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* LogicalWeakness: The crystal spires that it summons in its final phase are terrain structures rather than enemies, which makes them especially vulnerable to being mined out or defeated by terrain-destroying weaponry/equipment.

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* LogicalWeakness: The crystal spires that it summons in its final phase are terrain structures rather than enemies, which makes them especially vulnerable to being mined out or defeated by terrain-destroying weaponry/equipment. Bosco is also quite adept that taking them out with his mining capabilities if you order him to do so.
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* LedgeBats: Its primary danger comes when it yanks you off a cliff or to high enough elevation to take fall damage. If you're unlucky this can easily lead to a OneHitKill from FallingDamage alone.

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* LedgeBats: Its primary danger comes when it yanks you off a cliff or to high enough elevation to take fall damage. If you're unlucky this can easily lead to a OneHitKill from FallingDamage alone.

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* NotSoHarmlessVillain: On lower hazards Grunts are to treated as pests barely above Swarmers. On the highest hazard levels every Dwarf worth their salt will tell others to treat even a single Grunt with caution as if they could kill you, because ''they can''.



* EliteMook: On lower hazards he's a rare sight, on higher hazards they may attack in non-negligible numbers and their heightened resistence and health can bring problems if a Dwarf isn't careful.

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* EliteMook: On lower hazards he's these things are a rare sight, on higher hazards they may attack in non-negligible numbers and their heightened resistence and health can bring a lot of problems if the Dwarves aren't careful.
* HeavilyArmoredMook: Their forelegs have
a Dwarf isn't careful.strong armor that must be broken before you can deal damage to the Grunt Guard.


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* StatusEffect: They cause slow on strike on top of dealing more damage than a regular Grunt.


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* StatusEffect: Their projectiles cause prolonged slow and a nasty visual obstruction
* SupportPartyMember: On their own Web Spitters are nothing but a nuissance, but during a swarm their attacks can impair your vision and ability to run away from the glyphids which might be a death sentence if you're being targeted by a group of Grunts.

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-->'''Dwarf:''' Hey, ghost, you look fit! You must be ''exorcizing'' every day, BAHAHAHAHA!

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-->'''Dwarf:''' Hey, ghost, you look fit! You must be ''exorcizing'' every day, BAHAHAHAHA!BAHAHAHAHA!\\
'''Dwarf:''' Hey Stingtail, if you need a new one maybe visit the '''RETAIL''' store, HAHAHA!!



* LedgeBats: Its primary danger comes when it yanks you off a cliff or to high enough elevation to take fall damage.

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* HeavilyArmoredMook: They have a very annoying thick armor that must be destroyed before one is able to deal damage to them reliably.
* HoistByHisOwnPetard: Sometimes a Stingtail can reel you in when you're expecting it... cue a Power Attack on its face and unloading your guns on its stupid bug face. Particularly satisfying as a Scout with his [[ShortRangeShotgun Jury-Rigged Boomstick]] or the Engineer's [[ShotgunsAreJustBetter Warthog]].
* LedgeBats: Its primary danger comes when it yanks you off a cliff or to high enough elevation to take fall damage. If you're unlucky this can easily lead to a OneHitKill from FallingDamage alone.
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* ScreamsLikeALittleGirl: If they get shocked by the Caretaker's tesla coils sometimes they'll let out ''very'' undwarf-like yelps of pain.
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** The Burning Hell Overclock for the Lead Storm Minigun will scare off anything within 10m and has a massive Fear factor of '''1000%''' meaning only mini-boss level enemies like Oppressors and Bulk Detonators will not be affected by it. The problem? You need to overheat the Minigun which is a fairly risky thing to do and will probably force the Gunner to become well acquainted with his secondary gun, but if used correctly this can easily save the entire team from being overran by the glyphids.

