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** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them.

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** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them. In Out of Guns challenges they basically force you to build Tesla towers.



** Turtles. ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do. On later levels they can bring '''Crashers''' and '''Rumblers'''.

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** Turtles. Turtles are ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do. On later levels they can bring '''Crashers''' and '''Rumblers'''.
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** Several of the advanced challenges can get very, ''very'' bad.

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** Several of the advanced challenges can get very, ''very'' bad.bad, especially if you are aiming for Gold medal.
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** Double Take in ''Defense Grid 2'', especially on Hard and Elite. You won't have access to any special ability here, so no giant laser, tower empowering, instant resources or slowdown beam.

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** Double Take in ''Defense Grid 2'', especially on Hard and Elite. You won't have access to any special ability here, so no giant orbital laser, tower empowering, instant resources or slowdown beam.beam. To make things worse there are two core housings, so you also need to place towers carefully as you won't be able to fix a mistake with a special ability.
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** Decoys. They give aliens cloaking ability and without a Command tower (or Disruptor in the Boost tower in ''Defense Grid 2'') the other towers will ignore them until they come very close.

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** Decoys. They 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 ignore them focus only on the Decoy ignoring the others until they come very close.it dies, by that point aliens can be either past through you main line of defenses or running away with a core.
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Added DiffLines:

** Neither Cai or Simmon has it easy, their home world was overran by the aliens and they are desperately struggling to save the people.
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** Turtles. ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do.

to:

** Turtles. ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do. On later levels they can bring '''Crashers''' and '''Rumblers'''.
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* DemonicSpiders: ** Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defenses.

to:

* DemonicSpiders: ** Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defenses.

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Removed: 124

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* MostWonderfulSound: General Fletcher's praising words once the map is over is nothing short of satisfactory to hear.
* DemonicSpiders:
** Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defences.
** Spire aliens. Even the most trivial Swarmer or Walker can become a problem as Spires give them reasonably strong shields.

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* MostWonderfulSound: General Fletcher's praising words once the map BestLevelEver: For players who like levels to create mazes Height of Confusion is over is nothing short this. It's a simple level with a shitload of satisfactory free grids to hear.
create your own maze and 32 Waves full of enemies to test it.
* DemonicSpiders:
DemonicSpiders: ** Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defences.
defenses.
** Spire aliens.Spires. Even the most trivial Swarmer or Walker can become a problem as Spires give them reasonably strong shields.



** In the sequel Carrier aliens, they drop a shield whenever they die and sometimes whatever comes next can become a '''huge''' headache to kill because of that, namely Crashers and Rumblers.

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** In the sequel Carrier aliens, Carriers, they drop a shield whenever they die and sometimes whatever comes next can become a '''huge''' headache to kill because of that, namely Crashers and Rumblers.



** Rhinos are normally easy to deal with, but they aren't as fragile as Walkers and can, and most likely ''will'', at least once, grab a stray core midway to the exit and endure your towers just enough to escape.

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** Rhinos in ''Defense Grid 1'' are normally easy to deal with, but they aren't as fragile as Walkers and can, and most likely ''will'', at least once, grab a stray core midway to the exit and endure your towers just enough to escape.escape.
*** In ''Defense Grid 2'' Rhinos are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.



** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.

to:

** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up * MostWonderfulSound: General Fletcher's praising words once the map is over is nothing short of satisfactory to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.hear.

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* ThatOneLevel: Several of the advanced challenges can get very, ''very'' bad.

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* ThatOneLevel: Some levels in ''Defense Grid 1'' has the aliens starting ''extremely'' close to the cores granting that your interest incoming will be severely affected. Naturally these levels tend to be very hard and annoying also due to the fact cores will be floating constantly and aliens will be in a tug-of-war with you until the very end of the map.
**
Several of the advanced challenges can get very, ''very'' bad.


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** Double Take in ''Defense Grid 2'', especially on Hard and Elite. You won't have access to any special ability here, so no giant laser, tower empowering, instant resources or slowdown beam.
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** Command towers if used properly get extremely close to this. On maximum level they give a 45% bonus on resources after kills and they have a very wide radius to help, they also help dealing with pesky Decoy and Lurkers to boot. Get a Command tower in good position and watch the cash, er, resources flow!

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** Command towers if used properly get extremely close to this. On maximum level they give a 45% bonus on resources after kills and they have a very wide radius to help, they also help dealing with pesky Decoy and Lurkers to boot. Get a Command tower maxed and in good position and watch the cash, er, resources flow!
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** Command towers if used properly get extremely close to this. On maximum level they give a 45% bonus on resources after kills and they have a very wide radius to help, they also help dealing with pesky Decoy and Lurkers to boot.

to:

** Command towers if used properly get extremely close to this. On maximum level they give a 45% bonus on resources after kills and they have a very wide radius to help, they also help dealing with pesky Decoy and Lurkers to boot. Get a Command tower in good position and watch the cash, er, resources flow!

