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Trope was cut/disambiguated due to cleanup


* DropTheHammer: At higher levels, an Assault can opt to swap their Radiant Axe for an Impact Hammer, which trades the Axe's ability to inflict recoil damage while blocking for much higher damage on it's own swings.
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an axe to grind was disambiguated. This example isn't actually a trope.


* AnAxeToGrind Their default melee weapon, the Radiant Axe is two-handed battleaxe with a made made of plasma that can ignite enemies struck from behind.
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* HealingShiv: Beam Heal guns and Nanite guns. Not to be confused with their melee {{weapon of choice}} which does exactly what a shiv is supposed to do.

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* HealingShiv: Beam Heal guns and Nanite guns. Not to be confused with their melee {{weapon weapon of choice}} choice which does exactly what a shiv is supposed to do.
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Dewicked trope


* CoolSword: The Recon's primary WeaponOfChoice when it comes to melee combat is the Ghost Sword, a laser-carved blade that deals critical damage when targeting an enemy's back.

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* CoolSword: The Recon's primary WeaponOfChoice weapon when it comes to melee combat is the Ghost Sword, a laser-carved blade that deals critical damage when targeting an enemy's back.

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* DualWielding: Dual Daggers. [[OneHandedZweihander Which don't look like daggers at all]].

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* DemolitionsExpert: They're armed with a variety of specialized satchel charges. While they're heavier, and as a result, shorter ranged than the grenades used by other classes, that also gives them greater stopping power, which can be further amplified by the Infiltrator tree's many bonuses to them.
* DualWielding: Dual Daggers. [[OneHandedZweihander Which don't look like daggers at all]]. They trade off the ability to do damage when blocking in favor of slightly higher damage and greater attack speed.

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%%* CoolSword

to:

%%* CoolSword* CoolSword: The Recon's primary WeaponOfChoice when it comes to melee combat is the Ghost Sword, a laser-carved blade that deals critical damage when targeting an enemy's back.



%%* GlassCannon: When sniping, naturally.
%%* HitAndRunTactics - Meleecons and Bombercons LIVE on this.
%%* FragileSpeedster - For higher level 'cons, {{whoring}} out mass cooldown mods on Bionics device, which turns you into [[Franchise/TheFlash Flash lite]] for ~15 seconds, is actually a very popular ''defensive'' strategy.
* InvisibilityCloak - With an added bonus of greatly increasing either movement speed or jump distance when it's active.
* InvisibilityFlicker - Recons pop out of their InvisibilityCloak for a brief moment when tossing a bomb or using an ability.
* LandMineGoesClick - Played by bombs that have a [[TimeBomb 3-sec time counter]] that conveniently appears above them prior to detonation. Averted with actual mines. They take a few seconds to arm after being dropped and will wait until there are no enemies in proximity before arming. After that the best you can hope for is seeing the mine and going OhCrap the moment before it explodes.
* SniperDuel - When snipercons get angry at each other.

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%%* * GlassCannon: When sniping, naturally.
%%* HitAndRunTactics - Meleecons
Recons can often do the most damage of an entire team in endgame content due to a combination of steady dps from their sniper rifles and Bombercons LIVE large area burst from their variety of bombs, most notably the [[LimitBreak Shatter Bomb]].
* FragileSpeedster: The Recon's two exclusive skilltrees largely focus
on this.
%%* FragileSpeedster - For higher level 'cons, {{whoring}} out mass cooldown mods
offense or mobility tools, with ''very'' limited defensive benefits, only two not particularly useful ones in the Infiltration tree, but on the other hand, have multiple movement speed boosts and the Bionics device, offhand to further boost their ability to get out of a hairy situation.
* InvisibilityCloak: Their specialty devices,
which turns you into [[Franchise/TheFlash Flash lite]] for ~15 seconds, is actually a very popular ''defensive'' strategy.
* InvisibilityCloak - With an added bonus of greatly increasing either
also come with the ability to increase the recon's movement speed or jump distance when it's while active.
* InvisibilityFlicker - InvisibilityFlicker: In two forms. When Recons pop out of their InvisibilityCloak take damage while cloaked, they become visible as a flashing sihoulette. Additionally, activating off-hand devices, most notably bombs, deactivates the field for a brief moment when tossing a bomb or using an ability.
moment, and requires it to re-engage afterwards.
* LandMineGoesClick - LandMineGoesClick: Played by bombs with. Bombs that have a [[TimeBomb 3-sec time counter]] that conveniently appears above them prior to detonation. Averted detonation, playing the trope straight, however, this is averted with actual mines. They take a few seconds to arm after being dropped and will wait until there are no enemies in proximity before arming. After that Afterwards, they're fairly subtle and your only warning if you get too close consists of the best you can hope for is seeing the mine and going OhCrap the moment before it explodes.
* SniperDuel - When snipercons get angry at each other.
detonation itself.

