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** 'Firebug', which requires you to beat an Advanced mission using ''only'' Inferno towers. What makes it so much harder than 'Gun Crazy' and 'Shell Shocked' (the equivalent achievements for Gun and Cannon towers) is that while Gun and Cannon towers are [[JackOfAllTrades basically good against everything]] and it's quite plausible to beat a level with them alone, [[TierInducedScrappy Inferno towers simply suck against anything other than Swarmers]] (or particularly large groups of Walkers) due to their incredibly short range and pathetically low single-target damage. It wouldn't be so bad if you could get the achievement for a Grinder mission where you have to fight nothing but 99 waves of Walkers (although even that is frustratingly difficult) but they don't count.

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** 'Firebug', which requires you to beat an Advanced mission using ''only'' Inferno towers. What makes it so much harder than 'Gun Crazy' and 'Shell Shocked' (the equivalent achievements for Gun and Cannon towers) is that while Gun and Cannon towers are [[JackOfAllTrades basically good against everything]] and it's quite plausible to beat a level with them alone, [[TierInducedScrappy Inferno towers simply suck against anything other than Swarmers]] Swarmers (or particularly large groups of Walkers) due to their incredibly short range and pathetically low single-target damage. It wouldn't be so bad if you could get the achievement for a Grinder mission where you have to fight nothing but 99 waves of Walkers (although even that is frustratingly difficult) but they don't count.

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* ThatOneAchievement: 'Firebug', which requires you to beat an Advanced mission using ''only'' Inferno towers. What makes it so much harder than 'Gun Crazy' and 'Shell Shocked' (the equivalent achievements for Gun and Cannon towers) is that while Gun and Cannon towers are [[JackOfAllTrades basically good against everything]] and it's quite plausible to beat a level with them alone, [[TierInducedScrappy Inferno towers simply suck against anything other than Swarmers]] (or particularly large groups of Walkers) due to their incredibly short range and pathetically low single-target damage. It wouldn't be so bad if you could get the achievement for a Grinder mission where you have to fight nothing but 99 waves of Walkers (although even that is frustratingly difficult) but they don't count.
** To make matters worse, the general consensus is that there's literally only ''one'' mission in the entire game where getting the achievement is even ''physically possible-'' Barrier to Entry. ''Any'' map featuring [[ScrappyMechanic fliers]] is automatically a no-go (as, unlike Gun and Cannon towers, Inferno towers can't hit fliers at all) a lot of the maps without fliers still have wave and grid layouts that simply make it impossible for you get enough firepower in position to win on Challenge with only the piss-weak Infernos to draw on, and the earliest and easiest missions like Assessing the Threat simply [[TheBattleDidntCount don't count for the achievement]] [[BecauseISaidSo because they say so]]. And even Barrier to Entry is ''ridiculously'' hard to beat with only Infernos, largely because of an early wave of Bulwarks whose shields let them ''laugh'' at your firepower. Notably, the same achievement appears again in the sequel, but is ''much'' easier because of the inclusion of both tower upgrades that can improve the Inferno's damage, tower bases which can include Disrupters that strip enemy shields, and the complete removal of fliers.
** From ''[=DG2,=]'' 'Master Strategist', which requires you to earn 100 Gold medals. Problem is, the game just isn't that long- you'll have unlocked the ''second'' most grindy achievement ('Xenocide', which requires you to kill 50,000 enemies) ''long'' before you've played enough levels to earn 100 Gold medals. 100 levels is a ''lot'' of play, especially when that by necessity includes challenge modes. Making matters worse, all the medals have to be acquired ''on the same difficulty level-'' something the game [[GuideDangIt didn't consider to be significant enough to tell you about]] before you tried making up the medal numbers by replaying stages on Easy.

