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* GoodLookingPrivates: The South Japanese infantry are quite photogenic.
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* CloseRangeCombatant: Anti and Light AFW's, soldiers with Grenades, and Mechanics in general (being armed with grenades as their standard attack).


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* FlareGun: Flash Shot, Illumination Shot (special move type), and Special Ammo when used by Light walkers is depicted as soldiers using a flare gun.


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* LongRangeFighter: Four-Legged AFW's and Shooters who know Homing Shot.


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* TrickBomb: Smoke Shot is depicted as a grenade.
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* GrenadeLauncher: Subverted. Mechanics are armed with rifle grenades, effective against infantry and vehicles.

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* GrenadeLauncher: Subverted. Mechanics are armed with shoot-through type rifle grenades, effective grenades (most rifle grenades use a blank charge to provide launch pressure, shoot-through catches the bullet instead). This allows them to use their carbines against AFW's and infantry and vehicles.as the situation warrants.
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* SecondaryFire: Not any of the AFW guns, however. Mechanics can swap between rifle-launched grenades and bullets depending on if they're fighting walkers or infantrymen (ex when another squad calls for a Co-op attack).
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* LandMineGoesClick: And then "Boom!" Comes in three flavours, regular, magnetic, and chain (reaction). Only effective against AFW's though.
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* CognizantLimbs: Body (more damage) legs (immobilizes the unit, both in combat and strategically), and gun (the unit can't hit the side of a barn).

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* CognizantLimbs: Body (more damage) legs (immobilizes the unit, both in combat and strategically), and gun (the unit can't hit the side of a barn).barn and its reload meter is reset to 0).
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* BlindedByTheLight: Flash Shot debuffs and caps accuracy at 80.00%.


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* StrayShotsStrikeNothing: Even if a shot lands smack in the enemy vanguard, if it was aimed at the enemy's AFW, it doesn't count.

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* CriticalExistenceFailure: Any [=AFWs=] and Infantry Squads can still keep going and be brought back from the brink of destruction if they have 1 HP.

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* CriticalExistenceFailure: Any [=AFWs=] and Infantry Squads can still keep going and be brought back from the brink of destruction if they have 1 HP. However, squads assigned to crew the AFW's will call damage reports, indicating that each shot causes internal damage and increases the felt weight of the unit, with the final shot wrecking enough internals that it can no longer keep upright. Infantry squads also lose members as their HP goes down.


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* DamageIsFire: Damaged components catch fire. "Repair" and "Quick Repair" is represented by hosing these sections with fire extinguishers.

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* AbnormalAmmo: Crews give their vehicles options to load specific ammo. In most cases, this is normal: they simply load the shell into the main gun and let the pilot fire. In some cases, however, the [=AFW's=] gun is not a breech loader; as a result, the crews make do by loading the ammo into a signal flare gun and shot them directly. This includes [[IncendiaryExponent incendiary shrapnel]], poison gas, and armor piercing rounds strong enough to damage other [=AFWs=].

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* AbnormalAmmo: AbnormalAmmo:
**
Crews give their vehicles options to load specific ammo. In most cases, this is normal: they simply load the shell into the main gun and let the pilot fire. In some cases, however, the [=AFW's=] gun is not a breech loader; as a result, the crews make do by loading the ammo into a signal flare gun and shot them directly. This includes [[IncendiaryExponent incendiary shrapnel]], poison gas, and armor piercing rounds strong enough to damage other [=AFWs=].[=AFWs=].
** The Wire and Electric Wire abilities are deployed by special rifle grenades, which split into bolas and tie down the enemy's legs.
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* GrenadeLauncher: Subverted. Mechanics are armed with rifle grenades, effective against infantry and vehicles.
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* {{Foreshadowing}}: In Mission 4, John and Kisugama have a chat about the largest artillery peice ever built. [[spoiler: It's the final boss, the Dora Gustav, AKA [[https://en.m.wikipedia.org/wiki/Schwerer_Gustav Schwerer Gustav]], now given a land-battleship sized SpiderTank as a lower body.]]

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* {{Foreshadowing}}: In Mission 4, John and Kisugama Kinasato have a chat about the largest artillery peice ever built. [[spoiler: It's the final boss, the Dora Gustav, AKA [[https://en.m.wikipedia.org/wiki/Schwerer_Gustav Schwerer Gustav]], now given a land-battleship sized SpiderTank as a lower body.]]
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* CripplingOverspecialization: Once a 4-legged AFW is in short range, it may as well present its exhaust pipe. Accuracy drops to single digits (as low as ''three!''). At long range, it's king, at medium, it can still send heavy payloads hurtling downrange, and at short, it's cannon fodder. It's actually more effective to walk up to the enemy and let them hit you once with their PowerFist to end the battle sooner than risk taking a handful of cannon shots while you futilely spit potshots.