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** The Burning Hell Overclock Aggressive Venting upgrade for the Lead Storm Minigun will scare off anything within 10m and has a massive Fear factor of '''1000%''' meaning only mini-boss level enemies like Oppressors and Bulk Detonators will not be affected by it. The problem? You need to overheat the Minigun which is a fairly risky thing to do and will probably force the Gunner to become well acquainted with his secondary gun, but if used correctly this can easily save the entire team from being overran by the glyphids.
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** The Burning Hell Overclock for the Lead Storm Minigun has will scare off anything within 10m and has a massive Fear factor of '''1000%''' meaning only mini-boss level enemies like Oppressors and Bulk Detonators will not be affected by it. The problem? You need to overheat the Minigun which is a fairly risky thing to do and will probably force the Gunner to become well acquainted with his secondary gun, but if used correctly this can easily save the entire team from being overran by the glyphids.

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** The Burning Hell Overclock for the Lead Storm Minigun has will scare off anything within 10m and has a massive Fear factor of '''1000%''' meaning only mini-boss level enemies like Oppressors and Bulk Detonators will not be affected by it. The problem? You need to overheat the Minigun which is a fairly risky thing to do and will probably force the Gunner to become well acquainted with his secondary gun, but if used correctly this can easily save the entire team from being overran by the glyphids.

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* DifficultButAwesome: The Mole Overclock for the [=ArmsKore=] Coil Gun has extra wall penetration and gains damage based on how many separate terrains the shot passed through before hitting an enemy. It can deal a massive amount of damage in one shot, however, the player needs to tag an opponent's location and position themselves with the right amount of terrain in between for it to do so.

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* DifficultButAwesome: DifficultButAwesome:
**
The Mole Overclock for the [=ArmsKore=] Coil Gun has extra wall penetration and gains damage based on how many separate terrains the shot passed through before hitting an enemy. It can deal a massive amount of damage in one shot, however, the player needs to tag an opponent's location and position themselves with the right amount of terrain in between for it to do so.so.
** The Burning Hell Overclock for the Lead Storm Minigun has will scare off anything within 10m and has a massive Fear factor of '''1000%''' meaning only mini-boss level enemies like Oppressors and Bulk Detonators will not be affected by it. The problem? You need to overheat the Minigun which is a fairly risky thing to do and will probably force the Gunner to become well acquainted with his secondary gun, but if used correctly this can easily save the entire team from being overran by the glyphids.



* PowerfulButInaccurate: Subverted by his minigun. It starts less accurate, but the longer it's fired, the more accurate it becomes. And if you buy the accuracy mod for its first tier, it can be as accurate as [[SniperRifle the Scout's M1000 Classic.]]

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* PowerfulButInaccurate: Subverted by his minigun. It starts less accurate, but the longer it's fired, the more accurate it becomes. And if you buy the accuracy mod for its first tier, it can be as accurate as [[SniperRifle the Scout's M1000 Classic.]]]] Played straight with the Bulldog revolver, however, the first shot is fairly accurate, but the nasty recoil and accuracy drop makes nearly impossible to hit the same target at anything beyond mid-ranges.
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* AchillesHeel: Armor Piercing weapons mods will peel the armor from a Grunt Guard like dead tree bark. A Power Attack from a pickaxe is a good alternative.


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* EliteMook: On lower hazards he's a rare sight, on higher hazards they may attack in non-negligible numbers and their heightened resistence and health can bring problems if a Dwarf isn't careful.
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* EvilSmellsBad: Praetorians and Sepctic Spreaders often disgusts Dwarves with their smell.

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* ChargedAttack: A feature of the M1000 Classic. Holding down the fire button will slightly zoom in the aim and fire a shot that consumes 2 bullets but that deals 125% of the normal damage.



* CombatMedic: The Scout sometimes become this since his Grappling Hook allows him to reach downed teammates quickly, especially if they fell while on tricky terrain, while avoiding enemies that are in the way and if glyphids are swarming the fellow fallen Dwarf his grenades all apply some form of status or DrawAggro which can give him a some breathing room during the rescue.

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* CombatMedic: The Scout sometimes often become this since his Grappling Hook allows him to reach downed teammates quickly, especially if they fell while on tricky terrain, or are spread apart, while avoiding enemies that are in the way and if way. If glyphids are swarming the fellow fallen Dwarf his grenades all apply some form of status or DrawAggro which can give him a some breathing room during the rescue.

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