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Wild Bastards

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  • Adorkable: Billy is a Young Gun trying to prove himself and look cool doing it, but his more awkward mannerisms compared to the colder Bastards, honesty with his emotions, and almost childlike naiveite are highly endearing.
  • Demonic Spiders:
    • The Hunters present a massive threat in the earlygame of the story mode. Hanging around in the distance, they are difficult to spot and will shoot you with Hitscan lasers that will carve massive chunks from your health. In certain level layouts you might not have enough cover to stay safe from them, and even if you do, that means you're just pinned down and are stuck until you risk your neck taking damage. The main counter to them is to Sniper Duel them with your own long-range guy, but for most of the game the only guy that can is Judge, presenting a single point of failure and stretching him thin; once you get Sarge and Fletch for alternative long-range options, Hunters ease up a little bit.
    • Bushwhackers act entirely the opposite way, but are just as dangerous. They hide in close cover, not moving unless the player manages to flank them, and then once the player is in range immediately hits them with a massively damaging buckshot attack. If the player does manage to flank them, they will quickly reposition to another hidey-hole. They have remarkably smart AI and outside of pick-up abilities there's no real hard counter to them, other than to patiently flush them out and catch them when they're running away.
  • Game-Breaker:
    • Preach's Ace upgrades allow her to completely upend the game's health economy. This mostly concerns her Ace that allows her ally to heal for the same amount whenever she receives any healing during a showdown. Doubled healing across two characters allows for the player to get extremely recklessly and still survive, so long as there's some form of healing present in the level (and there usually is). In case that's not enough, she has another Ace that guarantees a significant health recovery at the end of a showdown, making it borderline impossible to be chip-damaged to death by too many fights and allowing the player to ignore map resources like inns, medkits, and healing drones so long as Preach is around.
    • Spike's knives deal massive armor-piercing damage but the downside is that they won't fly very far. Homing Projectile equipment will enable Spike to deal that same massive damage from much farther away so long as he's locked on. If Spike is available, you have a homing shots upgrade, and want to play optimally, giving it to him should be your first consideration.
    • In a game where the main source of threat is not knowing where the enemies are, left wondering if you're walking into an ambush, one of Sarge's Aces — allowing him to scan enemies through walls — is a complete gamechanger. Being able to reveal the position of all enemies any time you need it is a massive boon when clearing out Chasteners from roadblocks, since you'll never be caught by surprise when there's some guy waiting around the corner to blast you.

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