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* AlwayOverTheShoulder: The default perspective of Aiming Down the Sight (at varying levels of zoom), unless the firearm you're using is eqipped with a Scope attachment that turns it into a traditional first person view. Which shoulder the view looks over changes depending on certain positions or with a keypress.

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* AlwayOverTheShoulder: AlwaysOverTheShoulder: The default perspective of Aiming Down the Sight (at varying levels of zoom), unless the firearm you're using is eqipped with a Scope attachment that turns it into a traditional first person view. Which shoulder the view looks over changes depending on certain positions or with a keypress.
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* AlwaysAboveTheShoulder: The default perspective of Aiming Down the Sight (at varying levels of zoom), unless the firearm you're using is eqipped with a Scope attachment that turns it into a traditional first person view. Which shoulder the view looks over changes depending on certain positions or with a keypress.

to:

* AlwaysAboveTheShoulder: AlwayOverTheShoulder: The default perspective of Aiming Down the Sight (at varying levels of zoom), unless the firearm you're using is eqipped with a Scope attachment that turns it into a traditional first person view. Which shoulder the view looks over changes depending on certain positions or with a keypress.
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Added DiffLines:

* AlwaysAboveTheShoulder: The default perspective of Aiming Down the Sight (at varying levels of zoom), unless the firearm you're using is eqipped with a Scope attachment that turns it into a traditional first person view. Which shoulder the view looks over changes depending on certain positions or with a keypress.
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''Aliens: Fireteam Elite'' is a Multiplayer ThirdPersonShooter developed by Creator/ColdIronStudio in collaboration with Disney's 20th Century Games, set in the ''Franchise/{{Alien}}'' universe. The story is comprised of four campaigns, each containing three missions. It was released on August 24, 2021 on PC, UsefulNotes/PlayStation4, UsefulNotes/PlayStation5, UsefulNotes/XboxOne, and [[UsefulNotes/XboxSeriesXAndS Xbox Series X]] and [[UsefulNotes/XboxSeriesXAndS Xbox Series S]]. At least four 'seasons' of additional content have been released so far, with the first major expansion, ''Pathogen'', released on August 30, 2022.

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''Aliens: Fireteam Elite'' is a Multiplayer ThirdPersonShooter developed by Creator/ColdIronStudio in collaboration with Disney's 20th Century Games, set in the ''Franchise/{{Alien}}'' universe. The story is comprised of four campaigns, each containing three missions. It was released on August 24, 2021 on PC, UsefulNotes/PlayStation4, UsefulNotes/PlayStation5, UsefulNotes/XboxOne, Platform/PlayStation4, Platform/PlayStation5, Platform/XboxOne, and [[UsefulNotes/XboxSeriesXAndS [[Platform/XboxSeriesXAndS Xbox Series X]] and [[UsefulNotes/XboxSeriesXAndS [[Platform/XboxSeriesXAndS Xbox Series S]]. At least four 'seasons' of additional content have been released so far, with the first major expansion, ''Pathogen'', released on August 30, 2022.
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* DualBoss: On Intense difficulty and higher, the game will throw a ''pair'' of Warriors or Crushers at you at the end of certain levels, e.g. 2-2 and 3-1. This can ''easily'' end your run unless you have a full party of max-level min-maxed characters. And if you're playing solo, you can pretty much write off your computer controlled teammates, who will die in seconds (though they perform better after the October 2023 patch). The holdout modes like Restock Turrets are pretty feisty with this as well, where the game will throw very ''exciting'' combinations of Warriors, Crushers, and Praetorians your way for certain waves. Fortunately you have the invincible auto-turrets as extra backup, if they're loaded.

