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* MeaningfulName: The mercs names are all related to their abilities somehow and implied to be codenames (because a parent who's cool enough to name their kid "Skyhammer" doesn't exist. Some, however, aren't as obvious as the others.
** Arty is named after his artillery strikes.
** Kira in Japanese means "shiny", just like her laser.
** Vassili's name is Russian, but he's Italian. His voice lines indicate that he was a former gamer and that Vassili was most likely. taken from ''Vasily Zaytsev'', a Russian sniper, because it sounded cool.


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** The Lactic-40 is based off of the '''Milk'''or MGL.


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* ShortRangeShotgun: Averted with the Ahnuld-12. It's tight spread and greater effective range has given it the title of "Sniper Shotgun". Played straight, however with the Remburg-7 and the Hollunds 880.
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* HealingShiv: Sparks' REVIVR rifle can revive incapacitated teammates and damage enemies.
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''Dirty Bomb'' is an online free-to-play multiplayer first-person-shooter by Splash Damage, avaliable through {{Steam}}. It is a PVP, objective-based game in which two teams of mercenaries compete to complete objectives. [[XMeetsY The game can be best described as]] "VideoGame/TeamFortressTwo meets ''VideoGame/CounterStrike'' meets ''VideoGame/CallOfDuty''."

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''Dirty Bomb'' is an online free-to-play multiplayer first-person-shooter by Splash Damage, avaliable through {{Steam}}. It is a PVP, objective-based game in which two teams of mercenaries compete to complete objectives. [[XMeetsY The game can be best described as]] "VideoGame/TeamFortressTwo meets ''VideoGame/CounterStrike'' meets ''VideoGame/CallOfDuty''."
''VideoGame/CallOfDuty''", or "''VideoGame/WolfensteinEnemyTerritory'' in modern settings".
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* GlassCannon: Proxy. Her official profile sums it up best.
-->Proxy is a Glass Cannon: fast, agile, and particularly deadly around corners, near bottlenecks and indoors. Her Proximity Mines can be rapidly dropped to delay, damage and deal death to the enemy. She should always stay mobile, avoiding enemy fire rather than engaging in protracted firefights.

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* DeadlyGas: Present in many maps as a map hazard-slash-secondary objective. They often block alternate routes or forward spawns; one team can repair gas pumps to clear them out, while the other team can typically destroy the pumps to put it back and deny the other team access.



* DeadlyGas: Present in many maps as a map hazard-slash-secondary objective. They often block alternate routes or forward spawns; one team can repair gas pumps to clear them out, while the other team can typically destroy the pumps to put it back and deny the other team access.

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*** However, that's also slightly migitated by the free Rotations which happen commonly. They're guaranteed to always have at least one Engineer-type merc, so every player has a chance to work with objectives faster.



* VideoGameCrueltyPotential: Finishing off wounded enemies is a vital part of gameplay. There's nothing stopping you from being merciful and doing it with a bullet to the head...or from doing it via [[GroinAttack repeated shots or a knife to the groin.]]
** VideoGameCrueltyPotential: It's in your best interests to do it as fast as possible, however... lest you get jumped by an enemy medic who promptly undoes all your hard work.

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** It's actually sort of enforced seeing how reviving, healing and restocking allies all result in valuable Experience points.
* VideoGameCrueltyPotential: Finishing off wounded enemies is a vital part of gameplay. There's nothing stopping you from being merciful and doing it with a bullet to the head... or from doing it via [[GroinAttack repeated shots or a knife to the groin.]]
** VideoGameCrueltyPotential: It's VideoGameCrueltyPunishment: However, it's in your best interests to do it as fast as possible, however... lest you get jumped by an enemy medic who promptly undoes all your hard work.
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* EmptyLevels: Your player level essentially only shows how long you've been playing the game, and has absolutely no effect on gameplay at all. All equipment and abilities are determined by the loadout system which is unaffected by level, and leveling up doesn't even reward you with anything like in-game credits or equipment.

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Added Video Game Cruelty Potential, and edited some things to do with the sniper rifles\' headshot capabilities. As far as I\'m aware, neither the PDP-70 nor the Grandeur can negate revivals, even though can can still one-shot squishy characters like Aura.


