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** Red and Green zombie variations in the mobile port of SAS 3 are much tougher and deadlier than their normal counterparts, ''especially'' Devastators.



* GoddamnedBats: Worms in SAS 2, Insane Asylum, SAS 3, and SAS 4 can be extremely annoying, as they are very fast, but very weak. They also come in big groups when Bloaters die, leading to big bunches of worms [[CycleOfHurting chewing away at]] [[YetAnotherStupidDeath your health bar]].

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* GoddamnedBats: Worms in SAS 2, Insane Asylum, SAS 3, and SAS 4 can be extremely annoying, as they are very fast, but very weak. They also come in big groups when Bloaters die, leading to big bunches of worms [[CycleOfHurting chewing away at]] [[YetAnotherStupidDeath your health bar]]. One challenge in SAS 3 even has the players fending off the hordes which consist of nothing ''except'' worms.



** The moans of the zombies, particularly in the first 3 games (and ''TD'').

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** The moans of the zombies, particularly in the first 3 games (and ''TD''). The ambient sounds are another thing as you can hear zombie growls or human screams in the distance, far beyond the map.



* ScrappyMechanic: ''4'''s random boss variance mechanic. Introduced in order to give more randomness and less staleness to games, and allow groups of weaker lower level players to be able to win matches where the boss would normally be too strong for them (especially if other players disconnect and lower the overall firepower), matches may not end up having the strongest possible boss allowed by the total "match strength" (the total level of everyone in the match), and may instead consist of a horde of weaker bosses. While not a big deal in regular matches, as there isn't any difference in reward (you still get a single strongbox as boss loot regardless of what you get for a boss fight), the mechanic is a massive pain when it occurs in nightmare mode, to the point where a player could very well end up ragequitting for a few days if it happens too many times in a single day's worth of nightmare games (as you're only given 5 free tickets per day to play the mode, wanting to play more requires earning or buying "premium" tickets that are separate your daily 5 and only used after the regular tickets are consumed). In nightmare mode, you fight two sets of bosses, one halfway through the map and one in the normal spot at the end, with the first set using a somewhat higher group level's strength, with the second set being double strength, and your loot is massively increased in both fights compared to a regular match - not only do the bosses drop more strongboxes and with generally higher rarities, but you also get a massive dump of cash that's based on the boss type. It's extremely aggrevating to be playing a nightmare mode match where the total level of all 4 players is 396-400 (which allows for an elite savage devastator for the first boss, and elite savage necrosis for the second, the strongest two bosses with the highest cash drops, ~300,000 for the devastator and ~500,000 for necrosis, and can drop elite augment cores in their nantonium boxes), only to get the worst possible boss spawns and only get a group of savage regurgitators for the first boss and wickers for the second, netting maybe 250,000 cash in total, 2 strongboxes per set instead of 3, and no chance of elite augment cores if you get any nantoniums.
* ScrappyWeapon: In ''4'', the majority of HVM's weapons are this, being hated by many players for being very underpowered even with augmentations. '''Especially with the HVM 001.''' There's an exception to this though; it's the HVM MPG, a rocket launcher that's a cut above all of HVM's other weapons. But then again, even their [BLACK] variants aren't helpful either![[note]]The weapons that aren't the HVM MPG, to be specific.[[/note]]