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* DualBoss: On Intense difficulty and higher, the game will throw a ''pair'' of Warriors or Crushers at you at the end of certain levels, e.g. 2-2 and 3-1. This can ''easily'' end your run unless you have a full party of max-level min-maxed characters. And if you're playing solo, you can pretty much write off your computer controlled teammates, who will die in seconds (though they perform better after the October 2023 patch). The ''Pathogen'' DLC takes this even further, with ''multiple'' DualBoss encounters in each level; in many encounters the game will throw a Warrior[=/=]Crusher[=/=]Praetorian[=/=]Brute at you, then a pair of them after you kill the first one. The holdout modes like Restock Turrets are pretty feisty with this as well, where the game will throw very ''exciting'' combinations of Warriors, Crushers, and Praetorians your way for certain waves. Fortunately you have the invincible auto-turrets as extra backup, if they're loaded.
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* SupportPartyMember: Docs have no combat related abilities and an average weapon loadout (a rifle and a handgun), and probably have the lowest damage output of any class. Instead, they specialize in healing the entire squad and buffing their movement and reload speed. Recons have a better weapon loadout (a rifle and a shotgun), but like Docs their abilities do not deal damage or increase their weapon damage, instead marking hidden enemies and regenerating the squad's ammo. As a result these two classes are probably the worst to play as for solo single-player runs, since your synth A.I. squadmates aren't skilled enough to pick up the slack from your reduced damage output as the player, though with the improvements to the bot A.I. in the October 2023 patch, solo even with support classes is now manageable on at least Intense difficulty.

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* SupportPartyMember: Docs have no combat related abilities and an average weapon loadout (a rifle and a handgun), and probably have the lowest damage output of any class. Instead, they specialize in healing the entire squad and buffing their movement and reload speed. Recons have a better weapon loadout (a rifle and a shotgun), but like Docs their abilities do not deal damage or increase their weapon damage, instead marking hidden enemies and regenerating the squad's ammo.ammo[[note]]though they can unlock upgrades which allow their scanner to debilitate enemies, it takes a decent amount of leveling up to get these upgrades[[/note]]. As a result these two classes are probably the worst to play as for solo single-player runs, since your synth A.I. squadmates aren't skilled enough to pick up the slack from your reduced damage output as the player, though with the improvements to the bot A.I. in the October 2023 patch, solo even with support classes is now manageable on at least Intense difficulty.
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* AIIsACrapshoot: The Pala Station AI [[spoiler:Cynthia Rodriguez ''aka'' SN/TH/YA]] sends an army of combat androids to kill the fireteam when they refuse to leave the surface of LV-895. It also attempted to activate "asset zero", which turns out to be [[spoiler: an Engineer ship loaded with pathogen]] and send it to Earth, forcing the Colonial Marines to shut it down in a violent confrontation. Somewhat more horrifyingly, Esther concludes that [[spoiler:many of the Pathogen-corrupted humans you encounter during your trip through the Engineer ship were exposed to Pathogen only a short time ago, meaning there ''were'' still human survivors up until very recently.]]

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* AIIsACrapshoot: The Pala Station AI [[spoiler:Cynthia Rodriguez ''aka'' SN/TH/YA]] sends an army of combat androids to kill the fireteam when they refuse to leave the surface of LV-895. It also attempted to activate "asset zero", which turns out to be [[spoiler: an Engineer ship loaded with pathogen]] and send it to Earth, forcing the Colonial Marines to shut it down in a violent confrontation. Somewhat more horrifyingly, Esther concludes that [[spoiler:many of the Pathogen-corrupted humans you encounter during your trip through the Engineer ship were exposed to Pathogen only a short time ago, meaning there ''were'' still human survivors up until very recently. It's heavily implied that Cynthia's directives from Weyland-Yutani forced her to infect the researchers to eliminate witnesses when your fireteam refused to take her advice to turn back and not interfere.]]

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* FinalBoss: The ''Pathogen'' DLC campaign adds one in the form of [[spoiler: a Pathogen-mutated Queen]], addressing complaints that the Alien Queen from the end of the main campaign was just a CutsceneBoss.



** [[spoiler:Pathogen Brutes, hulking monsters with hardened forelimbs that seem to serve a similar purpose and fighting style to Warriors and Praetorians]].