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* ThatOneAchievement: ThatOneAchievement:
**
'Firebug', which requires you to beat an Advanced mission using ''only'' Inferno towers. What makes it so much harder than 'Gun Crazy' and 'Shell Shocked' (the equivalent achievements for Gun and Cannon towers) is that while Gun and Cannon towers are [[JackOfAllTrades basically good against everything]] and it's quite plausible to beat a level with them alone, [[TierInducedScrappy Inferno towers simply suck against anything other than Swarmers]] (or particularly large groups of Walkers) due to their incredibly short range and pathetically low single-target damage. It wouldn't be so bad if you could get the achievement for a Grinder mission where you have to fight nothing but 99 waves of Walkers (although even that is frustratingly difficult) but they don't count.
** *** To make matters worse, the general consensus is that there's literally only ''one'' mission in the entire game where getting the achievement is even ''physically possible-'' Barrier to Entry. ''Any'' map featuring [[ScrappyMechanic fliers]] is automatically a no-go (as, unlike Gun and Cannon towers, Inferno towers can't hit fliers at all) a lot of the maps without fliers still have wave and grid layouts that simply make it impossible for you get enough firepower in position to win on Challenge with only the piss-weak Infernos to draw on, and the earliest and easiest missions like Assessing the Threat simply [[TheBattleDidntCount don't count for the achievement]] [[BecauseISaidSo because they say so]]. And even Barrier to Entry is ''ridiculously'' hard to beat with only Infernos, largely because of an early wave of Bulwarks whose shields let them ''laugh'' at your firepower. Notably, the same achievement appears again in the sequel, but is ''much'' easier because of the inclusion of both tower upgrades that can improve the Inferno's damage, tower bases which can include Disrupters that strip enemy shields, and the complete removal of fliers.
** From ''[=DG2,=]'' 'Master Strategist', which requires you to earn 100 Gold medals. Problem is, the game just isn't that long- you'll have unlocked the ''second'' most grindy achievement ('Xenocide', which requires you to kill 50,000 enemies) ''long'' before you've played enough levels to earn 100 Gold medals. 100 levels is a ''lot'' of play, especially when that by necessity includes challenge modes. Making matters worse, all the medals have to be acquired ''on the same difficulty level-'' something the game [[GuideDangIt didn't consider to be significant enough to tell you about]] before you tried making up the medal numbers by replaying stages on Easy.Easy (or even just replaying on Hard for more challenge).
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** From ''[=DG2,=]'' 'Master Strategist', which requires you to earn 100 Gold medals. Problem is, the game just isn't that long- you'll have unlocked the ''second'' most grindy achievement ('Xenocide', which requires you to kill 50,000 enemies) ''long'' before you've played enough levels to earn 100 Gold medals. 100 levels is a ''lot'' of play, especially when that by necessity includes challenge modes...

to:

** From ''[=DG2,=]'' 'Master Strategist', which requires you to earn 100 Gold medals. Problem is, the game just isn't that long- you'll have unlocked the ''second'' most grindy achievement ('Xenocide', which requires you to kill 50,000 enemies) ''long'' before you've played enough levels to earn 100 Gold medals. 100 levels is a ''lot'' of play, especially when that by necessity includes challenge modes...modes. Making matters worse, all the medals have to be acquired ''on the same difficulty level-'' something the game [[GuideDangIt didn't consider to be significant enough to tell you about]] before you tried making up the medal numbers by replaying stages on Easy.
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** Decoys. Reasonably though and they give aliens cloaking ability and without a Command tower (or Disruptor in the Boost tower in ''Defense Grid 2'') the other towers will focus only on the Decoy ignoring the others until it dies, by that point aliens can be either past through you main line of defenses or running away with a core. To top everything enemies cloaked by the Decoy are practically invisible to Meteor and Cannon towers.

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** Decoys. Reasonably though tough and they give aliens cloaking ability and without a Command tower (or Disruptor in the Boost tower in ''Defense Grid 2'') the other towers will focus only on the Decoy ignoring the others until it dies, by that point aliens can be either past through you main line of defenses or running away with a core. To top everything enemies cloaked by the Decoy are practically invisible to Meteor and Cannon towers.
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* DifficultySpike: Comes in as early as the third level, 'Ancient Knowledge'. Crashers show up for the first time, but more significantly, the score requirement to get the gold medal becomes ''incredibly'' strict.
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** To make matters worse, the general consensus is that there's literally only ''one'' mission in the entire game where getting the achievement is even ''physically possible-'' Barrier to Entry. ''Any'' map featuring [[ScrappyMechanic fliers]] is automatically a no-go (as, unlike Gun and Cannon towers, Inferno towers can't hit fliers at all) a lot of the maps without fliers still have wave and grid layouts that simply make it impossible for you get enough firepower in position to win on Challenge with only the piss-weak Infernos to draw on, and the earliest and easiest missions like Assessing the Threat simply [[TheBattleDidntCount don't count for the achievement]] [[BecauseISaidSo because they say so]]. And even Barrier to Entry is ''ridiculously'' hard to beat with only Infernos, largely because of an early wave of Bulwarks whose shields let them ''laugh'' at your firepower.

