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* RescuedFromTheScrappyHeap: The Colt 1911 pistol was a ScrappyWeapon for a long time in [PvE=] modes. It dealt more bullet damage than the SIG players always started with, but against normal zombies that's moot, as [[OneHitKill they die in one good headshot anyway]], and that extra damage came at the cost of all its other stats: ammo was rarer and only came in 7-round pickups (same as its magazine capacity), max carry capacity was a pathetic 56 rounds. The only reason to pick it up was to have a backup gun with a flashlight. Later updates gave it a much-needed boost, with ammo pickups made more generous at 30 rounds a pop (more than 9mm), and max capacity boosted to the same 150 rounds of 9mm and 5.56 rifle ammo. This makes the Colt a worthwhile item even if, thanks to the revamped GunAccessories system, it ''doesn't'' spawn with a mounted light.

to:

* RescuedFromTheScrappyHeap: The Colt 1911 pistol was a ScrappyWeapon for a long time in [PvE=] [=PvE=] modes. It dealt more bullet damage than the SIG players always started with, but against normal zombies that's moot, as [[OneHitKill they die in one good headshot anyway]], and that extra damage came at the cost of all its other stats: ammo was rarer and only came in 7-round pickups (same as its magazine capacity), max carry capacity was a pathetic 56 rounds. The only reason to pick it up was to have a backup gun with a flashlight. Later updates gave it a much-needed boost, with ammo pickups made more generous at 30 rounds a pop (more than 9mm), and max capacity boosted to the same 150 rounds of 9mm and 5.56 rifle ammo. This makes the Colt a worthwhile item even if, thanks to the revamped GunAccessories system, it ''doesn't'' spawn with a mounted light.
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** The Pocket Light is a flashlight that you can use when holding other items, melee weapons, or guns with no flashlight. Problem is, it takes up one of four precious item slots, its light tends to point out at random directions depending on what you're wielding, such as the bow, and it wobbles like crazy if you do as little as move one step. slot, After the update that made GunAccessories modular, the Pocket Light became all but useless, as even a middling firearm can have a stable and centered light on it.

to:

** The Pocket Light is a flashlight that you can use when holding other items, melee weapons, or guns with no flashlight. Problem is, it takes up one of four precious item slots, its light tends to point out at random directions depending on what you're wielding, such as the bow, and it wobbles like crazy if you do as little as move one step. slot, After the update that made GunAccessories modular, the Pocket Light became all but useless, as even a middling firearm can have a stable and centered light on it.it, and guns with lights attached are not difficult to find.

Added: 859

Changed: 3

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* RescuedFromTheScrappyHeap: The Colt 1911 pistol was a ScrappyWeapon for a long time in [PvE=] modes. It dealt more bullet damage than the SIG players always started with, but against normal zombies that's moot, as [[OneHitKill they die in one good headshot anyway]], and that extra damage came at the cost of all its other stats: ammo was rarer and only came in 7-round pickups (same as its magazine capacity), max carry capacity was a pathetic 56 rounds. The only reason to pick it up was to have a backup gun with a flashlight. Later updates gave it a much-needed boost, with ammo pickups made more generous at 30 rounds a pop (more than 9mm), and max capacity boosted to the same 150 rounds of 9mm and 5.56 rifle ammo. This makes the Colt a worthwhile item even if, thanks to the revamped GunAccessories system, it ''doesn't'' spawn with a mounted light.



* ThatOneLevel: '''Barlowe Square''' is not held in high regard by many because of its maze-like structure and [[QuicksandBox lacking much in proper direction]], meaning that it is easy to get lost if you can't catch up to other players. In addition, [[LuckBasedMission this map relies a lot on RNG]], especially on the extraction part: you can get a simple subway scenario... or a not-so-easy truck scenario which will once again force you to go through a maze of fences and alleys with a strict time limit if someone has already escaped and set off the countdown.

to:

* ThatOneLevel: '''Barlowe Square''' is not held in high regard by many because of its maze-like structure and [[QuicksandBox lacking much in proper direction]], meaning that it is easy to get lost if you can't catch up to other players. In addition, [[LuckBasedMission this map relies a lot on RNG]], especially on the extraction part: you can get a simple subway scenario... or a not-so-easy truck scenario which will will, once again again, force you to go through a maze of fences and alleys alleys, with a strict time limit if someone has already escaped and set off the countdown.