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** [[spoiler:Pathogen Brutes, Brutes in the ''Pathogen'' DLC, hulking monsters with hardened forelimbs that seem to serve a similar purpose and fighting style to Warriors and Praetorians]].
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* DualBoss: On Intense difficulty and higher, the game will throw a ''pair'' of Warriors or Crushers at you at the end of certain levels, e.g. 2-2 and 3-1. This can ''easily'' end your run unless you have a full party of max-level min-maxed characters. And if you're playing solo, you can pretty much write off your computer controlled teammates, who will die in seconds. The holdout modes like Restock Turrets are pretty feisty with this as well, where the game will throw very ''exciting'' combinations of Warriors, Crushers, and Praetorians your way for certain waves. Fortunately you have the invincible auto-turrets as extra backup, if they're loaded.

to:

* DualBoss: On Intense difficulty and higher, the game will throw a ''pair'' of Warriors or Crushers at you at the end of certain levels, e.g. 2-2 and 3-1. This can ''easily'' end your run unless you have a full party of max-level min-maxed characters. And if you're playing solo, you can pretty much write off your computer controlled teammates, who will die in seconds.seconds (though they perform better after the October 2023 patch). The holdout modes like Restock Turrets are pretty feisty with this as well, where the game will throw very ''exciting'' combinations of Warriors, Crushers, and Praetorians your way for certain waves. Fortunately you have the invincible auto-turrets as extra backup, if they're loaded.



* SupportPartyMember: Docs have no combat related abilities and an average weapon loadout (a rifle and a handgun), and probably have the lowest damage output of any class. Instead, they specialize in healing the entire squad and buffing their movement and reload speed. Recons have a better weapon loadout (a rifle and a shotgun), but like Docs their abilities do not deal damage or increase their weapon damage, instead marking hidden enemies and regenerating the squad's ammo. As a result these two classes are probably the worst to play as for solo single-player runs, since your synth A.I. squadmates aren't skilled enough to pick up the slack from your reduced damage output as the player.

to:

* SupportPartyMember: Docs have no combat related abilities and an average weapon loadout (a rifle and a handgun), and probably have the lowest damage output of any class. Instead, they specialize in healing the entire squad and buffing their movement and reload speed. Recons have a better weapon loadout (a rifle and a shotgun), but like Docs their abilities do not deal damage or increase their weapon damage, instead marking hidden enemies and regenerating the squad's ammo. As a result these two classes are probably the worst to play as for solo single-player runs, since your synth A.I. squadmates aren't skilled enough to pick up the slack from your reduced damage output as the player.player, though with the improvements to the bot A.I. in the October 2023 patch, solo even with support classes is now manageable on at least Intense difficulty.
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** On higher difficulties, the synths are no replacement for a human teammate capable of communication. They are restricted to a single loadout, carrying only basic pulse rifles and grenades, and lack access to any skills allies may benefit from, such as "overclock". They are also not smart enough to take advantage when you use your abilities, such as running head-first into a prowler ambush even if it had been illuminated by a recon ability seconds ago, tend to have abysmally poor reaction times even on good days, and often walk directly into your line of fire. ''And then complain like it was your fault.''

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** On higher difficulties, the synths are no replacement for a human teammate capable of communication. They are restricted to a single loadout, carrying only basic pulse rifles and grenades, and lack access to any skills allies may benefit from, such as "overclock". They are also not smart enough to take advantage when you use your abilities, such as running head-first into a prowler ambush even if it had been illuminated by a recon ability seconds ago, tend to have abysmally poor reaction times even on good days, and often walk directly into your line of fire. ''And then complain like it was your fault.'''' Their A.I. was improved in an October 2023 patch aimed at improving their survivability on higher difficulty levels. They no longer drop like flies on Intense or Extreme, and Intense can now reliably be beaten Solo with bots even with support classes like Doctor, but their inability to use support abilities does mean that completing Extreme or Insane solo with bots still isn't viable.
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* SupportPartyMember: Docs have no combat related abilities and an average weapon loadout (a rifle and a handgun), and probably have the lowest damage output of any class. Instead, they specialize in healing the entire squad and buffing their movement and reload speed. Recons have a better weapon loadout (a rifle and a shotgun), but like Docs their abilities do not deal damage or increase their weapon damage, instead marking hidden enemies and regenerating the squad's ammo. As a result these two classes are probably the worst to play as for solo single-player runs, since your synth A.I. squadmates aren't skilled enough to pick up the slack from your reduced damage output as the player.
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Crosswicking new trope.

