied mission "Bottleneck".



* SimpleYetAwesome: Their special quirk of being able to teleport makes them a WHOLE lot better when it comes to mobilty next to the other mining units, as they are able to retrieve ore from very far away and then simply teleport back to their Ore Refinery in no less than a second after they're done mining, making them MUCH faster when it comes to amassing credits. Their teleportation also helps if they wind up getting attacked by an enemy when gathering ore from afar too.



* WorkerUnit: Gathers ore to facilitate the player's economy.

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* WorkerUnit: Gathers Chrono Miners gather ore and gem and deliver them to facilitate the player's economy.
Refineries for procession into money.



* BombardierMook: The Stratofortress can only drop bombs on targets directly underneath it.

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* BombardierMook: CloseRangeCombatant: The Stratofortress can only drop bombs on targets directly underneath it.



* HopelessBossFight: In ''Unthinkable'' (Epsilon 22) when it shows up. You ''will'' need to face off against it to protect the Old Chronosphere and Yuri in the final couple of minutes of the countdown, but thanks to its massively boosted health and wealth of escorts you're not going to be able to beat the Paradox Engine before it activates the Time Freeze and wipes out your base. Even managing to bring it down to critical health just prompts it to use the Time Freeze immediately, beating you anyway.

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* HopelessBossFight: In ''Unthinkable'' Unthinkable (Epsilon 22) when it shows up. You ''will'' need to face off against it to protect the Old old Chronosphere and Yuri in the final couple of minutes of the countdown, but thanks to its massively boosted health and wealth of escorts you're not going to be able to beat the Paradox Engine before it activates the Time Freeze and wipes out your base. Even managing to bring it down to critical health just prompts it to use the Time Freeze immediately, beating you anyway.
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* DefendCommand: Glacial Screen is a Pacific Front exclusive ability, which encases friendly vehicles in ice. This freezes them in place, but provides increased durability.


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A Tier 2 anti-tank unit, the Mirage Tank is equipped with holographic panels that allow it to appear as an unassuming prop to outside forces.


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VTOL fighter jets used by the Euro Alliance. They come equipped with HEAT missiles that punch through enemy armor, making them receive increased damage from your attacks for a short time.


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Elite Euro Alliance aircrafts. They utilize miniature chrono-devices to teleport their Mjolnir lightning beacons above nearby targets, dealing hefty damage in a small radius near each bolt. They also can issue defensive orders to nearby troops, bulking up their defense at the cost of their speed.


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* DefendCommand: Deploying a Thor Gunship will cause nearby ground forces to increase their defense, but lower their speed.

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* StoneWall: As a faction, they emphasize defensive tactics the most, as their exclusive units and structures (for example the Sniper and Ultra Dome) excel at holding a position. Downplayed, however, as they also have some aggresive options to balance this out (Paladin Aid, Prism Tanks, etc).
* TimeMaster: Of the three Allied factions, the Euro Alliance places more focus on chrono-manipulation (thanks to exclusive units like the Charon Tank, and Siegried's Zeitgeist). Makes sense, as time-manipulating technology originates from Germany thanks to Professor Einstein. Siegfried (and his SteinsTech organization) are largely responsible for developing and modernizing the current-day chrono arsenal.



Government Issue infantry utilized by all Allied nations. Standardized gear includes deployable sandbags and a light machine gun, which they can use to gun down enemy infantry from a greater range than their counterparts.



The other Tier 1 infantry utilized by the Allies, these soldiers instead wield rocket launchers designed to take out enemy armor and flying units. Instead of sandbags, they deploy metal shields, which give them a resistance to being crushed by most tanks (a tactic that otherwise flattens infantry with minimal effort).



Siege Cadres are Tier 1.5 heavy infantry available with an Arsenal Depot. They have a longer range than other infantry, and their miniature prism rifle is capable of putting a dent in enemy structures, making them useful for, well, sieging. Their extra-bulky equipment has the side effect of protecting them from dog attacks as well.

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Siege Cadres are Tier 1.5 heavy infantry available with an Arsenal Depot. They have a longer range than other infantry, and their miniature prism rifle is capable of putting a dent in enemy structures, making them useful for, well, sieging.siege warfare. Their extra-bulky equipment has the side effect of protecting them from dog attacks as well.




!!Chrono Legionnaire

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\n* TuxedoAndMartini: Allied Spies are rather transparent expies of James Bond, what with their British Accent and choice of uniform.

!!Chrono Legionnaire Legionnaire
Members of FutureTech wielding the most advanced of their technology: a man-portable chronoshifting device. This allows the "Chrono Legion" to teleport anywhere on the field. Their weapons are able to slowly but surely erase their target from the current timeline, phasing them out of existence.




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* StealthyColossus: [[DownplayedTrope Less so]] than the American Athena Cannon, but it shares the same trait of technically not firing a weapon, and thus not revealing itself directly when it attacks. The downplaying comes from the fact that attentive players can simply trace the flight path of the Hailjet back to the Hailstorm that launched it.



The Battle Tortoise is a monster even among monster tanks, being easily the largest of the bunch. While its standard weaponry is quite basic (a machine gun and rocket launcher), the real draw comes from the fact that it can carry up to four infantry which can fire from inside, and its unstoppable bulk makes killing them a tall order. if that wasn't enough, the Battle Tortoise is so large that it can crush even ''other tanks'' and walls under its treads.

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The Battle Tortoise is a monster even among monster tanks, being easily the largest of the bunch. While its standard weaponry is quite basic (a machine gun and rocket launcher), the real draw comes from the fact that it can carry up to four infantry which can fire from inside, and its unstoppable bulk makes killing them a tall order. if If that wasn't enough, the Battle Tortoise is so large that it can crush even ''other tanks'' and walls under its treads.


