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  • Anti-Climax Boss: As imposing as the Onyx Unit may be, it's actually easier to take down than the Gunships. This is because that it actually has headshot damage, and in spite of wielding a minigun, its accuracy is so poor, and you have plenty of cover to work with. It's even possible to ambush it by placing C4 at the spawn point to knock a good chunk of its health down, and as proven by multiple videos, it's possible to do it solo, even with ammunition issues.
  • Awesome Music: While it may be a Public Domain Soundtrack, It All Ends Here shows that you managed to live through your Ironman Run, and it definitely sounds well. After the addition of Black Dusk, however, upon clearing Ironman Legend regardless of tactics, the vocal version is heard instead to signify that you have cleared Entry Point's toughest challenge.
  • Breather Level:
    • The Withdrawal is easier compared to the massive Difficulty Spike that is The Financier, as the objectives are more simplistic for both stealth and loud. For stealth, the keycards are not just found in the pockets of Security Guards, but also found in various areas in the workplace. For loud, a simple breach through the basement and constructing the cage for extraction will suffice. It helps that this was released before the gruesome The Blacksite mission.
    • The Scientist is much easier than the two difficult missions The Blacksite and The Lakehouse, as you can literally track down every guard in the mission with trackers, and the only major screwup in stealth is trying to enter and neutralize the guards in the control room. Even in loud, a data transfer is thankfully quick enough for the escape objective to be triggered. That being said, if Rivera somehow dies...
  • Complacent Gaming Syndrome: There are multiple ways of entering both stealth and loud, but expect these to be a common sight in multiplayer:
    • For loud builds, expect almost everyone to wield Juggernaut builds with Steady Aim, Dexterity, Hidden Reserves and one for Rifle Mastery (maybe even another mastery if wielding a Choice of Two Weapons), with an additional Firebug Perk, along with either an F57 or CBR-C, or both, or even another secondary weapon of another weapon type. The reason is that Juggernauts have reduced movement penalty with armors, which combined with the increased stamina and health, can make for a tanky yet fast build, and given the length of certain missions, having Hidden Reserves to increase the reserve ammo count is a requirement, and Firebug allows Juggernauts to breach steel doors safely without killing themselves by accident with C4. That being said, some also allow for Heavy Weapons mastery in order to take down Gunships, which both the Sawblade and the Thumper can do with ease.
    • For stealth builds, expect almost everyone to go for Breacher, alongside the perks Inner Pockets, Deception, Interference, Surveillance State, Hidden Weapons, and Shotgun Mastery, of all things. This is because Breachers can disable sensors in both The Deposit and The Withdrawal, allowing for entering without attracting suspicion of Camera Operators for the former, and allowing an easier way of extracting the money for the latter. Interference allows for Camera Loops, which shuts off cameras without attracting suspicion of Camera Operations, which makes disabling cameras and attracting guards to them much easier. Surveillance State unlocks both Microcams and Trackers, which allows an easier time of tracking down guards. Additionally, Shotgun Mastery grants a 50% intimidation range increase, allowing for easier holdups when paired with concealment boosters. That being said, some allow Infiltrators to be paired with Breachers, as they gain the best of both worlds for stealth.
  • Demonic Spiders: Snipers are Long Range Fighters that will use their sniper rifles at an absurd range that some weapons will get reduced damage against them. while rifles can easily take care of them, others have some trouble hitting them, resulting in the Sniper getting multiple hard hits in before going down.
  • Epileptic Trees: The Nightmare side-mission of The Killhouse has let to multiple theories on what Rose's words at the end of it truly meant, as it has multiple meanings.
  • Goddamned Bats: Shields. They don't tend to do much damage, but good luck trying to shoot through that tiny cover or flanking them.
  • Hilarious in Hindsight: One of the notes from the April Fools 2019 event bemoans Rose replacing Wren's job at hiring Freelancers. Considering her Wild Card nature, turns out Halcyon had a pretty good reason for doing so.
  • Memetic Mutation: If I find out any of you grind The Blacksite for money/exp I will snap your tendons and no it won't feel good Explanation 
  • Rescued from the Scrappy Heap: Originally, The Killhouse was considered to be a failure at what a training level should do, as it doesn't actually train Freelancers in stealth due to the Hostile Zones, and loud is mostly a chore as it involves waiting for the drill to open the vault, with the only reason why players try it is because of how it has a Golden Badge. However, the release of the Nightmare side-mission brought an unexpectedly high increase for both XP and Cash, along with it being the only way to get The Lock code for that mission, causing loud builds to favor it as a high-risk, high-reward mission.