* BoomHeadshot: Downplayed example; headshots still do far more damage, and sniper rifles are instant death on headshots (to the point [[DeaderThanDead you can't even be revived]]), but the generally low damage means that even with stronger guns and squishier mercenaries, headshots usually won't be a one-hit-kill (sniper rifles being the exception.)

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* BoomHeadshot: Downplayed example; headshots still do far more damage, and the bigger sniper rifles are usually instant death on headshots (to the point [[DeaderThanDead you can't even be revived]]), but the generally low damage means that even with stronger guns and squishier mercenaries, headshots usually won't be a one-hit-kill (sniper (the sniper rifles being the exception.)



* OneHitKill: Averted, as even the heaviest sniper rifles typically won't kill on a body shot, and even high explosives aren't a guaranteed kill unless the victim is dead center. Played straight with Kira's KillSat, which is death to anything it touches, and headshots with any sniper rifle [[LethalJokeWeapon or Sparks' revive gun]] (which [[DeaderThanDead kill you so dead you can't be revived, even by a medic]].)

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* OneHitKill: Averted, as even the heaviest sniper rifles typically won't kill on a body shot, and even high explosives aren't a guaranteed kill unless the victim is dead center. Played straight with Kira's KillSat, which is death to anything it touches, and most headshots with any the Fel-ix/MOA sniper rifle rifles [[LethalJokeWeapon or Sparks' revive gun]] (which [[DeaderThanDead kill you so dead you can't be revived, even by a medic]].)



** Fragger and Nader utilize grenades (via throwing them and shooting them from a launcher, respectively.)

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** Fragger and Nader utilize grenades (via throwing them and shooting them from a launcher, respectively.)respectively).



* VideoGameCrueltyPotential: Finishing off wounded enemies is a vital part of gameplay. There's nothing stopping you from being merciful and doing it with a bullet to the head...or from doing it via [[GroinAttack repeated shots or a knife to the groin.]]

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* VideoGameCrueltyPotential: Finishing off wounded enemies is a vital part of gameplay. There's nothing stopping you from being merciful and doing it with a bullet to the head...or from doing it via [[GroinAttack repeated shots or a knife to the groin.]]]]
** VideoGameCrueltyPotential: It's in your best interests to do it as fast as possible, however... lest you get jumped by an enemy medic who promptly undoes all your hard work.
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Added Bulletproof Human Shield, OH-Polykill and Hitbox Dissonance.

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* BulletproofHumanShield: You cannot shoot through players with anything other than a sniper. Amusingly (or not), this includes your teammates, which can result in you missing a crucial kill from an ally walking in front of you.
** This also applies to any thrown objects or projectiles such as heartbeat sensors and grenades. Anyone who has wasted a heartbeat sensor as Vassili, or who has gibbed themselves as Nader/Fragger/etc. on a teammate will have a ''lot'' to say about this particular element of the game.


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* HitboxDissonance: The hitboxes of melee weapons have an arc of influence in front of the player, and it lasts a little bit longer than you would expect; it's entirely possible to hit two enemies in the same swing, or to swing at one enemy and then ''turn around to hit another'' with the same swing. Getting a ''melee multikill'' is quite a satisfying achievement.


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* OneHitPolykill: The sniper rifles can do this; however, they are an unusual example in that there is ''no'' damage falloff when you penetrate targets, meaning you could theoretically headshot ''an entire team'' with one bullet (as long as there are no Rhinos).
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Derp. Fixed a link.


* Non-Indicative Name: The name Vassili suggests a Russian origin; however, he was actually born in ''Italy'' (Florence, to be specific).

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* Non-Indicative Name: NonIndicativeName: The name Vassili suggests a Russian origin; however, he was actually born in ''Italy'' (Florence, to be specific).
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Added \'Every Bullet Is A Tracer\' and \'Non-Indicative Name\'. Note that the latter should be added to Vassili\'s character profile should the requisite page be made.

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* EveryBulletIsATracer: Only a select few weapons have this effect, though; all sniper rifles except the Grandeur SR have an airy, grey trail, while the Revive Gun has a blue/red coloured trail (for allies/enemies respectively).