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* RandomLootExchanger: There's a machine in which you can insert three Challenge Cards to get a random Challenge Card, the rarity based on the rarity of the cards you place in it. Since Challenge Cards are incredibly easy to come by, this helps you farm for cards you're more likely to want to use.
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*** The X1 ''Curicaueri/Fireball'' flamethrower does not project a stream of flammable fuel, instead igniting a ball of incendiary gel that explodes into a flaming puddle upon impact. It was designed to reduce the risk of friendly fire and to ignite targets behind cover.

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*** The X1 ''Curicaueri/Fireball'' flamethrower does not project a stream of flammable fuel, instead igniting and lobbing a ball of incendiary gel that explodes into a flaming puddle pool of fire upon impact. It was designed to reduce the risk of friendly fire and to ignite light up targets behind cover.cover and obstacles.
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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with [[PinballOrojectile Smart Bounce]] grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech ''Vajra'' [[MoreDakka rapid fire]] grenade launcher.

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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with [[PinballOrojectile [[PinballProjectile Smart Bounce]] grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech ''Vajra'' [[MoreDakka rapid fire]] grenade launcher.

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* AbnormalAmmo: The Alphatech 6A ''Jaipur'' [=SMG=] slings special 'Bagh Nakh' munitions which seperate into four flechettes after leaving the barrel, essentially making the gun into a hybrid of submachinegun and shotgun. What it lacks in precision killing potential and maximum ammo it makes up for in ability to absolutely ''mulch'' targets at close range. All of the Alphatech weapons also use dual chemical-magnetic ("monopole") propulsion; they can fire without the monopole system engaged if need be (e.g. due to environmental conditions causing issues), but this limits range and stopping power quite notably according to the weapon descriptions. There's also piezoelectric rounds for almost all weapons, which can shock targets on impact, or phosphorus rounds that ignite them instead.

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* AbnormalAmmo: AbnormalAmmo:
**
The Alphatech 6A ''Jaipur'' [=SMG=] slings special 'Bagh Nakh' munitions which seperate into four flechettes after leaving the barrel, essentially making the gun into a hybrid of submachinegun and shotgun. What it lacks in precision killing potential and maximum ammo it makes up for in ability to absolutely ''mulch'' targets at close range. All of the Alphatech weapons also use dual chemical-magnetic ("monopole") propulsion; they can fire without the monopole system engaged if need be (e.g. due to environmental conditions causing issues), but this limits range and stopping power quite notably according to the weapon descriptions. descriptions.
**
There's also piezoelectric rounds for almost all weapons, which can shock targets on impact, or phosphorus rounds that ignite them instead.instead.
** A couple of Armat's weapons also use unconventional ordinance:
*** The M95 GrenadeLauncher fires Smart Bounce grenades made of elastic metamaterials that enable them to [[PinballProjectile bounce off walls, floors and other surfaces]] until its timer runs out or the grenade strikes a target soft enough to register in which case a quick electrical charge hardens and brittles the metamaterial casing just before detonation.
*** The X1 ''Curicaueri/Fireball'' flamethrower does not project a stream of flammable fuel, instead igniting a ball of incendiary gel that explodes into a flaming puddle upon impact. It was designed to reduce the risk of friendly fire and to ignite targets behind cover.



** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech ''Vajra'' [[MoreDakka rapid fire]] grenade launcher.

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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with [[PinballOrojectile Smart Bounce Bounce]] grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech ''Vajra'' [[MoreDakka rapid fire]] grenade launcher.
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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ [[MoreDakka rapid fire]] grenade launcher.

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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ ''Vajra'' [[MoreDakka rapid fire]] grenade launcher.
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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ rapid fire grenade launcher.

to:

** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ [[MoreDakka rapid fire fire]] grenade launcher.
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None


** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ rapid fire launcher.
** The sole Hand Cannon is the [=U1A2=] Grenade Launcher Conversion which takes tge underslung launchers removed from the latest Pulse Rifle models and mounts them on dedicated firing stocks.

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** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech _Vajra_ rapid fire grenade launcher.
** The sole Hand Cannon is the [=U1A2=] Grenade Launcher Conversion which takes tge the underslung launchers removed from the latest Pulse Rifle models and mounts them on dedicated firing stocks.

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* GrenadeLauncher
** There's a few available to obtain and use, with 3 of them being Heavy weapons and the last a HandCannon.
** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech Vajra rapid fire launcher.

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* GrenadeLauncher
**
GrenadeLauncher: There's a few available to obtain and use, with 3 of them being Heavy weapons and the last a HandCannon.
** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the Armat M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech Vajra _Vajra_ rapid fire launcher.

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* HandCannon: The term is used in-game to classify handguns that emphasize [[PunchPackingPistol damage and stopping power]] over rate of fire and ammunition capacity. There's a surprising amount of variety in this, as this category includes shotgun pistols, a revolver, a two-round burst pistol, standard high-caliber semiautos, and the Eva laser pistol.

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* GrenadeLauncher
** There's a few available to obtain and use, with 3 of them being Heavy weapons and the last a HandCannon.
** The Heavy Grenade Launchers include the Armat M94 with impact grenades, the M95 with Smart Bounce grenades that detonate after a set time or impact with soft (typically organic) materials, and the Alphatech Vajra rapid fire launcher.
** The sole Hand Cannon is the [=U1A2=] Grenade Launcher Conversion which takes tge underslung launchers removed from the latest Pulse Rifle models and mounts them on dedicated firing stocks.
* HandCannon: The term is used in-game to classify handguns that emphasize [[PunchPackingPistol damage and stopping power]] over rate of fire and ammunition capacity. There's a surprising amount of variety in this, as this category includes shotgun pistols, a revolver, a two-round burst pistol, standard high-caliber semiautos, and the Eva EVA laser pistol.pistol and even the Pulse Rifle GrenadeLauncher mounted on a dedicated weapon stock.
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* HandCannon: The term is used in-game to classify handguns that emphasize [[PunchPackingPistol damage and stopping power]] over rate of fire and ammunition capacity.

to:

* HandCannon: The term is used in-game to classify handguns that emphasize [[PunchPackingPistol damage and stopping power]] over rate of fire and ammunition capacity. There's a surprising amount of variety in this, as this category includes shotgun pistols, a revolver, a two-round burst pistol, standard high-caliber semiautos, and the Eva laser pistol.
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None


* SuspiciousVideogameGenerosity: Found an ammo crate, a set of aid kits, and a crate or two of deployables? You're about to have a holdout sequence. No ifs, ands, or buts.

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* SuspiciousVideogameGenerosity: Found an ammo crate, a set of aid kits, and a crate one or two crates of deployables? You're about to have a holdout sequence. No ifs, ands, or buts. If you find two, that means you're ''really'' about to get hit with the horde.
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* AbnormalAmmo: The Alphatech 6A ''Jaipur'' [=SMG=] slings special 'Bagh Nakh' munitions which seperate into four flechettes after leaving the barrel, essentially making the gun into a hybrid of submachinegun and shotgun. What it lacks in precision killing potential and maximum ammo it makes up for in ability to absolutely ''mulch'' targets at close range. All of the Alphatech weapons also use dual chemical-magnetic ("monopole") propulsion; they can fire without the monopole system engaged if need be (e.g. due to environmental conditions causing issues), but this limits range and stopping power quite notably according to the weapon descriptions. There's also piezoelectric rounds for almost all weapons, which can shock targets on impact.