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* ScrappyMechanic: ScrappyMechanic:
** The mobile version of ''3'' introduced the buddy mechanic - essentially, it assigns an NPC to the mission to help you out with the zombies. Sounds good, except [[ArtificialStupidity your buddy's AI is not very good, to say the least]]. Firstly, he will likely rush into a horde of zombies without a second thought, perish there almost immediately and screwing you over if you are waiting to respawn. Besides that, his pathfinding is very poor and may result in him hugging the wall and becoming an easier target for zombies. But worst of all, you have to buy guns & armor for him and upgrade them with your cash -- including buying the ammunition for him. Essentially, when the buddy runs out of ammo and if you toggle on the option for him to buy the ammo, he will happily do so straight with ''your'' hard-earned funds and might potentially drain you of all cash. Equipping him with pistols, which have infinite ammunition, rectifies the last disadvantage, but it does nothing to fix the buddy's biggest weakness -- his very flawed AI. The only more or less fruitful use for your buddy is to equip him with a pistol and put him as a distraction against the zombies to give yourself at least some breathing room in tough situations.
**
''4'''s random boss variance mechanic. Introduced in order to give more randomness and less staleness to games, and allow groups of weaker lower level players to be able to win matches where the boss would normally be too strong for them (especially if other players disconnect and lower the overall firepower), matches may not end up having the strongest possible boss allowed by the total "match strength" (the total level of everyone in the match), and may instead consist of a horde of weaker bosses. While not a big deal in regular matches, as there isn't any difference in reward (you [[note]]you still get a single strongbox as boss loot regardless of what you get for a boss fight), fight[[/note]], the mechanic is a massive pain when it occurs in nightmare mode, to the point where a player could very well end up ragequitting for a few days if it happens too many times in a single day's worth of nightmare games (as [[note]]as you're only given 5 free tickets per day to play the mode, wanting to play more requires earning or buying "premium" tickets that are separate your daily 5 and only used after the regular tickets are consumed).consumed[[/note]]. In nightmare mode, you fight two sets of bosses, one halfway through the map and one in the normal spot at the end, with the first set using a somewhat higher group level's strength, with the second set being double strength, and your loot is massively increased in both fights compared to a regular match - not only do the bosses drop more strongboxes and with generally higher rarities, but you also get a massive dump of cash that's based on the boss type. It's extremely aggrevating to be playing a nightmare mode match where the total level of all 4 players is 396-400 (which [[note]]which allows for an elite savage devastator for the first boss, and elite savage necrosis for the second, the strongest two bosses with the highest cash drops, ~300,000 for the devastator and ~500,000 for necrosis, and can drop elite augment cores in their nantonium boxes), boxes[[/note]], only to get the worst possible boss spawns and only get a group of savage regurgitators for the first boss and wickers for the second, netting maybe 250,000 cash in total, 2 strongboxes per set instead of 3, and no chance of elite augment cores if you get any nantoniums.
* ScrappyWeapon: ScrappyWeapon:
**
In ''4'', the majority of HVM's weapons are this, being hated by many players for being very underpowered even with augmentations. '''Especially with the HVM 001.''' There's an exception to this though; it's the HVM MPG, a rocket launcher that's a cut above all of HVM's other weapons. But then again, even their [BLACK] variants aren't helpful either![[note]]The weapons that aren't the HVM MPG, to be specific.[[/note]][[/note]]
** The starting Glock pistol from SAS 3 only has use during the first few ranks, and after you get a better pistol, you will most likely won't bring Glock 17 ever again, aside from challenges, due to its stats becoming inferior to many other handguns.
** [=M1 Garand=] from SAS 3 starts off strong, but gets overshadowed very quickly by fully automatic rifles; not even the full on penetration power is enough to make it viable in the later ranks.
** The Mark II sniper rifle from the same game is pretty solid in the Flash-based version due to the NotTheIntendedUse[[note]]You can repeatedly click the left mouse button to spam the shots[[/note]], as well as a good penetration power and high killing power. The mobile version of said gun has no such luck unfortunately; its fire rate has been nerfed because of the altered aiming & shooting mechanic, right down to one shot per second. Considering zombies always ZergRush you and flank you from all sides, the rifle's usefulness is greatly diminished.
** The HK 221 is the first machinegun you can obtain, and suffice to say, it's not exactly useful at the starting rank. While the firing rate is relatively good, its mag size is meager and your ammo will run out fast -- and since when you unlock the machinegun, there's no fast reload perk yet, using HK 221 on early stages is downright suicidal. When you ''do'' obtain the fast reload perk, the HK 221 will get outpaced by other machineguns, even by the marginally better Bren gun.
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** In SAS 2 and Insane Asylum, we have chokers. They are very tough and hit extremely hard. Enough to kill you in just a few hits.

