Follow TV Tropes

Following

History VideoGame / AliensFireteamElite

Go To

OR

Is there an issue? Send a MessageReason:
None


** The ''OCAP-91 Volcan'' Heavy Flamethrower. Also made by Hyperdyne, it was originally a crowd-sourced pesticide sprayer that was turned into a [[HomemadeFlamethrower flamethrower]] to combat AlienKudzu that [[ExplosiveBreeeder spread explosively]] after exposure to human agriculture including fertilizer. Hyperdyne licensed the design and refined it to address the lack of incinerators in the Union of Progressive People military.

to:

** The ''OCAP-91 Volcan'' Heavy Flamethrower. Also made by Hyperdyne, it was originally a crowd-sourced pesticide sprayer that was turned into a [[HomemadeFlamethrower flamethrower]] to combat AlienKudzu that [[ExplosiveBreeeder [[ExplosiveBreeder spread explosively]] after exposure to human agriculture including fertilizer. Hyperdyne licensed the design and refined it to address the lack of incinerators in the Union of Progressive People military.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImprovisedWeapon: Some of the firearms in the game are manufactured refinements of such.
** The Hyperdyne ''Rapid Responder'', a [[MoreDakka fully automatic]] [SawedOffShotgun Riot Gun]]. Started off as a disposable zip gun designed by orbital maintenance workers using plumbing pipes and flare gun parts firing custom made shells loaded with whatever materials were available to use as shots. Hyperdyne's refinement is much more durable and is configured for 12-gauge shells.
** The ''OCAP-91 Volcan'' Heavy Flamethrower. Also made by Hyperdyne, it was originally a crowd-sourced pesticide sprayer that was turned into a [[HomemadeFlamethrower flamethrower]] to combat AlienKudzu that [[ExplosiveBreeeder spread explosively]] after exposure to human agriculture including fertilizer. Hyperdyne licensed the design and refined it to address the lack of incinerators in the Union of Progressive People military.
** Weyland-Yutani's ''P.649'' [[EnergyWeapon High Energy Laser]] is a militarized adaptation of existing [[AsteroidMiner mining]] pulse beams.

Added: 414

Changed: 107

Is there an issue? Send a MessageReason:
None


** The ''Quickloader'' and ''Auto-loader'' magazine attachments also allow partial automatic reloading; 10% of the magazine on kill for the former, and 50% chance per kill for 15% of the magazine for the latter. In both cases the numbers round up for weapons with small magazines, so if you're lucky something like the ''Misha'' SawedOffShotgun can fire far more than just two rounds before needing to be reloaded.



* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of the cards is then picked at random. The Cards typically incur an additional challenge (such as "get 50 headshot kills") in exchange for increasing rewards at the end of the mission, though a rare few simply offer increased rewards with no challenge or some kind of buff with no other rewards.

to:

* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of the cards is then picked at random. The Cards typically incur an additional challenge or risk (such as "get 50 headshot kills") kills" or "weapons take twice as long to reload") in exchange for increasing rewards at the end of the mission, though a rare few simply offer increased rewards with no challenge challenge, or some kind of buff with no other rewards.



** Docs have 2 unlockable perks (one universal, one exclusive) that lets you do it in half the time and then gives a +50 percent boost to the health recovered; both extends the Bleedout by 25 percent, giving you more time to revive teammates.

to:

** Docs have 2 unlockable perks (one universal, one exclusive) that lets let you do it in half the time and then gives a +50 percent boost to the health recovered; both extends extend the Bleedout by 25 percent, giving you more time to revive teammates.



** The game is canon to the events of ''TabletopGame/AlienTheRoleplayingGame'', with the Frontier War campaign detailed in the Colonial Marines Operations Manual being an important part of the backstory, and characters like General Vaughn are namechecked. Between the time RPG is set and the timeframe of ''Fireteam'', greater knowledge about both the Xenomorphs and corporate malfeasance related to same has come to light, resulting in the Colonial Marines of ''Fireteam'' having the authorization -- and firepower -- to deal with out of control Company secret projects.

to:

** The game is canon to the events of ''TabletopGame/AlienTheRoleplayingGame'', ''TabletopGame/AlienTheRoleplayingGame'' are treated as canon by the game, with the Frontier War campaign detailed in the Colonial Marines Operations Manual being an important part of the backstory, and characters like General Vaughn are namechecked. Between the time RPG is set and the timeframe of ''Fireteam'', greater knowledge about both the Xenomorphs and corporate malfeasance related to same has come to light, resulting in the Colonial Marines of ''Fireteam'' having the authorization -- and firepower -- to deal with out of control Company secret projects.
Is there an issue? Send a MessageReason:
None