to:

* AbnormalAmmo: The Alphatech 6A ''Jaipur'' [=SMG=] slings special 'Bagh Nakh' munitions which seperate into four flechettes after leaving the barrel, essentially making the gun into a hybrid of submachinegun and shotgun. What it lacks in precision killing potential and maximum ammo it makes up for in ability to absolutely ''mulch'' targets at close range. All of the Alphatech weapons also use dual chemical-magnetic ("monopole") propulsion; they can fire without the monopole system engaged if need be (e.g. due to environmental conditions causing issues), but this limits range and stopping power quite notably according to the weapon descriptions. There's also piezoelectric rounds for almost all weapons, which can shock targets on impact.impact, or phosphorus rounds that ignite them instead.



** Colonial Marines (and by extension Armat) technology is [[OurWeaponsWillBeBoxyInTheFuture boxy]], with elements of (relatively) contemporary weaponry such as carry handles, rails, with lots of green plastic and dark gray polymer over the frame. Basically, it all looks (and often ''is'') related to the standard pulse rifle.
** Kramer weaponry (which has been bought out by Armat) is even chunkier than Armat weapons, but more rounded, taking inspiration from the exaggerated proportions of weapons from the '90s comics. In fact, one of their weapons, the Kramer Assault Rifle, is a surprisingly faithful recreation of one of the weapons from the comics.

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** Colonial Marines (and by extension Armat) technology is [[OurWeaponsWillBeBoxyInTheFuture boxy]], with elements of (relatively) contemporary weaponry such as carry handles, rails, with lots of green plastic and dark gray polymer over the frame. Basically, it all looks (and often ''is'') related to the standard pulse rifle.
Pulse Rifle.
** Kramer weaponry (which has been bought out by Armat) Armat and retained as a boutique brand) is even chunkier than Armat weapons, but more rounded, taking inspiration from the exaggerated proportions of weapons from the '90s comics. In fact, one of their weapons, the Kramer Assault Rifle, is a surprisingly faithful recreation of one of the weapons from the comics.



** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series, though they ''do'' follow a naming scheme wherein most of their gear has a Hindi name (i.e. the Jaipur (the name of a city) Submachine Gun, and the Vajra GrenadeLauncher).

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** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series, though they ''do'' follow a naming scheme wherein most of their gear has a Hindi name (i.e. the Jaipur (the name of a city) Submachine Gun, and the Vajra (a legendary weapon in Indian mythology as well as its mundane and smaller replicas used for religious purposes) GrenadeLauncher).
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** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series, though they ''do'' follow a naming scheme wherein most of their gear has a Hindi name (i.e. the Jaipur (a city) Submachine Gun, and the Vajra GrenadeLauncher).

to:

** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series, though they ''do'' follow a naming scheme wherein most of their gear has a Hindi name (i.e. the Jaipur (a (the name of a city) Submachine Gun, and the Vajra GrenadeLauncher).
Is there an issue? Send a MessageReason:
None


** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series.

to:

** Alphatech equipment is solid and even ''more'' angular, somewhat similar to Hyperdyne weapons. Their offerings (both weapons and attachments) are primarily sandy-beige with grey parts, and are typically quite thin, with tall and narrow profiles from the front and rear. Notably, they do not adhere to the "[=ATM=]-(number)" naming scheme or the design aesthetics seen in the ''Colonial Marines'' comic series.series, though they ''do'' follow a naming scheme wherein most of their gear has a Hindi name (i.e. the Jaipur (a city) Submachine Gun, and the Vajra GrenadeLauncher).

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* AntiArmor: The Armor-Piercing Rounds large magazine upgrade increases damage dealt to armoured targets by 25%.

