Follow TV Tropes

Following

Characters / Global Agenda

Go To

Assault

  • The Big Guy Assault agents are slightly larger than other agents, and their suit's shape language tends towards bulky plates to boot.
  • BFG: The Assault's Specialty Devices are various massive heavy weapons ranging from recoilless rifles to miniguns to handheld artillery pieces.
  • Carry a Big Stick: 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.
  • Chainsaw-Grip BFG: All of the Assault's various specialty devices, other than the shoulder-mounted rocket launchers, are held this way.
  • Gatling Good: The official description is "chainguns the size of motorcycles"
  • Grenade Spam: 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.
  • Implacable Man - 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.
  • Laser Blade: The Radiant Axe, as mentioned above, has a blade made of pure plasma.
  • Magikarp Power: 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.
  • Mighty Glacier: As an exception to the "even base stats" rule, they have slightly slower movement speed and much larger bodyframes than other classes, but compensate for it.
    • 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.
  • More Dakka: Related to above Gatling Good. iMiniguns and Inferno Cannons fall into this trope.
  • Playing with Fire: Magmalance Recoilless Rifle, Inferno-X Cannon, Heatwrack Maser, Radiant Axe.
  • Spam Attack: Power Stim lets you do this with anything, most notably grenade launchers.
  • Splash Damage: Assaults specced into the more explosive style of the Destroyer tree focus on dealing out large amounts of area damage near exclusively.

Medic

  • Agony Beam: 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.
  • Combat Medic: 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.
  • Deadly Doctor: One of their skills is even called Death Medic.
  • Healing Shiv: 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.
  • Hand Cannon: As an alternative to their standard rifle, Medics can opt to bring a variety of large handguns as their primary ranged weapon, while typically shorter ranged and losing out compared to an assault rifle in direct DPS, they compensate with various poisonous status effects.
  • Life Drain: The Life Stealer melee weapon, and the Soul Stealer grenade. The poison skill tree also eventually unlocks a skill that causes the Medic to heal whenever they hit enemies with offensive offhand.
  • The Medic: It's the name of the class.
  • Playing with Syringes - Medics get a 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 Life Stealer, which looks like a portable steam-powered blood pump.
  • Poisoned Weapons: The Agonizer, one of the Medic's unique ranged weapons, fires poison-laced "bolts" of...whatever it is, inflicting a poison-based debuff on enemies hit which slightly reduce their damage resistance and healing received.
  • Support Party Member: 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.
  • Technicolor Science: 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.
  • Technicolor Toxin: 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.

Recon

  • Cool Sword: The Recon's primary 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.
  • Demolitions Expert: 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.
  • Dual Wielding: Dual Daggers. 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.
  • Glass Cannon: 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 large area burst from their variety of bombs, most notably the Shatter Bomb.
  • Fragile Speedster: The Recon's two exclusive skilltrees largely focus on 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 offhand to further boost their ability to get out of a hairy situation.
  • Invisibility Cloak: Their specialty devices, which also come with the ability to increase the recon's movement speed or jump distance while active.
  • Invisibility Flicker: In two forms. When Recons 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, and requires it to re-engage afterwards.
  • Land Mine Goes "Click!": Played with. Bombs that have a 3-sec time counter that conveniently appears above them prior to 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. Afterwards, they're fairly subtle and your only warning if you get too close consists of the detonation itself.

Robotics

  • Artificial Limbs - 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.
  • Attack Drone
  • Deployable Cover - Featured as both a common ability and a Limit Break.
  • Enemy-Detecting Radar - deployable Sensor.
  • The Engineer - of the combat variety, outfit with the most advanced weaponry and frontline equipment in the game's world.
  • Luckily, My Shield Will Protect Me - 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.
  • Mecha-Mooks - 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.
  • The Turret Master - The only class that can deploy turrets and keep them repaired.

Top