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* NintendoHard: While ''VI'' largely streamlines some of more [[AntiFrustrationFeatures frustrating series-wide mechanics]] such as the debt system and adding replayability, the game significantly ups the difficulty of missions with challenging, dynamic boss fights. In Creator/FromSoftware tradition, the boss fights are easily the biggest threats in the entire game, and will leave you a pile of scrap in record time if you aren't on your A-game and/or packing an AC build that readily counters their patterns and output.
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** BC-5001 SOUP. It fires a salvo of ten missiles per shot. Being basically a portable MacrossMissileMassacre already makes it a strong candidate for this status, but the implementation of it really shines. Unlike basically every other shoulder weapon, the [=SOUPs=] have a magazine system with a surprisingly quick firing rate; that means that the player can fire up to *sixty* missiles at the target in short succession, on top of obscene damage, reload time shorter than one would think and tracking that is far more effective than the low Guidance stat would imply. The main disadvantage is its relatively high weight.

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** BC-5001 WS-5001 SOUP. It fires a salvo of ten missiles per shot. Being basically a portable MacrossMissileMassacre already makes it a strong candidate for this status, but the implementation of it really shines. Unlike basically every other shoulder weapon, the [=SOUPs=] have a magazine system with a surprisingly quick firing rate; that means that the player can fire up to *sixty* ''sixty'' missiles at the target in short succession, on top of obscene damage, reload time shorter than one would think and tracking that is far more effective than the low Guidance stat would imply. The main disadvantage is its relatively high weight.

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* BestBossEver: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.

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* BestBossEver: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.''VideoGame/SekiroShadowsDieTwice''.


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** BC-5001 SOUP. It fires a salvo of ten missiles per shot. Being basically a portable MacrossMissileMassacre already makes it a strong candidate for this status, but the implementation of it really shines. Unlike basically every other shoulder weapon, the [=SOUPs=] have a magazine system with a surprisingly quick firing rate; that means that the player can fire up to *sixty* missiles at the target in short succession, on top of obscene damage, reload time shorter than one would think and tracking that is far more effective than the low Guidance stat would imply. The main disadvantage is its relatively high weight.
** WR-0999 DELIVERY BOY. While it suffers from slow reload times, high weight and low stock of ammo, the concept and execution of it is just incredible. Basically, it shoots a slow moving missile that periodically carpet bombs the target on its way for obscene damage, before the missile itself exploding in a blast of such power and impact it would make Edward Teller blush. The cherry on top is that the flavour text and weapon designation (WR-0999, R for Rummy) imply that "Invincible" Rummy dreamt this up in a Coral-fuelled haze.
** WB-0010 DOUBLE TROUBLE, after patch 1.06.1, makes everything on the other end of it a complete joke. It's a chainsaw with a slow two hit combo, but what truly makes it break into this territory is its charge attack. Basically, it can be charged indefinitely, dealing contact damage along the way, and then it hits a 7-hit combo for absurd damage on opponents on release, especially ACS overloaded opponents. While it has its downsides, like high weight and EN consumption, it's basically the best thing available for stance breaker builds; it's like the Pile Driver with a powerful forward thrust.

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* BestBossEver: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.

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* BestBossEver: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.''VideoGame/SekiroShadowsDieTwice''.