*** Justified in that most if not all of them were designed for use aboard ships and stations in space so they emphasize antipersonnel damage while minimizing structural damage that might result in a breach. Which means they're not that great at breaching the armor of more powerful Xenos.

to:

*** Justified in that most if not all of them were designed for use aboard ships and stations in space so they emphasize antipersonnel damage while minimizing structural damage that might result in a breach. Which means they're not that great at breaching against the armor of more powerful Xenos.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SawedOffShotgun: While ''Fireteam Elite'' doesn't have any shotguns that are ''actually'' sawed off, it has Riot Guns which are miniaturized to Handgun size.


Added DiffLines:

* ShortRangeShotgun: Averted for the most part, especially when aimed to tighten the shot groupings. Certain Muzzles and Optics will increase the Effective Range of shotguns. Played straight(er) with the [[SawedOffShotgun Riot Guns]].
Is there an issue? Send a MessageReason:
None


* HandCannon: The term is used in-game to classify handguns that emphasize 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 power]] over rate of fire and ammunition capacity.
Is there an issue? Send a MessageReason:
None


** Irradiated Spitters: a variant of the spitter that shows up randomly in the second campaign. In addition to a slightly larger health pool, it also spits three globs of acid instead of just one.

to:

** Irradiated Spitters: a variant of the spitter that shows up randomly in the second campaign.campaign as well as the Restock Turrets game mode. In addition to a slightly larger health pool, it also spits three globs of acid instead of just one.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GatlingGood; The sole example in the game is the L59 Minigun (a Heavy weapon) made by Weyland-Yutani. The casing assembly which enables the use of a Large Muzzle makes it resemble the old Maxim or Vickers machine guns, but the multiple barrels are visible and shown to spin during use.

Added: 276

Changed: 50

Is there an issue? Send a MessageReason:
None


''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 three 'seasons' of additional content have been released so far, with the first major expansion, ''Pathogen'', slated for August 2022.

to:

''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 three four 'seasons' of additional content have been released so far, with the first major expansion, ''Pathogen'', slated for August 2022.



* ChargedAttack: The [[EnergyWeapon P.649 High Energy Laser]] newly released in the Season 4 update has a Hold type that increases the damage done by the laser pulse.

to:

* ChargedAttack: The [[EnergyWeapon P.649 High Energy Laser]] newly released in the Season 4 update has a Hold type that increases the damage done by the laser pulse.pulse, at the cost of increased ammo consumption.


Added DiffLines:

* ImprobableAimingSkills: The lore entry for the L33 Pike anti-materiel rifle includes quite possibly one of the most ridiculous examples of this, with a sharpshooter making a shot from Earth orbit into Mars orbit - it supposedly took ''two years'' to connect with its target.

Added: 197

Changed: 256

Is there an issue? Send a MessageReason:
None


* CombatResuscitation: If your health drops to zero, you are knocked down and only able to crawl until an ally revives you. Oh, and there is a limited number of times they can revive you. If all three members of your team go down, it's game over.
** Docs have an unlockable perk that lets them do it in half the time, and another that prevents them from being interrupted by an enemy attack.

to:

* CombatResuscitation: If your health drops to zero, you are knocked down and only able to crawl until an ally revives you. Oh, and there is a limited number of times they can revive you. you and they have to get to you before you bleed out. If all three members of your team go down, it's game over man, game over.
** Docs have an 2 unlockable perk perks (one universal, one exclusive) that lets them you do it in half the time, time and another then gives a +50 percent boost to the health recovered; both extends the Bleedout by 25 percent, giving you more time to revive teammates.
** Docs can also unlock the universal perk Surgeon's Hands
that prevents them from being interrupted by an enemy attack.attack whether they're reviving teammates or trying to activate a mission objective.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HandCannon: The term is used in-game to classify handguns that emphasize damage and stopping power over rate of fire and ammunition capacity.
Is there an issue? Send a MessageReason:
None


** One of the Lancer's abilities is the [[Shoulder Cannon Particle Lance]] which in its default configuration fires a bolt of charged particles that cuts through enemies but is stopped by hard obstacles and structures.

to:

** One of the Lancer's abilities is the [[Shoulder Cannon [[ShoulderCannon Particle Lance]] which in its default configuration fires a bolt of charged particles that cuts through enemies but is stopped by hard obstacles and structures.