Added: 230

Changed: 5

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** In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance is cleverly maintained in most scenarios.

to:

** In some scenarios meteor Meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance is cleverly maintained in most scenarios.scenarios.
** Command towers if used properly get extremely close to this. On maximum level they give a 45% bonus on resources after kills and they have a very wide radius to help, they also help dealing with pesky Decoy and Lurkers to boot.



* TheWoobie: Many of the places you visit had special importance to the General (where he lived, where his family lived ([[spoiler: and were overrun]]), where his mind was uploaded into a computer ([[spoiler: and where his body rests]]), the sites of battles from the previous war ... it's hard to not feel bad for him when you hear his reaction to revisiting those places.

to:

* TheWoobie: Many of the places you visit had special importance to the General (where he lived, where his family lived ([[spoiler: and were overrun]]), where his mind was uploaded into a computer ([[spoiler: and where his body rests]]), the sites of battles from the previous war ... it's war... It's hard to not feel bad for him when you hear his reaction to revisiting those places.
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** Suppressors in ''Defense Grid 2''. They take a while to die and will most likely do so right amidst your towers, the problem? They ''disable'' every tower in the vicinity which is almost always enough to create a huge gap in your defenses.

to:

** Suppressors in ''Defense Grid 2''. They take a while to die and will most likely do so right amidst your towers, the problem? They When they die they ''disable'' every tower in the vicinity for a while which is almost always enough to create a huge gap in your defenses.



** Racers. As their name implies they are ''fast'' and if they snatch a core midway to the exit it'll be very hard for your towers to kill them before they flee.

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** Racers. As their name implies they are ''fast'' and if they snatch a core midway to the exit it'll be very hard for your towers to kill them before they flee. They get into DemonicSpiders territory quite easily in later waves when they become more resilient and are a nightmare to deal with in the later waves of Adrenaline challenges.
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** Rhinos are normally easy to deal with, but they aren't as fragile as Walkers and can, and most likely ''will', at least once, grab a stray core midway to the exit and endure your towers just enough to escape.

to:

** Rhinos are normally easy to deal with, but they aren't as fragile as Walkers and can, and most likely ''will', ''will'', at least once, grab a stray core midway to the exit and endure your towers just enough to escape.

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* ThatOneBoss:

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* ThatOneBoss: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.



** Rumblers. Racers on steroids that are as tough as high grade ''Rhinos'', without Temporal towers it's not uncommon for this thing to just blaze through everything, pick cores and leave before the player even has a chance to built another tower.

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** Rumblers. Racers on steroids that are as tough as high grade ''Rhinos'', without Temporal towers it's not uncommon for this thing these things to just blaze through everything, pick cores and leave before the player even has a chance to built another tower.tower.
** Seekers later on becomes this. They can start summoning things like Racers and even high grade ''Bulwarks''.

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** Decoys. They give aliens cloaking ability and without a Command tower the other towers will ignore them until they come very close.

to:

** Decoys. They give aliens cloaking ability and without a Command tower (or Disruptor in the Boost tower in ''Defense Grid 2'') the other towers will ignore them until they come very close.



* GoddamnedBats
** Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from the map.

to:

* GoddamnedBats
**
GoddamnedBats: Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from the map.map.
** Rhinos are normally easy to deal with, but they aren't as fragile as Walkers and can, and most likely ''will', at least once, grab a stray core midway to the exit and endure your towers just enough to escape.


Added DiffLines:

** Lurkers are especially annoying since they travel the map cloaked and towers will not shoot them unless they get very close to them. If they get into crowds without a mean to reveal them probably only area-of-effect towers will do anything to them.
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Added DiffLines:

** In the sequel Carrier aliens, they drop a shield whenever they die and sometimes whatever comes next can become a '''huge''' headache to kill because of that, namely Crashers and Rumblers.
** Suppressors in ''Defense Grid 2''. They take a while to die and will most likely do so right amidst your towers, the problem? They ''disable'' every tower in the vicinity which is almost always enough to create a huge gap in your defenses.

Added: 718

Changed: 115

Removed: 703

Is there an issue? Send a MessageReason:
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* GoddamnedBats
** Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from the map.
** Racers. As their name implies they are ''fast'' and if they snatch a core midway to the exit it'll be very hard for your towers to kill them before they flee.
** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them.
** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.

to:

* GoddamnedBats
** Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from
MostWonderfulSound: General Fletcher's praising words once the map.
** Racers. As their name implies they are ''fast'' and if they snatch a core midway
map is over is nothing short of satisfactory to the exit it'll be very hard for your towers to kill them before they flee.
** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them.
** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.
hear.


Added DiffLines:

* GoddamnedBats
** Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from the map.
** Racers. As their name implies they are ''fast'' and if they snatch a core midway to the exit it'll be very hard for your towers to kill them before they flee.
** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them.
** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Decoys. They give aliens cloaking ability and without a Command tower the other towers will ignore them until they come very close.