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** In SAS 2 and Insane Asylum, we have chokers. They are very tough and hit extremely hard. Enough to kill you in just a few hits. They had been significantly nerfed in SAS 3, but still have more HP among other fodder enemies.
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*ScrappyMechanic: ''4'''s random boss variance mechanic. Introduced in order to give more randomness and less staleness to games, and allow groups of weaker lower level players to be able to win matches where the boss would normally be too strong for them (especially if other players disconnect and lower the overall firepower), matches may not end up having the strongest possible boss allowed by the total "match strength" (the total level of everyone in the match), and may instead consist of a horde of weaker bosses. While not a big deal in regular matches, as there isn't any difference in reward (you still get a single strongbox as boss loot regardless of what you get for a boss fight), the mechanic is a massive pain when it occurs in nightmare mode, to the point where a player could very well end up ragequitting for a few days if it happens too many times in a single day's worth of nightmare games (as you're only given 5 free tickets per day to play the mode, wanting to play more requires earning or buying "premium" tickets that are separate your daily 5 and only used after the regular tickets are consumed). In nightmare mode, you fight two sets of bosses, one halfway through the map and one in the normal spot at the end, with the first set using a somewhat higher group level's strength, with the second set being double strength, and your loot is massively increased in both fights compared to a regular match - not only do the bosses drop more strongboxes and with generally higher rarities, but you also get a massive dump of cash that's based on the boss type. It's extremely aggrevating to be playing a nightmare mode match where the total level of all 4 players is 396-400 (which allows for an elite savage devastator for the first boss, and elite savage necrosis for the second, the strongest two bosses with the highest cash drops, ~300,000 for the devastator and ~500,000 for necrosis, and can drop elite augment cores in their nantonium boxes), only to get the worst possible boss spawns and only get a group of savage regurgitators for the first boss and wickers for the second, netting maybe 250,000 cash in total, 2 strongboxes per set instead of 3, and no chance of elite augment cores if you get any nantoniums.
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* FanNickname: Nan[[{{Troll}} troll]]ium: [[{{Unobtainium}} Nantonium Strongboxes]] giving poor quality weapons/armor, or the same good weapon/armor multiple times, such as a [RED] 10*** [[ScrappyWeapon HVM 001]], or two of the same [RED] 10*** Ronson 65-a's.
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* ComplacentGamingSyndrome: Deadly, Overclock, Adaptive. These are the 3 augments that pretty much everyone slaps onto any gun to make it worthy of using in nightmare mode. Deadly so you have the damage to kill zombies, Overclock to output that damage at a reasonable rate and Adaptive so that damage can actually cut through nightmarish zombies. With a 4th slot being more often than not Piercing or Biosynthesis for events, or Racemoded for even more damage output.
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** The Blue Necrosis spawn is possibly the most infuriating zombie to date. What sets it apart from all other zombies is that it can ''teleport'' next to you, which usually results in it getting a free hit unless you were lucky enough to already be moving away from where it spawned. This thing has ended many nightmare runs.
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Understatement is for In Universe use only.


*** Savage Necrosis is [[{{Understatement}} even worse]], especially for the fact that it boasts '''[[DamageSpongeBoss 2.5 million]] HitPoints.''' [[http://vignette1.wikia.nocookie.net/saszombieassault/images/5/5c/Savage_Necrosis.png/revision/latest?cb=20150113233023 This is what the monstrosity of a boss looks like.]]

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*** Savage Necrosis is [[{{Understatement}} even worse]], worse, especially for the fact that it boasts '''[[DamageSpongeBoss 2.5 million]] HitPoints.''' [[http://vignette1.wikia.nocookie.net/saszombieassault/images/5/5c/Savage_Necrosis.png/revision/latest?cb=20150113233023 This is what the monstrosity of a boss looks like.]]



** [[TheJuggernaut The Ruin]] in SASTD is an ''extremely'' intimidating foe: It's [[{{Understatement}} big]], it has numerous tentacles that is uses for ranged attacks, it's durable enough to withstand numerous ''[[GameBreaker Necro]] {{Nuke|Em}}s'', and if it gets through your defense, it won't leave a single survivor standing.

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** [[TheJuggernaut The Ruin]] in SASTD is an ''extremely'' intimidating foe: It's [[{{Understatement}} big]], big, it has numerous tentacles that is uses for ranged attacks, it's durable enough to withstand numerous ''[[GameBreaker Necro]] {{Nuke|Em}}s'', and if it gets through your defense, it won't leave a single survivor standing.
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-->Someone was [[{{Understatement}} VERY.sick.]] A apex spitter

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-->Someone was [[{{Understatement}} VERY.sick.]] A apex spitter

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* AwesomeMusic: SAS 4 has a handful of music in its soundtrack, and it is indeed awesome.
* CrowningMomentOfAwesome: Opening a [[{{Unobtainium}} Nantonium Strongbox]] to find a 10*** weapon (or 10** armor piece) that has no augments (or the best augments).