Added: 446

Changed: 2

Is there an issue? Send a MessageReason:
None


** The [[PlasmaCannon EVI-87 "Zvezda" Plasma Rifle]] made by Hyperdyne. A rapid fire Auto Rifle said to be a breakthrough in plasma technology compared to the YA and 3WE, whose own plasma technology are still limited to large and bulky anti-armor weapons such as the Boyars PARS 150 phased plasma cannons mounted on the M577 APC or the man portable but still bulky M78 PIG.

to:

** The [[PlasmaCannon EVI-87 "Zvezda" Plasma Rifle]] made by Hyperdyne. A rapid fire Auto Rifle said to be a breakthrough in plasma technology compared to the YA UA and 3WE, whose own plasma technology are still limited to large and bulky anti-armor weapons such as the Boyars PARS 150 phased plasma cannons mounted on the M577 APC or the man portable but still bulky M78 PIG.PIG.
** One of the Lancer's abilities is the [[Shoulder Cannon Particle Lance]] which in its default configuration fires a bolt of charged particles that cuts through enemies but is stopped by hard obstacles and structures.
** The Season 4 update includes the P.649 High Energy Laser, a Heavy weapon also made by Weyland-Yutani that fires single laser pulses but can be [[ChargedAttack charged]] by holding down the trigger to unleash a stronger pulse.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ChargedAttack: The [[EnergyWeapon P.649 High Energy Laser]] newly released in the Season 4 update has a Hold type that increases the damage done by the laser pulse.


Added DiffLines:

* EnergyWeapon: 4 usable by players in the game so far.
** The N79 EVA Laser (a handgun classified as a HandCannon) made by [[MegaCorp Weyland-Yutani]]. Is the only weapon in the game at the moment with [[BottomlessMagazines unlimited fire]], but the trade off is the lack of a Magazine slot for attachments and the tendency to [[{{Overheating}} overheat]] if fired too much in a short time, shutting down temporarily to vent.
** The [[PlasmaCannon EVI-87 "Zvezda" Plasma Rifle]] made by Hyperdyne. A rapid fire Auto Rifle said to be a breakthrough in plasma technology compared to the YA and 3WE, whose own plasma technology are still limited to large and bulky anti-armor weapons such as the Boyars PARS 150 phased plasma cannons mounted on the M577 APC or the man portable but still bulky M78 PIG.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Justified in that most if not all of them were designed for use aboard ships and stations in space so they emphasize antipersonnel damage while minimizing structural damage that might result in a breach. Which means they're not that great at breaching the armor of more powerful Xenos.

Changed: 119

Is there an issue? Send a MessageReason:
None


* AndYourRewardIsClothes: Head accessories and gun decals are sometimes given as rewards for level progression or randomly spawn in hidden caches. One possible item is the classic smartgun eyepiece.

to:

* AndYourRewardIsClothes: Head accessories and gun decals are sometimes given as rewards for level progression or randomly spawn in hidden caches. One possible item is the classic smartgun eyepiece. You also unlock class-specific black-and-red "Specialist Elite" outfits when you raise a particular class to max rank.
Is there an issue? Send a MessageReason:
None


** The Demolisher kit has access to the Sidearm Expertise and Mastery Universal Perks which increases the damage by 20% and autoreloads whenever you reload your other weapons, then increases the Firing Rate by 25% and makes switching to the sidearm near-instantaneous.
** The ''Speak Loud, Carry A Small Stick'' Challenge Card increases sidearm damage by 200% which stacks with the Demolisher Sidearm Perks.

to:

** The Demolisher kit has access to the Sidearm Expertise and Sidearm Mastery Universal Perks which increases the damage by 20% and autoreloads whenever you reload your other weapons, then increases the Firing Rate by 25% and makes switching to the sidearm near-instantaneous.
** The ''Speak Loud, Carry A Small Stick'' Challenge Card challenge card increases sidearm damage by 200% which stacks with the Demolisher Sidearm Perks.
Is there an issue? Send a MessageReason:
None


