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* MakeMeWannaShout: The Screamers, one of the three base game special Zekes, unleashes ear-piercing screams that attract hordes of regular Zekes to you and your team. The only way to stop it is to kill the Screamers for good.
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* ActionBomb: Bombers! Picture a crazy survivalist who loaded up on tactical gear and had no intention of succumbing to the virus; these guys wear panoramic night-vision goggles and a ''bomb vest''. They tend to announce themselves with a burst of garbled radio noise, followed by the beeping of their vest. The colors of the [=LEDs=] attached to their explosives denote how much time one has left to get out of dodge (yellow for 20 seconds, red for 5), or attempt a leg shot followed by a melee attack to defuse their bombs for some loot. Needless to say, having a Bomber blowing up in your face ''will'' hurt, as well as destroying any loot he might be carrying.

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* ActionBomb: Bombers! Picture a crazy survivalist who loaded up on tactical gear and had no intention of succumbing to the virus; these guys wear panoramic night-vision goggles and a ''bomb vest''. They tend to announce themselves with a burst of garbled radio noise, followed by the beeping of their vest. The colors of the [=LEDs=] attached to their explosives denote how much time one has left to get out of dodge (yellow for 20 seconds, red for 5), or attempt a leg shot followed by a melee attack to defuse their bombs for some loot.loot[[note]]If a Bomber is already approaching with blinking red lights, he cannot be defused and will explode no matter what[[/note]]. Needless to say, having a Bomber blowing up in your face ''will'' hurt, as well as destroying any loot he might be carrying.
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* AcceptableBreaksFromReality: Initially, only a handful of weapons could be silenced and the silencer itself came with various disadvantages to handling and damage. But after the GOTY edition patch, almost all weapons can be fitted with a silencer, with the disadvantages axed. Even such improbable ones as an anti-material gun or a double-barreled shotgun.
* ActionBomb: Bombers! Picture a crazy survivalist who loaded up on tactical gear and had no intention of succumbing to the virus; these guys wear panoramic night-vision goggles and a ''bomb vest''. They tend to announce themselves with a burst of garbled radio noise, followed by the beeping of their vest. Once the light on that vest turns red, there's nothing you can do to stop them from blowing up.

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* AcceptableBreaksFromReality: Initially, only a handful of weapons could be silenced and the silencer itself came with various disadvantages to handling and damage. But after the GOTY edition patch, almost all weapons can be fitted with a silencer, with the disadvantages axed. Even such improbable ones as an anti-material anti-materiel gun or a double-barreled shotgun.
* ActionBomb: Bombers! Picture a crazy survivalist who loaded up on tactical gear and had no intention of succumbing to the virus; these guys wear panoramic night-vision goggles and a ''bomb vest''. They tend to announce themselves with a burst of garbled radio noise, followed by the beeping of their vest. Once The colors of the light on that vest turns red, there's nothing you can do [=LEDs=] attached to stop them from their explosives denote how much time one has left to get out of dodge (yellow for 20 seconds, red for 5), or attempt a leg shot followed by a melee attack to defuse their bombs for some loot. Needless to say, having a Bomber blowing up.up in your face ''will'' hurt, as well as destroying any loot he might be carrying.
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* ZombiePukeAttack: The recently added special Zeke, Infector, can only attack survivors with this, which is a [[OneHitKill insta-kill]] if the covered survivor doesn't clean it quickly via [[PressXtoNotDie button-prompt]].

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* ZombiePukeAttack: The recently added Infector special Zeke, Infector, Zeke can only attack survivors with this, a puke, which is a [[OneHitKill insta-kill]] if the covered survivor doesn't clean it quickly via [[PressXtoNotDie button-prompt]].
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** Juggernauts are similar to Bulls, except they knock over multiple survivors instead of grabbing just one, and have even more durability and no weak spot on their back.

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** Juggernauts (added in the December 2023 "Valley of the Zeke" update) are similar to Bulls, except they knock over multiple survivors instead of grabbing just one, and have even more durability and no weak spot on their back.
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** Juggernauts are similar to Bulls, except they knock over multiple survivors instead of grabbing just one, and have even more durability and no weak spot on their back.