Added: 1078

Changed: 1118

Is there an issue? Send a MessageReason:
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* GameBreaker: Any automatic firearm with a torch attachment. They all have huge magazines (that realistically ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for .45 ACP box and assault rifle magazine, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
* ScrappyWeapon: The Ka-Bar knife is vastly underwhelming in comparison to other melee weapons simply because its range is incredibly short, plus it may fail to kill a zombie with one charged head stab. While the players can perform stealth kills with it on unsuspecting zombies, it's pure AwesomeButImpractical and may even be detrimental in some cases.
* ThatOneLevel: '''Barlowe Square''' is not held in high regard by many because of its maze-like structure and [[QuicksandBox lacking much in proper direction despite being open-wide]], meaning that it is easy to get lost if you can't catch up to other players. In addition, [[LuckBasedMission this map relies a lot on RNG]], especially on the extraction part: you can get a simple subway scenario... or a not so easy truck scenario which will once again force you to go through a maze of fences and alleys with a strict time limit if someone has already escaped and set off the countdown.

to:

* GameBreaker: Any automatic firearm with when you [[GunAccessories attach a torch attachment. flashlight]] to it. They all have huge magazines (that realistically ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot zombie (or worse, player) zombie ''player'' zombie) in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for .45 ACP box and assault rifle magazine, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
* ScrappyWeapon: ScrappyWeapon:
**
The Ka-Bar knife is vastly underwhelming in comparison to other melee weapons simply because its range is incredibly short, plus it may fail to kill a zombie with one charged head stab. While the players can ''can'' perform stealth kills with it on unsuspecting zombies, it's pure AwesomeButImpractical they can also do it with any other melee weapon.
** The Pocket Light is a flashlight that you can use when holding other items, melee weapons, or guns with no flashlight. Problem is, it takes up one of four precious item slots, its light tends to point out at random directions depending on what you're wielding, such as the bow,
and may it wobbles like crazy if you do as little as move one step. slot, After the update that made GunAccessories modular, the Pocket Light became all but useless, as even be detrimental in some cases.
a middling firearm can have a stable and centered light on it.
* ThatOneLevel: '''Barlowe Square''' is not held in high regard by many because of its maze-like structure and [[QuicksandBox lacking much in proper direction despite being open-wide]], direction]], meaning that it is easy to get lost if you can't catch up to other players. In addition, [[LuckBasedMission this map relies a lot on RNG]], especially on the extraction part: you can get a simple subway scenario... or a not so easy not-so-easy truck scenario which will once again force you to go through a maze of fences and alleys with a strict time limit if someone has already escaped and set off the countdown.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Any automatic firearm with a torch attachment. They all have huge magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for .45 ACP box and assault rifle magazine, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.

to:

* GameBreaker: Any automatic firearm with a torch attachment. They all have huge magazines (that realistically ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for .45 ACP box and assault rifle magazine, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneLevel: '''Barlowe Square''' is not held in high regard by many because of its maze-like structure and [[QuicksandBox lacking much in proper direction despite being open-wide]], meaning that it is easy to get lost if you can't catch up to other players. In addition, [[LuckBasedMission this map relies a lot on RNG]], especially on the extraction part: you can get a simple subway scenario... or a not so easy truck scenario which will once again force you to go through a maze of fences and alleys with a strict time limit if someone has already escaped and set off the countdown.

Added: 354

Changed: 215

Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec, Montclair and Last Stop, or chaotic from the start like Camp Whitner and Harvest.
* ComplacentGamingSyndrome: For Escape mode, search the map carefully until you find [[GameBreaker an MP5K, a SCAR or an AR-15]], then slap a flashlight attachment and silencer on it. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.

to:

* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec, both Montclair sections and the first and the third maps of Last Stop, or chaotic from the start like Camp Whitner and Harvest.
Harvest. However, it does have a lot of chokepoints and confusing layout to boot, but in comparison to most other maps the flaws are less glaring.
* ComplacentGamingSyndrome: For Escape mode, search the map carefully until you find [[GameBreaker an MP5K, a SCAR or an AR-15]], then slap a flashlight attachment and silencer on it. You're set for the rest of the run even without a scope attachment and will only die if you're careless enough as to get yourself surrounded.