** The Demolisher kit has access to the Sidearm Expertise and Mastery Perks which increases the damage by 20% and autoreloads whenever you reload your other weapons, then increases the Firing Rate by 25% and makes switching to the sidearm near-instantaneous.

to:

** The Demolisher kit has access to the Sidearm Expertise and Mastery Universal Perks which increases the damage by 20% and autoreloads whenever you reload your other weapons, then increases the Firing Rate by 25% and makes switching to the sidearm near-instantaneous.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Demolisher kit has access to the Sidearm Expertise and Mastery Perks which increases the damage by 20% and autoreloads whenever you reload your other weapons, then increases the Firing Rate by 25% and makes switching to the sidearm near-instantaneous.
** The ''Speak Loud, Carry A Small Stick'' Challenge Card increases sidearm damage by 200% which stacks with the Demolisher Sidearm Perks.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.

Added: 445

Changed: 939

Is there an issue? Send a MessageReason:
None


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



** The M42 Sniper Rifle: While it's damage is one of the highest in the game, its low rate of fire and a high zoom function make it highly impractical to use against most of the forces fought in the games, who are made up of numerous quick enemies. It fares much better against specialist xenomorphs and Wey-Yu synths.

to:

** The M42 Sniper Rifle: Rifles in general. While it's their damage is one of the highest in the game, its very high, their low rate of fire and a the high zoom function of most large scopes make it them highly impractical to use against most of the forces fought in the games, who are made up of numerous quick enemies. It fares They fare much better against specialist xenomorphs and Wey-Yu synths.synths. Possibly the biggest example is the Wey-Yu L33 ''Pike'', a single-shot anti-materiel rifle.



** Rocket and grenade launchers. You'd think the big three-shot rocket launcher would be great against big critters - but no, it's really only good against tightly-packed swarms of Runners. The damage is too low for them to be useful against the elite mooks and minibosses, and the low area effect makes them hard to use effectively.



* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of the cards is then picked at random. Challenge Cards can either be purely beneficial (such as giving every Marine twice as much Health), or they can increase difficulty (such as disabling main weapons and class abilities, so you only have your basic handgun) but grant increased Experience and/or Credits upon mission completion. They also range from deadly serious to quite silly, such as one which gives a small bonus to payouts in exchange for any collision with a teammate having a chance to knock them off their feet.

to:

* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of the cards is then picked at random. Challenge The Cards can either be purely beneficial typically incur an additional challenge (such as giving every Marine twice as much Health), or they can increase difficulty (such as disabling main weapons and class abilities, so you only have your basic handgun) but grant increased Experience and/or Credits upon mission completion. They also range from deadly serious to quite silly, such as one which gives a small bonus to payouts "get 50 headshot kills") in exchange for any collision increasing rewards at the end of the mission, though a rare few simply offer increased rewards with a teammate having a chance to knock them off their feet.no challenge or some kind of buff with no other rewards.



** [[BoringButPractical Gunner]]: The Gunner is a basic but versatile class with access to rifles and a CQW. [[JackOfAllTrades They are solid damage dealers with some utility to the team]], with their abilities "[[ExactlyWhatItSaysOnTheTin Frag Grenade]]" and "Overclock", which deal substantial area damage and increase weapon rate of fire respectively. Their passive ability grants them a stacking damage bonus for every hit, up to a maximum of +20%. They might not have a lot of flashy toys or special abilities, but don't underestimate them.

to:

** [[BoringButPractical Gunner]]: The Gunner is a basic but versatile class with access to rifles and a CQW. [[JackOfAllTrades They are solid damage dealers with some utility to the team]], with their abilities "[[ExactlyWhatItSaysOnTheTin Frag Grenade]]" and "Overclock", which deal substantial area damage and increase weapon rate of fire respectively. Their passive ability grants them a stacking damage bonus for every hit, up to a maximum of +20%. +20%, whilst higher-tier upgrades allow them to apply a DamageIncreasingDebuff. They might not have a lot of flashy toys or special abilities, compared to the other classes, but don't underestimate them.