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* Non-Indicative Name: The name Vassili suggests a Russian origin; however, he was actually born in ''Italy'' (Florence, to be specific).

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Reworded one entry and added a few more. NOTE: The Katana and Kukri entries should be moved to the Characters pages if a) it ever gets made and b) if they remain signature weapons to their characters.


* AndYourRewardIsClothes: Only Bronze-rarity cards have any tangible benefit; the three rarities above that (Silver, Gold, and Cobalt) only have flashier weapons and gear.

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* AndYourRewardIsClothes: Only Bronze-rarity cards have any tangible benefit; Technically, you only need Bronze-level loadouts to get all the possible performance benefits; the three rarities above that (Silver, Gold, and Cobalt) only have flashier weapons and gear.


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* BatterUp: In case you forgot the game was set in England, one of the possible melee weapons is a [[{{Main/Cricket}} cricket bat.]] It does higher damage than the two knives at the cost of mobility.


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** There are some servers which are level-limited by either 'Max Level 5' or 'Min Level 10' in an attempt to curb this, but these servers are in the minority, and the latter type can just as easily be stacked with people whose levels are in the high 20s or even ''30s''.


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* KatanasAreJustBetter: Phantom can use one of these as his melee; he is currently the only one who can do so.
* KukrisAreKool: Red Eye can use one of these as his melee; he is currently the only one who can do so.
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Moved Game Breaker to YMMV


* GameBreaker: Between his release and nearly immediate {{Nerf}}, Phantom was the merc of choice to any player that likes to go 1v8.

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Added a Punny Name entry and a couple of other minor edits.


* SawedOffShotgun: A few variants show up. True to form, they're devastating up close, but atyically they're even capable of doing reasonable damage at medium-range.

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* PunnyName: Some of the AKA47 names for the weapons are like this:
** The Ahnuhld-12, a lever-action shotgun, is a reference to ''[[Film/Terminator2JudgmentDay Terminator 2: Judgment Day]]'' and [[Creator/ArnoldSchwarzenegger Arnold Schwarzenegger]] (a Model 1887 being one of the weapons used by the T-800), as well as ripping on Arnie's FunetikAksent.
** The Remburg-7 is a {{Portmanteau}} of Remington and Mossberg, two arms manufacturers well-known for their shotguns.
* SawedOffShotgun: A few variants show up. True to form, they're devastating up close, but atyically atypically they're even capable of doing reasonable damage at medium-range.



* SkillGateCharacter: Skyhammer has a devastating airstrike, free ammo refills, and his weapons are the archetypal "accurate with minimal recoil" weapons, encouraging a run-and-gun spray-and-pray strategy. In practice, his weapons' lower damage tends to lose out to other, more powerful guns in the hands of players who can control them, and his airstrikes long cooldowns make them less effective at controlling objectives than the shorter cooldowns of grenades, traps, or artillery strikes.

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* SkillGateCharacter: Skyhammer has a devastating airstrike, free ammo refills, and his weapons are the archetypal "accurate with minimal recoil" weapons, encouraging a run-and-gun spray-and-pray strategy. In practice, his weapons' lower damage tends to lose out to other, more powerful guns in the hands of players who can control them, and his airstrikes airstrike's long cooldowns cooldown make them less effective at controlling objectives than the shorter cooldowns of grenades, traps, or artillery strikes.
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* AwesomeButImpractical: After a recent {{Nerf}}, Phantom has dropped in useability significantly. The fact that many people still treat him like [[TeamFortress2 The Spy]] makes him this from the point of view of those players. Learn to follow up jukes with his massive damage output, and you can [[GameBreaker run circles around the entire enemy team]].


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* GameBreaker: Between his release and nearly immediate {{Nerf}}, Phantom was the merc of choice to any player that likes to go 1v8.

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* BadassGay: [[http://dirtybomb.nexon.net/mercs/nader Nader has a wife]].



** Kira calls down a KillSat. It hits a smaller area than Skyhammer, but it's instant death. It's main drawback is that it travels very slowly, making it easy to avoid if the enemy sees it coming.