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* PoisonedWeapons: The Agonizer, one of the Medic's unique ranged weapons, fires poison-lazed "bolts" of...whatever it is, inflicting a poison-based debuff on enemies hit which slightly reduce their damage resistance and healing received.

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* PoisonedWeapons: The Agonizer, one of the Medic's unique ranged weapons, fires poison-lazed poison-laced "bolts" of...whatever it is, inflicting a poison-based debuff on enemies hit which slightly reduce their damage resistance and healing received.received.
* SupportPartyMember: Even as a more damage-oriented poison build, Medics are best suited to a supportive role, inflicting debuffs on enemies and weakening them so their allies can finish them off.




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* TechnicolorToxin: Played with. Medics are obviously affiliated with the glowing green stuff, but their poison weapons usually detonate it orange puffs, although the Agonizer's poison-inflicting bolts ''are'' bright purple.

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* AgonyBeam: The Pain Gun.

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* AgonyBeam: The Pain Gun. While it deals little damage on it's own, it also greatly amplifies any other damage the target takes while active, and slows them down significantly.



* HandCannon: As an alternative to their standard rifle, Medics can opt to bring a variety of large handguns as their primary ranged weapon,
* JackOfAllStats: Many consider Medics to be this, due to how well-rounded their arsenal of poisons and healing devices is and they don't really have to sacrifice their healing ability for offense.

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* HandCannon: As an alternative to their standard rifle, Medics can opt to bring a variety of large handguns as their primary ranged weapon,
* JackOfAllStats: Many consider Medics to be this, due to how well-rounded their arsenal of poisons
weapon, while typically shorter ranged and healing devices is and losing out compared to an assault rifle in direct DPS, they don't really have to sacrifice their healing ability for offense.compensate with various poisonous status effects.



* PoisonedWeapons

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* PoisonedWeaponsPoisonedWeapons: The Agonizer, one of the Medic's unique ranged weapons, fires poison-lazed "bolts" of...whatever it is, inflicting a poison-based debuff on enemies hit which slightly reduce their damage resistance and healing received.

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%% * AnAxeToGrind
%% * TheBigGuy

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%% * AnAxeToGrind
%%
AnAxeToGrind Their default melee weapon, the Radiant Axe is two-handed battleaxe with a made made of plasma that can ignite enemies struck from behind.
* TheBigGuyTheBigGuy Assault agents are slightly larger than other agents, and their suit's shape language tends towards bulky plates to boot.



%% * DropTheHammer

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%% * DropTheHammerCarryABigStick: The Brawler's Beat Stick, a rare drop alternative melee weapon from open world pve. It trades the Radiant Axe's ability to block to instead unleash a powerful knockback inflicting heavy swing.
* ChainsawGripBFG: All of the Assault's various specialty devices, other than the shoulder-mounted rocket launchers, are held this way.
* DropTheHammer: At higher levels, an Assault can opt to swap their Radiant Axe for an Impact Hammer, which trades the Axe's ability to inflict recoil damage while blocking for much higher damage on it's own swings.



* [[FlamingSword Flaming Axe]] - Assault's unique melee weapon, the [[AnAxeToGrind Radiant Axe]]. Its edge is MADE of fire. It cuts things by ''burning through them''.