* LuckilyMyShieldWillProtectMe: The Phalanx class uses a collapsible shield, and it can stop almost anything short of pounce/grapple attacks from Prowlers and the bigger Xenomorphs. It makes the Phalanx very good at drawing the fire of Wey-Yu synths away from teammates. Containment Synths use them as well, but they (thankfully) don't offer magical bulletproof protection.

to:

* LuckilyMyShieldWillProtectMe: The Phalanx class uses a collapsible shield, and it can stop almost anything short of pounce/grapple attacks from Prowlers and the bigger Xenomorphs. It makes the Phalanx very good at drawing the fire of Wey-Yu synths away from teammates. Containment Synths use them as well, but they (thankfully) don't offer magical bulletproof protection.protection; the eye-slit can still be shot through to hit them in the head.
Is there an issue? Send a MessageReason:
None


* StealthPun: The third campaign is called "Gift of Fire". In Greek Mythology, the gift of fire is what the Titan Film/{{Prometheus}} gave to humanity.

to:

* StealthPun: The third campaign is called "Gift "The Gift of Fire". In [[spoiler:In Greek Mythology, the gift of fire is what the Titan Film/{{Prometheus}} ''Film/{{Prometheus}}'' gave to humanity.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StealthPun: The third campaign is called "Gift of Fire". In Greek Mythology, the gift of fire is what the Titan Film/{{Prometheus}} gave to humanity.

Changed: 32

Is there an issue? Send a MessageReason:
None


** [[ExactlyWhatItSaysOnTheTin Synth Sniper]]: an armored synthetic with a highly damaging sniper rifle. Very dangerous to ignore.

to:

** [[ExactlyWhatItSaysOnTheTin Synth Sniper]]: an armored synthetic with a highly damaging sniper rifle.rifle and [[SmokeOut smoke grenades]]. Very dangerous to ignore.

Added: 621

Removed: 368

Is there an issue? Send a MessageReason:
None


* PlayEveryDay: There's a rotating selection of two daily challenges and one weekly challenge. Completing them awards a nice chunk of requisition credits so you can unlock stuff faster, and also rewards a random attachment, consumable, or challenge card.
* PressXToNotDie: Unlike its [[Videogame/Left4Dead inspiration]], you can break free by yourself (aside from having an ally help you) if "elite" class xenomorphs managed to stun you by pressing the indicated buttons. Those "elite" class xenomorphs are: Prowlers, Facehuggers, Warriors, and Praetorians. [[spoiler:Then there's also Stalkers for the pathogen mutants]].



* PressXToNotDie: Unlike its [[Videogame/Left4Dead inspiration]], you can break free by yourself (aside from having an ally help you) if "elite" class xenomorphs managed to stun you by pressing the indicated buttons. Those "elite" class xenomorphs are: Prowlers, Facehuggers, Warriors, and Praetorians. [[spoiler: Then there's also Stalkers for the pathogen mutants]].
Is there an issue? Send a MessageReason:
None


Approximately twenty-three years after the events of [[Film/{{Aliens}} Aliens]], Colonial Marines aboard the USS ''Endeavor'' receive a distress call from the Katanga, a missing refinery station in orbit over the planet LV-895. After boarding the station, they discover that the station has become the site of a xenomorph outbreak. After extracting the [[SoleSurvivor sole survivor]], the marines descend to the planet below, hoping to discover and eliminate the source of the outbreak.

to:

Approximately twenty-three years after the events of [[Film/{{Aliens}} Aliens]], ''Film/{{Aliens}}'', Colonial Marines aboard the USS ''Endeavor'' receive a distress call from the Katanga, a missing refinery station in orbit over the planet LV-895. After boarding the station, they discover that the station has become the site of a xenomorph outbreak. After extracting the [[SoleSurvivor sole survivor]], the marines descend to the planet below, hoping to discover and eliminate the source of the outbreak.

Added: 867

Changed: 442

Is there an issue? Send a MessageReason:
None


* ActionBomb: The "Burster" xenomorphs violently explode when they die, showering anyone they're near with their acidic blood. Also, the [[spoiler: pathogen "Poppers"]]. There's also the Synth Detonators, and, to a lesser degree, ''most'' synths have a chance to go critical on death in a rather spectacular fashion.

to:

* ActionBomb: The "Burster" xenomorphs violently explode when they die, showering anyone they're near with their acidic blood. Also, the [[spoiler: pathogen "Poppers"]]. There's also the Synth Detonators, and, to a lesser degree, ''most'' synths have a chance to go critical on death in a rather spectacular fashion.fashion, which can cause serious damage to anyone standing too close.



* 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.]]

to:

* 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.survivors up until very recently.]]