Added DiffLines:

* ScrappyWeapon: The Ka-Bar knife is vastly underwhelming in comparison to other melee weapons simply because its range is incredibly short, plus it may fail to kill a zombie with one charged head stab. While the players can perform stealth kills with it on unsuspecting zombies, it's pure AwesomeButImpractical and may even be detrimental in some cases.
Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec and Montclair, or chaotic from the start like Camp Whitner and Harvest.

to:

* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec Biotec, Montclair and Montclair, Last Stop, or chaotic from the start like Camp Whitner and Harvest.
Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec and Montclair, or chaotic from the start like Camp Whitney and Harvest.
* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find [[GameBreaker an MP5K, a SCAR or an AR-15]], then slap a flashlight attachment and silencer on it. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.

to:

* AbridgedArenaArray: Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not [[MarathonLevel excessively long]] like Biotec and Montclair, or chaotic from the start like Camp Whitney Whitner and Harvest.
* ComplacentGamingSyndrome: For Escape mode, search the map carefuly carefully until you find [[GameBreaker an MP5K, a SCAR or an AR-15]], then slap a flashlight attachment and silencer on it. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.
Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find [[GameBreaker an MP5K, a SCAR or an AR-15]]. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.

to:

* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find [[GameBreaker an MP5K, a SCAR or an AR-15]].AR-15]], then slap a flashlight attachment and silencer on it. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.
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  • doesn't apply anymore. (Blank edit to complete the previous edit reason)

Changed: 122

Removed: 881

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The game received an extensive overhaul recently and includes stuff like switchable Gun Accessories, a rebalance of .45 Auto and several new guns. The Scrappy Weapon doesn


* GameBreaker: Any automatic firearm with a torch attachment[[labelnote:list]]the [=MP5K=] SMG and the SCAR-L and AR-15 assault rifles[[/labelnote]]. They all have huge 30-round magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for an assault rifle magazine or a second gun, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction gamemodes. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in {{PvE}} modes where weapon damage actually ''matters''; since nothing else is immune or even resistant to a OneHitKill [[BoomHeadshot headshot]]. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.

to:

* GameBreaker: Any automatic firearm with a torch attachment[[labelnote:list]]the [=MP5K=] SMG and the SCAR-L and AR-15 assault rifles[[/labelnote]]. attachment. They all have huge 30-round magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for an for .45 ACP box and assault rifle magazine or a second gun, magazine, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow]] – after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction gamemodes. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in {{PvE}} modes where weapon damage actually ''matters''; since nothing else is immune or even resistant to a OneHitKill [[BoomHeadshot headshot]]. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.
hassle.
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* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find an [=MP5K=], a SCAR or an AR-15. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.

to:

* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find [[GameBreaker an [=MP5K=], MP5K, a SCAR or an AR-15.AR-15]]. You're set for the rest of the run and will only die if you're careless enough as to get yourself surrounded.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction gamemodes. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in {{PvE}} modes where weapon damage actually ''matters'' since at all other times you're [[BoomHeadshot aiming for the skull for a]] OneHitKill. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.

to:

* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction gamemodes. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in {{PvE}} modes where weapon damage actually ''matters'' ''matters''; since at all other times you're nothing else is immune or even resistant to a OneHitKill [[BoomHeadshot aiming for the skull for a]] OneHitKill.headshot]]. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in non-[=PvP=] modes where weapon damage actually ''matters'' since at all other times you're [[BoomHeadshot aiming for the skull]]. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.

to:

