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* WinBackTheCrowd: Whilst ''VideoGame/AlienIsolation'' has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of ''Aliens'', this game is effectively the answer to the disaster that was ''VideoGame/AliensColonialMarines''. Yes, ''Fireteam Elite'' definitely has its flaws (such as being unable to crouch), but the game unlike ''Colonial Marines'', wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view ''Fireteam Elite'' as what ''Colonial Marines'' should have been.

to:

* WinBackTheCrowd: Whilst ''VideoGame/AlienIsolation'' has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of ''Aliens'', this game is effectively the answer to the disaster that was ''VideoGame/AliensColonialMarines''. Yes, ''Fireteam Elite'' definitely has its flaws (such as being unable to crouch), controls issues with the lack of crouch and crawl, and the relatively short campaign), but the game game, unlike ''Colonial Marines'', wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view ''Fireteam Elite'' as what ''Colonial Marines'' should have been.

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* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with your companion bots possessing infinite heals on a cooldown negating the need for the trauma station, and the Doc having far less access to reliable damage boosting. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them with combat stims.
** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. Instead it regains around a quarter of its maximum capacity any time a member of the squad picks up an aid kit, and since marines can only ''carry'' a single aid kit, that means using them much more often when it might be better to save them. This essentially 'limits' the trauma station to patching up scratches and scrapes between major encounters and means it can't be used to supplant aid kits entirely. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun, with less ready access to damage-increasing buffs like Gunner or Recon. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.
*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their buffs or debuffs even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.
*** ''Pathogen'' introduced a new Ability Modifier for the Trauma Station to address the complaint, the Field Station. Although it holds 33% less medication charge, its area of effect is larger and healing efficiency is boosted by 50%. Most importantly, kills scored by the Doc recharges the medication some at the cost of reduced amounts gained from the fireteam picking up First Aid Kits.
** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility and making it very difficult to get headshots with unless you focus everything on boosting its accuracy. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage, 6A Jaipur, or PPZ-49 Vol [=SMGs=]).
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Oops. Forgot that one.


* WinBackTheCrowd: Whilst VideoGame/AlienIsolation has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of ''Aliens'', this game is effectively the answer to the disaster that was ''VideoGame/AliensColonialMarines''. Yes, ''Fireteam Elite'' definitely has its flaws (such as being unable to crouch), but the game unlike ''Colonial Marines'', wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view ''Fireteam Elite'' as what ''Colonial Marines'' should have been.

to:

* WinBackTheCrowd: Whilst VideoGame/AlienIsolation ''VideoGame/AlienIsolation'' has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of ''Aliens'', this game is effectively the answer to the disaster that was ''VideoGame/AliensColonialMarines''. Yes, ''Fireteam Elite'' definitely has its flaws (such as being unable to crouch), but the game unlike ''Colonial Marines'', wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view ''Fireteam Elite'' as what ''Colonial Marines'' should have been.
Is there an issue? Send a MessageReason:
None


* WinBackTheCrowd: Whilst VideoGame/AlienIsolation has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of Aliens, this game is effectively the answer to the disaster that was VideoGame/AliensColonialMarines. Yes, Fireteam Elite definitely has its flaws, but the game unlike Colonial Marines, wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view Fireteam Elite as what Colonial Marines ''should have been''.

to:

* WinBackTheCrowd: Whilst VideoGame/AlienIsolation has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of Aliens, ''Aliens'', this game is effectively the answer to the disaster that was VideoGame/AliensColonialMarines. ''VideoGame/AliensColonialMarines''. Yes, Fireteam Elite ''Fireteam Elite'' definitely has its flaws, flaws (such as being unable to crouch), but the game unlike Colonial Marines, ''Colonial Marines'', wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view Fireteam Elite ''Fireteam Elite'' as what Colonial Marines ''should ''Colonial Marines'' should have been''.been.

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* ScrappyWeapon: The N79 EVA Laser is an oddity in the game. In a large roster of weapons that is overall, incredibly balanced; with each weapon finding its own niche and specific playstyle with their own strengths and weaknesses, the N79 EVA Laser stands out for being objectively not a good weapon. Yes, it is both an incredibly accurate weapon, hits like a truck and has infinite ammo. But it overheats way too fast to the point of being detrimental, making it god awfully inconsistent in a game where consistency in fire rate is key to success. Whilst it may be a powerful weapon against single, high-health targets like Combat Synths, it really does suffer against swarms of Xenomorphs where you would most likely be overheating more than you are killing xenos with it. As such, some fans has found the N79 EVA Laser incredibly annoying to use and just not fun; opting for more traditional sidearms as a better alternative.