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** The Payload Rifle is what happens when you mix a Barrett M82 with .50 cal BMG Incendiary rounds, the result being a hefty weapon with enough power to kill scores of Zekes with ease at the bare minimum, and anything that isn’t killed from a bullet that can deal with a ''tank'' is turned into giblets and red mist by the following detonation of said round. Fixers can obtain a skill which increases its' magazine size and damage (maximum number of Zeke killed per shot) by 50%. Oh, and they also start the match with one of those on their back.

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** The Payload Rifle is what happens when you mix a Barrett M82 with .50 cal BMG Incendiary rounds, the result being a hefty weapon with enough power to kill scores of Zekes with ease at the bare minimum, and anything that isn’t isn't killed from a bullet that can deal with a ''tank'' is turned into giblets and red mist by the following detonation of said round. Fixers can obtain a skill which increases its' magazine size and damage (maximum number of Zeke killed per shot) by 50%. Oh, and they also start the match with one of those on their back.



** Both Classic and regular Bullpup Rifles fire in burst and ''only'' in a burst. This means you have all the disadvantages of semi-auto (very slow rate of fire, unwieldy against hordes) and full-auto (massive use of ammo), without advantages of either.
** Prestige version of the Classic Bullpup Rifle takes it a step further. Once you are down to last six rounds in your mag, it receives a massive damage and penetration bonus. But since it's a burst-fire gun, that means two shots that only with perfect aiming and favourable situation will be anything else than total overkill of two targets. And then you have to reload anyway, making the power up a complete gimmick.

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** Both Classic and regular Bullpup Rifles fire in burst and ''only'' in a burst. This means you have all the disadvantages of semi-auto (very slow rate of fire, unwieldy against hordes) and full-auto (massive use of ammo), without advantages of either.
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either. Prestige version of perk on the Classic Bullpup Rifle Rifle, Scorpion Sting, takes it a step further. Once you are down to last six rounds in your mag, it receives a massive damage and penetration bonus. But since it's a burst-fire gun, that means two shots that only with perfect aiming and favourable situation will be anything else than total overkill of two targets. And then you have to reload anyway, making the power up a complete gimmick. Its utility was slightly increased after weapons got an overhaul system, since the perk can be put on the standard-issue Classic Bullpup Rifle that's a better gun than the old prestige variant, but it's still very situational.



** Downplayed with Advanced Combat Weapon. It's a great gun, and with minimal player training, it becomes a truly devastating weapon. However, since it's already firing explosive rounds, it can't use Fixer's ammunition boxes and takes ''a lot'' of ammo from ammo crates. This renders it near-useless in Horde mode, where just about any other gun is more economical to use, and when doing challenges that limit one way or another access to ammunition. It also requires significant party communication when playing on Extreme difficulty, as one can deplete all the ammo for the rest of the team purely by accident - ACW user should ''always'' be the last person picking up ammo from the crate.



* DeadlyRotaryFan: During the finale of Jerusalem's last level, the squad can open up panels in the ground, temporarily revealing giant fan blades that chop up hordes.

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* DeadlyRotaryFan: During the finale of Jerusalem's last level, the squad can open up panels in the ground, temporarily revealing giant fan blades that chop up hordes. Horde Mode XL added those as defenses that can be unlocked by players - they have a high upfront cost, but unlike other defenses, never wear down, just need time to recharge.


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* LowLevelRun: One of the most common mutators for challenges is "Rookie", disabling all but the first level perk of any given class. Depending on circumstances, this varies from a non-issue to making the challenge near-impossible to finish.
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** Also played with in the case of the right build for Gunslingers. When they have an Assault Rifle (and they can start with one), it can be fitted with an item perk, reloading the gun instantly when equipment is used. Gunslingers are carrying 2 grenades on them, meaning they can "reload" twice without really doing so, and with the right perk, they can also restore extra grenades in the process of headshoting all the Zekes (or even simply start with three grenades, to make things easier). This, in total, can allow to burn through the entire ammo supply of the Assault Rifle without having to do a single actual reload. However, time it poorly and you will have to reload manually or, worse, get the automatic reload right after doing so.

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** "Enemy" automated turrets have unlimited ammo. Capture them and, while they are no longer hostile toward you, they operate as regular turrets, requiring reloads. Depending on situation, it might be beneficial to leave them be.



** In the New York missions preview, we can hear a radio transmission from the United States Army that has prepared numerous amounts of artillery and other military hardware to annihilate the zombie hordes from New York and "just for the giggles". This brings up the memory of the Battle of Yonkers in the novel, where the US Army amassed a huge amount of military arsenals to defeat the New York hordes during the Great Panic, only to fail catastrophically.

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** In the New York missions preview, we can hear a radio transmission from the United States Army that has prepared numerous amounts of artillery and other military hardware to annihilate the zombie hordes from New York and "just for the giggles". This brings up the memory of the Battle of Yonkers in the novel, where the US Army amassed a huge amount of military arsenals to defeat the New York hordes during the Great Panic, only to fail catastrophically.catastrophically[[note]]Hoever, if you pay attention to the details of the transmission, it is ''not'' preparation for the Battle of Yonkers - the military is scrapping together but a handful of artillery pieces, suggesting it's before the Yonker disaster or, to make it worse, after it, [[MilitariesAreUseless meaning they've learned nothing from that stunt]].[[/note]].


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* {{Nerf}}: Originally, the default pistol had a special, late-game item perk that significantly bolstered its applicability - most importantly by providing 2 points of penetration, on top of increasing the raw power of the gun. After the weapon system was reworked, that perk was moved ''waaaay'' further down the line, the effectiveness of it decreased, the general stopping power of the pistol got ''also'' decreased (and the item perk lost damage buff) and it takes ''twice'' as much extra grind, assuming you've got that perk prior and maxed out pistol level. Oh, and it also requires collecting all the documents from ''Dead in the Water'' mission, which is among the most detested missions in the game, especially in challenge mode (and collecting the documents is a grind on its own). After passing through all the requirements, the gun is still a pale shadow of what it was when maxed out, enforcing headshots to make it viable at all - and without that lvl 13 upgrade, it just plainly sucks.
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** Snakebite SMG is a prestigious version of the regular, tier I SMG. You can empty the entire, 40-rounds magazine in ''one second''. It's as useful and practical as you think it is, given all ''other'' stats are unchanged.

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** Snakebite SMG is a prestigious version of the regular, tier I SMG. You can empty the entire, 40-rounds magazine in ''one second''. It's as useful and practical as you think it is, given all ''other'' stats are unchanged. However, once weapon upgrades were overhauled, it was revealed that the weapon's perk ''was'', in fact, increasing damage of the SMG, thanks to the sheer MoreDakka.

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* GunshipRescue: The JSDF manage to scramble a helo for the Cruise Ship finale, and it arrives to provide machinegun fire via one of the door guns towards the end of the final showdown.

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* GunshipRescue: GunshipRescue:
**
The JSDF manage to scramble a helo for the Cruise Ship finale, and it arrives to provide machinegun fire via one of the door guns towards the end of the final showdown.showdown.
** When all seems lost in Kamchatka, a sudden strike from a Russian helicopter clears the path for Team 4. In turn, they offer the pilot vital protection to refuel, so he can perform the trope somewhere else.
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* NeverSplitTheParty: The game is '''built''' on this trope. Get separated or lose track of your teammates and YouAreAlreadyDead. That said, the game ''is'' somewhat more forgiving in that regard than its inspiration ''VideoGame/Left4Dead''; a lone survivor has a decent chance of reacting to and handling the game's disablers, Lurkers and Bulls, whereas in ''Left 4 Dead'' disablers are more numerous, much faster, and much better at ambushes. Also, the durability of a Bull is aobut several dozen bullets, compared to the hundreds of bullets it takes to take out a Tank, so one can be handled by 1 or 2 survivors rather than requiring the whole group together. Large hordes during horde defense events ''will'' destroy separated survivors, though.

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* NeverSplitTheParty: The game is '''built''' on this trope. Get separated or lose track of your teammates and YouAreAlreadyDead. That said, the game ''is'' somewhat more forgiving in that regard than its inspiration ''VideoGame/Left4Dead''; a lone survivor has a decent chance of reacting to and handling the game's disablers, Lurkers and Bulls, whereas in ''Left 4 Dead'' disablers are more numerous, much faster, and much better at ambushes. Also, the durability of a Bull is aobut about several dozen bullets, compared to the hundreds of bullets it takes to take out a Tank, so one can be handled by 1 or 2 survivors rather than requiring the whole group together. Large hordes during horde defense events ''will'' destroy separated survivors, though.though, unless a highly specific build for Slasher is in use. On the highest two difficulty levels, however, all bets are off.
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* NeverSplitTheParty: The game is '''built''' on this trope. Get separated or lose track of your teammates and YouAreAlreadyDead.

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* NeverSplitTheParty: The game is '''built''' on this trope. Get separated or lose track of your teammates and YouAreAlreadyDead. That said, the game ''is'' somewhat more forgiving in that regard than its inspiration ''VideoGame/Left4Dead''; a lone survivor has a decent chance of reacting to and handling the game's disablers, Lurkers and Bulls, whereas in ''Left 4 Dead'' disablers are more numerous, much faster, and much better at ambushes. Also, the durability of a Bull is aobut several dozen bullets, compared to the hundreds of bullets it takes to take out a Tank, so one can be handled by 1 or 2 survivors rather than requiring the whole group together. Large hordes during horde defense events ''will'' destroy separated survivors, though.
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** Infectors have a projectile attack that can convert survivors into zombies if it's not dealt with quickly.

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** Infectors have very high health (though still a distant second to the Bull) and a projectile attack that can convert survivors into zombies if it's not dealt with quickly.



** Also, freshly zombified player characters or [=NPCs=] are ''slightly'' tougher than regular zombies, though the difference is fairly small.

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** Also, freshly zombified player characters or [=NPCs=] are ''slightly'' tougher than regular zombies, zombies (able to survive several assault rifle shots instead of just a couple, putting their durability on par with most specials other than the Bull and Infector), though the difference is fairly small.
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It was possible to pull ever since Moscow was added to the game


* PeninsulaOfPowerleveling: With the "Horde Mode XL" update, the current fastest way to level up weapons is on the first stage of Moscow on the easiest difficulty where there's a ton of guns that spawn in the level that players can grab. Activate the defense horde mission, kill all the zombies until the experience needed for the gun that you are currently holding is maxed out, switch to a different gun found in the level, and repeat until all the guns that you have picked up are all maxed out. Then either just die or complete the mission and watch as the guns that you held all level up to the next level.

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* PeninsulaOfPowerleveling: With the "Horde Mode XL" update, the PeninsulaOfPowerLeveling: The current fastest way to level up weapons is on the first stage of Moscow on the easiest difficulty where there's a ton of guns that spawn in the level that players can grab. Activate the defense second alarm and it will spawn an infinite horde mission, kill all of zombies, while you have the zombies until high ground and easy killboxes to slaughter whatever tries to climb up. Once the experience needed for the gun that you are currently holding is maxed out, switch to a different gun found in the level, and repeat until all the guns that you have picked up are all maxed out. Then either just die or complete the mission and watch as the guns that you held all level up to the next level.
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* PeninsulaOfPowerleveling: With the "Horde Mode XL" update, the current fastest way to level up weapons is on the first stage of Moscow on the easiest difficulty where there's a ton of guns that spawn in the level that players can grab. Activate the defense horde mission, kill all the zombies until the experience needed for the gun that you are currently holding is maxed out, switch to a different gun found in the level, and repeat until all the guns that you have picked up are all maxed out. Then either just die or complete the mission and watch as the guns that you held all level up to the next level.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: Tashaun Burnell uses a fire ax as his melee weapon to kill Zekes that get too close to him [[JustifiedTrope Justified]] as he was a firefighter before the Zeke outbreak. The Aftermath update allows players to choose which melee weapon they want for any character.

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