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** Kira calls down a KillSat. It hits a smaller area than Skyhammer, but it's instant death. It's Its main drawback is that it travels very slowly, making it easy to avoid if the enemy sees it coming.
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* CastOfSnowflakes: Each mercenary looks, sounds, and acts different, and has different weapon options, perks, and special skills. There is a bit of overlap, however.
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* OneManArmy: Mostly averted, however a player who is both very accurate and very skilled at the walljumping mechanics can run through enemy lines, gunning down enemies left and right while rarely taking a hit due to their mobility. It's rare, but a sight to see when it does happen.
* SawedOffShotgun: A few variants show up. True to form, they're devastating up close, but atyically they're even capable of doing reasonable damage at medium-range.



* SkillGateCharacter: Skyhammer has a devastating airstrike, free ammo refills, and his weapons are the archetypal "accurate with minimal recoil" weapons, encouraging a run-and-gun spray-and-pray strategy. In practice, his weapons' lower damage tends to lose out to other, more powerful guns in the hands of players who can control them, and his airstrikes long cooldowns make them less effective at controlling objectives than the shorter cooldowns of grenades, traps, or artillery strikes.



* TakingYouWithMe: Nader drops a live grenade when she dies. While it can kill enemies, it also prevents her from being revived.

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* TakingYouWithMe: Nader drops a live grenade when she dies. While it can kill enemies, it also prevents her from being revived.revived.
* VideoGameCaringPotential: Reviving allies is absolutely vital, regardless of whether you're a medic or not; picking up an ally saves them the trip back from spawn and helps you apply more pressure on the enemy. On top of that, at least half the classes have the ability to give their allies ammo and health, and doing so is critical to keeping your team's magazines full and health high.
* VideoGameCrueltyPotential: Finishing off wounded enemies is a vital part of gameplay. There's nothing stopping you from being merciful and doing it with a bullet to the head...or from doing it via [[GroinAttack repeated shots or a knife to the groin.]]
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* HandCannon: Downplayed example. Revolvers and Desert Eagles are avaliable for certain classes, but while powerful, the game's mechanics means they'll rarely kill in fewer than three or four shots, even to the head.
* HoldTheLine: The entire purpose of the defending side. Notable in that the line is dynamic; as the attackers push forward or lose ground, the defenders' spawning point is pushed back or forward, respectively.
** Stopwatch mode is a competitive take on the concept: one team as attackers tries to complete the objectives as fast as possible with the defenders trying to stop them, as normal; afterwards, however, the teams switch and the former defenders now have to [[TimedMission beat their adversaries' completion time]].
* LeeroyJenkins:
** Lone-Wolfing can let a good player do some damage, but more often than not, it's more effective to work on the objectives. That being said, there are occasions where an enemy team focused on the front lines might not notice a single player slipping behind them to complete the objective.
** Bum-rushing enemies is generally a suicidal move, unless you happen to be good at walljumping and can stay in the air to throw their aim off while still landing hits. For the most part, unless the enemy is already weakened or it's very close quarters, rushing in is just a good way to give the enemy free kills.
** Notably, Phantom is specifically designed for both of these playstyles. His cloaking can let him get behind enemies to wreak havok, and the shimmer is vague enough that rushing a distracted enemy while cloaked might give you the chance to gun them down before they can react.


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* MoreDakka: Most weapons are fairly tame in terms of fire rate and magazine; however, Rhino's [[GatlingGood chaingun]] plays it completely straight.
* NotTheIntendedUse: Medics' defibrillators and Sparks' revive gun are meant to pick up allies, but creative or bored players may notice they do significant damage as well; it's not all that uncommon to see an Aura running around zapping enemies, or a Sparks shooting them in the head with a healing dart ([[OneHitKill which is even an instant kill!]])
* OneHitKill: Averted, as even the heaviest sniper rifles typically won't kill on a body shot, and even high explosives aren't a guaranteed kill unless the victim is dead center. Played straight with Kira's KillSat, which is death to anything it touches, and headshots with any sniper rifle [[LethalJokeWeapon or Sparks' revive gun]] (which [[DeaderThanDead kill you so dead you can't be revived, even by a medic]].)
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* CoupDeGrace: Necessary aspect of gameplay; depleting all of a players' health (unless from BoomHeadshot or LudicrousGibs) will merely incapacitate them; other players can bring them to their feet given a few moments' leeway, and medics can pick them up ''instantly.'' It's always worth it to take a second or two to pump a few rounds or a knife swing at that guy you just killed, just to be sure he's not shooting you in the face again ten seconds later.