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* CripplingOverspecialization: Once a 4-legged AFW is in short range, it may as well present its exhaust pipe. Accuracy drops to single digits (as low as ''three!''). At long range, it's king, at medium, it can still send heavy payloads hurtling downrange, and at short, it's cannon fodder. It's actually more effective to walk up to the enemy and let them hit you once with their PowerFist to end the battle sooner than risk taking a handful of cannon shots while you futilely spit potshots.potshots (especially if you brought someone with land mines).
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* RealRobotGenre: One of the hardest example in any fiction, without being too impractical. Early AFW designs were postponed due to poor leg workings, and they performed badly in the relatively flat European Theater. They are by far slower than ''any'' WWII era tank in even ground. Crippling the legs are important to the point of LampShading; there are no less than four infantry techniques for crippling them (two different types of landmines, tying them down with high-tension cables, and frying them with electric shocks), and the targeting computer, when allowed to calculate a maximum-accuracy [[note]]99.99 %[[/note]] firing solution, invariably hits the legs. They're also quite noisy. Outside, they're [[StompyMook stompy,]] and inside, you can hardly hear yourself think over the squealing and grinding of the transmission.

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* RealRobotGenre: One of the hardest example in any fiction, without being too impractical. Early AFW designs were postponed due to poor leg workings, and they performed badly in the relatively flat European Theater. They are by far slower than ''any'' WWII era tank in even ground. Crippling the legs are important to the point of LampShading; there are no less than four infantry techniques for crippling them (two different types of landmines, tying them down with high-tension cables, and frying them with electric shocks), and the targeting computer, when allowed to calculate a maximum-accuracy [[note]]99.99 %[[/note]] firing solution, invariably hits the legs. They're also quite noisy. Outside, they're [[StompyMook [[StompyMooks stompy,]] and inside, you can hardly hear yourself think over the squealing and grinding of the transmission.
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* RealRobotGenre: One of the hardest example in any fiction, without being too impractical. Early AFW designs were postponed due to poor leg workings, and they performed badly in the relatively flat European Theater. They are by far slower than ''any'' WWII era tank in even ground. Crippling the legs are important to the point of LampShading; there are no less than four infantry techniques for crippling them (two different types of landmines, tying them down with high-tension cables, and frying them with electric shocks), and the targeting computer, when allowed to calculate a maximum-accuracy [[note]]99.99 %[[/note]] firing solution, invariably hits the legs.

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* RealRobotGenre: One of the hardest example in any fiction, without being too impractical. Early AFW designs were postponed due to poor leg workings, and they performed badly in the relatively flat European Theater. They are by far slower than ''any'' WWII era tank in even ground. Crippling the legs are important to the point of LampShading; there are no less than four infantry techniques for crippling them (two different types of landmines, tying them down with high-tension cables, and frying them with electric shocks), and the targeting computer, when allowed to calculate a maximum-accuracy [[note]]99.99 %[[/note]] firing solution, invariably hits the legs. They're also quite noisy. Outside, they're [[StompyMook stompy,]] and inside, you can hardly hear yourself think over the squealing and grinding of the transmission.
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* SingleUseShield: Shields can withstand 2-3 shots of any strength, but after that, they're gone for the rest of the mission.

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* ImprovisedArmor: The North Japanese's basic Medium walker has a slab of scrap metal bolted to its pelvis, which compliments the actual arm shield it has.




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* LuckilyMyShieldWillProtectMe: Medium and certain light and anti AFW's have ablative armor plating used to stop a few hits early in deployment.
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* CripplingOverspecialization: Once a 4-legged AFW is in short range, it may as well present its exhaust pipe. Accuracy drops to single digits (as low as ''three!''). At long range, it's king, at medium, it can still send heavy payloads hurtling downrange, and at short, it's cannon fodder. It's actually more effective to walk up to the enemy and let them hit you once with their PowerFist to end the battle sooner than risk taking a handful of cannon shots while you futilely spit potshots.
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* {{Foreshadowing}}: In Mission 4, John and Kisugama have a chat about the largest artillery peice ever built. [[spoiler: It's the final boss, the Dora Gustav, AKA [[https://en.m.wikipedia.org/wiki/Schwerer_Gustav Schwerer Gustav]], now given a land-battleship sized SpiderTank as a lower body.]]
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* StupidJetpackHitler: As mentioned above, the AFW's were developed by Germany in the tail-end of WWII. It's downplayed, however, as they're AwesomeButImpractical in most places EXCEPT Japan, where their legs can outperform caterpillar treads or wheels on the tectonically-active archipellago, are as cheap and are as easy to mass-produce as tanks (once the bugs were worked out, that is. Their complexity compared to wheels stalled the whole project).