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** BC-5001 SOUP. It fires a salvo of ten missiles per shot. Being basically a portable MacrossMissileMassacre already makes it a strong candidate for this status, but the implementation of it really shines. Unlike basically every other shoulder weapon, the [=SOUPs=] have a magazine system with a surprisingly quick firing rate; that means that the player can fire up to *sixty* missiles at the target in short succession, on top of obscene damage, reload time shorter than one would think and tracking that is far more effective than the low Guidance stat would imply. The main disadvantage is its relatively high weight.
** WR-0999 DELIVERY BOY. While it suffers from slow reload times, high weight and low stock of ammo, the concept and execution of it is just incredible. Basically, it shoots a slow moving missile that periodically carpet bombs the target on its way for obscene damage, before the missile itself exploding in a blast of such power and impact it would make Edward Teller blush. The cherry on top is that the flavour text and weapon designation (WR-0999, R for Rummy) imply that "Invincible" Rummy dreamt this up in a Coral-fuelled haze.
** WB-0010 DOUBLE TROUBLE, after patch 1.06.1, makes everything on the other end of it a complete joke. It's a chainsaw with a slow two hit combo, but what truly makes it break into this territory is its charge attack. Basically, it can be charged indefinitely, dealing contact damage along the way, and then it hits a 7-hit combo for absurd damage on opponents on release, especially ACS overloaded opponents. While it has its downsides, like high weight and EN consumption, it's basically the best thing available for stance breaker builds; it's like the Pile Driver with a powerful forward thrust.
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** Another sentiment that emerged was a disdain for Namco's lackluster marketing. By early July, Namco had released a grand total of just 4 videos for the game on their youtube channel: the initial reveal trailer, a gameplay trailer, the above gameplay footage[[labelnote:*]]Which, it should be noted, they officially released ''weeks'' after it had begun circulating online.[[/labelnote]], and... a short video of content creators giving their initial thoughts on that same footage after a private screening[[labelnote:*]]Again, third-party channels had been doing this for nearly a month by then, and going into far greater detail to boot[[/labelnote]]. Considering this is radio silence by internet standards, many fans were worried that Namco was leaving ''Fires of Rubicon'' out to drown or expecting it to get by on [=FromSoft=]'s reputation. Much of this concern was alleviated in the month to follow, marketing for the game saw a ''major'' increase and generally caused anticipation for the game to skyrocket.

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** Another sentiment that emerged was a disdain for Namco's lackluster marketing. By early July, Namco had released a grand total of just 4 videos for the game on their youtube channel: the initial reveal trailer, a gameplay trailer, the above gameplay footage[[labelnote:*]]Which, it should be noted, they officially released ''weeks'' after it had begun circulating online.[[/labelnote]], and... a short video of content creators giving their initial thoughts on that same footage after a private screening[[labelnote:*]]Again, third-party channels unaffiliated creators had been doing this for nearly a month by then, and going into in far greater detail to boot[[/labelnote]].detail.[[/labelnote]]. Considering this is radio silence by internet standards, many fans were worried that Namco was leaving ''Fires of Rubicon'' out to drown or expecting it to get by on [=FromSoft=]'s reputation. Much of this concern was alleviated in the month to follow, marketing for the game saw a ''major'' increase and generally caused anticipation for the game to skyrocket.
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** The fight against the IA-02 ICE WORM is a breathtaking sequence. It's basically the best possible iteration of the Storm Ruler type boss recurrent in From Software games crossed over with a BigBadassBattleSequence, as you must carefully aim the Stun Needle Launcher into the ICE WORM's face. This is already fun enough, but what makes the fight even better is the escalation provided as the ICE WORM pulls off more and more tricks out of its repertoire, from drones and eventually a MacrossMissileMassacre. Making the mission all the more incredible is the memorable dialogue from V.IV Rusty, G1 Michigan and "Chatty" Stick. It's no wonder this boss is a fan-favourite!
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** The lady in my head that calls me studmuffin. [[labelnote:Explanation]]Originally a meme from the Franchise/{{Halo}} community about Cortana that caught on in the ACVI community due to Ayre's deep fondness for 621.[[/labelnote]]

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** Zimmerman shotguns were hilariously brutal against normal enemies and even AC bosses. While all shotguns are fairly dangerous, Zimmermans had all of that, but also functioned well even at medium-range thanks to having both high damage and high stagger build-up. Its damage and direct hit adjustment were eventually nerfed and brought in line with other weapons while still retaining its other advantage of having an above-average ideal range.

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** Zimmerman shotguns were hilariously brutal against normal enemies and even AC bosses. While all shotguns are fairly dangerous, Zimmermans had all of that, but also functioned well even at medium-range thanks to having both high damage and high stagger build-up. Its damage and direct hit adjustment were eventually nerfed and brought in line with other weapons while still retaining its other advantage of having an above-average ideal range.range, but once the 1.06.1 patch dropped they went back into this as the patch buffed most of the kinetic weapons.