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* CoupDeGrace: Necessary aspect of gameplay; gameplay, as depleting all of a players' health (unless from BoomHeadshot or LudicrousGibs) will merely incapacitate them; other them. Other players can bring them to their feet given a few moments' leeway, and medics can pick them up ''instantly.'' It's always worth it to take a second or two to pump a few rounds or a knife swing at that guy you just killed, just to be sure he's not shooting you in the face again ten seconds later.
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* CriticalExistenceFailure: You'll go down the second your HP hits 0. Up until then, even at 1HP, you can run, jump, shoot, and even swing a cricket bat around as if you were at full health.
* CurbStompBattle: The matchmaking is...quirky, to put it lightly. It's not uncommon to see high-skill players matched against beginners. If they're charitable, they might end the match quickly. [[CycleOfHurting If not...]]


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* EmergencyWeapon: Averted. Sidearms are only slightly weaker and melee attacks do reasonable damage, meaning all weapons can be useful in some situations.
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* BoringButPractical: Medics lack fancy explosives or traps, are squishier than other mercenaries, and typically have smaller, closer-range weapons...but they can revive downedp layers instantly (whereas other mercs have to stand out in the open for several seconds), and can reliably and quickly restore health (natural health regen takes a few seconds to kick in and is 'painfully' slow). A team without a medic will struggle to gain ground, but a team with a good medic can be nearly impossible to push back.

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* BoringButPractical: Medics lack fancy explosives or traps, are squishier than other mercenaries, and typically have smaller, closer-range weapons...but they can revive downedp layers downed players instantly (whereas other mercs have to stand out in the open for several seconds), and can reliably and quickly restore health (natural health regen regeneration takes a few seconds to kick in and is 'painfully' ''painfully'' slow). A team without a medic will struggle to gain ground, but a team with a good medic can be nearly impossible to push back.



* CoupDeGrace: Necessary aspect of gameplay; depleting all of a players' health (unless from BoomHeadshot or LudicrousGibs) will merely incapacitate them; other players can bring them to their feet given a few moments' leeway, and medics can pick them up 'instantly.' It's always worth it to take a second or two to pump a few rounds or a knife swing at that guy you just killed, just to be sure he's not shooting you in the face again ten seconds later.

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* CoupDeGrace: Necessary aspect of gameplay; depleting all of a players' health (unless from BoomHeadshot or LudicrousGibs) will merely incapacitate them; other players can bring them to their feet given a few moments' leeway, and medics can pick them up 'instantly.' ''instantly.'' It's always worth it to take a second or two to pump a few rounds or a knife swing at that guy you just killed, just to be sure he's not shooting you in the face again ten seconds later.
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* BoomHeadshot: Downplayed example; headshots still do far more damage, and sniper rifles are instant death on headshots (to the point [[DeaderThanDead you can't even be revived]], but the generally low damage means that even with stronger guns and squishier mercenaries, headshots usually won't be a one-hit-kill (sniper rifles being the exception.)

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* BoomHeadshot: Downplayed example; headshots still do far more damage, and sniper rifles are instant death on headshots (to the point [[DeaderThanDead you can't even be revived]], revived]]), but the generally low damage means that even with stronger guns and squishier mercenaries, headshots usually won't be a one-hit-kill (sniper rifles being the exception.)
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* ATeamFiring: Averted in a similar manner to CounterStrike. Accuracy drops noticeably while moving or jumping. [[ZigzaggedTrope However,]] the penalties are not quite as severe as there which, combined with the game's high focus on mobility, means that players can focus on precision OR run-and-gunning and, with enough skill, generally do well at both.
* BoomHeadshot: Downplayed example; headshots still do far more damage, and sniper rifles are instant death on headshots (to the point [[DeaderThanDead you can't even be revived]], but the generally low damage means that even with stronger guns and squishier mercenaries, headshots usually won't be a one-hit-kill (sniper rifles being the exception.)
** That said, there's still a noticeable damage multiplier, so even if it's not instantly lethal, aiming for headshots is still an important practice.