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* AwesomeMusic: SugarWiki/AwesomeMusic: SAS 4 has a handful of music in its soundtrack, and it is indeed awesome.
* CrowningMomentOfAwesome: Opening a [[{{Unobtainium}} Nantonium Strongbox]] to find a 10*** weapon (or 10** armor piece) that has no augments (or the best augments).
awesome.



* SugarWiki/MomentOfAwesome: Opening a [[{{Unobtainium}} Nantonium Strongbox]] to find a 10*** weapon (or 10** armor piece) that has no augments (or the best augments).



* MostWonderfulSound: [[ShockAndAwe Two lightning bolts]] and the text "[[AC:HIGH LEVEL GEAR!]]" shows up when you get a powerful weapon or armor. [[ZigZaggingTrope Zig-Zagged]] however, as it can be something that isn't preferred for your build, level, etc.

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* MostWonderfulSound: SugarWiki/MostWonderfulSound: [[ShockAndAwe Two lightning bolts]] and the text "[[AC:HIGH LEVEL GEAR!]]" shows up when you get a powerful weapon or armor. [[ZigZaggingTrope Zig-Zagged]] however, as it can be something that isn't preferred for your build, level, etc.



** [[TheJuggernaut The Ruin]] in SASTD is an ''extremely'' intimidating foe: It's [[{{Understatement}} big]], it has numerous tentacles that is uses for ranged attacks, it's durable enough to withstand numerous ''[[GameBreaker Necro]] [[NukeEm Nukes]]'', and if it gets through your defense, it won't leave a single survivor standing.

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** [[TheJuggernaut The Ruin]] in SASTD is an ''extremely'' intimidating foe: It's [[{{Understatement}} big]], it has numerous tentacles that is uses for ranged attacks, it's durable enough to withstand numerous ''[[GameBreaker Necro]] [[NukeEm Nukes]]'', {{Nuke|Em}}s'', and if it gets through your defense, it won't leave a single survivor standing.standing.
----
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As a sugar wiki item, moved to its own subpage


* FunnyMoment: In ''4'', when playing the [[EscortMission V.I.P. mission]] during December, [[HolidayMode the V.I.P. will be replaced with]] [[SantaClaus Santa]], complete with different dialogue from both characters.
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*** The Necro Nuke isn't as powerful, but it is still powerful enough to destroy any and all zombies except for the Ruin.

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*** The Necro Nuke isn't Grenade doesn't have as powerful, much blast radius, but it is still powerful enough to destroy any and all zombies except for the Ruin.
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* DemonicSpiders: In SAS, there is an enemy that is pretty much a [[OurLichesAreDifferent Lich]] that calls up big groups of DemBones and shoots you with big balls of magic. They are also very durable.

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* DemonicSpiders: In SAS, [=SAS=], there is an enemy that is pretty much a [[OurLichesAreDifferent Lich]] that calls up big groups of DemBones and shoots you with big balls of magic. They are also very durable.



** If it has a health bar in SAS 3, it may fall under this trope, but the Devastators and Mamushkas take the cake. Devastators will smash the ground doing an AoE attack that does an extreme amount of damage. [[OverlyLongGag It also spawns in]] DemBones [[OverlyLongGag very often]]. Mamushkas will [[AsteroidsMonster split into two almost endlessly]], making you forced to have very high pierce weapons, or [[ShotgunsAreJustBetter a shotgun]].
** Spitters in SAS4 fire off big globs of acid that stay on the ground for quite some time. Said acid deals damage extremely fast.
** Also in SAS4, we have zombies with mutations, giving them special perks, such as [[WreathedInFlame Firey Skin]] (sets target on fire and immune to fire damage), [[PoisonousPerson Poisoned Limbs]] (poisons target on every hit and is immune to acid-based weapons), [[TheJuggernaut Chitinous Hide]] (75% resistance to physical damage), and [[ActionBomb Acid Blood]] (leaves a pool of acid on the ground upon death, causing all players that stand in it to take a ridiculous amount of damage).
** Yet another one from SAS4 is the Zombdroid Soldier. It is a rare variant of the other MechaMook, the Zombdroid Servant, that [[MoreDakka pelts you with gunfire from its]] [[GunsAkimbo dual-wielded squad automatic weapons]]. Very high health, extreme rate of fire.