to:

** To make matters worse, the general consensus is that there's literally only ''one'' mission in the entire game where getting the achievement is even ''physically possible-'' Barrier to Entry. ''Any'' map featuring [[ScrappyMechanic fliers]] is automatically a no-go (as, unlike Gun and Cannon towers, Inferno towers can't hit fliers at all) a lot of the maps without fliers still have wave and grid layouts that simply make it impossible for you get enough firepower in position to win on Challenge with only the piss-weak Infernos to draw on, and the earliest and easiest missions like Assessing the Threat simply [[TheBattleDidntCount don't count for the achievement]] [[BecauseISaidSo because they say so]]. And even Barrier to Entry is ''ridiculously'' hard to beat with only Infernos, largely because of an early wave of Bulwarks whose shields let them ''laugh'' at your firepower. Notably, the same achievement appears again in the sequel, but is ''much'' easier because of the inclusion of both tower upgrades that can improve the Inferno's damage, tower bases which can include Disrupters that strip enemy shields, and the complete removal of fliers.
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** The Landing Pods in ''Defense Grid 2''. These things always drop ''right next to the core housing'' and lay aliens there. It cannot be destroyed but all damage dealt to the Landing Pod mitigates to the aliens it spawns, but long range towers (Cannon and Missiles) have the tendency to ignore them and keep firing on other aliens and sometimes you don't have the option to build short range towers close to them, to make things worse some of the Landing Pods barely stays there for a couple of seconds before starting spawning aliens. Landing Pods become even more dangerous in Frozen Core challenges as if an alien so as much touches the core, it '''won't''' float back to its housing.

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** The Landing Pods in ''Defense Grid 2''. These things always drop ''right next to the core housing'' and lay aliens there. It They cannot be destroyed (although they can be reduced to 1 HP), but all damage dealt to the Landing Pod mitigates is transferred to the aliens it spawns, but they spawn. However, long range towers (Cannon and Missiles) have the tendency to ignore them and keep firing on other aliens aliens, and sometimes you don't have the option to build short range short-range towers close to them, to them. To make things worse worse, some of the Landing Pods barely stays stay there for more than a couple of seconds before starting they start spawning aliens. Landing Pods become even more dangerous in Frozen Core challenges as if an alien so as much touches as ''touches'' the core, it '''won't''' float back won't return to its housing.
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* SequelDifficultyDrop: ''Defense Grid 2'' is a complete walk in the park compared to the original if you play on Normal difficulty, although obviously the challenge is more comparable if you play on a higher level. On the other hand, you don't ''need'' to play on higher difficulty levels for anything other than SelfImposedChallenge as you can unlock all achievements on Normal. ''Defense Grid 1'' didn't have difficulty levels, but the challenge usually inclined more towards the higher end of the spectrum, especially if you wanted Gold medals.

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* ScrappyMechanic: Fliers from ''[=DG1.=]'' They don't follow the path that all the other units do, are immune to the attacks of all towers except Gun, Cannon and Missile (which are [[CripplingOverspecialisation useless for anything EXCEPT killing fliers, which they do with ABSURD efficiency]]), and if they grab a core then it's lost forever even if you shoot them down. They're so radically removed from the rest of the game's mechanics (and such an utterly token addition, basically just requiring you to waste a few hundred resource on a couple of level 1 Missile towers to be able to ignore them completely) that they're almost an OutOfGenreExperience and were ''completely'' removed from the sequel, with absolutely ''nobody'' missing them (Missile towers were repurposed as a more precise variant on Meteor towers).