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The Soviet stolen tech unit for the Allies. Lionhearts are powerful bomber jets that drop lines of hybrid bombs on its targets, which release localized EMP shockwaves. Aside from the heavy damage it deals to structures to units, vehicles that survive a Lionheart strike will be disabled temporarily.


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The Epsilon stolen tech unit for the Allies. This unconventional Allied vehicle utilizes a short-range Chronosphere to abduct enemy vehicles, upon which it will do... ''[[NothingIsScarier something]]'' to them that results in the returning vehicle becoming loyal to the Allied cause. Unlocked by infiltrating an enemy Pandora Hub and Epsilon Construction Yard.


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* NoSell: As a (technical) mind controller unit, the Chrono Prison itself is immune to enemy mind control.


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The Foehn stolen tech unit for the Allies. Future Tank Alpha is the latest in Kanegawa Industries' "Future Tank" line, and rolls out with their most advanced weaponry yet. They utilize laser cannons, grenades, and particle colliders to batter their enemies into submission. Unlocked by infiltrating an enemy Cloud Piercer and Foehn Construction Yard.
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!!Kingsnake
Kingsnakes are a bizarre defensive unit utilized by the United States. They're summoned through chrono-portals which can only be opened within range of a Warpshop or a Warpnode, upon which an extremely powerful and extremely short-range fighter jet will periodially zip in and out to strafe nearby targets.
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* LightningBruiser: Pretty durable for a jet, and also so damn fast you would have better luck swatting a fly with your bare hands than actually catching a Kingsnake. It's also incredibly potent at combat.


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The Future Tank line was a series of robotic tanks developed by Kanegawa Industries, utilizing advanced laser technology. While it never made it into the Pacific Front's main arsenal, it still made it quite far through development, to the point that it can be constructed in specific circumstances and proves quite useful.


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An ill-fated prototype developed by Kanegawa Industries, intended for use by the Pacific Front. Unfortunately, the Chinese invasion put a stop to its development, and only one functional model remained. Even worse, this model was promptly activated by the Chinese and used against the Pacific Front, forcing Norio and his men to destroy it for good.
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Elite British marksmen, Snipers are the Euro Alliance's special infantry. As their name suggests, they have incredibly long range, and are capable of killing most infantry in one or two shots. However, they're useless against vehicles.


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The pinnacle of Chrono-erasure technology, the Charon Tank contains an extremely powerful Neutron Cannon capable of completely erasing any enemy unit it targets nigh-instantly. This power does come at the cost of a hefty recharge, and the Charon's Neutron Cannon is incapable of targeting structures. Still, the prospect of facing a Charon in battle is terrifying for even the most powerful of units.


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* DroneOfDread: Charon Tanks emit a distinct, deep humming once they start moving; this is a sound you will learn to fear especially by the end of the Epsilon campaign, as Libra decidedly does ''not'' have ContractualBossImmunity to them.

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Field Medics are deployed from an Arsenal Depot once constructed, and additional Medics can then be trained from the Barracks at any time. Their medkits allow them to quickly restore the health of any infantry (as long as they aren't out of reach) in a pinch, giving them much needed sustenance on the battlefield.



Tier 2 Allied flying infantry available once an Air Force HQ is established. They come equipped with a jetpack to fly, and dual pistols with which to engage ground and air targets.



Siege Cadres are Tier 1.5 heavy infantry available with an Arsenal Depot. They have a longer range than other infantry, and their miniature prism rifle is capable of putting a dent in enemy structures, making them useful for, well, sieging. Their extra-bulky equipment has the side effect of protecting them from dog attacks as well.



* AdaptationalWimp: They no longer effectively one-shot infantry and buildings although they are still miles better than [=GIs=] in the anti-infantry role.

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* AdaptationalWimp: They no longer effectively one-shot infantry and buildings buildings, although they are still miles better than [=GIs=] in the anti-infantry role.



* {{Teleportation}}: Their only form of movement, they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them.

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* {{Teleportation}}: Their only form of movement, they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them.
them. Additionally, they can only teleport to visible locations, meaning it's impossible to directly explore the darkness without inching your way forward; a mechanic that sees heavy utilization in the Allied mission "Bottleneck".


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A middle-tier artillery unit designed for anti-armor fire support from a long range. Zephyrs can pair with Zephyrobots, small targeting drones that, uniquely, can be attacked by Zephyrs from any range.


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The Pacific Front's high-tech artillery unit. It's actually a truck that carries a (relatively) short-range Hailjet bomber, which dumps cryo-bombs on its target. The resulting freezing is capable of embrittling enemy structures.


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* LogicalWeakness: As it uses a Hailjet to attack, the Hailstorm is indirectly affected by anti-air attacks, a similar weakness to the Russian Scud Launcher.
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* StealthyColossus: The Athena Cannon is quite a big unit due to its sheer length, yet because of its unconventional method of attacking (as in, it doesn't use guns), it does not reveal itself whenever it attacks. This coupled with its massive range allows for the Athena Cannon to be used for unconventional ambush attacks.
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* ZergRush: Robot Tanks have the unique ability to be produced by ''two'' different types of structures at the same time (War Factory and Naval Shipyard). If a player chooses, they can mass-produce Robot Tanks very fast.
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* AdaptationalBadass: Well, Tanya already kicked leagues of ass in her original incarnation, but here, her laser rifle lets her simply blast enemy vehicles to bits from afar. She can also break into enemy garrisons and clear out an entire fortress with ease.

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