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** If it has a health bar in SAS 3, it may fall under this trope, but the Devastators and Mamushkas take the cake. Devastators will smash the ground doing an AoE area of effect attack that does an extreme amount of damage. [[OverlyLongGag It also spawns in]] DemBones [[OverlyLongGag very often]]. Mamushkas will [[AsteroidsMonster split into two almost endlessly]], making you forced to have very high pierce weapons, or [[ShotgunsAreJustBetter a shotgun]].
** Spitters in SAS4 SAS 4 fire off big globs of acid that stay on the ground for quite some time. Said acid deals damage extremely fast.
** Also in SAS4, SAS 4, we have zombies with mutations, giving them special perks, such as [[WreathedInFlame [[WreathedInFlames Firey Skin]] (sets target on fire and immune to fire damage), [[PoisonousPerson Poisoned Limbs]] (poisons target on every hit and is immune to acid-based weapons), [[TheJuggernaut Chitinous Hide]] (75% resistance to physical damage), and [[ActionBomb Acid Blood]] (leaves a pool of acid on the ground upon death, causing all players that stand in it to take a ridiculous amount of damage).
** Yet another one from SAS4 SAS 4 is the Zombdroid Soldier. It is a rare variant of the other MechaMook, the Zombdroid Servant, that [[MoreDakka pelts you with gunfire from its]] [[GunsAkimbo dual-wielded squad automatic weapons]]. Very high health, extreme rate of fire.



** Puke Worms in SAS4 are the flunkies of the [[FlunkyBoss Regurgitator]]. They are effectively the regular worms, except far more annoying, as they are even faster and have more health.

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** Puke Worms in SAS4 SAS 4 are the flunkies of the [[FlunkyBoss Regurgitator]]. They are effectively the regular worms, except far more annoying, as they are even faster and have more health.



* GoddamnedBoss: Regurgitators in SAS4 become this when [[WolfpackBoss in groups]]. Their incessant [[VomitIndiscretionShot barfing]] leaves a massive pool of vomit, spawn in big groups of [[GoddamnedBats puke worms]], [[ArsonMurderAndJaywalking and makes a really squicky noise]].

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* GoddamnedBoss: Regurgitators in SAS4 SAS 4 become this when [[WolfpackBoss in groups]]. Their incessant [[VomitIndiscretionShot barfing]] leaves a massive pool of vomit, spawn in big groups of [[GoddamnedBats puke worms]], [[ArsonMurderAndJaywalking and makes a really squicky noise]].



* ThatOneBoss: SAS4 features several bosses that fall under this trope.
** The [[HumongousMecha Zombie]] [[WalkingTank Mech]] has very high amounts of HP, a resistance to physical attacks, and a variety of weapons, including [[WaveMotionGun lascannons]], [[KillItWithFire heavy flamers]], [[MoreDakka autocannons]], and [[MacrossMissileMassacre missile launchers]].

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* ThatOneBoss: SAS4 SAS 4 features several bosses that fall under this trope.
** The [[HumongousMecha Zombie]] [[WalkingTank Mech]] has very high amounts of HP, a resistance to physical attacks, and a variety of weapons, including [[WaveMotionGun lascannons]], laser cannons]], [[KillItWithFire heavy flamers]], [[MoreDakka autocannons]], and [[MacrossMissileMassacre missile launchers]].



** The [[NamesToRunAwayFromVeryFast Necrosis]] shoots fireballs and acid balls in a MultiDirectionalBarrage, along with it's CombatTentacles that bounce off of walls. It also [[LightningBruiser moves very fast]]. When you actually kill it, [[AsteroidsMonster it splits into three Necrosis Spawn]] that have very high resistances to physical, acid, and thermal damage. The one with physical resistance is notorious for its TeleportSpam, the acid-resistant one spits acid everywhere, and the flame-retardant one leaves a trail of fire that does a lot of damage really fast.

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** The [[NamesToRunAwayFromVeryFast Necrosis]] shoots fireballs and acid balls in a MultiDirectionalBarrage, along with it's CombatTentacles that bounce off of walls. It also [[LightningBruiser moves very fast]]. When you actually kill it, [[AsteroidsMonster it splits into three Necrosis Spawn]] that have very high resistances to physical, acid, and thermal damage.damage, respectively. The one with physical resistance is notorious for its TeleportSpam, the acid-resistant one spits acid everywhere, and the flame-retardant one leaves a trail of fire that does a lot of damage really fast.

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