** 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, have abysmally poor reaction times even on good days, and often walk directly into your line of fire.

to:

** 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.''



* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of them is picked at random. Challenge Cards can either be purely beneficial (such as giving every Marine twice as much Health), or they can increase difficulty (such as disabling main weapons and class abilities, so you only have your basic handgun) but grant increased Experience and/or Credits upon mission completion. They also range from deadly serious to quite silly, such as one which gives a small bonus to payouts in exchange for any collision with a teammate having a chance to knock them off their feet.
* CharacterClassSystem: There are four classes initially available to players, with a fifth unlocking after completing every campaign mission. The game developers have also said they intend to release an additional class every season. Each comes with two different weapon slots and unique set of abilities.

to:

* ChallengeRun: A core game feature, in the form of Challenge Cards. Each player can choose one at the start of a mission if they wish, and one of them the cards is then picked at random. Challenge Cards can either be purely beneficial (such as giving every Marine twice as much Health), or they can increase difficulty (such as disabling main weapons and class abilities, so you only have your basic handgun) but grant increased Experience and/or Credits upon mission completion. They also range from deadly serious to quite silly, such as one which gives a small bonus to payouts in exchange for any collision with a teammate having a chance to knock them off their feet.
* CharacterClassSystem: There are four classes initially available to players, with a fifth unlocking after completing every campaign mission. The game developers have also said they intend to release an additional class every season.classes on a regular basis. Each comes with two different weapon slots and unique set of abilities.



** [[TheBigGuy Demolisher]]: The Demolisher's kit is built around dealing as much damage as possible. They come armed with a rifle and a heavy weapon (smartgun, flamethrower etc.). Their abilities are the [[ShoulderCannon shoulder-mounted]] "Micro Rockets" and "[[BlownAcrossTheRoom Blastwave]]", and their passive causes their damage output to increase when they use make use of them. At higher ranks, they can modify their rockets for increased area denial/crowd control potential.

to:

** [[TheBigGuy Demolisher]]: The Demolisher's kit is built around dealing as much damage as possible. They come armed with a rifle and a heavy weapon (smartgun, flamethrower etc.). Their abilities are the [[ShoulderCannon shoulder-mounted]] "Micro Rockets" and "[[BlownAcrossTheRoom Blastwave]]", and their passive causes their damage output to increase when they use make use of them. At higher ranks, they can modify their rockets with incendiary or concussive warheads for increased area denial/crowd control potential.



** Drones: The "classic", bipedal form of the xenomorph. They will duck in and out of air ducts and narrow cave passages to ambush you and retreat when they take too much damage.
** Synth Warden: an armored synthetic. A bit tougher than regular synth troopers, but not hugely so.

to:

** Drones: The the "classic", bipedal form of the xenomorph. They will duck in and out of air ducts and narrow cave passages to ambush you and retreat you, retreating when they take too much damage.
damage before coming back from another angle.
** Synth Warden: an armored synthetic. A bit tougher than regular synth guards and troopers, but not hugely so.so. Mostly notable in that they use grenades.



* EmergencyWeapon: Each player character has a small sidearm designed with this in mind. It holds ten rounds, does terrible damage compared to other sidearm-class weapons in this game... but it also has unlimited reserve ammo and virtually no recoil. It's useful for popping the alien eggs in later missions without expending main weapon ammo or using abilities, if nothing else.

to:

* EmergencyWeapon: Each player character has a small sidearm designed with this in mind. It holds ten rounds, does terrible damage compared to other sidearm-class weapons in this game... but it also has unlimited reserve ammo and virtually no recoil. It's useful for taking out Wey-Yu landmines or popping the alien eggs in later missions without expending main weapon ammo or using abilities, if nothing else.



* JumpScare: Prowler xenomorphs love to hide where you can't see them, then pounce as soon as you're in view. Even if you know they're there, it can still be come as a shock. An individual Runner will sometimes wait patiently behind a door your about to open, just so it can pull this on you, complete with ScareChord.

to:

* JumpScare: Prowler xenomorphs love to hide where you can't see them, then pounce as soon as you're in view. Even if you know they're there, it can still be come as a shock. An individual Runner will sometimes wait patiently behind a door your you're about to open, open just so it can pull this on you, complete with ScareChord.ScareChord. Less scary since Runners appear on the motion tracker though.