  • Scrappy Mechanic:
    • Hostile Zones. It's present on half the maps and whenever a Freelancer goes into these, they have increased detection rate unless they get a disguise. Problem? They have to often get it inside of these zones, which combined with the increased detection range, can lead to the mission going loud in seconds if they aren't careful. The Blacksite is nigh-infamous for this.
    • Flashbangs. The good news is that they have an audible noise, and can be shot, allowing players to either evacuate the area or shoot it. The bad news is, unlike PAYDAY 2, there is no indicator where it is before it detonates. All of these make those Daily Challenges related to flashbangs even harder to complete.
    • You're unable to do Daily Challenges with a Set Seed. This has the side effect of making a Daily Challenge Unintentionally Unwinnable if RNG isn't on your side, especially in The Financier.
  • Scrappy Weapon: While most of the guns have at least some novelty to justify their usage, the K45 is considered by many to be the worst weapon in the game. It lacks both the cheap cost of the UP9 and the firepower of the Raven, meaning that in exchange for pitiful damage even by pistol standards, you have a weapon that can't do both stealth and loud missions well. Not helping is that as the difficulty rises, fewer units will use .45 ACP rounds, meaning that ammo will get scarce at some point.
  • Self-Imposed Challenge: Cishshato has claimed that while Solo runs of Ironman are possible, they are much more difficult than doing it in groups. That hasn't stopped some from doing it anyway, and one of them even managed to finish an Ironman Legend Run on full stealth.
  • That One Achievement:
    • The Golden Badges, which are earned by not just clearing the missions on Legend, but also not raising the alarm... And not killing anyone. Considering how killing guards in the game is considered to be used as an last resort if they're too far, this can be quite infuriating at times, especially in The Blacksite. Cishshato likely took noticed of this and allowed Black Dusk to be cleared regardless if it went loud or not and if there were any causalities. Also of note is the Ironman Golden badge, which used to require a full squad to survive to the very end, but due to a myriad of disconnection problems caused by ROBLOX, Cishshato mercifully later relaxed the requirements by allowing it to be cleared on Legend regardless of squad size.
    • The Golden Badges for the Night and Freelancer heists top that one up, since not only both heist are Brutal Bonus Levels, but also require a total of 2000 Robux to even play them ($25 USD), meaning that if players aren't willing to pay up, they have to rely on other who have the gamepass to participate in the heist.
  • That One Boss: The Gunships can be quite hard to take down, since they not only deal loads of damage, they also absorb massive amounts of damage as well, even with some well-placed Thumper shots. To top it off, it only appears in the loud versions of The Lakehouse and The SCRS, with the former being considered one of the worst levels to play in, and the latter switching out some health for missiles. This is especially noticeable on the higher difficulties and in a loud-oriented run of Ironman mode.
  • That One Level:
    • The Blacksite is notorious for its unusually high difficulty, even in loud. For starters, you start right on an Hostile Zone, and even if you do get an disguise, the next zone downright removes your disguise effectiveness. And to top it off, the second hostile zone is pretty much Fake Difficulty on steroids, as the Hostile Zone extends right to the exit, which depending on the difficulty, will take a LONG time to get through. And if a guard draws out his gun? Well, hope you don't mind restarting multiple times, as even with all the guards neutralized, on higher difficulties, they respawn. Thankfully, the difficulty makes a nosedive once you enter the prison room, as it consists of neutralizing the guards without attracting suspicion, and all players are teleported into the area once that's done, but the final objective involves trying to interrogate the base commander for the Anti-Air codes, all while multiple guards are around. Don't think about going on loud either, as there is rarely any cover to hide from, and it will take a while to open the base doors. As a result of all this, the Golden Badge for this level has the rarest acquisition rate, only surpassed by the Ironman Legend badge, for obvious reasons.
    • The Lakehouse. While having to sneak to get a disguise to prevent suspicion and trying to figure out where the power box is to open the door and holding up the camera operator to find the second-in-command to disable radios AND finding the servers to transfer them to the boat is hard enough, there's also the fact that this mission will sound the alarm after 11 to 9 minutes depending on difficulty. At least the Blacksite had didn't give you a strict time limit to complete it (barring Daily Challenges). And if it goes loud through being spotted or the time limit passes? Not only you have to grab 5 of the servers, you have to deal with a Gunship, which soaks a lot of damage, and the payout is pretty poor even with intel.
  • That One Sidequest: There are so much that it was moved to a separate page.

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