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  • Annoying Video Game Helper:
    • In DW:G2, sometimes a giant mobile suit will be on your side in a battle. Finally! Sweet payback for all those David and Goliath battles you had to win by yourself! Or at least until you walk into your giant ally's Beam Spam and get nuked along with all the enemy mooks around you.
    • Or when part of your mission objective is to keep someone alive, and then they go into battle with a Mobile Armor with you, only to end up dying because the AI is stupid.
      • To be fair, it depends more on what they are listed as 'internally.' Much like Dynasty Warriors everyone still has their own 'AI' field (tactical, offensive, defensive, etc, just with more mixes to account for making their battle technique match their personality). Unfortunately it is invisible to you, the player. You can see this best when you compare Quess in the Azieru with Gyunei. Gyunei is an absolute monster (he'll tend to lose his own field because he kills so many of his own troops), while Quess is pretty weak and reserved when fighting. Gyunei is as dangerous to stand near as Lu Bu in DW even, if he's your ally. Yazan and Gym are equally dangerous when spawning in M As, thankfully very rare if you have unlocked Musha however.
    • Also, your allies will do things like kill-steal enemy aces from under you (especially when you're in a Zaku), rush up to you just as you're using an SP Attack (especially when your team attack is less fitting to the situation) and wipe out all the mooks milling around a Mobile Armor so you can't refill your SP Gauge. Thanks, guys.
  • Anti-Climax Boss: Musha Gundam In Heero/Jerid/Master Asia's Original mode.
  • Catharsis Factor: Oh, so much. Especially because of all the explosions and robot body parts flying everywhere.
  • Contested Sequel: While Gundam 2 added new scenes and scenarios missing from Gundam 1, with the addition of giant enemies like the Big Zam and Psycho Gundam, it also added a number of Scrappy mechanics. This includes the friendship mechanic that rises and lowers, returning units from Gundam 1 have reduced movesets, padding in the form of Random Drops, a large increase of playable characters without unique mobile suits, low tier mook mechs to pilot with even more limited movesets, licenses the player earns for returning units that can only be obtained by obtaining a high friendship with characters in the mission mode and clearing friendship missions, and pilot skills that require grinding on multiple units with random percentile chances of acquiring. It's much, much harder to actually finish the game, which was likely the intent.
  • Demonic Spiders:
    • The independently-launched funnels of Haman's Qubeley in the second game's Official mode. What makes them into significantly more pain in the ass than the funnels of the other boss suits that have them (the Nu Gundam, the Sazabi and the Alpha Azieru) is that they rapid-fire, stunlocking you almost instantly if you get hit. And did we mention that Haman is still attacking you in the meantime?
    • The METEOR-equipped Strike Freedom and Infinite Justice in Reborn. Generally, this upgrade is restricted to Burst mode and times out after about 30 seconds, but there are one or two missions where they get it permanently. What does this mean? Melee attacks that have five times the reach of your own, missile spam that leaves very few openings to attack, and complete immunity to getting stunned by anything. Pray you don't meet them in a melee-centric mobile suit.
  • Ensemble Dark Horse:
    • The team-up of Domon, Zechs/Milliardo and Ple is quite popular with Gundam fans. If only for the sheer ridiculousness of the team members' antics and interactions.
    • The team-up of Yazan Gable and Gym Ghingnham have been very popular as well. So much so they, along with their respective mobile suits, received upgrades in Dynasty Warriors Gundam 3.
  • Game-Breaker: Back in the first game, Wing Zero was so over-powered in that game that it made every other unit look completely weak by comparison. Heck, after going through a story mode with a character in their unit, you could then switch to Wing Zero and easily get to 1000 kills, save allies that died, beat bosses that gave you trouble, ETC with little to no trouble at all, simply because Wing Zero's Buster Rifle had auto-piercing skills and could mow down rows of enemies easily.
    • Equipping the "Overdrive" skill on Wing Gundam Zero, God/Burning Gundam, Zeta Gundam or Turn A Gundam in the second game. Especially Turn A Gundam, which basically lets you run around nuking the field.note 
    • Two other skills include "Ace Pilot" which boosts base attack and defense by 10% every 100 kills, or 1 for every 10, and "Moonrace" which gives a random stat boost every 50 kills. Combo-ed with Overdrive and the right suit, and you can power up to insane levels if you take the time by clearing Mooks out before the bosses.
