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* DueToTheDead: The Dwarves kill bugs in Karl's name and make toasts in his honor.

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* DueToTheDead: The Dwarves kill bugs in Karl's name and make toasts in his honor. Occasionally when finding Lost Packs they'll quickly mourn their fellow fallen Dwarf.
-->'''Dwarf:''' ''(solemnly)'' Rest in peace, whale-piper. We'll make sure to bring this back to surface.
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* FunSize: Salvage missions feature adorably-tiny Mini-M.U.L.E.s that are a fraction of Molly's size. Your job is to repair them and bring them home.

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* FunSize: Salvage missions feature adorably-tiny Mini-M.U.L.E.s that are a fraction of Molly's size.size and make cute eletronic chirps. Your job is to repair them and bring them home.
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* NoticeThis: If for some reason you haven't noticed a Bulk Detonator is getting ''really'' close pay attention to the sparkles on the air around you, if you see them-- '''run''. This is also a good way to know if the Unknown Horror is close by as green-blueish sparks will start to show close to you.

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* ActionBomb: The Magma Core maggots explode on death, though they don't do anything to intentionally detonate themselves or go near the dwarves, making them more of a stage hazard.

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* ActionBomb: The Magma Core maggots explode on death, though they don't do anything to intentionally detonate themselves or go near the dwarves, making them more of a stage hazard. The Fungus Bogs variant leaves a cloud of toxic gas akin to Praetorians on death.


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-->'''Dwarf:''' ''(retches)'' Gross!\\
'''Dwarf:''' Watch the moving turd!
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-->'''Dwarf:''' Agh! This smells worse than it stings!!
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* BloodyMurder: According to the Miner's Manual, they attack with their own infected pus. Pus is made of dead white blood cells, so they're technically still throwing their own infected, corrosive blood at you.

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* BloodyMurder: According to the Miner's Manual, they attack with their own [[{{Squick}} infected pus.pus]]. Pus is made of dead white blood cells, so they're technically still throwing their own infected, corrosive blood at you.
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-->'''Dwarf:''' Hey, Gunner! You sure you're not compensating for something?

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-->'''Dwarf:''' '''Dwarf:''' Hey, Gunner! You sure you're not compensating for something?
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** Ziplines are usually considered boring due to their slow forward/upward speed, but ziplines have little close no to time to arm, if set correctly provide safe place for teammates to escape the glyphids, allows them to carry heavy objects upward (very useful in Point Extractions) and [[https://www.reddit.com/r/DeepRockGalactic/comments/14xjn5e/gunners_ziplines_saved_my_life_hold_grab_before/ may save a Dwarf's life from the harsh mistress gravity is]].

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** Ziplines are usually considered boring due to their slow forward/upward speed, but ziplines have little need little, close no to time to arm, if set correctly provide safe place way for teammates to escape the glyphids, glyphids and rain down fire on them, allows them Dwarves to carry heavy objects upward (very useful in Point Extractions) and [[https://www.reddit.com/r/DeepRockGalactic/comments/14xjn5e/gunners_ziplines_saved_my_life_hold_grab_before/ may save a Dwarf's life from the harsh mistress gravity is]].
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** Ziplines are usually considered boring due to their slow forward/upward speed, but ziplines have little close no to time to arm, if set corectly provide safe place for teammates to escape the glyphids and [[https://www.reddit.com/r/DeepRockGalactic/comments/14xjn5e/gunners_ziplines_saved_my_life_hold_grab_before/ may save a Dwarf's life from the harsh mistress gravity is]].

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** Ziplines are usually considered boring due to their slow forward/upward speed, but ziplines have little close no to time to arm, if set corectly correctly provide safe place for teammates to escape the glyphids glyphids, allows them to carry heavy objects upward (very useful in Point Extractions) and [[https://www.reddit.com/r/DeepRockGalactic/comments/14xjn5e/gunners_ziplines_saved_my_life_hold_grab_before/ may save a Dwarf's life from the harsh mistress gravity is]].