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* ScrappyMechanic: ScrappyMechanic:
**
Fliers from ''[=DG1.=]'' They don't follow the path that all the other units do, are immune to the attacks of all towers except Gun, Cannon and Missile (which are [[CripplingOverspecialisation useless for anything EXCEPT killing fliers, which they do with ABSURD efficiency]]), and if they grab a core then it's lost forever even if you shoot them down. They're so radically removed from the rest of the game's mechanics (and such an utterly token addition, basically just requiring you to waste a few hundred resource on a couple of level 1 Missile towers to be able to ignore them completely) that they're almost an OutOfGenreExperience and were ''completely'' removed from the sequel, with absolutely ''nobody'' missing them (Missile towers were repurposed as a more precise variant on Meteor towers).towers).
** In the first game, if you completely block the aliens' path with your towers, they will go ''through'' your towers, often to take the shortest possible route. Problem is, you are not informed right away if you do this, and it can be easy to fail to notice amidst all of the action going on; the game only tells you when an alien goes through your towers. Fixed in ''[=DG2=]'' by simply preventing you from building towers that would block enemies.
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* ContestedSequel: From removing the interest resource gaining mechanic to the implementation of micro-transactions in community maps, let's just say some fans of the original didn't take kindly to the sequel.[[note]]Classic Open mode was added in 03/24 which features ''[=DG2=]'' maps using the same interest mechanic of ''[=DG1: The Awakening=]''[[/note]] On the other hand, some of the changes and new features (like tower bases, variable beams to choose from and the removal of fliers) were appreciated. The first game is definitely better-regarded, but the second is still considered a decent tower defence game.

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* ContestedSequel: From removing the interest resource gaining mechanic to the implementation of micro-transactions in community maps, let's just say some fans of the original didn't take kindly to the sequel.[[note]]Classic Open mode was added in 03/24 which features ''[=DG2=]'' maps using the same interest mechanic of ''[=DG1: The Awakening=]''[[/note]] On the other hand, some of the changes and new features (like tower bases, customisable tower upgrades, variable beams to choose from and the removal of fliers) were appreciated. The first game is definitely better-regarded, but the second is still considered a decent tower defence game.
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"Some people like it and some don't" IS WHAT IT SAID. It was there in black and white when you deleted it- "SOME PEOPLE didn't take kindly to the sequel". But I'll clarify that it was a mixed reaction, not a universal condemnation as you seem to think.

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* ContestedSequel: From removing the interest resource gaining mechanic to the implementation of micro-transactions in community maps, let's just say some fans of the original didn't take kindly to the sequel.[[note]]Classic Open mode was added in 03/24 which features ''[=DG2=]'' maps using the same interest mechanic of ''[=DG1: The Awakening=]''[[/note]] On the other hand, some of the changes and new features (like tower bases, variable beams to choose from and the removal of fliers) were appreciated. The first game is definitely better-regarded, but the second is still considered a decent tower defence game.
** However it didn't help that the sequel received almost no support compared to its predecessor, getting little to no post-launch content or bug fixes apart from Classic Open Mode, meaning that the original is actually the bigger game. The implementation of community maps helped a bit, but most players wanted another full expansion.
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Contested Sequel means some like the sequel while others don't, not just "people dislike the sequel".


* ContestedSequel: From removing the interest resource gaining mechanic to the implementation of micro-transactions in community maps, let's just say some people didn't take kindly to the sequel.[[note]]Classic Open mode was added in 03/24 which features ''[=DG2=]'' maps using the same interest mechanic of ''[=DG1: The Awakening=]''[[/note]]
** It didn't help that the game received almost no support compared to its predecessor, getting little to no post-launch content or bug fixes, meaning that the original is actually the bigger game.
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That One Boss is about that one butt, not just "any hard boss". In case anyone wants to redeem this list I'll archive it in discussion.


* ThatOneBoss: Crashers are this for the unaware. What makes them so difficult is the fact they very rarely come alone and by the time they die they can be midway to the exit carrying three cores and leaving them as easy pickings for smaller, more fragile enemies. The worst part about Crashers? Later on they come in '''packs'''.
** Turtles are ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them often cause as much trouble as they do. On later levels they can bring '''Crashers''' and '''Rumblers'''.
** Rumblers. Racers on steroids that are as tough as high grade ''Rhinos'', without Temporal towers it's not uncommon for these things to just blaze through everything, pick cores and leave before the player even has a chance to built another tower.
** Seekers later on becomes this. They can start summoning things like Racers and even high grade ''Bulwarks''.
** Juggernauts are just like Crashers, but with '''[[UpToEleven shields]]''', although they are very slow they take forever to bring down even with Level 3 Towers.
** It's quite telling how prepared you need to be when pretty much every boss enemy is listed here.

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