    • Master Gundam with "Overdrive" and "High Tension" can potentially One-Hit Kill Ace Pilots. Overdrive turns every SP attack into a Combo SP attack while High Tension turns every SP attack into a Hyper SP attack (which you normally only get when performing an SP attack while low on health.) Master Gundam's Combo SP is the Sekiha Tenkyoken, of course, but with every level of SP you fire it at, you fire more fireballs at a bigger radius while the Hyper variant, you throw two waves of fireballs at once. Combine those two skills and you can throw Sekihas all day every day. Moreso if you equip Master Gundam with the Biocomputer skill whcih raises how much SP you get from enemies. Doing that lets you mow down waves and fields en masse, making even the "Focus!" DLC mission a piece of cake and helps you rip through mobile armors (up to and including the Devil Gundam) in very short order. Then get a pilot with a good Melee stat (Master Asia is obviously a good candidate) and you're laughing even harder.
    • Speaking of giant killing, the Zeta Gundam in the second game is an utter terror against mobile armors. The half-circle Beam Spam its C6 attack fires already does significant damage to massed mooks but against mobile armors, each beam is considered to have hit individually - a point-blank attack against a knocked-down mobile armor takes off a good 40% or so of the target's health on Hard difficulty! And that's without any upgrades or pilot abilities; you just need to knock the mobile armor down with a well-timed smash attack then run up to it and blast away. Repeat three times: one dead mobile armor and one unscathed Zeta Gundam.
      • This can apply to any mobile suit that uses an attack with multiple beam shots. Equip it with Zero Range Shot (a very early equip that supercharges ranged attacks if they are fired point-blank), and mobile armors become a joke, even on the highest difficulty levels. This is no longer the case in the third game and in Reborn, however, where the part gets nerfed.
    • Palace Athene doesn't have melee skills because it doesn't need them. C3 is ace-killer, C4 is good for crowd control and filling SP gauges. And as rank 2 MS it can use SP-attack three times in a row. Add in the above-mentioned Zero Range Shot and you can wreck things quick and easy even with just a Class 2 MS.
    • Nu Gundam's most powerful charge attack activates its famous Fin Funnel Barrier, which causes massive damage for any enemies caught in the activation and leaves aces near death (although hitting them with it is a little difficult). After that, the barrier wards off almost all ranged fire and REALLY helps if the current enemy set includes those annoying-as-hell Doms or the Alpha Azeiru. This was sadly nerfed in 3 though, and in Reborn, it is no longer a Charge Attack, but part of its SP Attack.
    • Strike Freedom Gundam. Most of its charge attacks involve fast beam spamming, its charge 5 beam rifles spread barrage is hardly ever blocked for some reason (it also throws enemies caught into the air, making it effective against aces), and its charge 6 whips enemies with eight DRAGOONs pods over a large area, which can fill its SP bar very quickly. This combined with its insanely effective Air SP (the famous Full Burst, where it fires its chest cannon, two rail guns, two beam rifles and all eight of its DRAGOON pods continuously), makes for one broken Gundam when paired with the above mentioned skills.
    • Overdrive and Ace Pilot were made a lot harder to get in the third game. Fortunately Deathscythe Hell doesn't need either. Its charge 6 moves you into groups without taking you high off the ground, letting you charge up for a ground SP that's an instant unblockable KO; the bars you have only determine whether this applies to the ace in front of you or the 40 enemies around him too. And on the off chance you missed or didn't quite finish your kill, the cloaking device activates after that - and apparently that makes you invincible too.
    • Also from the third game, the Double X and its air SP attack (which clears entire fields in one shot, and does the same to aces with 3 SP) makes online mode a joke. Give the Double X the Giant Killer ability and the rank 4 combo enhancement and watch the health melt off Mobile Armors, even at max difficulty.
    • One that not a lot of people realize because of it's relative obscurity, but the GP02's aerial SP is essentially it's combo SP attack, only without the unnecessary bazooka-flailing. It launches a nuke right into the ground, for boatloads of instant, unblockable, high-coverage damage. At a level 3 charge, that attack can one-shot some enemy commanders. It's like an overdrive'd Turn A with way better combos, though it is much slower unless you slap a Speedster mod on it.
    • The Unicorn Gundam as well - its charge 6 attack basically lets it clear fields with a few blasts of the Beam Magnum, and using an SP Attack causes it to go into Destroy Mode and get boosts to damage and speed, as well as a changed moveset that's good at both one-on-one and field combat. Not to mention that it's one of the easiest Gundams to get unlocked since its principal pilot is one of the initially unlocked pilots.
      • Equip it with a Minovsky Drive, Long Reach, and Sniper, and its pilot with Serene Mind, One Man Army, and Ace Killer, and you get a combat monster unstoppable at any range, blindingly fast, which can spam Destroy Mode and has advantages over both fields of enemies and enemy Aces. (Overdrive is an acceptable sub for Serene Mind, because the Unicorn's combo SP is quite possibly the best such attack in the game.)
    • From Reborn, any DLC mobile suits practically laughs at everyone's feeble attempts to match them.