** The tank legs benefit the most from the reworked mechanics. The new stagger mechanic is very powerful, and tank legs tend to allow for stagger-reliant builds more easily, and also have high stagger resistance as well. The removal of aiming being tied to the camera eliminates the weakness of their turn speed. Lastly, this game has much closer engagement ranges than previous titles, meaning tanks benefit from being close-quarters specialists. They also have fast ground speed and can fire heavy weapons while moving. Though they do have their own unique weaknesses, mainly in lack of air mobility, the sheer amount of damage they can dish out while still trucking on is a sight to behold.
** Dual shotguns, specifically dual Zimmermans, are one of the most commonly seen weapons in multiplayer due to their extremely high staggering power and pretty high power with a semi-decent range. Combined with dual Songbirds or dual Stun Needles, and you can chunk a decently armored AC for about half their health in a single volley.

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** The tank legs benefit the most from the reworked mechanics. The new stagger mechanic is very powerful, and tank legs tend to allow for stagger-reliant builds more easily, and also have high stagger resistance as well. The removal of aiming being tied to the camera eliminates the weakness of their turn speed. Lastly, this game has much closer engagement ranges than previous titles, meaning tanks benefit from being close-quarters specialists. They also have fast ground speed and can fire heavy weapons while moving. Though they do have their own unique weaknesses, mainly in lack of air mobility, the sheer amount of damage they can dish out while still trucking on is a sight to behold.behold, so the best way to counter them is to obtain AP advantage by hurting them and simply staying away as far as possible from them and wait until time runs out, which is easy to do if drones or missiles are equipped.
** Dual shotguns, specifically dual Zimmermans, are one of the most commonly seen weapons in multiplayer due to their extremely high staggering power and pretty high power with a semi-decent range. Combined with dual Songbirds or dual Stun Needles, and you can chunk a decently armored AC for about half their health in a single volley.volley, some even combine then with another pair of shotguns to capitalize on damage and the 2 second reload time the Zimmermans have, because of this builds tend to have a shield equipped to parry the hits they do without building that much stagger.
** The "Rat" builds consisting of equipping as many missiles as posible on a lightweight build are a nightmare to deal with, they will depend entirely on the missiles to deal damage while they're as far as possible from their opponent, while pursuit with assault boost can be a way to counter them most of them will have equipped the HMMR alongside the use of the Basho Arms frame which maximizes the damage melee weapons can do, without affecting hand missiles as they aren't affected by the fire arm specialization stat to punish in case they get too close, paired with the Lammergeier tetrapod legs and hitting them will be almost impossible.
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* AlternativeCharacterInterpretation: V.VIII Pater is directly stated to be a sociopath in his arena bio created by ALLMIND. But some of the player base wonders if this is true. In the mission where [[spoiler:he is fought alongside his superior, V.V Hawkins, he seems genuinely distraught if Hawkins is killed before Pater's AC is destroyed]]. This has made some players wonder if he is a sociopath, or if ALLMIND was just off the mark. On the other hand, [[spoiler:Pater rather quickly gets over his apparent grief upon realizing he can take over his number in the organization, and upon defeat only expresses anger that he was taken out so soon after ranking up. Two interpretations were made: Pater really is a sociopath for brushing it off so quickly, or it's a coping mechanism to deal with the sudden loss. It's also implied that he may have multiple personality disorder, his AC's name ("Dual Nature") and his emblem (a dual fetus) lending some credence to this.]]

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* AlternativeCharacterInterpretation: V.VIII Pater is directly stated to be a sociopath in his arena bio created by ALLMIND. But some of the player base wonders if this is true. In the mission where [[spoiler:he is fought alongside his superior, V.V Hawkins, he seems genuinely distraught if Hawkins is killed before Pater's AC is destroyed]]. This has made some players wonder if he is a sociopath, or if ALLMIND was just off the mark. On the other hand, [[spoiler:Pater rather quickly gets over his apparent grief upon realizing he can take over his number in the organization, and upon defeat only expresses anger that he was taken out so soon after ranking up. Two interpretations were made: Pater really is a sociopath for brushing it off so quickly, or it's a coping mechanism to deal with the sudden loss. It's also implied that he may have multiple personality disorder, his mood swings along with his AC's name ("Dual Nature") and his emblem (a dual fetus) lending some credence to this.]]
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* AlternativeCharacterInterpretation: V.VIII Pater is directly stated to be a sociopath in his arena bio created by ALLMIND. But some of the player base wonders if this is true. In the mission where [[spoiler:he is fought alongside his superior, V.V Hawkins, he seems genuinely distraught if Hawkins is killed before Pater's AC is destroyed]]. This has made some players wonder if he is a sociopath, or if ALLMIND was just off the mark. On the other hand, [[spoiler:Pater rather quickly gets over his apparent grief upon realizing he can take over his number in the organization, and upon defeat only expresses anger that he was taken out so soon after ranking up. Two interpretations were made: Pater really is a sociopath for brushing it off so quickly, or it's a coping mechanism to deal with the sudden loss.]]