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* AntiArmor: AntiArmor:
**
The Armor-Piercing Rounds large magazine upgrade Large Magazine attachment increases damage dealt to armoured targets by 25%.25%.
** The Dual Rail Booster Barrel attachment increases damage inflicted on armored enemies by 5% for 3 seconds per hit, stackable up to 5 times.
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* UnnecessaryCombatRoll: Marines (and the synthetic teammates) can perform combat rolls without much difficulty, even when lugging around two weapons and however much other back gear like the Tech's turret or Recon's bulky drone dispenser. It's quite useful though, as rolling renders you immune to acid puddles on the floor and diving off to one side is a great way to get away from a xenomorph that's about to hit you with one of their nasty grab or pounce attacks. You can only manage three combat rolls in quick succession though as there's a simple stamina system to prevent spamming them, and you can't use abilities or perform other actions whilst mid-roll.

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* UnnecessaryCombatRoll: Marines (and the synthetic teammates) can perform combat rolls without much difficulty, even when lugging around two weapons and however much other back gear like the Tech's turret or Recon's bulky drone dispenser. It's quite useful though, as rolling renders you immune to acid puddles on the floor and diving off to one side is a great way to get away from a xenomorph that's about to hit you with one of their nasty grab or pounce attacks. You can only manage three combat rolls in quick succession though as there's a simple stamina system to prevent spamming them, and you can't use abilities or perform other actions whilst mid-roll. If a Doc's Combat Stim ability is active with the Super Serum mod attached however rolling will not stop stamina regeneration like it normally does, thus allowing you to slightly get away with it for the duration.
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* DifficultyLevels: There are five of them. Technically six if you count the new Hardcore mode.
** Casual
** Standard
** Intense
** Extreme
** Insane

to:

* DifficultyLevels: There are five of them. Technically six if you count the new Hardcore mode.
mode. In addition to numerical changes, there is the following:
** Casual
Casual: Infinite revives.
** Standard
Standard: Can only revive four times.
** Intense
Intense: Starting at this difficulty, enemies are not highlighted when aiming down sights, inflict light damage to teammates, and reduced max ammunition. Synthetic teammates are no longer recommended.
** Extreme
Extreme: Fewer first-aid kits and ammo further reduced.
** InsaneInsane: Some enemies now have instantly-lethal grapples. Also, teammates may only be revived once.

Added: 361

Changed: 150

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* ShoutOut: Hyperdyne Systems is a company that makes plasma guns, and synths. All they need now is a well-known product like [[{{Franchise/Terminator}} Skynet]].

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* ShoutOut: ShoutOut:
**
Hyperdyne Systems is a company that makes plasma guns, and synths. All they need now is a well-known product like [[{{Franchise/Terminator}} Skynet]].Skynet]].
** Another ''Terminator'' shout-out is one of the challenge cards, which releases an extremely tough Synth in pursuit of the fireteam as an AdvancingBossOfDoom, having the name "Won't Stop Until You're Dead".

Changed: 89

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* DiegeticInterface: A very minor example that's really more of an easter egg, but most Armat-made weapons have 7-segment display ammo counters (like the original Pulse Rifle's) somewhere on the frame, which is fully accurate to the weapon's current capacity (including modifications and increases from skills/perks) unless you're in the preview menus. It's hard to see, but it's there, and it's the only way to see how much ammo you have in your gun if you have the Disabled HUD challenge card active.

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* DiegeticInterface: A very minor example that's really more of an easter egg, but most Armat-made weapons have 7-segment display ammo counters (like the original Pulse Rifle's) Rifle's, [[https://avp.fandom.com/wiki/File:Aliens-m41a-pulse-rifle-12.jpg as seen here in red]]) somewhere on the frame, which is fully accurate to the weapon's current capacity (including modifications and increases from skills/perks) unless you're in the preview menus. It's hard to see, but it's there, and it's the only way to see how much ammo you have in your gun if you have the Disabled HUD challenge card active.

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