** Xenomorph Warriors: they resemble a large drone, but have an even larger health pool and an armored shell. Also, unlike drones, they do not retreat from battle after taking damage, giving you no reprieve from their attacks.

to:

** Xenomorph Warriors: they resemble a large drone, but have an even larger health pool and an armored shell. Also, unlike drones, they do not retreat from battle after taking too much damage, giving you no reprieve from their attacks.



** Stalkers: [[spoiler: a pathogen-mutated form of life indigenous to LV-895.]] They can cloak to get close, then pounce on you, dealing significant damage.

to:

** Stalkers: [[spoiler: a [[spoiler:A pathogen-mutated form of life indigenous to LV-895.]] They can cloak to get close, then pounce on you, dealing significant damage.



* OneBulletClips: Ammo still in the mag is not discarded on reloading, unless using the ''Mindful Capacity'' challenge card. Even without that card, however, a few weapon mods grant faster reloading on an empty magazine, effectively rewarding players who don't compulsively reload.



* ReliablyUnreliableGuns: Completely averted, unless you're using the ''By the Lowest Bidder'' challenge card - in which case expect frequent jams which must be cleared by reloading. It does give you a significant requisition credit bonus and an extra random attachment as compensation, at least.



* StarterGearStayingPower: Though ''Fireteam Elite'' has RPG elements, all of your starting gear (such as the iconic M41 Pulse Rifle) is entirely viable in most content with the right setups and good aim, and you'll never find weapons that are strictly superior to all others in their group - though there are some definite subpar choices in each tier.

to:

* StarterGearStayingPower: Though ''Fireteam Elite'' has RPG elements, all of your starting gear (such as the iconic M41 Pulse Rifle) is entirely viable in most content with the right setups and good aim, and you'll never find weapons that are strictly superior to all others in their group - though there are some definite subpar choices in each tier.group.


Added DiffLines:

* StickyBomb: An optional upgrade for Gunners at higher ranks turns their basic frag grenade into a remote-detonated stickybomb which is much more versatile than the basic grenade. The Tech's Charge Coils will also stick to things they hit, so you can place them on walls or on the ceiling.
Is there an issue? Send a MessageReason:
None


* RandomEvents: Most missions have some minor randomization of elements to keep things from getting too samey given the small pool of missions. One room in the ''Giants'' campaign, for instance, has been fortified by Wey-Yu's synths and can either be full of hostile mines ''or'' sentries, whilst one of the missions itself can be full of radioactive barrels which means all the Xenomorph Spitters are replaced with beefed-up Irradiated Spitters.

to:

* RandomEvents: RandomEvent: Most missions have some minor randomization of elements to keep things from getting too samey given the small pool of missions. One room in the ''Giants'' campaign, for instance, has been fortified by Wey-Yu's synths and can either be full of hostile mines ''or'' sentries, whilst one of the missions itself can be full of radioactive barrels which means all the Xenomorph Spitters are replaced with beefed-up Irradiated Spitters.

Added: 798

Changed: 249

Is there an issue? Send a MessageReason:
None


* BodyHorror: Any living creature that is exposed to [[spoiler: [[MutagenicGoo the pathogen]]]]. If it doesn't kill them outright, it makes them stronger, faster, and absolutely murderously psychotic.

to:

* BodyHorror: Any living creature that is exposed to [[spoiler: [[MutagenicGoo the pathogen]]]]. If pathogen]]]], if it doesn't just kill them outright, it makes them outright. Those that survive are made stronger, faster, and absolutely murderously psychotic.



* MadeOfPlasticine: There's not much (if any) ''human'' gore, but expect to see the synths get absolutely shredded. [[YourHeadAsplode Their heads will asplode]] from precision shooting, and if they go into their critical failure state then everything above the waist will evaporate in a rapidly expanding cloud of white goo, [[HalfTheManHeUsedToBe leaving naught but their lower half]] to flop to the ground. Bits of xenomorphs can also get blown off (usually those distinctive head crests) but it's not nearly as gratuitous.

to:

* MadeOfPlasticine: There's not much (if any) ''human'' gore, but expect to see the synths get absolutely shredded. [[YourHeadAsplode Their heads will asplode]] from precision shooting, and if they go into their critical failure state then everything above the waist their midsection will evaporate in a rapidly expanding cloud of white goo, [[HalfTheManHeUsedToBe leaving naught but their lower half]] to flop to the ground.ground whilst their upper torso flies several feet into the air. Bits of xenomorphs can also get blown off (usually those distinctive head crests) but it's not nearly as gratuitous.