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* StupidJetpackHitler: As mentioned above, the AFW's were developed by Germany in the tail-end of WWII. It's downplayed, however, as they're AwesomeButImpractical in most places EXCEPT Japan, where their legs can outperform caterpillar treads or wheels on the tectonically-active archipellago, and are as cheap and are as easy to mass-produce as tanks (once the bugs were worked out, that is. Their complexity compared to wheels wheeled vehicles stalled the whole project).
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* DiselPunk: Cold-War era with reverse-engineered nazi {{Giant Robot}}s. They even have disel motors hanging off their backs.

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* DiselPunk: DieselPunk: Cold-War era with reverse-engineered nazi {{Giant Robot}}s. They even have disel motors hanging off their backs.
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* DiselPunk: Cold-War era with reverse-engineered nazi {{Giant Robot}}s. They even have disel motors hanging off their backs.


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* StupidJetpackHitler: As mentioned above, the AFW's were developed by Germany in the tail-end of WWII. It's downplayed, however, as they're AwesomeButImpractical in most places EXCEPT Japan, where their legs can outperform caterpillar treads or wheels on the tectonically-active archipellago, are as cheap and are as easy to mass-produce as tanks (once the bugs were worked out, that is. Their complexity compared to wheels stalled the whole project).

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* ImperialStormtrooperMarksmanshipAcademy: Infantry squads that ride on [=AFWs=] or follow behind in the rearguard position will never cause damage. So the only reason why they're even shooting their guns in the first place is ''to look busy''.

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* ImperialStormtrooperMarksmanshipAcademy: ImperialStormtrooperMarksmanshipAcademy:
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Infantry squads that ride on [=AFWs=] or follow behind in the rearguard position will never cause damage. So the only reason why they're even shooting their guns in the first place is ''to look busy''.busy''.
** Medium and Anti AFW's have a machine gun turret to deter infantry attacks. [[PointDefenseless It's a complete waste of space, money, time, etc.]]


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* OrnamentalWeapon: The North Japan Four-Legged AFW has four mini-turrets under its main gun. These never fire.
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* {{BFG}}: [[spoiler: the final boss is the Dora Gustav, a gun so friggin' big that it requires ''multiple trains'' to haul it around!]]

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* {{BFG}}: [[spoiler: the The final boss is the [[spoiler: Dora Gustav, a gun so ''so'' friggin' big that it requires required ''multiple trains'' to haul it around!]] around! At least, until the Americans built a quad-walker big enough to carry it. They also decided that this massive gun shall fire nuclear bombs instead of X-box huge conventional explosives.]]
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* {{BFG}}: [[spoiler: the final boss is the Dora Gustav, a gun so friggin' big that it requires ''multiple trains'' to haul it around!]]
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* CognizantLimbs: Body (more damage) legs (immobilizes the unit, both in combat and strategically), and gun (the unit can't shoot).

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* CognizantLimbs: Body (more damage) legs (immobilizes the unit, both in combat and strategically), and gun (the unit can't shoot).hit the side of a barn).
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* CognizantLimbs: Body (more damage) legs (immobilizes the unit, both in combat and strategically), and gun (the unit can't shoot).


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* SniperScopeSway: The targeting of your cannon swings accross the body, gun, and legs of the enemy mech, zooming in and tightening over the legs as the targeting computer calculates an optimum solution. If you're careful, you can use this to snipe their gun or legs at low accuracy.


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* SubSystemDamage: The legs and gun can be crippled on most AFW's.
Tabs MOD

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* StockFootage: Played in very interesting way, most of the [[FullMotionVideo live action sequences]] are RealLife war footage... but in certain scenes, [[HumongousMecha AFWs]] are [[ChromaKey inserted creatively]] that because the footage is [[JustifiedTrope old, has low framerate, and very much grayscale]], the mech's presence and actions look [[SugarWiki/VisualEffectsOfAwesome very realistic]], averting ConspicuousCG. [[https://www.youtube.com/watch?v=iuizKom-bjo Observe]].

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* StockFootage: Played in very interesting way, most of the [[FullMotionVideo live action sequences]] are RealLife war footage... but in certain scenes, [[HumongousMecha AFWs]] are [[ChromaKey inserted creatively]] that because the footage is [[JustifiedTrope old, has low framerate, and very much grayscale]], the mech's presence and actions look [[SugarWiki/VisualEffectsOfAwesome very realistic]], averting ConspicuousCG.realistic]]. [[https://www.youtube.com/watch?v=iuizKom-bjo Observe]].

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* JackOfAllStats: Medium [=AFWs=] are capable of fighting well with their medium cannon as well as mixing it up in close combat (though not as well as Anti-[=AFWs=]).



* TheMario: Medium [=AFWs=] are capable of fighting well with their medium cannon as well as mixing it up in close combat (though not as well as Anti-[=AFWs=]).

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* TheMario: Medium [=AFWs=] are capable of fighting well with their medium cannon as well as mixing it up in close combat (though not as well as Anti-[=AFWs=]).

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