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* AlternativeCharacterInterpretation: V.VIII Pater is directly stated to be a sociopath in his arena bio created by ALLMIND. But some of the player base wonders if this is true. In the mission where [[spoiler:he is fought alongside his superior, V.V Hawkins, he seems genuinely distraught if Hawkins is killed before Pater's AC is destroyed]]. This has made some players wonder if he is a sociopath, or if ALLMIND was just off the mark. On the other hand, [[spoiler:Pater rather quickly gets over his apparent grief upon realizing he can take over his number in the organization, and upon defeat only expresses anger that he was taken out so soon after ranking up. Two interpretations were made: Pater really is a sociopath for brushing it off so quickly, or it's a coping mechanism to deal with the sudden loss. It's also implied that he may have multiple personality disorder, his AC's name ("Dual Nature") and his emblem (a dual fetus) lending some credence to this.]]
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* SugarWiki/AwesomeBosses: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.

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* SugarWiki/AwesomeBosses: BestBossEver: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.
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Spelling/grammar fix(es)


** AAP07 BALTEUS may be a harsh WakeUpCallBoss, but is it ever a joyful fight. A LightningBruiser through and through, the fight is a complete thrill as you learn to dodge its MacrossMissileMassacre and keep up with its fast movement. And the fight keeps escalating as BALTEUS brings on new toys, from even more missiles to a flamethrower. A suitably epic duel to conclude the first chapter, and a great introduction to Ayre.
** AAS02 CATAPHRACT. It's basically the EC-0804 SMART CLEANER on steroids: a hulking tank whom you must AttackItsWeakPoint. However, it stands out due to its sheer speed and its incredible amounts of MoreDakka it carries, to the point that it's the best possible variation of a GetBackHereBoss, and its insane collection of weaponry, whether it's its numerous GatlingGood or its multitude of missiles, make the fight unpredictable and exhilarating.
** The AAP04 ENFORCER is a boss with no major gimmicks or any eccentricities associated. It's just a big robot that's really, really good at fighting. And that's why it's one of the best fights in the game; there's no real way to defeat it other than being good at the game's combat, and makes up for it by having one of the most varied, most fun movesets in the entire series. Agile, versatile and deadly, the ENFORCER is a great skill check before the game's difficulty really cranks up in its final missions.

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** AAP07 [=AAP07=] BALTEUS may be a harsh WakeUpCallBoss, but is it ever a joyful fight. A LightningBruiser through and through, the fight is a complete thrill as you learn to dodge its MacrossMissileMassacre and keep up with its fast movement. And the fight keeps escalating as BALTEUS brings on new toys, from even more missiles to a flamethrower. A suitably epic duel to conclude the first chapter, and a great introduction to Ayre.
** AAS02 [=AAS02=] CATAPHRACT. It's basically the EC-0804 SMART CLEANER on steroids: a hulking tank whom you must AttackItsWeakPoint. However, it stands out due to its sheer speed and its incredible amounts of MoreDakka it carries, to the point that it's the best possible variation of a GetBackHereBoss, and its insane collection of weaponry, whether it's its numerous GatlingGood or its multitude of missiles, make the fight unpredictable and exhilarating.
** The AAP04 [=AAP04=] ENFORCER is a boss with no major gimmicks or any eccentricities associated. It's just a big robot that's really, really good at fighting. And that's why it's one of the best fights in the game; there's no real way to defeat it other than being good at the game's combat, and makes up for it by having one of the most varied, most fun movesets in the entire series. Agile, versatile and deadly, the ENFORCER is a great skill check before the game's difficulty really cranks up in its final missions.

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* BestLevelEver: "Breach the Kármán Line," the penultimate mission on the [[spoiler:Fires of Raven route, which involves breaking through an entire interceptor fleet like the PCA ships first encountered in Chapter 3. The catch? You'll ride on the atmosphere's edge with ''unlimited energy''. You'll be blitzing between ships like a ''Gundam'' protagonist who just got their AceCustom while hearing the enemy panic over comms. Players familiar with ''For Answer'' may find it similar to playing on Regulation 1.15, being able to quick boost to their hearts content like they're back in a NEXT again. To cap all of that off, the mission then finishes with Rusty confronting you in his own upgraded AC for an epic duel.]]

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* BestLevelEver: SugarWiki/AwesomeBosses: As expected from the Fromsoft team that made VideoGame/SekiroShadowsDieTwice.
** AAP07 BALTEUS may be a harsh WakeUpCallBoss, but is it ever a joyful fight. A LightningBruiser through and through, the fight is a complete thrill as you learn to dodge its MacrossMissileMassacre and keep up with its fast movement. And the fight keeps escalating as BALTEUS brings on new toys, from even more missiles to a flamethrower. A suitably epic duel to conclude the first chapter, and a great introduction to Ayre.
** AAS02 CATAPHRACT. It's basically the EC-0804 SMART CLEANER on steroids: a hulking tank whom you must AttackItsWeakPoint. However, it stands out due to its sheer speed and its incredible amounts of MoreDakka it carries, to the point that it's the best possible variation of a GetBackHereBoss, and its insane collection of weaponry, whether it's its numerous GatlingGood or its multitude of missiles, make the fight unpredictable and exhilarating.
** The AAP04 ENFORCER is a boss with no major gimmicks or any eccentricities associated. It's just a big robot that's really, really good at fighting. And that's why it's one of the best fights in the game; there's no real way to defeat it other than being good at the game's combat, and makes up for it by having one of the most varied, most fun movesets in the entire series. Agile, versatile and deadly, the ENFORCER is a great skill check before the game's difficulty really cranks up in its final missions.
* BestLevelEver:
** "Destroy the Weaponized Mining Ship" is basically the Arms Fort missions from ''For Answer'' taken up a notch. Traversing the ''gargantuan'' EB-0309 STRIDER (which, again, is modeled to scale–so it is actually a continent-scale behemoth) is impressive as visual spectacle as much as it succesfully captured what made the Arms Fort missions great: that is, the thrill of systematically bringing down a colossal structure, only this time even larger.
**
"Breach the Kármán Line," the penultimate mission on the [[spoiler:Fires of Raven route, which involves breaking through an entire interceptor fleet like the PCA ships first encountered in Chapter 3. The catch? You'll ride on the atmosphere's edge with ''unlimited energy''. You'll be blitzing between ships like a ''Gundam'' protagonist who just got their AceCustom while hearing the enemy panic over comms. Players familiar with ''For Answer'' may find it similar to playing on Regulation 1.15, being able to quick boost to their hearts content like they're back in a NEXT again. To cap all of that off, the mission then finishes with Rusty confronting you in his own upgraded AC for an epic duel.]]
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* AwardSnub: The game ''only'' getting nominated for "Best Action" in the 2023 Game Awards has attracted this sentiment, especially since From Software's previous work, ''VideoGame/EldenRing'', won Game of the Year the year before. That said, most acknowledge that it was a very packed year as far as quality releases go.
* SugarWiki/AwesomeArt: As expected from Fromsoft; however, special mention goes to the fact that ''everything'' in the game is modelled to-scale, as evidenced by videos [[https://www.youtube.com/watch?v=x9-ejE4Ijac like this]], which have the game's assets ported to ''VideoGame/EldenRing''.

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* AwardSnub: The game ''only'' getting nominated for (and eventually winning) "Best Action" in the 2023 Game Awards has attracted this sentiment, especially since From Software's previous work, ''VideoGame/EldenRing'', won Game of the Year the year before. That said, most acknowledge that it was a very packed year as far as quality releases go.
* SugarWiki/AwesomeArt: As expected from Fromsoft; however, the art team certainly used the studio's newfound production values to deliver a truly visually stunning experience, from the mechanical designs and animations of the [=ACs=] to the visual effects of the weaponry. However, special mention goes to the fact that ''everything'' in the game is modelled to-scale, as evidenced by videos [[https://www.youtube.com/watch?v=x9-ejE4Ijac like this]], which have the game's assets ported to ''VideoGame/EldenRing''.



* "Invincible" Rummy is an absolutely terrible fighter and overall of no importance to the plot but his LargeHam demeanour, delusional belief in his own prowess and general status as a walking fountain of SugarWiki/FunnyMoments make him one of the highlights of the early-to-mid game.

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* ** "Invincible" Rummy is an absolutely terrible fighter and overall of no importance to the plot but his LargeHam demeanour, delusional belief in his own prowess and general status as a walking fountain of SugarWiki/FunnyMoments make him one of the highlights of the early-to-mid game.
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* EnsembleDarkhorse:
** V.I Freud appears for all of one mission in one route and that's all he needed to make an impression. His psychotic spin on the BloodKnight and his voice actor's enthusiastic and memorable performance instantly endeared him to the fanbase.
** The Dafeng student pilot, owing to Creator/JohnnyYongBosch's performance and copious amounts of MemeticMutation as a money grind mission. The audible enthusiasm he puts into the fight and overall status as TheWoobie gained him a lot of fans.
* "Invincible" Rummy is an absolutely terrible fighter and overall of no importance to the plot but his LargeHam demeanour, delusional belief in his own prowess and general status as a walking fountain of SugarWiki/FunnyMoments make him one of the highlights of the early-to-mid game.
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Removed per here


* {{Narm}}:
** Yes, the name "Raven" does carry weight both on Rubicon 3 and in the ''Armored Core'' series as a whole, but the overuse and incessant overemphasis on Raven's name by Ayre can make her monologues hard to take seriously for players that aren't deeply invested in the universe's lore.
** Mission briefings constantly have awkward multi-second pauses in dialogue. While barely tolerable in case of intentionally deliberate and refined characters, it's just incredibly jarring when over-the-top gung-ho types like G6 Red keep interrupting their rants for no apparent reason.
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Rewording, assumes too much about a player's skill level, it is YMMV after all.


** While not as bad as the full-on boss examples listed above, [[spoiler:Rokumonsen]] from the mission ''Eliminate V.VII'' has been known to frustrate players due to the way the mission is set up. First, to even get the chance to fight [[spoiler:Rokumonsen]], you have to fight Swinburne who has two repair kits and you must get him down to low AP without killing him so he surrenders. [[spoiler:Rokumonsen]] will show up to fight you if you choose to spare him. The problem is, you most likely burned through a repair kit or two while fighting Swinburne, and [[spoiler:Rokumonsen]] shows up with a full three repair kits, and has the pulse armor expansion to reset his stagger gauge which can make it difficult to phase-skip by depleting his AP before he can repair. And if you lose to him? There's no checkpoint after you accept Swinburne's surrender, so you have to fight Swinburne all over again. VideoGameCrueltyPunishment indeed.

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** While not as bad as the full-on boss examples listed above, [[spoiler:Rokumonsen]] from the mission ''Eliminate V.VII'' has been known to frustrate players due to the way the mission is set up. First, to even get the chance to fight [[spoiler:Rokumonsen]], you have to fight Swinburne who has two repair kits and you must get him down to low AP without killing him so he surrenders. Sparing him will cause [[spoiler:Rokumonsen]] will show up to fight you go after you. Even if you choose to spare him. The problem is, you most likely burned through a repair kit or two while fighting Swinburne, and Swinburne's relatively easy, [[spoiler:Rokumonsen]] shows up with a still has full three repair kits, and has the pulse armor expansion to reset his stagger gauge which can make it difficult to phase-skip by depleting his AP before he can repair. And if you lose to him? There's no checkpoint after you accept Swinburne's surrender, so you have to fight Swinburne all over again. VideoGameCrueltyPunishment indeed.
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** While not as bad ass the full-on boss examples listed above, [[spoiler:Rokumonsen]] from the mission ''Eliminate V.VII'' has been known to frustrate players due to the way the mission is set up. First, to even get the chance to fight [[spoiler:Rokumonsen]], you have to fight Swinburne who has two repair kits and you must get him down to low AP without killing him so he surrenders. [[spoiler:Rokumonsen]] will show up to fight you if you choose to spare him. The problem is, you most likely burned through a repair kit or two while fighting Swinburne, and [[spoiler:Rokumonsen]] shows up with a full three repair kits, and has the pulse armor expansion to reset his stagger gauge which can make it difficult to phase-skip by depleting his AP before he can repair. And if you lose to him? There's no checkpoint after you accept Swinburne's surrender, so you have to fight Swinburne all over again. VideoGameCrueltyPunishment indeed.