* MissionControl: Staff sergeant Herrera and the android Esther share this role.

to:

* MissionControl: Staff sergeant Sergeant Herrera and the android Esther share this role.



* RandomEvents: Most missions have some minor randomization of elements to keep things from getting too samey given the small pool of missions. One room in the ''Giants'' campaign, for instance, has been fortified by Wey-Yu's synths and can either be full of hostile mines ''or'' sentries, whilst one of the missions itself can be full of radioactive barrels which means all the Xenomorph Spitters are replaced with beefed-up Irradiated Spitters.



* StarterGearStayingPower: Though ''Fireteam Elite'' has RPG elements, all of your starting gear (such as the iconic M41 Pulse Rifle) is entirely viable in most content with the right setups and good aim, and you'll never find weapons that are strictly superior to all others in their group - though there are some definite subpar choices in each tier.



* SuspiciousVideogameGenerosity: Found an ammo crate, a pack of aid kits, and a crate or two of deployables? You're about to have a holdout sequence. No ifs, ands, or buts.
* VideoGameFlamethrowersSuck: Zig-zagged. There are two flamethrowers available (as a heavy weapon and a CQW), and both are decent options in terms of damage, but have very short range. However, playing on higher difficulties, where friendly-fire is enabled, they can quickly become a liability unless the team has its act together. There are also 'fireball'-type flamethrowers, which lob globs of flaming fuel rather than projecting a constant stream.

to:

* SuspiciousVideogameGenerosity: Found an ammo crate, a pack set of aid kits, and a crate or two of deployables? You're about to have a holdout sequence. No ifs, ands, or buts.
* VideoGameFlamethrowersSuck: Zig-zagged. There are two three flamethrowers available (as a (one heavy weapon and a CQW), two CQ weapons), and both all are decent options in terms of damage, but have very short range. However, playing on higher difficulties, where friendly-fire is enabled, they can quickly become a liability unless the team has its act together. There are also 'fireball'-type flamethrowers, which lob globs of flaming fuel rather than projecting a constant stream.



** 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 related to the standard pulse rifle.

to:

** 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.



** Hyperdyne weaponry is much more angular, with trapezoidal cutouts and flat plastic planes.

to:

** Hyperdyne weaponry is much more angular, with trapezoidal cutouts and flat plastic planes.planes, fitting their simple, 3D-printed origins.
Is there an issue? Send a MessageReason:
None


** [[StoneWall Lancer]]: Added in Season 3, Lancers are a powerful defensive class. They wear armor equipped with a [[EnergyWeapon Particle Lance]] in the [[ShoulderCannon shoulder]], letting them fire a linear blast that will obliterate almost anything it hits, potentially clearing out an entire corridor. Their second ability, "Onslaught," immediately reloads their weapon and keeps it loaded for the duration, increasing damage output and damage resistance while slowing movement speed and fire rate. Their passive, "Overwatch," increases damage up to 15% if they are not moving or stay in cover. They equip a CQW and a heavy weapon. Unlocked abilities as the class levels up make them even better damage sponges.

to:

** [[StoneWall Lancer]]: Added in Season 3, Lancers are a powerful defensive class. They wear armor equipped with a [[EnergyWeapon Particle Lance]] in the [[ShoulderCannon shoulder]], shoulders]], letting them fire a linear blast that will obliterate almost anything it hits, potentially clearing out an entire corridor. Their second ability, "Onslaught," immediately reloads their weapon and keeps it loaded for the duration, increasing damage output and damage resistance while slowing movement speed and fire rate. Their passive, "Overwatch," increases damage up to 15% if they are not moving or stay in cover. They equip a CQW and a heavy weapon. Unlocked abilities as the class levels up make them even better damage sponges.



* ShoulderCannon: The Demolisher class comes equipped with one that fires rockets, either explosive, concussive, or incendiary. The Lancer gets a beam shoulder-cannon which fires a precise enemy-piercing energy blast, but can be altered to fire a wide-dispersal cone or a point-blank wave.

to:

* ShoulderCannon: The Demolisher class comes equipped with one that fires rockets, either explosive, concussive, or incendiary. The Lancer gets a beam shoulder-cannon shoulder-cannons which fires fire a precise enemy-piercing energy blast, but can be altered to fire a wide-dispersal cone or a point-blank wave.

Top