      • The Full-Armor Unicorn, full stop. Essentially everything that is good about the regular Unicorn is dialed up to eleven. Pretty much all of its attacks involve copious amounts of Dakka, Beams, Missiles, or in the case of its Destroy Mode, all of the above. Perform said Missile spam at long enough range and even an ace can end up stunned by it whether or not they block since as long as it hits, it stuns, not to mention the bomb it throws once the missiles are out. If you're not satisfied with the bladed weapons or beam gatling it uses once the bombs run out, you can reload your weapons via either Burst Mode or the level 2 SP which also has the advantage of blowing enemies away with a huge energy field and yet more missile spraying if you're still in missile or bomb mode.
      • The Dendrobium Stamen. On top of having Macross Missile Massacre attacks, long reaching wave motion beam shots and an I-field, has a Charged SP attack that insta-kills anyone it hits. If set to 8 stars, they'll be reduced to a mere sliver of health. Its Charge Shot can be immediately dash-cancelled...which doesn't disengage the beam cannon which will still fire its multi-hit payload allowing the Stamen to stunlock enemy aces. Then there's its many charge attacks that summon the Orchis to rain hot death on everything with an absolute shameless Macross Missile Massacre. Then you see his Charge Attack 4 which summons a green-coloured chain mine that the player can control, leaving an energy trail behind that, after a second, explodes along the trail that the player makes for it, which causes rapid damage to anything caught in the exploding trail. With careful guidance, this can rip through and outright stun enemy aces even on level 8 difficulty, along with filling your SP bar real quickly, which can lead to the aforementioned Charged SP as a finishing blow. And the Aerial Charge Attack? Summons the Orchis to rain missiles on everything. Homing missiles too so the enemy has a hard time escaping. Its very possible to go into, say, Kou's DLC Stardust Memory mission, with Kou himself unleveled and the Stamen without any plans attached and still basically stomp the entire scenario with no trouble, including the Alpha Azieru boss fight at the end. Oh, and then there's Stamen's Burst Mode which attaches it to the Orchis and basically turns it into a mobile armour complete with no hit stun whatsoever, enhanced melee range and, again, missiles all over the place. Combining all this with this mode having its own Charge Shot move and you can stunlock pretty much any enemy. That bit about no hit stun is important since even the likes of the Endless Waltz Wing Zero and Full Armour Unicorn can be hit stunned and knocked down in their Burst modes but the Stamen hitting Burst means it now doesn't give a fuck at all, even other mobile armours and thus can thrash its sabers and vomit its missile pods out all day and until its Burst runs out, nothing can stop it. Then it fills its Burst mode back up with the aforementioned Game Breaker elements and it begins all over again. This thing can make even the final battle with the Knight and Musha Gundams a walk in the park.
      • For those that can't wait to unlock the Turn A's famous nuke as its level 2 SP attack, there's a good substitute in the Crossbone X-1 Kai, since its aerial SP is a grenade launcher shot that unleashes a huge explosion that does a perfectly good job of clearing fields and wrecking mobile armours. Its Charge 4 is a nicely done halberd sweep that unfailingly clears space and if you unlock its level 2 SP attack, you get to see Crossbone spin relentlessly, leading to even better crowd control AND mobile armour wrecking.
      • Then there's the Wing Gundam Zero (EW.Ver) DLC unit which puts the TV Version of Wing Gundam Zero to shame with its C3 and C5 being capable of wiping entire fields clean and deal high damage to everything else with swipes of Buster Rifle beams, and its dashing/aerial charge attack which starts with a rising cross slash followed by a fast Rolling Buster Attack which will not allow anything around you escape unscathed. And that's not even getting into its SP attacks; its ground SP has the Gundam slowly ascend to the air while killing everything around with a slow Rolling Buster Attack, which can be chained to its aerial SP attack, firing a shot of the Twin Buster Rifle at the ground, causing a nuke-like large explosion that deals a huge damage to every enemy caught within it. Finally, its 2nd Ground SP has the Gundam barrel rolling forward (carrying and damaging along any enemies caught), ending with the Gundam flying upwards and crashing back down like a meteor to cause yet another massive explosion. Once properly upgraded, the Wing Zero EW can practically make a joke out of even the highest difficulty missions.
    • Moving back to the normal suits from Reborn, the Susanowo. While lacking in ranged attack like the other suits - its C1 is a small dash and only its C6 and the end of its dash charge are ranged - but it more than makes up for it with its power. First off, the charged C1 is a cross sword beam that charges really fast and have a farther range than it should have. Secondly, its attack speed is ridiculously fast, and combine that with a very high melee stats mean that you will cut through swath of enemy with no problem. Then comes it Musou. My god its Musou. The first Musou, the ground one, is a simple dash and slash combo. Don't be fooled by its simplicity though. Any enemy standing in front of the Susanowo are guaranteed to be killed. Then the bodies of those fallen would knock into the ones behind them, killing those guys too. Then comes it charged Musou. The Susanowo fires a large sword beam horizontally. Not only is that sword beam is ridiculously large - pretty much takes up the whole screen horizontally when fired - it also have a very far reaching range. Also, said charged Musou, if timed right, can one shot Mobile Armor like the Psycho Gundam or the Big Zam or even the Dark Gundam. At max stars difficulty. On Hard.