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** While not as bad ass as the full-on boss examples listed above, [[spoiler:Rokumonsen]] from the mission ''Eliminate V.VII'' has been known to frustrate players due to the way the mission is set up. First, to even get the chance to fight [[spoiler:Rokumonsen]], you have to fight Swinburne who has two repair kits and you must get him down to low AP without killing him so he surrenders. [[spoiler:Rokumonsen]] will show up to fight you if you choose to spare him. The problem is, you most likely burned through a repair kit or two while fighting Swinburne, and [[spoiler:Rokumonsen]] shows up with a full three repair kits, and has the pulse armor expansion to reset his stagger gauge which can make it difficult to phase-skip by depleting his AP before he can repair. And if you lose to him? There's no checkpoint after you accept Swinburne's surrender, so you have to fight Swinburne all over again. VideoGameCrueltyPunishment indeed.
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** While not as bad ass the full-on boss examples listed above, [[spoiler:Rokumonsen]] from the mission ''Eliminate V.VII'' has been known to frustrate players due to the way the mission is set up. First, to even get the chance to fight [[spoiler:Rokumonsen]], you have to fight Swinburne who has two repair kits and you must get him down to low AP without killing him so he surrenders. [[spoiler:Rokumonsen]] will show up to fight you if you choose to spare him. The problem is, you most likely burned through a repair kit or two while fighting Swinburne, and [[spoiler:Rokumonsen]] shows up with a full three repair kits, and has the pulse armor expansion to reset his stagger gauge which can make it difficult to phase-skip by depleting his AP before he can repair. And if you lose to him? There's no checkpoint after you accept Swinburne's surrender, so you have to fight Swinburne all over again. VideoGameCrueltyPunishment indeed.
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Added example(s)


** The Elcano [=EL-TL-11=] Fortaleza tank treads, partly thanks to its design origins and notoriety, is sometimes known as the "Wheelchair".

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** The Elcano [=EL-TL-11=] Fortaleza tank treads, partly thanks to its design origins and notoriety, is sometimes known as the "Wheelchair". "Wheelchair" and "[[WesternAnimation/FamilyGuy The Joe Swanson Special]]".



** "Brainwife/Brainwaifu" for Ayre, as wordplays of "brainwave" and "wife/waifu" [[spoiler:due to Ayre's nature as Coral wave mutation who's InvisibleToNormals except 621.]]

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** "Brainwife/Brainwaifu" for Ayre, as wordplays of "brainwave" and "wife/waifu" [[spoiler:due to Ayre's nature as Coral wave mutation who's InvisibleToNormals except 621.]]]] It is also common for player to refer to Ayre as "schizophrenic [[VirtualYouTuber Vtuber]]", partly for that same reason.

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* LoveToHate: Iguazu has ended up on the recieving end of this due to how strong his hatred is of you, to the point that he ends up [[spoiler:becoming the final boss of the GoldenEnding just so he can kill you.]]

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* LoveToHate: Iguazu LoveToHate:
**Iguazu
has ended up on the recieving receiving end of this due to how strong his hatred is of you, to the point that he ends up [[spoiler:becoming the final boss of the GoldenEnding just so he can kill you.]] ]]
**V.II Snail gets a similar reception due to the sheer amount of contempt he holds for you and his SmugSnake tendencies, while also being a genuinely deadly opponent. He's seen as a very entertaining villain, [[spoiler:making it ultimately satisfying when he's finally killed.]]

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