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* BerserkButton: Sprite-swapping my VideoGame/{{MUGEN}} characters is a surefire way to incur my wrath. SECOND-HAND SMOKE seriously agitates me to no end.

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* BerserkButton: BerserkButton:
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Sprite-swapping my VideoGame/{{MUGEN}} characters is a surefire way to incur my wrath. SECOND-HAND SMOKE seriously agitates me to no end.


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** [[SmokingIsNotCool Secondhand cigarette smoke]]. Just smelling a bit of it causes me to get ''very'' dark internal thoughts towards the offending smoker.


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* SmokingIsNotCool: Smoking is basically spending money to shorten your lifepsan. It's not worth it, and especially not when people get harmed by secondhand smoke.
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This is Ironcommando. I create VideoGame/{{MUGEN}} characters and AI patches, C# games, and am currently working in a job after graduating from university. Otherwise, I'm just a 34-year old Chinese [[UsefulNotes/{{Singapore}} Singaporean]].

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This is Ironcommando. I create VideoGame/{{MUGEN}} characters and AI patches, C# games, and am currently working in a job after graduating from university. Otherwise, I'm just a 34-year 33-year old Chinese [[UsefulNotes/{{Singapore}} Singaporean]].
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This is Ironcommando. I create VideoGame/{{MUGEN}} characters and AI patches, Unity games, and am currently working in a job after graduating from university. Otherwise, I'm just a 31-year old Chinese [[UsefulNotes/{{Singapore}} Singaporean]].

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This is Ironcommando. I create VideoGame/{{MUGEN}} characters and AI patches, Unity C# games, and am currently working in a job after graduating from university. Otherwise, I'm just a 31-year 34-year old Chinese [[UsefulNotes/{{Singapore}} Singaporean]].

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* FriendOrFoe: The Warden is blind and locates things by sound. This includes both ally and enemy, and it's unable to distinguish ''which'' unit on the field is its partner in a [=2v2=] fight. As such its attacks can accidentally hit its own ally if not careful.

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* ChargedAttack: It can use its sonic boom after a charge period, which resets should it successfully hit an opponent with a melee attack.
* FriendOrFoe: The Warden is blind and locates things by sound.sound and smell. This includes both ally and enemy, and it's unable to distinguish ''which'' unit on the field is its partner in a [=2v2=] fight. As such its attacks can accidentally hit its own ally if not careful.



* MechanicallyUnusualFighter: When playing as the Warden, you are essentially blind and have to figure out your partner's and your enemies' positions via sound echoes. When the Warden is AI-controlled, it will attempt to move to the latest sound signature and attack that spot. Unusually enough, its [[LimitBreak hypers]] will ''not'' deal any damage -- rather, they are all temporary utility that allows the Warden to detect or find enemies better.

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* MechanicallyUnusualFighter: When playing as the Warden, you are [[CantSeeADamnThing essentially blind blind]] and have to figure out your partner's and your enemies' positions via sound echoes.echoes or olfactory cues. When the Warden is AI-controlled, it will attempt to move to the latest sound signature and attack that spot. Unusually enough, its [[LimitBreak hypers]] will ''not'' deal any damage -- rather, they are all temporary utility that allows the Warden to detect or find enemies better.



** When you play as the Warden, you're ''incredibly strong and durable''. You also essentially play as a blind character who has to use sonar sensing and scent detection to see its opponents, and can also hit their ally if they're not careful.

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** When you play as the Warden, you're ''incredibly strong and durable''. You also essentially play as a [[CantSeeADamnThing blind character character]] who has to use sonar sensing and scent detection to see its opponents, and can also hit their ally if they're not careful.


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* UnblockableAttack: The sonic boom attack cannot be blocked at all and is nearly unavoidable, but it deals lower damage than most of its other moves.
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* CantSeeADamnThing: If player-controlled, the screen gets blacked out to prevent the player from seeing anything other than the Warden itself and any visual/olfactory cues.

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* ''VideoGame/BloodBros''.

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* ''VideoGame/BloodBros''.''VideoGame/BloodBros''
* ''VideoGame/BountyOfOne''

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* BlindMistake: It's possible for the Warden to accidentally hit their own ally if they're not careful with sensing the sounds from the battlefield.

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* BlindMistake: It's possible for the Warden to [[FriendOrFoe accidentally hit their own ally ally]] if they're not careful with sensing the sounds from the battlefield.



* FriendOrFoe: The Warden is blind and locates things by sound. This includes both ally and enemy, and it's unable to distinguish ''which'' unit on the field is its partner in a [=2v2=] fight. As such its attacks can accidentally hit its own ally if not careful.



* InterfaceScrew: When the player is controlling it, they won't be able to see their opponent, as everything will be in the dark except the Warden themselves. Instead, they rely on "sensing" the opponent's position from the sound and scent signatures they give off.

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* InterfaceScrew: When the player is controlling it, they won't be able to see their opponent, opponent or their ally, as everything will be in the dark except the Warden themselves. Instead, they rely on "sensing" the opponent's position from the sound and scent signatures they give off.



* NecessaryDrawback: When you play as the Warden, you're ''incredibly strong and durable''. You also essentially play as a blind character who has to use sonar sensing and scent detection to see its opponents, and can also hit their ally if they're not careful.

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* NecessaryDrawback: NecessaryDrawback:
**
When you play as the Warden, you're ''incredibly strong and durable''. You also essentially play as a blind character who has to use sonar sensing and scent detection to see its opponents, and can also hit their ally if they're not careful.careful.
** Entering the rage mode makes the Warden ''a lot'' faster, but it's activated by a RoarBeforeBeating during which it's stationary and a sitting duck for attacks.



* PragmaticAdaptation:
** The Warden's hearing and scent radius are drastically decreased in MUGEN, since the playing field is a lot smaller than in ''Minecraft'' and it would be unfair for it to be able to detect opponents anywhere.
** A true-to-''Minecraft'' Sculk Catalyst would not function well in a FightingGame due to only activating when something dies, and in MUGEN this usually means the round is over by then. As such, the Sculk Catalyst will also activate to a much smaller extent whenever a non-Warden takes damage.
* SheatheYourSword: If the opponent doesn't make any detectable signatures for a period of time, it will retreat into the ground and disappear. This counts as [=KOing=] it.



** The Sculk Catalyst will grant extra super meter when any unit except the warden takes damage, as long as it's on the field. If an ally or opponent is [=KO'd=], it gives a huge amount of super meter.

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** The Sculk Catalyst will grant extra super meter when any unit except the warden Warden takes damage, as long as it's on the field. If an ally or opponent is [=KO'd=], it gives a huge amount of super meter.
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[[DescribeTopicHere Describe Ironcommando here]].

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