* MagikarpPower - For the first few levels, Assaults are underwhelmingly weak, with no self-sustain options unlike Robotics or Medics and unable to pick off enemies from beyond their reach like Recons. Once you get enough skill points to invest into their class-specific massive health bonuses and unlock weapons of different types, they become the most demanded class on the battlefield.
* MightyGlacier - As an exception to the "even base stats" rule (see CompetitiveBalance below), they have slightly slower movement speed and much larger bodyframes than other classes, but [[{{BFG}} compensate for it]].

to:

* MagikarpPower - LaserBlade: The Radiant Axe, as mentioned above, has a blade made of pure plasma.
* MagikarpPower:
For the first few levels, Assaults are underwhelmingly weak, with no self-sustain options unlike Robotics or Medics and unable to pick off enemies from beyond their reach like Recons. Once you get enough skill points to invest into their class-specific massive health bonuses and unlock weapons of different types, they become the most demanded class on the battlefield.
* MightyGlacier - MightyGlacier: As an exception to the "even base stats" rule (see CompetitiveBalance below), rule, they have slightly slower movement speed and much larger bodyframes than other classes, but [[{{BFG}} compensate for it]].



* MoreDakka - Related to above GatlingGood. iMiniguns and Inferno Cannons fall into this trope.
* PlayingWithFire - Magmalance Recoilless Rifle, Inferno-X Cannon, Heatwrack Maser, Radiant Axe.
* SpamAttack - Power Stim lets you do this with anything, most notably grenade launchers.
* SplashDamage - Assaults specced into the more [[StuffBlowingUp explosive]] style of the Destroyer tree are good at this.
* StoneWall - If you choose to build yourself entirely as a tank and ignore offensive skills, you get this.
** A tank assault can be dangerous with their minigun or inferno cannon. They just do not have the punch to really kill a target on their own. Usually, the tank will end up weakening it where one of the damage dealing players will come in and mop it up. Tanks have few kills but LOTS of assists.

to:

* MoreDakka - MoreDakka: Related to above GatlingGood. iMiniguns and Inferno Cannons fall into this trope.
* PlayingWithFire - PlayingWithFire: Magmalance Recoilless Rifle, Inferno-X Cannon, Heatwrack Maser, Radiant Axe.
* SpamAttack - SpamAttack: Power Stim lets you do this with anything, most notably grenade launchers.
* SplashDamage - SplashDamage: Assaults specced into the more [[StuffBlowingUp explosive]] style of the Destroyer tree are good at this.
* StoneWall - If you choose to build yourself entirely as a tank and ignore offensive skills, you get this.
** A tank assault can be dangerous with their minigun or inferno cannon. They just do not have the punch to really kill a target
focus on their own. Usually, the tank will end up weakening it where one of the damage dealing players will come in and mop it up. Tanks have few kills but LOTS out large amounts of assists.
area damage near exclusively.



* AgonyBeam - The Pain Gun.
* CombatMedic
* DeadlyDoctor - One of their skills is even called Death Medic.
* HealingShiv - Beam Heal guns and Nanite guns. Not to be confused with their melee {{weapon of choice}} which does exactly what a shiv is supposed to do.
* JackOfAllStats - Many consider Medics to be this, due to how well-rounded their arsenal of poisons and healing devices is and they don't really have to sacrifice their healing ability for offense.
* LifeDrain - The [[ExactlyWhatItSaysOnTheTin Life Stealer]] melee weapon, and the Soul Stealer grenade.
* TheMedic
* PlayingWithSyringes - Medics get a[[strike:n oversized combat knife with a built-in]] syringe with blades tacked onto it as their melee weapon. It's aptly called the "Poison Injector". Then there's a pimped-out version dubbed the [[ExactlyWhatItSaysOnTheTin Life Stealer]], which looks like a portable steam-powered blood pump.

to:

* AgonyBeam - AgonyBeam: The Pain Gun.
* CombatMedic
CombatMedic: While generally less capable of direct combat more dedicated classes, Medic agents remain fully capable of handling all solo content with their poisons, self-healing, and basic ranged weapons.
* DeadlyDoctor - DeadlyDoctor: One of their skills is even called Death Medic.
* HealingShiv - HealingShiv: Beam Heal guns and Nanite guns. Not to be confused with their melee {{weapon of choice}} which does exactly what a shiv is supposed to do.
* JackOfAllStats - HandCannon: As an alternative to their standard rifle, Medics can opt to bring a variety of large handguns as their primary ranged weapon,
* JackOfAllStats:
Many consider Medics to be this, due to how well-rounded their arsenal of poisons and healing devices is and they don't really have to sacrifice their healing ability for offense.
* LifeDrain - LifeDrain: The [[ExactlyWhatItSaysOnTheTin Life Stealer]] melee weapon, and the Soul Stealer grenade.
grenade. The poison skill tree also eventually unlocks a skill that causes the Medic to heal whenever they hit enemies with offensive offhand.
* TheMedic
TheMedic: It's the name of the class.
* PlayingWithSyringes - Medics get a[[strike:n oversized combat knife with a built-in]] syringe with blades tacked onto it as their melee weapon. It's aptly called the "Poison Injector". Then there's a pimped-out version dubbed the [[ExactlyWhatItSaysOnTheTin Life Stealer]], which looks like a portable steam-powered blood pump.




to:

* TechnicolorScience: Medic agents are identified by toting around various exposed tubes of green (or whatever color custom option the player chooses) ''stuff'' that's presumably related to how they heal or poison others on their suits.



* DualWielding - Dual Daggers. [[{{BFS}} Which don't look like daggers at all]].
%%* GlassCannon - When sniping, naturally.

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* DualWielding - DualWielding: Dual Daggers. [[{{BFS}} [[OneHandedZweihander Which don't look like daggers at all]].
%%* GlassCannon - GlassCannon: When sniping, naturally.



* LaserBlade
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%%* AnAxeToGrind
%%* TheBigGuy

to:

%%* %% * AnAxeToGrind
%%* %% * TheBigGuy



%%* DropTheHammer

to:

%%* %% * DropTheHammer

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%%* {{BFG}} - All of the Assault's specialty weapons.

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%%* {{BFG}} - All of the * {{BFG}}: The Assault's specialty weapons.Specialty Devices are various massive heavy weapons ranging from recoilless rifles to miniguns to handheld artillery pieces.



* GrenadeSpam: The bread and butter of explosive Assault builds. With energy stims and the right build, an Assault with a grenade launcher can rain down devastating barrages of small explosives to clear clumps of enemies while punctuating with powerful grenade offhands.



%%* FoeTossingCharge - The "Super Smash" LimitBreak.



* MagikarpPower - For the first few levels, Assaults are underwhelmingly weak. Once you get enough skill points to invest into their class-specific massive health bonuses and unlock weapons of different types, they become the most demanded class on the battlefield.

to:

* MagikarpPower - For the first few levels, Assaults are underwhelmingly weak.weak, with no self-sustain options unlike Robotics or Medics and unable to pick off enemies from beyond their reach like Recons. Once you get enough skill points to invest into their class-specific massive health bonuses and unlock weapons of different types, they become the most demanded class on the battlefield.


Added DiffLines:

** [[MagikarpPower Later on]], they can spec to become one of the most mobile classes in the game, but fittingly, do so not through movement speed, but sheer endurance. An assault with Energy Stims and a destroyer-hybrid build can remain airborne more than twice as long as any other agent.
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Added DiffLines:

'''Assault'''
%%* AnAxeToGrind
%%* TheBigGuy
%%* {{BFG}} - All of the Assault's specialty weapons.
%%* DropTheHammer
* GatlingGood: The official description is [[{{BFG}} "chainguns the size of motorcycles"]]
* [[FlamingSword Flaming Axe]] - Assault's unique melee weapon, the [[AnAxeToGrind Radiant Axe]]. Its edge is MADE of fire. It cuts things by ''burning through them''.
%%* FoeTossingCharge - The "Super Smash" LimitBreak.
* ImplacableMan - A tank-spec Assault backed up by a competent beam medic and a robo packing a power station can turn into this. They just. Won't. Stop.
* MagikarpPower - For the first few levels, Assaults are underwhelmingly weak. Once you get enough skill points to invest into their class-specific massive health bonuses and unlock weapons of different types, they become the most demanded class on the battlefield.
* MightyGlacier - As an exception to the "even base stats" rule (see CompetitiveBalance below), they have slightly slower movement speed and much larger bodyframes than other classes, but [[{{BFG}} compensate for it]].
* MoreDakka - Related to above GatlingGood. iMiniguns and Inferno Cannons fall into this trope.
* PlayingWithFire - Magmalance Recoilless Rifle, Inferno-X Cannon, Heatwrack Maser, Radiant Axe.
* SpamAttack - Power Stim lets you do this with anything, most notably grenade launchers.
* SplashDamage - Assaults specced into the more [[StuffBlowingUp explosive]] style of the Destroyer tree are good at this.
* StoneWall - If you choose to build yourself entirely as a tank and ignore offensive skills, you get this.
** A tank assault can be dangerous with their minigun or inferno cannon. They just do not have the punch to really kill a target on their own. Usually, the tank will end up weakening it where one of the damage dealing players will come in and mop it up. Tanks have few kills but LOTS of assists.

'''Medic'''
* AgonyBeam - The Pain Gun.
* CombatMedic
* DeadlyDoctor - One of their skills is even called Death Medic.
* HealingShiv - Beam Heal guns and Nanite guns. Not to be confused with their melee {{weapon of choice}} which does exactly what a shiv is supposed to do.
* JackOfAllStats - Many consider Medics to be this, due to how well-rounded their arsenal of poisons and healing devices is and they don't really have to sacrifice their healing ability for offense.
* LifeDrain - The [[ExactlyWhatItSaysOnTheTin Life Stealer]] melee weapon, and the Soul Stealer grenade.
* TheMedic
* PlayingWithSyringes - Medics get a[[strike:n oversized combat knife with a built-in]] syringe with blades tacked onto it as their melee weapon. It's aptly called the "Poison Injector". Then there's a pimped-out version dubbed the [[ExactlyWhatItSaysOnTheTin Life Stealer]], which looks like a portable steam-powered blood pump.
* PoisonedWeapons

'''Recon'''
%%* CoolSword
* DualWielding - Dual Daggers. [[{{BFS}} Which don't look like daggers at all]].
%%* GlassCannon - When sniping, naturally.
%%* HitAndRunTactics - Meleecons and Bombercons LIVE on this.
%%* FragileSpeedster - For higher level 'cons, {{whoring}} out mass cooldown mods on Bionics device, which turns you into [[Franchise/TheFlash Flash lite]] for ~15 seconds, is actually a very popular ''defensive'' strategy.
* InvisibilityCloak - With an added bonus of greatly increasing either movement speed or jump distance when it's active.
* InvisibilityFlicker - Recons pop out of their InvisibilityCloak for a brief moment when tossing a bomb or using an ability.
* LandMineGoesClick - Played by bombs that have a [[TimeBomb 3-sec time counter]] that conveniently appears above them prior to detonation. Averted with actual mines. They take a few seconds to arm after being dropped and will wait until there are no enemies in proximity before arming. After that the best you can hope for is seeing the mine and going OhCrap the moment before it explodes.
* LaserBlade
* SniperDuel - When snipercons get angry at each other.

'''Robotics'''
* ArtificialLimbs - The Repair Arm, an additional third arm. It's even used as an actual limb in various animations, like hanging from a ledge or doing a handstand.
* AttackDrone
* DeployableCover - Featured as both a common ability and a LimitBreak.
* EnemyDetectingRadar - deployable Sensor.
* TheEngineer - of the combat variety, outfit with the most advanced weaponry and frontline equipment in the game's world.
* LuckilyMyShieldWillProtectMe - Mace'n'Shield in 1.3. Of note, any melee weapon can be used to block other melee attacks and doing so reflects the damage to the attacker. Mace'n'Shield also doubles it.
* MechaMooks - Drones and turrets all qualify. In [=AvA=] there is also an item that deploys a squad of androids, typically given out to Robotics as they are only ones who can repair them.
* TheTurretMaster - The only class that can deploy turrets and keep them repaired.

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