Added DiffLines:

** Rumblers. Racers on steroids that are as tough as high grade ''Rhinos'', without Temporal towers it's not uncommon for this thing to just blaze through everything, pick cores and leave before the player even has a chance to built another tower.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Rhinos in ''Defense Grid 2''. They are reasonably strong but this time [[LightningBruiser they also speed up to ungodly speeds on straight lines]] which is more than enough to blaze through every tower taking minimal damage.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** Juggernauts are just like Crashers, but with '''[[UpToEleven shields]]''.

to:

** Juggernauts are just like Crashers, but with '''[[UpToEleven shields]]''.shields]]''', although they are very slow they take forever to bring down even with Level 3 Towers.

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*GoddamnedBats
** Swarmers are this especially early on some maps. Since they come in such large numbers it's easy for them to snatch a core one alien left after dying and slip by your defenses moving away from the map.
** Racers. As their name implies they are ''fast'' and if they snatch a core midway to the exit it'll be very hard for your towers to kill them before they flee.
** Bulwarks becomes one without Gun/Cannon or Tesla towers as their shields will last an eternity without them.



** Turtles. ''Stupidly'' tough for their speed (not as tough as Crashers but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do.

to:

** Turtles. ''Stupidly'' tough for their speed (not as tough as Crashers but ''far'' faster) and Spire aliens. Even the aliens they carry inside most trivial Swarmer or Walker can become a problem as Spires give them can often cause as much trouble as they do.reasonably strong shields.


Added DiffLines:

* ThatOneBoss:
** Turtles. ''stupidly'' tough for their speed (not as tough as [[StoneWall Crashers]] but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do.
** Juggernauts are just like Crashers, but with '''[[UpToEleven shields]]''.

Added: 588

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* GameBreaker: In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance is cleverly maintained in most scenarios.

to:

* GameBreaker: GameBreaker:
**
In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance is cleverly maintained in most scenarios.scenarios.
** Missile towers with the temporal upgrade in the sequel; great reach, good rate of fire and constantly halting enemies, making them an exposed easy target for the rest of the towers.
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* GameBreaker: In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance it's cleverly maintained in most scenarios.

to:

* GameBreaker: In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance it's is cleverly maintained in most scenarios.

Added: 471

Changed: 291

Is there an issue? Send a MessageReason:
None


* DemonicSpiders: Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defences.

to:

* DemonicSpiders: DemonicSpiders:
**
Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defences.


Added DiffLines:

** Air units are not terribly difficult to dispatch--a few missile turrets will ensure they don't touch your cores. but if they ''do'' get one of your cores, it's gone for good!
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None

Added DiffLines:

* DemonicSpiders: Seekers. Unreasonably tough and prone to spawning large numbers of a variety of other aliens in front of them. Even worse, the game's guns almost always tend to lock onto the expendable cannon fodder they're spawning, letting them make absurd progress practically untouched by your defences.
** Turtles. ''Stupidly'' tough for their speed (not as tough as Crashers but ''far'' faster) and the aliens they carry inside them can often cause as much trouble as they do.
Is there an issue? Send a MessageReason:
None


* {{Gamebreaking}}: Meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy.

to:

* {{Gamebreaking}}: Meteor GameBreaker: In some scenarios meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy. On the other hand, speedsters and isolated enemies draw their fire from clusters (resulting in overkill or miss) so the balance it's cleverly maintained in most scenarios.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Gamebreaking}}: Meteor towers can easily dominate the battlefield. Great range, not very expensive, huge spread damage. Combine them with temporal towers + good maze guns for mopping up the survivors and bulkies, relax and enjoy.

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[[redirect:YMMV/{{ptitlemyyr8iai}}]]

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[[redirect:YMMV/{{ptitlemyyr8iai}}]]* ThatOneLevel: Several of the advanced challenges can get very, ''very'' bad.
** Some of Center of Power's advanced challenges can cause a few gray hairs.
** Turnabout's advanced challenges (namely Super Grinder and Green Towers Only) are the point where you are ''forced'' into "juggling" the aliens in order to achieve the Gold Medal. Even then, getting ''that'' requires ''precise'' timing when juggling the aliens, without which these challenges are largely {{Luck Based Mission}}s.
*** It's nothing that the application of enough gun/cannon towers and construction of a long enough maze can't handle. Try doing the Gun Crazy achievement on Height of Confusion and you'll see why they're just shy of being OP.
* TheWoobie: Many of the places you visit had special importance to the General (where he lived, where his family lived ([[spoiler: and were overrun]]), where his mind was uploaded into a computer ([[spoiler: and where his body rests]]), the sites of battles from the previous war ... it's hard to not feel bad for him when you hear his reaction to revisiting those places.
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