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** The Gunner is a textbook example, although "boring" is a highly relative term when one is discussing a guy toting a [[GatlingGood powered minigun]]. The Gunner doesn't clear swarms better than the Engineer or Driller, and his Ziplines aren't meant for retrieving objectives or reaching inacessible areas of the caves like the Scout. What the Gunner '''can''' do is ''keep killing every swarm the Game throws his way'' with scarcely a pause for breath, and outright stonewall them when necessary with his Shield Generator. His guns are damn near ''universally'' effective in any situation; single large targets, swarms, and distant enemies are all susceptible, and the Gunner can dish out more hurt per ammo refill than anyone else due to just how many rounds his primaries carry. Critically, he also lacks any of the crippling drawbacks that the other two damage-dealing Dwarves suffer from. The Engineer's secondary weapons all suffer from limited ammunition, and the Driller's primary weapons all suffer from extremely short range. If the Gunner can see it, he can send it bullets, and he has a ''lot'' of bullets.

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** The Gunner is a textbook example, although "boring" is a highly relative term when one is discussing a guy toting a [[GatlingGood powered minigun]]. The Gunner doesn't clear swarms better than the Engineer or Driller, and his Ziplines aren't meant for retrieving objectives or reaching inacessible areas of the caves like the Scout. What the Gunner '''can''' do is ''keep killing every swarm the Game throws his way'' with scarcely a pause for breath, and outright stonewall them when necessary with his Shield Generator.
**
His guns are damn near ''universally'' effective in any situation; single large targets, swarms, and distant enemies are all susceptible, and the Gunner can dish out more hurt per ammo refill than anyone else due to just how many rounds his primaries carry. Critically, he also lacks any of the crippling drawbacks that the other two damage-dealing Dwarves suffer from. The Engineer's secondary weapons all suffer from limited ammunition, and the Driller's primary weapons all suffer from extremely short range. If the Gunner can see it, he can send it bullets, and he has a ''lot'' of bullets.

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* BoringButPractical: The Gunner is a textbook example, although "boring" is a highly relative term when one is discussing a guy toting a [[GatlingGood powered minigun]]. The Gunner doesn't clear swarms better than the Engineer or Driller, and his Ziplines aren't meant for retrieving objectives or reaching inacessible areas of the caves like the Scout. What the Gunner '''can''' do is ''keep killing every swarm the Game throws his way'' with scarcely a pause for breath, and outright stonewall them when necessary with his Shield Generator. His guns are damn near ''universally'' effective in any situation; single large targets, swarms, and distant enemies are all susceptible, and the Gunner can dish out more hurt per ammo refill than anyone else due to just how many rounds his primaries carry. Critically, he also lacks any of the crippling drawbacks that the other two damage-dealing Dwarves suffer from. The Engineer's secondary weapons all suffer from limited ammunition, and the Driller's primary weapons all suffer from extremely short range. If the Gunner can see it, he can send it bullets, and he has a ''lot'' of bullets.

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* BoringButPractical: BoringButPractical:
**
The Gunner is a textbook example, although "boring" is a highly relative term when one is discussing a guy toting a [[GatlingGood powered minigun]]. The Gunner doesn't clear swarms better than the Engineer or Driller, and his Ziplines aren't meant for retrieving objectives or reaching inacessible areas of the caves like the Scout. What the Gunner '''can''' do is ''keep killing every swarm the Game throws his way'' with scarcely a pause for breath, and outright stonewall them when necessary with his Shield Generator. His guns are damn near ''universally'' effective in any situation; single large targets, swarms, and distant enemies are all susceptible, and the Gunner can dish out more hurt per ammo refill than anyone else due to just how many rounds his primaries carry. Critically, he also lacks any of the crippling drawbacks that the other two damage-dealing Dwarves suffer from. The Engineer's secondary weapons all suffer from limited ammunition, and the Driller's primary weapons all suffer from extremely short range. If the Gunner can see it, he can send it bullets, and he has a ''lot'' of bullets.bullets.
** Ziplines are usually considered boring due to their slow forward/upward speed, but ziplines have little close no to time to arm, if set corectly provide safe place for teammates to escape the glyphids and [[https://www.reddit.com/r/DeepRockGalactic/comments/14xjn5e/gunners_ziplines_saved_my_life_hold_grab_before/ may save a Dwarf's life from the harsh mistress gravity is]].
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** In terms of weapon the LOK-1 Smart Rifle is Engineer's most complex weapon despite its lock-on feature. Poorly used it's an ammo hose that runs dry quickly, but if used properly it can quickly shred even tough glyphids with ease and efficiency. You need to be on the move and angle yourself right so the bullets will hit the weakspots of enemies, especially when it comes to thigns like Praetorians and Oppressors.

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** In terms of weapon the LOK-1 Smart Rifle is Engineer's most complex weapon despite its lock-on feature. Poorly used it's an ammo hose that runs dry quickly, but if used properly it can quickly shred even tough glyphids with ease and efficiency. You need to be on the move and angle yourself right so the bullets will hit the weakspots of enemies, especially when it comes to thigns things like Praetorians and Oppressors.
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* FallDamage: One of the upgrades of the Platform gun allows Engineers to cushion the fall damage from a decent height. It still won't save anyone falling from too high, but the reduction is easy to noticea.

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* FallDamage: FallingDamage: One of the upgrades of the Platform gun allows Engineers to cushion the fall damage from a decent height. It still won't save anyone falling from too high, but the reduction is easy to noticea.notice.

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** Their Platform Gun is a bit tricky to learn and you can waste a ton of ammo building wrong platforms or do something downright detrimental to your team like clog minerals or a passage if you're sloppy, but it's also ''very'' useful and can create fast, cheaper shortcuts for the other dwarves, a safer landzone for high jumps, or at least make their lives a lot easier by covering gaps and the sticky goo in Fungus Bog.

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** Their Platform Gun is a bit tricky to learn and you can waste a ton of ammo building wrong platforms or do something downright detrimental to your team like clog minerals or a passage if you're sloppy, but it's also ''very'' useful and can create fast, cheaper shortcuts for the other dwarves, a safer landzone for high jumps, or at least make their lives a lot easier by covering gaps and the sticky goo in Fungus Bog. Particularly skilled Engineers are dextrous enough to create platforms as they jump forward which can save their bacon if they're about to be cornered by a swarm of angry bugs.



* GrenadeLauncher: His default secondary weapon. Deals solid damage in a small area, and later upgrades will allow it to shred armor to an impressive degree.

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* GrenadeLauncher: His The Deepcore 40mm PGL, his default secondary weapon. Deals solid damage in a small area, and later upgrades will allow it to shred armor to an impressive degree. An Unstable Overclock, Fat Boy, turns it into a [[NukeEm mini-nuke.]]



* NoArcInArchery: Averted as usual with his GrenadeLauncher, but also averted with his Platform Gun, if you need to create a platform from very far you'll need to aim higher to compensate for the projectile drop.



* NukeEm: The Unstable Overclock Fat Boy makes the grenades from the Deepcore 40mm PGL cause a '''huge''' explosion with radioactive fallout. No, your teammates are ''not'' immune to the explosion or the rad cloud.



* SuperPrototype: The Shard Diffractor is of the '''Experimental Prototype''' type. Some of the Engineer's quotes when "reloading" the weapon even alludes to it.
-->'''Engineer:''' ''(sounding a little surprised)'' Hasn't exploded yet!



* GetBackHereBoss: Not boss and barely counts as enemies, but you need something strong enough to one-shot, or quickly kill them or you'll be chasing them around for a while since these things are ''fast'' and move away the moment they take damage. We recommend the M1000, CRSPR Flamethrower, but some may opt for the Deepcore 40mm PGL's [[NoKillLikeOverkill Fat Boy overclock]].

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* GetBackHereBoss: Not boss and barely counts as enemies, but you need something strong enough to one-shot, or quickly kill them or you'll be chasing them around for a while since these things are ''fast'' and move away the moment they take damage. We recommend the M1000, CRSPR Flamethrower, but some may opt for the [[GrenadeLauncher Deepcore 40mm PGL's PGL's]] [[NoKillLikeOverkill Fat Boy overclock]].

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* MagikarpPower: The Driller's pistol isn't very powerful and his flamethrower isn't a very efficient choice against individual enemies. Even his drilling isn't immediately useful, as the early parts of a cavern are usually sloped and straightforward. But his flamethrower is crucial during [[ZergRush Swarms]] as its DamageOverTime lets him damage many weak enemies at once, and his drills can save the game during extraction, where you might be in a position where it's easier to simply [[CuttingTheKnot drill straight to the drop pod]] instead of running through a confusing labyrinth chased by hordes of angry bugs. The drills also make him all but required for On-Site Refining operations, being able to create nice, clean paths to the pumpjacks instead of having to thread pipes all over the map.

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* MagikarpPower: MagikarpPower:
**
The Driller's pistol isn't very powerful and his flamethrower isn't a very efficient choice against individual enemies. Even his drilling isn't immediately useful, as the early parts of a cavern are usually sloped and straightforward. But his flamethrower is crucial during [[ZergRush Swarms]] as its DamageOverTime lets him damage many weak enemies at once, and his drills can save the game during extraction, where you might be in a position where it's easier to simply [[CuttingTheKnot drill straight to the drop pod]] instead of running through a confusing labyrinth chased by hordes of angry bugs. The drills also make him all but required for On-Site Refining operations, being able to create nice, clean paths to the pumpjacks instead of having to thread pipes all over the map.
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* FallingDamage: While every character is vulnerable to this Scouts have a propensity for busting their shields and often their legs by mucking up a grapple to an Engineer-made platform or a place that seemed like a good idea to go to. Conversely seasoned Scouts can save themselves from it if they equip the Grappling Hook and fire at the ground or a wall.

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* FallingDamage: While every character is vulnerable to this this, Scouts have a propensity for busting their shields and (and often their legs legs) by mucking up a grapple to an Engineer-made platform or a place that seemed like a good idea to go to. Conversely seasoned Scouts can save themselves from it it, usually caused by a Stingtail reeling them in, if they equip the Grappling Hook and fire at the ground or a wall.
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** While most of Scout's guns require decent to at least average aim the M1000 stands out-- it's essentially the game's sniper rifle and is capable of quickly dispatching anything like Wardens, Sepctic Spreaders, Praetorians and Oppressors faily quick if one has good aim with it. Given the game has enemies attacking en masse every time and you need to focus or line up for the high damage, this can be very difficult, especially during swarms.

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** While most of Scout's guns require decent to at least average aim the M1000 stands out-- it's essentially the game's sniper rifle and is capable of quickly dispatching anything problematic targets like Wardens, Sepctic Spreaders, Praetorians and Oppressors faily fairly quick if one has good aim with it. Given the game has enemies attacking en masse every time and that you need to focus or line up for the high damage, this can be very difficult, especially during swarms.
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** The Scout's toolkit can be deceptively difficult to use. His Grappling Hook gives him the highest, bar none, mobility of the Dwarves, but if you ever hear a Scout say he never bungled up a hookshot and downed himself, they're either lying or they never use their Grappling Hook. But once mastered the Grappling Hook allows a Scout to move nearly everywhere, explore places that would require a lot more effort and resources from any other Dwarf and become nigh untouchable in combat.

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** The Scout's toolkit transversal tool can be deceptively difficult to use. His Grappling Hook gives him the highest, bar none, mobility of the Dwarves, but if you ever hear a Scout say he never bungled up a hookshot and downed himself, they're either lying or they never use their Grappling Hook. But once mastered the Grappling Hook allows a Scout to move nearly everywhere, explore places that would require a lot more effort and resources from any other Dwarf and become nigh untouchable in combat.

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* DifficultButAwesome: The Scout can be deceptively difficult to use efficiently, but a good Scout makes for a much smoother mission with a lot less stumbling in darkness and less glyphids sneaking on you and your teammates. Unskilled Scouts tend to run ahead too fast disregarding their team, they tend to plummet to their own dooms with reckless usage of their Grappling Hook and don't have creativity to use them during combat, run out of ammo quickly by firing wildly and waste flares/not use them at all. Skilled Scouts use their Grappling Hook to soar through larger caves and find minerals for their team and during combat to avoid potentially lethal swarms and attacks or to quickly get to allies and revive them, they also use ammo wisely by picking off dangerous targets before they become a problem or help take down problematic ones, and they use flares efficiently always making sure to light up any areas with potential minerals to dig or to let the team see and shoot glyphids before they get too close.

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* DifficultButAwesome: DifficultButAwesome:
**
The Scout Scout's toolkit can be deceptively difficult to use efficiently, but a good Scout makes for a much smoother mission with a lot less stumbling in darkness and less glyphids sneaking on you and your teammates. Unskilled Scouts tend to run ahead too fast disregarding their team, they tend to plummet to their own dooms with reckless usage of their use. His Grappling Hook gives him the highest, bar none, mobility of the Dwarves, but if you ever hear a Scout say he never bungled up a hookshot and don't have creativity to use them during combat, run out of ammo quickly by firing wildly and waste flares/not use them at all. Skilled Scouts downed himself, they're either lying or they never use their Grappling Hook. But once mastered the Grappling Hook allows a Scout to soar through larger caves move nearly everywhere, explore places that would require a lot more effort and find minerals for their team resources from any other Dwarf and during combat become nigh untouchable in combat.
** While most of Scout's guns require decent
to avoid potentially lethal swarms at least average aim the M1000 stands out-- it's essentially the game's sniper rifle and attacks or to is capable of quickly get to allies dispatching anything like Wardens, Sepctic Spreaders, Praetorians and revive them, they also use ammo wisely by picking off dangerous targets before they become a problem or help take down problematic ones, and they use flares efficiently always making sure to light up any areas Oppressors faily quick if one has good aim with potential minerals to dig or to let it. Given the team see game has enemies attacking en masse every time and shoot glyphids before they get too close.you need to focus or line up for the high damage, this can be very difficult, especially during swarms.
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** In terms of weapon the LOK-1 Smart Rifle is Engineer's most complex weapon despite its lock-on feature. Poorly used it's an ammo hose that runs dry quickly, but if used properly it can quickly shred even tough glyphids with ease and efficiency. You need to be on the move and angle yourself right so the bullets will hit the weakspots of enemies, especially when it comes to thigns like Praetorians and Oppressors.

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* CompensatingForSomething: PlayedForLaughs by one of the character select lines.
-->''"So what if I like'' really ''big guns?"''

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* CompensatingForSomething: PlayedForLaughs by one of the character select lines.
lines. Even his fellow Dwarves poke fun at him sometimes if they ping him.
-->''"So what if I like'' really ''big guns?"''guns?"''\\
\\
-->'''Dwarf:''' Hey, Gunner! You sure you're not compensating for something?


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* CompanionCube: If another Dwarf pings him sometimes they'll ask if the Engineer names or sleeps with his turrets.
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** Even the Engineer's Platform Gun is this compared to the other classes' exploration tools. While each platform deployed only affects a small area, the things you can do with them are ''broadly applicable'', including scaffolding for mining, padding to reduce fall damage, ladders up sheer cliffs, and blocking off access points to limit where enemies can attack from.

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** Even the Engineer's Platform Gun is this compared to the other classes' exploration tools. While each platform deployed only affects a small area, the things you can do with them are ''broadly applicable'', including scaffolding for mining, padding to reduce fall damage, ladders up sheer cliffs, cliffs (also useful for building pipes), and blocking off access points to limit where enemies can attack from.

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* DifficultButAwesome: Engineers pack a lot of handy toys and have a very versatile loadout from the get go, but to excel as one you need to know what tools you have and how to use them properly given the current situation. Poorly used Engineers are as useful as a fifth leg on Molly, but skilled ones can cover for most deficiencies any given team has.

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* DifficultButAwesome: Engineers pack a lot of handy toys and have a very versatile loadout from the get go, but to excel as one you need to know what tools you have and how to use them properly given the current situation. [[MasterOfNone Poorly used Engineers are as useful as a fifth leg on Molly, Molly]], [[JackOfAllStats but skilled ones can cover for most deficiencies any given team has.]]


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* FallDamage: One of the upgrades of the Platform gun allows Engineers to cushion the fall damage from a decent height. It still won't save anyone falling from too high, but the reduction is easy to noticea.
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* FragileFlyer: Compared to the terrestrial Glyphids. Given their aerial nature, they can all move around quite quickly (barring the Goo Bomber). While they have more health than the average Glyphid, they also take 3x weakpoint damage, while Fire, Corrosive, Explosive and Melee deal double damage, and electricity does one and a half times damage. Additionally, freezing kills them instantly regardless of health (Elite versions are immnute, though).

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* FragileFlyer: Compared to the terrestrial Glyphids. Given their aerial nature, they can all move around quite quickly (barring the Goo Bomber). While they have more health than the average Glyphid, they also take 3x weakpoint damage, while Fire, Corrosive, Explosive and Melee deal double damage, and electricity does one and a half times damage. Additionally, freezing kills them instantly regardless of health (Elite versions are immnute, immnune to it, though).
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* FragileFlyer: Compared to the terrestrial Glyphids. Given their aerial nature, they can all move around quite quickly (barring the Goo Bomber). While they have more health than the average Glyphid, they also take 3x weakpoint damage, while Fire, Corrosive, Explosive and Melee deal double damage, and electricity does one and a half times damage.

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* FragileFlyer: Compared to the terrestrial Glyphids. Given their aerial nature, they can all move around quite quickly (barring the Goo Bomber). While they have more health than the average Glyphid, they also take 3x weakpoint damage, while Fire, Corrosive, Explosive and Melee deal double damage, and electricity does one and a half times damage. Additionally, freezing kills them instantly regardless of health (Elite versions are immnute, though).
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'''Dwarf:''' ''(pinging Glyphid Oppressor)'' Glyphid Oppressor! And what do we say to oppression, lads?!"\\
'''Dwarf:''' (using a power attack) TASTE the pickaxe!!!

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'''Dwarf:''' ''(pinging Glyphid Oppressor)'' Glyphid Oppressor! And what do we say to oppression, lads?!"\\
lads?!\\
'''Dwarf:''' (using ''(using a power attack) attack)'' TASTE the pickaxe!!!
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-->"That all you got, you slippery shits?!"\\
"You're fast, bug, but I'm faster!"\\
"Glyphid Oppressor! And what do we say to oppression, lads?!"\\
"TASTE the pickaxe!!!"

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-->"That --> '''Dwarf:''' That all you got, you slippery shits?!"\\
"You're
''slippery shits?!''\\
'''Dwarf:''' ''(killing Glyphid Menace)'' You're
fast, bug, but I'm faster!"\\
"Glyphid
faster!\\
'''Dwarf:''' ''(pinging Glyphid Oppressor)'' Glyphid
Oppressor! And what do we say to oppression, lads?!"\\
"TASTE '''Dwarf:''' (using a power attack) TASTE the pickaxe!!!"pickaxe!!!

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* ConsummateProfessional: While you're on the field he's all about the job and very rarely breaks his stoic and professional demeanor. When the Dwarves are on the Space Rig he quickly gets tired of their shenanigans.



* NotSoStoic: He's admirably professional even with his occasional flashes of beleaguered annoyance, but he ''does'' emote beyond that. He expresses genuine pride when giving your promotion speeches, and when giving you the briefings for the Rockpox research missions he sounds rather affected by the news from R&D and the rest of the company. For someone who regularly calls your miners "lugs" and berates them he sounds genuinely afflicted by the losses:
-->'''Mission Control:''' ...you did admirably, team, admirably. But... we lost ''three more teams'' while you were down there. ''[to himself]'' Damn it all to ''hell''.

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* NotSoStoic: NotSoStoic:
** Occasionally when a swarm is approaching your team he'll warn you with palpable worry in his voice.
**
He's admirably professional even with his occasional flashes of beleaguered annoyance, but he ''does'' emote beyond that. He expresses genuine pride when giving your promotion speeches, and when giving you the briefings for the Rockpox research missions he sounds rather affected by the news from R&D and the rest of the company. For someone who regularly calls your miners "lugs" and berates them he sounds genuinely afflicted by the losses:
-->'''Mission Control:''' ...--->'''Mission Control:''' ... you did admirably, team, admirably. But... we lost ''three more teams'' while you were down there. ''[to himself]'' Damn it all to ''hell''.


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--> '''Mission Control:''' Contact! We've got 4, wait 6, no, 12... ''A lot'' of aliens headed your way!\\
'''Mission Control:''' The scanner just lit up like a Christmas tree! We've got a swarm incoming!\\
'''Mission Control:''' We've got a blip the size of a ''drop pod'', lock and load miners, we've got a swarm incoming!
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Re-added and rewrote old text under Naedocyte Shocker previously under Goddamned Bats (YMMV) with Cycle of Hurting (non-YMMV)

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* CycleOfHurting: Their main threat is that they slow you while surrounding you completely in a massive group, opening you up to getting torn apart by glyphid hordes or mactera swarms and absorbing bullets until they're all removed. Their electric attacks also cause a bit of a InterfaceScrew considering how much blue will be on your screen when a swarm of them hit you, making it harder for you to shoot them.
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* WhatTheHellPlayer: Some of quotes from the Dwarves show indifference, the same anger they show towards the bugs, but some quotes show they're not too proud of shooting one down:

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* WhatTheHellPlayer: Some of quotes from the Dwarves show indifference, somw show the same anger they show towards the bugs, but some quotes show they're not too proud of shooting one down:

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