* ScrappyWeapon: The revolver and the Colt 1911 for Escape and Extraction.Extraction gamemodes. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in non-[=PvP=] {{PvE}} modes where weapon damage actually ''matters'' since at all other times you're [[BoomHeadshot aiming for the skull]].skull for a]] OneHitKill. This relegates these guns to ''at best'' placeholders to be ditched as soon as the need for the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Any automatic firearm with a torch attachment[[labelnote:list]]the [=MP5K=] SMG and the SCAR-L and AR-15 assault rifles[[/labelnote]]. They all have huge 30-round magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for an assault rifle magazine or a second gun, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely all the other weapons, even the stealthy bow and crossbow – who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once?
* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in non-[=PvP=] modes where weapon damage actually ''matters''. This relegates them to ''at best'' a placeholder to be ditched as soon as the need for the inventory slot arises.

to:

* GameBreaker: Any automatic firearm with a torch attachment[[labelnote:list]]the [=MP5K=] SMG and the SCAR-L and AR-15 assault rifles[[/labelnote]]. They all have huge 30-round magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for an assault rifle magazine or a second gun, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely all ''all'' the other weapons, even the stealthy [[TheStraightAndArrowPath bow and crossbow crossbow]] after all, who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once?
once before everything in front of you has a ventilated cranium? It also helps that you can drop all the redundant weapons you may be carrying and save the slots for things like medkits, key items and explosives, saving you both time and hassle.
* ScrappyWeapon: Both the The revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with, they just suck]]. Their capacity is low (6 or 7 rounds vs. the SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]], the only instance in non-[=PvP=] modes where weapon damage actually ''matters''. ''matters'' since at all other times you're [[BoomHeadshot aiming for the skull]]. This relegates them these guns to ''at best'' a placeholder placeholders to be ditched as soon as the need for the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length like Biotec and Montclair, or chaotic from the start like Camp Whitney and Harvest.

to:

* AbridgedArenaArray: Roanaoke Roanoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length [[MarathonLevel excessively long]] like Biotec and Montclair, or chaotic from the start like Camp Whitney and Harvest.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall riot zombies]] (the only instance in non-[=PvP=] modes where weapon damage actually ''matters'') when compared to guns of a similarly small ammo count like the rifles. This relegates them to ''at best'' a placeholder to be ditched as soon as the need for the inventory slot arises.

to:

* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm SIG Sauer you start off with]], with, they just suck.suck]]. Their capacity is low (6 or 7 rounds vs. the Sig's SIG's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and when compared to guns of a similarly small ammo count like the rifles, their firepower is severely lacking against [[StoneWall riot zombies]] (the zombies]], the only instance in non-[=PvP=] modes where weapon damage actually ''matters'') when compared to guns of a similarly small ammo count like the rifles.''matters''. This relegates them to ''at best'' a placeholder to be ditched as soon as the need for the inventory slot arises.

Added: 785

Changed: 1295

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* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length like other maps.

to:

* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length like other maps.Biotec and Montclair, or chaotic from the start like Camp Whitney and Harvest.



* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall riot zombies]] (the only instance in non-PvP modes where weapon damage actually ''matters'') when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for the inventory slot arises.

to:

* GameBreaker: Any automatic firearm with a torch attachment[[labelnote:list]]the [=MP5K=] SMG and the SCAR-L and AR-15 assault rifles[[/labelnote]]. They all have huge 30-round magazines (that ''aren't'' offset by long reloading times), can be used in the dark without the need for the unreliable pocket light, are easy to fire semi-auto with great accuracy but also have the option to toss loads of dakka downrange in case you find another survivor in Hunted or a riot (or worse, player) zombie in other modes. To boot, ammo pickups are very generous at 15 rounds apiece per 9mm box and 30 for an assault rifle magazine or a second gun, and max ammo tops off at 150. They're so good, they {{overshadow|edByAwesome}} absolutely all the other weapons, even the stealthy bow and crossbow – who needs to sneak when you can lay waste to an entire horde from a good distance away, be it dark or bright, without having to reload more than once?
* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig SIG Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable (only 56 rounds, when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall riot zombies]] (the only instance in non-PvP non-[=PvP=] modes where weapon damage actually ''matters'') when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best ''at best'' a placeholder to be ditched as soon as the need for the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFilligPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length like other maps.