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* BoringButPractical: Medics lack fancy explosives or traps, are squishier than other mercenaries, and typically have smaller, closer-range weapons...but they can revive downedp layers instantly (whereas other mercs have to stand out in the open for several seconds), and can reliably and quickly restore health (natural health regen takes a few seconds to kick in and is 'painfully' slow). A team without a medic will struggle to gain ground, but a team with a good medic can be nearly impossible to push back.


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* CoupDeGrace: Necessary aspect of gameplay; depleting all of a players' health (unless from BoomHeadshot or LudicrousGibs) will merely incapacitate them; other players can bring them to their feet given a few moments' leeway, and medics can pick them up 'instantly.' It's always worth it to take a second or two to pump a few rounds or a knife swing at that guy you just killed, just to be sure he's not shooting you in the face again ten seconds later.
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''Dirty Bomb'' is an online free-to-play multiplayer first-person-shooter by Splash Damage, avaliable through {{Steam}}. It is a PVP, objective-based game in which two teams of mercenaries compete to complete objectives. [[XMeetsY The game can be best described as]] "TeamFortressTwo meets CounterStrike meets CallOfDuty."

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''Dirty Bomb'' is an online free-to-play multiplayer first-person-shooter by Splash Damage, avaliable through {{Steam}}. It is a PVP, objective-based game in which two teams of mercenaries compete to complete objectives. [[XMeetsY The game can be best described as]] "TeamFortressTwo "VideoGame/TeamFortressTwo meets CounterStrike ''VideoGame/CounterStrike'' meets CallOfDuty.''VideoGame/CallOfDuty''."

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* AKA47: Played straight. All of the weapons are based on real guns, but are given made-up (or [[PunnyName punny]]) names.



* DeadlyGas: Present in many maps as a map hazard-slash-secondary objective. They often block alternate routes or forward spawns; one team can repair gas pumps to clear them out, while the other team can typically destroy the pumps to put it back and deny the other team access.



* ShoutOut: Skyhammer does one to TheHumanCentipede

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* ShoutOut: Skyhammer does one to TheHumanCentipedeTheHumanCentipede.
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* AndYourRewardIsClothes: Only Bronze-rarity cards have any tangible benefit; the three rarities above that (Silver, Gold, and Cobalt) only have flashier weapons and gear.
* BlingBlingBang: Gold-rarity loadouts have golden guns. Cobalt ones are even shinier. (They're both just as effective as the regular ones.)
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* LudicrousGibs: Rare, but dying to explosives when low on health or bleeding out has a chance to cause this. Skyhammer's airstrikes will always do this on a direct hit. (Obviously, you can't be revived from being a pile of limbs.)
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* CombatMedic: Encouraged. Medic's defibrillators work near-instantly (or can be briefly charged for a stronger revive), and their methods of healing, while varied, are universally fire-and-forget, as opposed to, for example, the TeamFortress2 medic, who needs to have his attention constantly on his patients. Because of this, and because medics' guns are just as effective as any other mercenary's, they are encouraged to shoot as much as they heal.



* TheEngineer: Several mercenaries are classified as this; they perform context-sensitive objectives like repairing or planting/defusing C4 much faster than their counterpart.



* StraightGay: Nader. Confirmed by the wiki and by the devs on Twitter.

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* StraightGay: Nader. Confirmed by the wiki and by the devs on Twitter.Twitter.
* StuffBlowingUp: Multiple mercs have the ability to invoke this:
** Arty and Skyhammer call down mortar strikes and airstrikes, respectively.
** Fragger and Nader utilize grenades (via throwing them and shooting them from a launcher, respectively.)
** Fletcher and Proxy use mines, with Fletcher's being remote-detonated and Proxy's being proximity.
* TakingYouWithMe: Nader drops a live grenade when she dies. While it can kill enemies, it also prevents her from being revived.
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