    • Not quite as over-the-top but stil)l overpowered is the 00 Raiser, whose basic SP attack is capable of emptying a 180 degree arc in front of you of grunt units and putting a large dent in ace's health bars. One well-timed blast can capture a field, and the fact it only needs one unit of SP energy makes in eminently spammable.
    • In Reborn, Strike Freedom is completely ridiculous. A complete overhaul turns the ex-Air SP (the Full Burst) into a charge attack, its ground SP is changed into a much more effective DRAGOONs beam spam barrage that covers a far larger area, and while its air SP becomes fairly standard, its second level ground SP and Burst Mode gives it the METEOR Pack for screen-filling Beam Spam and Macross Missile Massacre. The Unit alone excels in almost every area as it is, but once you equip the METEOR Pack, your enemies are practically jokes. On top of not flinching from standard attacks, its attacks range from filling half to full screen. Not to mention it's the only unit besides the Infinite Justice to have identical Level 2 SP and Burst Mode SP.
    • The Mobile Armors in general from Reborn but the Destroy Gundam takes the cake. Not only can it not be grabbed or flinched due to being a MA, but its capable of spamming field-clearing and highly damaging attacks. Its abilities are so over the top that even 8 Star Hard missions could become a walk in the park. You can even trash other Mobile Armors without hardly paying them any attention and even kill Aces accidentally while clearing out mooks.
  • Goddamned Bats: Doms, Rick Dias, and other bazooka-armed Mooks. Having a Mook suddenly knock you out of a combo with a dash attack is bad enough without them being able to do it from a distance. The missile mechanic thankfully got nerfed in the third game, though: not only can you swat down incoming missiles with a sword now, but they no longer knock you out of the air unless you're attacking.
    • Not to mention the Gundam Heads.
  • Ho Yay: Of the oddball crossover variety. For example, rescuing Seabook Arno from the bad guys, and hearing him gratefully remark, "My soul has drawn you here... or at least, that is what I want to believe." Glemy Toto's rescue lines are arguably even worse: they're the same ones he says when he falls in Love at First Sight with Roux!
    • And in the non-crossover category, Kira and Athrun's tendency toward long, soulful exchanges of dialogue. Possibly lampshaded in the following combination Special Attack dialogue:
      Scirocco: Women are the goddesses of war, wouldn't you agree?
      Athrun: Why the hell are you asking me?
  • Memetic Mutation: "Kamille's a man's name! And I'm a man!"
  • Narm: Ple's English actress, every time she tries to do Ple's iconic "Puru puru puru puru!" Though, as of the third game, she's been replaced. Not to mention her bizarre slip into a Texan drawl with the line "I'll cover y'all!" in the second game.
  • No Yay: Domon yelling about how no one can stand against the combined force of his and Master Asia's "passion". He also triggers this if his relationship with another character is at maximum, which is all well and good if you do this with a character closer to his adult age and/or one you want to ship him with, but the undoubtedly underage Elpeo Ple or the already hitched Ramba Ral?
  • Older Than They Think: Many people claim that Musha Gundam first came from this series, which is not true. And although saying that his home series is the 1988-1990 toyline SD Sengokuden Musha Shichinin Shu Hen is more accurate, calling that his debut is also incorrect. His actual debut was in the 1982-1986 Manga Plamo-Kyoshiro, and he ended up becoming such a big fan-favorite there that he got his own series in Shichinin Shu Hen. And even the fact that the Musha Gundam in Dynasty Warriors: Gundam isn't the same character as Musha Gundam, he's actually a Real Grade version based off of him named Shin Musha Gundam, doesn't mitigate this because people commonly conflate the two as the same character.
  • The Scrappy: Loran Cehack is usually a well-liked character among the Gundam fandom. This series is the sole exception. While all the characters have been flanderized to hell and back, removing subtle nuances and non-annoying aspects, Loran got hit with this unbelievably hard, constantly whining about how bad fighting is (In a game focused on mowing down dozens of enemies) coupled with an annoying voice and calling out how bad all the other characters are for piloting mobile suits while not only piloting one himself, but also piloting the most powerful and destructive one of them all.
  • Scrappy Mechanic: Regenerative health in the third game. The new damage system allows for two types of damage - permanent "need an item to fix" damage and temporary "regeneratable" damage. Sounds great, right? