Follow TV Tropes

Following

History DemonicSpiders / FirstPersonShooter

Go To

OR

Added: 992

Changed: 19

Is there an issue? Send a MessageReason:
I've gotten killed by this enemy more than once in Halo: Combat Evolved


* Most enemies in the ''VideoGame/AlienResurrection'' FPS for the UsefulNotes/PlayStation, but worst of all are the facehuggers. They are really dodgy and hard to hit before they latch onto you, and if there isn't an Autodoc nearby, it's game over man, game over.

to:

* Most enemies in the ''VideoGame/AlienResurrection'' FPS for the UsefulNotes/PlayStation, Platform/PlayStation, but worst of all are the facehuggers. They are really dodgy and hard to hit before they latch onto you, and if there isn't an Autodoc nearby, it's game over man, game over.



** ''VideoGame/DeusExNihilum'' has the XVA Enforcers, brutish troopers armed with LMGs that can one shot kill you across a room.

to:

** ''VideoGame/DeusExNihilum'' has the XVA Enforcers, brutish troopers armed with LMGs [=LMGs=] that can one shot kill you across a room.


Added DiffLines:

** ''VideoGame/HaloCombatEvolved'': Flood combat forms armed with Rocket Launchers will inevitably OneHitKill you due to how pinpoint accurate they are. One of them appears in ThatOneLevel, "The Library", where it will kill you unless you have immaculate dodging skills.


Added DiffLines:

* ''VideoGame/PerfectDark'':
** [=dataDyne=] Shock Troopers in "Carrington Institute: Defense" are armed with K7 Avengers and shields, a semi-automatic rifle that can kill Joanna in a few shots. They can be worn down with the cloaking secondary option from the [=RC-P120=], but it drains ammo and will eventually run out.
** Perfect and Dark Sims not only know your current location on multiplayer maps, they also know where the best weapons are located. Once they're armed, they can easily mow your character down in mere seconds. Thankfully, these Sims are vulnerable to ArtificialStupidity, because they literally can't detonate remote mines. If that's the only weapon on the map, then they are nothing but sitting ducks.

Added: 407

Changed: 566

Is there an issue? Send a MessageReason:
None


Luckily, Bungie heard the complaints and toned down their cheapness in ''VideoGame/{{Halo 3}}'': they're easier to spot because they basically wear flashlights on their helmets and they can't shoot before they're directly aimed at you. Even the ones armed with the less-lethal carbines are still quite a threat, though. In ''VideoGame/HaloReach'', Bungie cut the beam rifle entirely, with snipers instead using the Focus Rifle (which won't kill you by itself unless you don't know how to move) or the Carbine-{{Expy}} Needle Rifle. While they go back to using the incredibly lethal beam rifles from ''VideoGame/Halo4'' onward, they at least still keep the helmet flashlights.

to:

Luckily, Bungie heard the complaints and toned down their cheapness in ''VideoGame/{{Halo 3}}'': they're easier to spot because they basically wear flashlights on their helmets and they can't shoot before they're directly aimed at you. Even the ones armed with the less-lethal carbines are still quite a threat, though. In ''VideoGame/HaloReach'', Bungie cut the beam rifle entirely, with snipers instead using the Focus Rifle (which won't kill you by itself unless you don't know how to move) or the Carbine-{{Expy}} Needle Rifle. While they go back to using the incredibly lethal beam rifles from ''VideoGame/Halo4'' onward, they at least still keep the helmet flashlights. ''Videogame/Halo Infinite'' removed Beam Rifles from the game, giving the Jackal Snipers Stalker Rifles, but their rapid trigger fingers and range mean they'll still three-shot you with ease, and the game's Legendary difficulty even jokes that it's "for fans of Jackal Snipers".



*** ''VideoGame/HaloReach'' upped the ante with the [=SpecOps=] Elites; although they can be be killed with one round from a Sniper Rifle on Heroic difficulty or below, they have a tendency to dance around -- and don't even think about putting on Grenade Spam-- er, the ''Catch'' Skull (or any other Gold skull, for that matter) or you'll never get a hit in edgewise from all the dodging you'll be doing.

to:

*** ''VideoGame/HaloReach'' upped the ante with the [=SpecOps=] Elites; although they can be be killed with one round from a Sniper Rifle on Heroic difficulty or below, they have a tendency to dance around -- and don't even think about putting on Grenade Spam-- er, the ''Catch'' Skull (or any other Gold skull, for that matter) or you'll never get a hit in edgewise from all the dodging you'll be doing. The ''Anniversary'' editions also made them much more difficult to spot.



*** However, that's nothing compared to Hunters in ''VideoGame/Halo5Guardians''; not only are they even tougher, stronger, and faster than ever before, but their melee attacks have been made almost completely undodgeable (making any close combat against them suicidal), their assault cannons can switch to ''rapid-fire'' mode, and they can knock away grenades with their shields. In fact, unless you have plenty of explosives and/or heavy weapons on hand, you ''will'' need your entire fireteam to take them down, since it's now almost impossible to beat them by yourself.

to:

*** However, that's nothing compared to Hunters in ''VideoGame/Halo5Guardians''; not only are they even tougher, stronger, and faster than ever before, but their melee attacks have been made almost completely undodgeable (making any close combat against them suicidal), their assault cannons can switch to ''rapid-fire'' homing mode, and they can knock away grenades with their shields. In fact, unless you have plenty of explosives and/or heavy weapons on hand, you ''will'' need your entire fireteam to take them down, since it's now almost impossible to beat them by yourself. ''Videogame/Halo Infinite'' was the first game to actually {{Nerf}} them since their weapon change in ''2'', but even then they're much more agile, to encourage the player to get behind them using equipment.


Added DiffLines:

** Brute Chieftains are powerful, but it's generally easy enough to keep your distance from them. In ''Halo Infinite'' however, they return packing a lunging attack that allows them to close the distance effortlessly, and are considerably tanky themselves.
*** Just a level below them are the more common Brute Berserkers. Fast, agile, tanky melee enemies that can beat you to death in two hits on Legendary.
Is there an issue? Send a MessageReason:


*** Also in ''Black Ops'' are the riot guards at Vorkuta, who can just ''[[ImplacableMan wade through]]'' entire magazines of AK fire thanks to their bulletproof vests -- they're essentially a singleplayer version of the ''Modern Warfare'' Juggernaut ({{the wiki|Rule}} counts them as such). They have shotguns that are nearly a one-hit kill if you're in range and, if they reach you, will melee you for another OneHitKill. Explosive weapons, the [[GatlingGood minigun]] you find close to the end, and [[HoistByHisOwnPetard their own shotguns]] will usually do the trick, but damn if they're not annoying.

to:

*** Also in ''Black Ops'' are the riot guards at Vorkuta, who can just ''[[ImplacableMan wade through]]'' entire magazines of AK fire thanks to their bulletproof vests -- they're essentially a singleplayer version of the ''Modern Warfare'' Juggernaut ({{the wiki|Rule}} (the wiki counts them as such). They have shotguns that are nearly a one-hit kill if you're in range and, if they reach you, will melee you for another OneHitKill. Explosive weapons, the [[GatlingGood minigun]] you find close to the end, and [[HoistByHisOwnPetard their own shotguns]] will usually do the trick, but damn if they're not annoying.

Changed: 22

Is there an issue? Send a MessageReason:
TRS cleanup: better fitting trope


** For a bunch of emaciated girls, Sirens have puzzling resilience to damage, but that isn't the most annoying part about them. [[HellIsThatNoise Their screams]] cause obscene amounts of damage, ignore equipped body armor, destroy any explosives in flight, and mess with the screen interface so badly it's like the virtual equivalent of having cataracts. Even worse, if you're within range, they never ''stop'' screaming. Getting killed by a Siren while dealing with thornier threats such as Scrakes or Fleshpounds is impossibly frustrating, especially with the Demolition perk.

to:

** For a bunch of emaciated girls, Sirens have puzzling resilience to damage, but that isn't the most annoying part about them. [[HellIsThatNoise [[SuperScream Their screams]] cause obscene amounts of damage, ignore equipped body armor, destroy any explosives in flight, and mess with the screen interface so badly it's like the virtual equivalent of having cataracts. Even worse, if you're within range, they never ''stop'' screaming. Getting killed by a Siren while dealing with thornier threats such as Scrakes or Fleshpounds is impossibly frustrating, especially with the Demolition perk.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are flatout [[ImmuneToBullets immune to bullets]], incredibly strong and likely to knock you down if you're not careful, especially on Hard/Expert difficulties—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness. And let's not forget about the Elite T'lan who are '''much''' more dangerous as they prefer to guard more often than their base cousins against your attacks and tend to hit a LOT more brutally, the Assault T'lan that, while having no melee attack, they are deadly with their lasers, '''especially''' with their large left arm lasers that are MUCH more potent and lethal and then finally the Brute T'lan, which are essentially [[GiantMook Juggernaut]]-variations that, if they manage it and hit, they bring MAJOR HURT to you and any unfortunate human soldiers they encounter.

to:

* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are flatout [[ImmuneToBullets immune to bullets]], incredibly strong and likely to knock you down if you're not careful, especially on Hard/Expert difficulties—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness. And let's not forget about the Elite T'lan who are '''much''' more dangerous as they prefer to guard more often than their base cousins against your attacks and tend to hit a LOT more brutally, the Assault T'lan that, while having no melee attack, they are deadly with their lasers, '''especially''' with their large left right arm lasers that are MUCH more potent and lethal and then finally the Brute T'lan, which are essentially [[GiantMook Juggernaut]]-variations that, if they manage it and hit, they bring MAJOR HURT to you and any unfortunate human soldiers they encounter.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are flatout [[ImmuneToBullets immune to bullets]], incredibly strong and likely to knock you down if you're not careful, especially on Hard/Expert difficulties—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness.

to:

* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are flatout [[ImmuneToBullets immune to bullets]], incredibly strong and likely to knock you down if you're not careful, especially on Hard/Expert difficulties—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness. And let's not forget about the Elite T'lan who are '''much''' more dangerous as they prefer to guard more often than their base cousins against your attacks and tend to hit a LOT more brutally, the Assault T'lan that, while having no melee attack, they are deadly with their lasers, '''especially''' with their large left arm lasers that are MUCH more potent and lethal and then finally the Brute T'lan, which are essentially [[GiantMook Juggernaut]]-variations that, if they manage it and hit, they bring MAJOR HURT to you and any unfortunate human soldiers they encounter.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are immune to bullets, incredibly strong and like to knock you down—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness.

to:

* ''VideoGame/{{Breakdown}}.'' The basic(!) enemies of this game are human soldiers with ludicrously accurate machine guns. Of course, given that the AppliedPhlebotinum present in the game leads you to high power, you might think that they eventually cease to be Demonic Spiders. Oh how wrong you are. In gangs, they can cut you down in seconds. The actual MONSTROUS enemies are worse. Base-form T'lan are flatout [[ImmuneToBullets immune to bullets, bullets]], incredibly strong and like likely to knock you down—and down if you're not careful, especially on Hard/Expert difficulties—and it only gets worse from there. The heavyweight contender for the Demonic Spiders title in this game are Stealth T'lan. Fast, invisible and they generally travel in gangs of two to four. In well-lit areas, you can see them well enough to divide and conquer. In darker areas, the net effect is something like being descended upon by naked, radioactive Freddy Kruegers who always knock you down, outpace you by default and can only be reliably tracked by their AudibleSharpness.

Added: 64

Changed: 196

Is there an issue? Send a MessageReason:
None



to:

->''One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare.''
-->-- '''VideoGame/DoomII''' instruction manual on the Arch-Vile

Changed: 3419

Removed: 604

Is there an issue? Send a MessageReason:
None


** The guard dogs in ''[[VideoGame/ModernWarfare Call of Duty 4]]'' are extremely fast and have a OneHitKill attack that is effectively unavoidable if you don't shoot the dog before it jumps on you. If you're too distracted by their support to kill them in time, you're forced to make [[PressXToNotDie a timed press of the Melee Attack button]] to snap the bastard's neck. Problem is, the time window you have is ''extremely'' short, to the point where you'll only get it right by predicting it after a lot of practice, because reacting to it once you actually see the prompt means it's too late. They will very rarely grab your allies, too, and [[RankScalesWithAsskicking Captain Price]], at least, is capable of ''shooting'' an attack dog off of himself after it has latched on. The only upside is that later games made the timing more forgiving.
*** Then there's the human equivalent in ''World at War'': The Japanese Banzai charge, in which a soldier will charge at you with his bayonet, and you have to use a carefully timed button press to block his bayonet and stick your own knife in his throat. Fortunately, the timing of the button press for them is much more forgiving than for the dogs in ''[=CoD4=]''.
*** In a similar respect, the reward for [[KillStreak 7 kills without dying]] in ''World at War'' multiplayer was a pack of guard dogs. On the normal mode they're not too much of a problem, but in Hardcore modes they're demonic hell hounds of doom. They ''will'' sneak up on you, you ''will'' miss them with your gun, they ''will'' kill you with one bite and the guy who called them ''will'' cackle maniacally as his kill count skyrockets.
** ''World at War'' brings something new to those who play for [[BraggingRightsReward achievements]]: grenade spam. Take the full-auto bastards mentioned above, add guys carrying bolt-action rifles who can peg you through soft cover without benefit of line of sight, and four guys who think it'll be funny to drop two grenades in your lap and one in each direction through which you can escape cover while the rest are just waiting for you to run.
** In the ''VideoGame/CallOfDutyBlackOps'' [[VideoGame/NaziZombies zombie level Ascension]], you are at a Russian space facility. Instead of having the usual demon dogs appear every few rounds, you get space monkeys. Tiny, difficult to hit, ammo wasting monkeys that come in swarms and blur your vision when you hit them. Oh, did I mention that if they jump on the machine you bought your perk from, you lose it? And that they specifically go after these machines? On the bright side, though, if no monkeys steal your perks, you get a powerup that grants ''every'' player a random perk. Sweet.
** Also in ''Black Ops'' are the riot guards at Vorkuta, who can just ''[[ImplacableMan wade through]]'' entire magazines of AK fire thanks to their bulletproof vests -- they're essentially a singleplayer version of the ''Modern Warfare'' Juggernaut ({{the wiki|Rule}} counts them as such). They have shotguns that are nearly a one-hit kill if you're in range and, if they reach you, will melee you for another OneHitKill. Explosive weapons, the [[GatlingGood minigun]] you find close to the end, and [[HoistByHisOwnPetard their own shotguns]] will usually do the trick, but damn if they're not annoying.

to:

** The guard dogs in ''[[VideoGame/ModernWarfare Call ''{{VideoGame/Call of Duty 4]]'' 4|ModernWarfare}}'' are extremely fast and have a OneHitKill attack that is effectively unavoidable if you don't shoot the dog before it jumps on you. If you're too distracted by their support to kill them in time, you're forced to make [[PressXToNotDie a timed press of the Melee Attack button]] to snap the bastard's neck. Problem is, the time window you have is ''extremely'' short, to the point where you'll only get it right by predicting it after a lot of practice, because reacting to it once you actually see ''see'' the prompt means it's too late. They will very rarely grab your allies, too, and [[RankScalesWithAsskicking Captain Price]], at least, is capable of ''shooting'' an attack dog off of himself after it has latched on. The only upside is that later games made the timing more forgiving.
*** Then there's The dogs are the human equivalent in ''World at War'': The Japanese Banzai charge, in which a soldier will charge at you most infamous, but even worse are enemies with his bayonet, the G3. In the campaign it's full-auto, compared to its semi-auto nature in multiplayer, but it still has the power and accuracy you'd expect from a semi-auto - if you can see a target, you can hit it and you have to use a carefully timed button press to block his bayonet and stick your own knife in his throat. Fortunately, the timing of the button press for them is much more forgiving than for the dogs in ''[=CoD4=]''.
*** In a similar respect, the reward for [[KillStreak 7 kills without dying]] in ''World at War'' multiplayer was a pack of guard dogs. On the normal mode they're not too much of a problem, but in Hardcore modes they're demonic hell hounds of doom. They ''will'' sneak up on you, you ''will'' miss them with your gun, they
''will'' kill you with it. It's only ''barely'' restrained in NPC hands, too, which just makes it worse that it's one bite and of the guy who called them ''will'' cackle maniacally as his kill count skyrockets.
most common weapons in the game, second only to the AK, so expect to die very quickly on higher difficulties.
** ''World at War'' includes both guard dogs, at least as a KillStreak in multiplayer, as well as the human equivalent with Japanese banzai chargers, who show up much more often than the dogs did but in turn have a more forgiving time window to hit the melee button and get away from one that's on you. It also brings something new to those who play for [[BraggingRightsReward achievements]]: grenade spam.spam, even worse than the already-infamous amount from previous games. Take the full-auto bastards mentioned above, add guys carrying bolt-action rifles who can peg you through soft cover without benefit of line of sight, and four guys who think it'll be funny to drop two grenades in your lap and one in each direction through which you can escape cover while the rest are just waiting for you to run.
** In the ''VideoGame/CallOfDutyBlackOps'' [[VideoGame/NaziZombies [[VideoGame/CallOfDutyZombies zombie level Ascension]], you are at a Russian space facility. Instead of having the usual demon dogs appear every few rounds, you get space monkeys. Tiny, difficult to hit, ammo wasting monkeys that come in swarms and blur your vision when you hit them. Oh, did I mention that if they jump on the machine you bought your perk from, you lose it? And that they specifically go after these machines? On the bright side, though, if no monkeys steal your perks, you get a powerup that grants ''every'' player a random perk. Sweet.
** *** Also in ''Black Ops'' are the riot guards at Vorkuta, who can just ''[[ImplacableMan wade through]]'' entire magazines of AK fire thanks to their bulletproof vests -- they're essentially a singleplayer version of the ''Modern Warfare'' Juggernaut ({{the wiki|Rule}} counts them as such). They have shotguns that are nearly a one-hit kill if you're in range and, if they reach you, will melee you for another OneHitKill. Explosive weapons, the [[GatlingGood minigun]] you find close to the end, and [[HoistByHisOwnPetard their own shotguns]] will usually do the trick, but damn if they're not annoying.
Is there an issue? Send a MessageReason:
None


*** The outdoor level of the Siberia mission has heavy fog, which effectively turns the snipers, tanks, and gun turrets into demonic spiders on the harder difficulties. As with ''SoldierOfFortune II'', the soldiers seem to have infrared vision, although they have no visible enhancements. Doesn't help that they have armor-piercing bullets(the snipers were {{Nerf}}ed in the second game). At one point you face a group of multiple snipers in the pea soup with nowhere to hide, which tends to be a LuckBasedMission.

to:

*** The outdoor level of the Siberia mission has heavy fog, which effectively turns the snipers, tanks, and gun turrets into demonic spiders on the harder difficulties. As with ''SoldierOfFortune ''VideoGame/SoldierOfFortune II'', the soldiers seem to have infrared vision, although they have no visible enhancements. Doesn't help that they have armor-piercing bullets(the snipers were {{Nerf}}ed in the second game). At one point you face a group of multiple snipers in the pea soup with nowhere to hide, which tends to be a LuckBasedMission.
Is there an issue? Send a MessageReason:
Authority Equals Asskicking has been renamed.


** The guard dogs in ''[[VideoGame/ModernWarfare Call of Duty 4]]'' are extremely fast and have a OneHitKill attack that is effectively unavoidable if you don't shoot the dog before it jumps on you. If you're too distracted by their support to kill them in time, you're forced to make [[PressXToNotDie a timed press of the Melee Attack button]] to snap the bastard's neck. Problem is, the time window you have is ''extremely'' short, to the point where you'll only get it right by predicting it after a lot of practice, because reacting to it once you actually see the prompt means it's too late. They will very rarely grab your allies, too, and [[AuthorityEqualsAsskicking Captain]] [[GameplayAllyImmortality Price]], at least, is capable of ''shooting'' an attack dog off of himself after it has latched on. The only upside is that later games made the timing more forgiving.

to:

** The guard dogs in ''[[VideoGame/ModernWarfare Call of Duty 4]]'' are extremely fast and have a OneHitKill attack that is effectively unavoidable if you don't shoot the dog before it jumps on you. If you're too distracted by their support to kill them in time, you're forced to make [[PressXToNotDie a timed press of the Melee Attack button]] to snap the bastard's neck. Problem is, the time window you have is ''extremely'' short, to the point where you'll only get it right by predicting it after a lot of practice, because reacting to it once you actually see the prompt means it's too late. They will very rarely grab your allies, too, and [[AuthorityEqualsAsskicking Captain]] [[GameplayAllyImmortality [[RankScalesWithAsskicking Captain Price]], at least, is capable of ''shooting'' an attack dog off of himself after it has latched on. The only upside is that later games made the timing more forgiving.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The guards in the Aztec mission are demonic spiders in two flavors. The first set of guards are armed with the [=AR33=] assault rifle and due to the guards' AI being faster compared to the guards in the main story missions, the guards with the rifles can quickly mow you down if given the chance and they'll always attack in groups of two or three. If you try to hide in cover, there's a good chance a guard will throw a grenade at you. After you kill Jaws, the guards will start to spawn indefinitely for the rest of the mission, except they're now armed with the Moonraker Laser where they can easily snipe you from huge distances and are scarily accurate.
Is there an issue? Send a MessageReason:
None


** The War of Attrition mod can potentially make any enemy into one of these, barraging you to death in an eyeblink with chaingun fire or unrelenting waves of plasma bolts while taking absurd amounts of damage to put down. At times, your only hope is to either use a room-clearing Nuke, or keep throwing upgraded Pipe Bombs to stun-lock them until they die.

to:

** The War of Attrition mod can potentially make any enemy into one of these, barraging you to death in an eyeblink with chaingun fire or unrelenting waves of plasma bolts while taking absurd amounts of damage to put down. At times, your only hope is to either use a room-clearing Nuke, or keep throwing upgraded Pipe Bombs to stun-lock them until they die. Enemy duke-bots were particularly notorious for this in earlier versions, though subsequent patches have toned them down considerably.
Is there an issue? Send a MessageReason:
None


** The Anointed enemies. All variants possess high health, complete immunity to cryo damage[[note]]prior to a hotfix update where they became merely resistant[[/note]], and Teleport Spam. Zealots possess an extremely obnoxious AOE tracking orb; Militants are even worse, with both an invulnerable bullet reflecting shield, their tendency to teleport in front of other targets being shot, and the ability to stand still and become immune to damage while literally reigning fire from the sky. Fighting these guys in TVHM will test your patience, certain Mayhem modifiers can make them nigh-undefeatable. God help any player if UVHM returns.

to:

** The Anointed enemies. All variants possess high health, complete immunity to cryo damage[[note]]prior to a hotfix update where they became merely resistant[[/note]], and Teleport Spam. Zealots possess an extremely obnoxious AOE tracking orb; Militants are even worse, with both an invulnerable bullet reflecting shield, their tendency to teleport in front of other targets being shot, and the ability to stand still and become immune to damage while literally reigning raining fire from the sky. Fighting these guys in TVHM will test your patience, certain Mayhem modifiers can make them nigh-undefeatable. God help any player if UVHM returns.

Top