to:

* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to the [[SpaceFilligPath [[SpaceFillingPath small, compact map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and it's not excessive in length like other maps.
Is there an issue? Send a MessageReason:
None


* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to a small compact design and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and its not excessive in length like other maps.

to:

* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to a small the [[SpaceFilligPath small, compact design map design]] and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and its it's not excessive in length like other maps.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AbridgedArenaArray: Roanaoke PD is by far the mostly heavily played Escape map. Due to a small compact design and [[DoorToBefore doors that can be opened that lead directly back to spawn]], new players can easily and quickly locate other players, and its not excessive in length like other maps.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds (when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall riot zombies]] (the only instance in pure zombie-fighting modes where weapon damage matters) when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for the inventory slot arises.

to:

* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only (only 56 rounds (when rounds, when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall riot zombies]] (the only instance in pure zombie-fighting non-PvP modes where weapon damage matters) actually ''matters'') when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for the inventory slot arises.
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Just noticed it's not YMMV. Well, slag.


* WhoForgotTheLights: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side. To the surprise of nobody, {{Game Mod}}s that enhance the flashlight so the beam is floodier are quite prevalent.
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None

Added DiffLines:

* WhoForgotTheLights: The majority of indoors environments have no lighting because of blown lamps or power outages. This wouldn't be a problem if the flashlight beam wasn't pencil-thin and short-reached, and if the pocket light's beam actually aligned with the sights of the weapons you'd use it with instead of pointing almost straight down or to the side. To the surprise of nobody, {{Game Mod}}s that enhance the flashlight so the beam is floodier are quite prevalent.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their firepower is lacking against [[StoneWall Riot zombies]] (the only instance in pure zombie-fighting modes where weapon damage matters) when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for the inventory slot arises.

to:

* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, rounds (when the similarly-sized 9mm rounds can stack up to 150), and their firepower is severely lacking against [[StoneWall Riot riot zombies]] (the only instance in pure zombie-fighting modes where weapon damage matters) when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their firepower is lacking when up against [[StoneWall Riot zombies]] when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.

to:

* ScrappyWeapon: Both the revolver and the Colt 1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their firepower is lacking when up against [[StoneWall Riot zombies]] (the only instance in pure zombie-fighting modes where weapon damage matters) when compared to guns of a similarly small ammo count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for its the inventory slot arises.
Is there an issue? Send a MessageReason:
None


* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find an [=MP5K=], a SCAR or an AR-15. You're set for the rest of the run and will only die if you get careless enough to get yourself surrounded.
* ScrappyWeapon: Both the revolver and the Colt 1911. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their power is lacking compared to guns of a similarly small ammo count. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.

to:

* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find an [=MP5K=], a SCAR or an AR-15. You're set for the rest of the run and will only die if you get you're careless enough as to get yourself surrounded.
* ScrappyWeapon: Both the revolver and the Colt 1911.1911 for Escape and Extraction. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their power firepower is lacking when up against [[StoneWall Riot zombies]] when compared to guns of a similarly small ammo count.count like the rifles. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.
Is there an issue? Send a MessageReason:
None


* ScrappyWeapon: Both the revolver and the Colt 1911. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their power is lacking. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.

to:

* ScrappyWeapon: Both the revolver and the Colt 1911. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their power is lacking.lacking compared to guns of a similarly small ammo count. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ComplacentGamingSyndrome: For Escape mode, search the map carefuly until you find an [=MP5K=], a SCAR or an AR-15. You're set for the rest of the run and will only die if you get careless enough to get yourself surrounded.
* ScrappyWeapon: Both the revolver and the Colt 1911. They're not exactly ''bad'', but [[OvershadowedByAwesome compared to the 9mm Sig Sauer you start off with]], they just suck. Their capacity is low (6 or 7 rounds vs. the Sig's 15), their ammo pickups are small (only 7 shots compared to a 9mm box's 15), their max reserve pool is laughable at only 56 rounds, and their power is lacking. This relegates them to at best a placeholder to be ditched as soon as the need for its inventory slot arises.
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