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* WinBackTheCrowd: Whilst VideoGame/AlienIsolation has effectively single-handedly revived the entire franchise, for the fans that are into the more action-orientated part of Aliens, this game is effectively the answer to the disaster that was VideoGame/AliensColonialMarines. Yes, Fireteam Elite definitely has its flaws, but the game unlike Colonial Marines, wasn't a [[Main/ObviousBeta buggy mess]] that duped thousands into thinking it would be a triple A experience. Likewise, the game offers a surprising diversity and selection of different weapons, class abilities and enemy variants that is overall, incredibly balanced with a few exceptions. As such, many view Fireteam Elite as what Colonial Marines ''should have been''.

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* ItsShortSoItSucks: A common complaint is that the story campaign just isn't very long, with only twelve missions, each taking less than half an hour to clear even if you take things fairly slow.

to:

* ItsShortSoItSucks: A common complaint is that the story campaign just isn't very long, with only twelve missions, each taking less than half an hour to clear even if you take things fairly slow. The new ''Pathogen'' 'campaign' hasn't helped much with these complaints, consisting of only three missions.



* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with your companion bots possessing infinite heals on a cooldown, negating the need for the trauma station. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them with combat stims.

to:

* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with your companion bots possessing infinite heals on a cooldown, cooldown negating the need for the trauma station.station, and the Doc having far less access to reliable damage boosting. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them with combat stims.



** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility and making it very difficult to get headshots with. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage or PPZ-49 Vol [=SMGs=]).

to:

** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility and making it very difficult to get headshots with. with unless you focus everything on boosting its accuracy. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage Barrage, 6A Jaipur, or PPZ-49 Vol [=SMGs=]).
Is there an issue? Send a MessageReason:
None


*** ''Pathogen'' introduced a new Ability Modifier for the Trauma Station to address the complaint, the Field Station. Although it holds 33% less medication charge, its healingradius is increased and healing efficiency is boosted by 50%. Most importantly, kills scored by the Doc recharges the medication some at the cost of reduced amounts gained from the fireteam picking up First Aid Kits.

to:

*** ''Pathogen'' introduced a new Ability Modifier for the Trauma Station to address the complaint, the Field Station. Although it holds 33% less medication charge, its healingradius area of effect is increased larger and healing efficiency is boosted by 50%. Most importantly, kills scored by the Doc recharges the medication some at the cost of reduced amounts gained from the fireteam picking up First Aid Kits.
Is there an issue? Send a MessageReason:
None

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*** ''Pathogen'' introduced a new Ability Modifier for the Trauma Station to address the complaint, the Field Station. Although it holds 33% less medication charge, its healingradius is increased and healing efficiency is boosted by 50%. Most importantly, kills scored by the Doc recharges the medication some at the cost of reduced amounts gained from the fireteam picking up First Aid Kits.
Is there an issue? Send a MessageReason:
None


*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.

to:

*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities buffs or debuffs even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.
Is there an issue? Send a MessageReason:
None


*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppressing Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.

to:

*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppressing Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.
Is there an issue? Send a MessageReason:
None


*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.

to:

*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Suppressing Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.
Is there an issue? Send a MessageReason:
None


*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability alters and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.

to:

*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability alters replacers and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Somewhat mitigated in that the alternate abilities (Painkiller and Suppression Stations) are still useful for their non-healing abilities even when the medication is depleted. Which of course requires reaching high enough rank to unlock the ability alters and having to play ''VideoGame/{{Tetris}}'' with the Perk Chart.

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** The Katanga is plagued by falling grates and leaky pipes that make very xenomorph-like hisses: no matter how many of them go off in sequence, you can never ''quite'' ignore them, because every so often you will be attacked. [=LV-895=] isn't much better, with loose rocks falling from the ceiling every so often. The only place that isn't quite so bad is [[spoiler:the deeper Engineer ruins and the inside of the ship]].

to:

** The Katanga is plagued by falling grates and leaky pipes that make very xenomorph-like hisses: no matter how many of them go off in sequence, you can never ''quite'' ignore them, because every so often you will be attacked. [=LV-895=] isn't much better, with loose rocks falling from the ceiling every so often. The only place that isn't quite so bad is [[spoiler:the deeper Engineer ruins and the inside of the ship]].ship, but they're plagued by their own brands of DemonicSpiders]].



** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring the Doc ''pick up health kits'' to refill it, and even then it only grants about a quarter of the station's reserve. Marines are only able to carry one aid kit, meaning the Doc will be hogging all the health items, and using them when you don't want to in order to keep their station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.

to:

** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring the Doc ''pick up health kits'' to refill it, and even then own. Instead it only grants about regains around a quarter of its maximum capacity any time a member of the station's reserve. Marines are only able to carry one squad picks up an aid kit, meaning the Doc will be hogging all the health items, and since marines can only ''carry'' a single aid kit, that means using them much more often when you don't want it might be better to in order to keep their save them. This essentially 'limits' the trauma station full. to patching up scratches and scrapes between major encounters and means it can't be used to supplant aid kits entirely. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun.handgun, with less ready access to damage-increasing buffs like Gunner or Recon. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.

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* DemonicSpiders: Prowler xenomorphs. Getting attacked by one triggers a [[PressXToNotDie quick-time event]] that drains your health until you can successfully throw them off or your team shoots it for you. On higher difficulties, they can be a real pain.

to:

* DemonicSpiders: Prowler xenomorphs. Getting attacked by one triggers a [[PressXToNotDie quick-time event]] that drains your health until you can successfully throw them off or your team shoots it for you. On higher difficulties, they can be a real pain. Drones as well if you don't keep on top of them, since their pounce ''isn't'' something you can escape with inputs; they strike, tear off a chunk of your health, and then disappear into the vents to try and strike again when you're least expecting it.



* ItsShortSoItSucks: A common complaint is that the story campaign just isn't very long, with only twelve missions, each taking less than half an hour to clear.
* SugarWiki/NoProblemWithLicensedGames: In contrast to the infamous [[VideoGame/AliensColonialMarines last attempt]] at an ''Alien'' shooter, ''Fireteam Elite'' has fared better. The class-system, as well as ties to the franchise's aesthetics and lore have been touted as points in its favor. Reviewers can generally agree that, while not a perfect game, it is ''fun''. Some leniency can also be given since this is the first major release of a new, and fairly small, studio, and it's clearly made by people who care about the franchise rather than being a soulless cashgrab tie-in.

to:

* ItsShortSoItSucks: A common complaint is that the story campaign just isn't very long, with only twelve missions, each taking less than half an hour to clear.
clear even if you take things fairly slow.
* SugarWiki/NoProblemWithLicensedGames: In contrast to the infamous [[VideoGame/AliensColonialMarines last attempt]] at an ''Alien'' shooter, ''Fireteam Elite'' has fared better. The class-system, as well as ties to the franchise's aesthetics and lore have been touted as points in its favor. Reviewers can generally agree that, while not a perfect game, it is ''fun''. Some leniency can also be given since this is the first major release of a new, and fairly small, studio, and it's clearly made by people who care about the franchise rather than being a soulless cashgrab tie-in.franchise.



** Again, prowler xenomorphs. They will lay in wait around corners and on ceilings, perfectly still so as not to show up on motion trackers. The sound of their breathing is the only way you'll be made aware of their presence. And even if you hear them, you may not ''see'' them in time to avoid being subjected to a [[JumpScare Jump Scare]].
** The Katanga is plagued by falling grates and leaky pipes that make very xenomorph-like hisses: no matter how many of them go off in sequence, you can never ''quite'' ignore them, because every so often you will be attacked...

to:

** Again, prowler xenomorphs. They will lay in wait around corners and on ceilings, perfectly still so as not to show up on motion trackers. The sound of their breathing is the only way you'll be made aware of their presence. And even if you hear them, you may not ''see'' them in time to avoid being subjected to a [[JumpScare Jump Scare]].
pounced.
** The Katanga is plagued by falling grates and leaky pipes that make very xenomorph-like hisses: no matter how many of them go off in sequence, you can never ''quite'' ignore them, because every so often you will be attacked...attacked. [=LV-895=] isn't much better, with loose rocks falling from the ceiling every so often. The only place that isn't quite so bad is [[spoiler:the deeper Engineer ruins and the inside of the ship]].

Changed: 213

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** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring the Doc ''use health kits'' (either on themselves or on other players) to refill it, and even then it's a pretty limited recharge. Marines are only able to carry one aid kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.
** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage SMG).

to:

** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring the Doc ''use ''pick up health kits'' (either on themselves or on other players) to refill it, and even then it's it only grants about a pretty limited recharge. quarter of the station's reserve. Marines are only able to carry one aid kit, meaning you'll be the one Doc will be hogging all the health items, and using them when you don't want to in order to keep your their station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.
** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility. utility and making it very difficult to get headshots with. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage SMG).or PPZ-49 Vol [=SMGs=]).

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Changed: 105

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** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring health kits to refill it. Marines are only able to carry one aid kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.

to:

** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring the Doc ''use health kits kits'' (either on themselves or on other players) to refill it.it, and even then it's a pretty limited recharge. Marines are only able to carry one aid kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.anyway.
** As far as [=CQWs=] go, the basic M39 SMG is just miserable. Whilst the stopping power is ''passable'' its accuracy is horrendous beyond arm's length, severely limiting its utility. There are far better choices in the category, either for short-range stopping power (such as the M37 Shotgun) or mid-range automatic fire (like the X43 Barrage SMG).

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* CaptainObviousReveal: It's rather obvious from her rather monotone voice and ''complete'' lack of interest in being rescued that [[spoiler: [[PunnyName Cynthia]]]] is a synthetic.

to:

* CaptainObviousReveal: It's rather obvious from her rather monotone voice and voice, ''complete'' lack of interest in being rescued rescued, and repeated insistence that there are no ''human'' survivors that [[spoiler: [[PunnyName Cynthia]]]] is a synthetic.



** See also: Facehuggers. They're small, they're fast, and whilst they're fragile, if they jump at you they'll put you in the same kind of quick-time event as Prowlers. If you're careless you can be dealing with swarms of the little buggers during the final campaign, given you're walking into the Xeno Hive aboard Katanga and there's eggs absolutely everywhere.



* SugarWiki/NoProblemWithLicensedGames: In contrast to the infamous [[VideoGame/AliensColonialMarines last attempt]] at an ''Alien'' shooter, ''Fireteam Elite'' has fared better. The class-system, as well as ties to the franchise's aesthetics and lore have been touted as points in its favor. Reviewers can generally agree that, while not a perfect game, it is ''fun''.

to:

* SugarWiki/NoProblemWithLicensedGames: In contrast to the infamous [[VideoGame/AliensColonialMarines last attempt]] at an ''Alien'' shooter, ''Fireteam Elite'' has fared better. The class-system, as well as ties to the franchise's aesthetics and lore have been touted as points in its favor. Reviewers can generally agree that, while not a perfect game, it is ''fun''. Some leniency can also be given since this is the first major release of a new, and fairly small, studio, and it's clearly made by people who care about the franchise rather than being a soulless cashgrab tie-in.



* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with you companion bots possessing infinite heals on a cooldown, negating the need for the trauma station. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them with combat stims.
** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring health kits to refill it. The doc is only able to carry one kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock.

to:

* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with you your companion bots possessing infinite heals on a cooldown, negating the need for the trauma station. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them with combat stims.
** It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring health kits to refill it. The doc is Marines are only able to carry one aid kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock.unlock... ''and'' you can slot them on other classes once you've unlocked them anyway.
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Narm is for bad writing or acting that makes a scene unintentionally hilarious.


* {{Narm}}: On missions that take place aboard the Katanga, what feels like every single ceiling vent will have its covering fall to the ground just as you walk under it. Most of the time, there won't even be any xenomorphs that crawl out of them. After watching three vent caps fall to the ground in as many seconds, all in a neat row, it becomes a bit of an eyeroll.
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* GoddamnedBats: [[spoiler: Pathogen "Poppers".]] They spawn in ridiculous numbers during the third and final level of "The Gift of Fire", move fast and are capable of quickly whittling down your health if you don't gun them down fast enough.

to:

* GoddamnedBats: [[spoiler: Pathogen "Poppers".]] They spawn in ridiculous numbers during the third and final level of "The Gift of Fire", move fast and are capable of quickly whittling down your health if you don't gun them down fast enough. Not to mention they're more durable than you might think, so flamethrowers, while certainly effective, aren't quite the game-clincher against them one might be tempted to believe.
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** It's not much better with multiplayer, unfortunately. Because of the funny way the Doc's healing station works, unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring health kits to refill it. The doc is only able to carry one kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock.

to:

** It's not much better with multiplayer, unfortunately. Because unfortunately, because of the funny way the Doc's healing station works, works; unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own, requiring health kits to refill it. The doc is only able to carry one kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry a rifle and a handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock.

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* ParanoiaFuel: Again, prowler xenomorphs. They will lay in wait around corners and on ceilings, perfectly still so as not to show up on motion trackers. The sound of their breathing is the only way you'll be made aware of their presence. And even if you hear them, you may not ''see'' them in time to avoid being subjected to a [[JumpScare Jump Scare]].

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* ParanoiaFuel: ParanoiaFuel:
**
Again, prowler xenomorphs. They will lay in wait around corners and on ceilings, perfectly still so as not to show up on motion trackers. The sound of their breathing is the only way you'll be made aware of their presence. And even if you hear them, you may not ''see'' them in time to avoid being subjected to a [[JumpScare Jump Scare]].
** The Katanga is plagued by falling grates and leaky pipes that make very xenomorph-like hisses: no matter how many of them go off in sequence, you can never ''quite'' ignore them, because every so often you will be attacked...
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* ItsShortSoItSucks: A common complaint is that the story campaign just isn't very long, with only twelve missions, each taking less than half an hour to clear.


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*SugarWiki/NoProblemWithLicensedGames: In contrast to the infamous [[VideoGame/AliensColonialMarines last attempt]] at an ''Alien'' shooter, ''Fireteam Elite'' has fared better. The class-system, as well as ties to the franchise's aesthetics and lore have been touted as points in its favor. Reviewers can generally agree that, while not a perfect game, it is ''fun''.

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*{{Narm}}: On missions that take place aboard the Katanga, what feels like every single ceiling vent will have its covering fall to the ground just as you walk under it. Most of the time, there won't even be any xenomorphs that crawl out of them. After watching three vent caps fall to the ground in as many seconds, all in a neat row, it becomes a bit of an eyeroll.



* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with bots possessing infinite heals on a cooldown, and abilities that focus firmly on buffing your fellow players: unfortunately, the bots are [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them to their fullest extent. It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works: unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. In order to top it up, you need to grab health kits, the doc only able to carry one of which like any other class, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry an assault rifle and a magnum.

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* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with you companion bots possessing infinite heals on a cooldown, and abilities that focus firmly on buffing your fellow players: unfortunately, negating the need for the trauma station. The bots are also [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them to their fullest extent. with combat stims.
**
It's not much better with multiplayer, unfortunately, because unfortunately. Because of the funny way the Doc's healing station works: works, unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. In order to top it up, you need to grab own, requiring health kits, the kits to refill it. The doc is only able to carry one of which like any other class, kit, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry an assault a rifle and a magnum.handgun. Their only real use is picking up downed allies quickly and without being interrupted by enemies, but those perks require a higher level to unlock.
Is there an issue? Send a MessageReason:
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* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with bots possessing infinite heals on a cooldown, and abilities that focus firmly on buffing your fellow players: unfortunately, the bots are [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them to their fullest extent. It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works: unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. In order to top it up, you need to grab health kits, the doc only able to carry one of which like any other class, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full.

to:

* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with bots possessing infinite heals on a cooldown, and abilities that focus firmly on buffing your fellow players: unfortunately, the bots are [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them to their fullest extent. It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works: unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. In order to top it up, you need to grab health kits, the doc only able to carry one of which like any other class, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full. To top it all off, the Doc is severely restricted in the firepower department, only able to carry an assault rifle and a magnum.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TierInducedScrappy: The Doc. The class is a virtual liability on single-player, with bots possessing infinite heals on a cooldown, and abilities that focus firmly on buffing your fellow players: unfortunately, the bots are [[ArtificialStupidity malfunctioning idiots]] who really can't take advantage of the boons you give them to their fullest extent. It's not much better with multiplayer, unfortunately, because of the funny way the Doc's healing station works: unlike ''literally any other ability in the game'', the healing station doesn't recharge on its own. In order to top it up, you need to grab health kits, the doc only able to carry one of which like any other class, meaning you'll be the one hogging all the health items, and using them when you don't want to in order to keep your station full.
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* CaptainObviousReveal: It's rather obvious from her rather monotone voice and ''complete'' lack of interest in being rescued that [[spoiler: [[PunnyName Cynthia]]]] is a synthetic.
** What may come as a bit more of a surprise, however, is that [[spoiler: she isn't a mere android. Cynthia, or rather "SN/TH/YA", is the AI in charge of the entire Weyland-Yutani operation on LV-895. And she's gone rogue.]]
* DemonicSpiders: Prowler xenomorphs. Getting attacked by one triggers a [[PressXToNotDie quick-time event]] that drains your health until you can successfully throw them off or your team shoots it for you. On higher difficulties, they can be a real pain.
*GoddamnedBats: [[spoiler: Pathogen "Poppers".]] They spawn in ridiculous numbers during the third and final level of "The Gift of Fire", move fast and are capable of quickly whittling down your health if you don't gun them down fast enough.
*ParanoiaFuel: Again, prowler xenomorphs. They will lay in wait around corners and on ceilings, perfectly still so as not to show up on motion trackers. The sound of their breathing is the only way you'll be made aware of their presence. And even if you hear them, you may not ''see'' them in time to avoid being subjected to a [[JumpScare Jump Scare]].
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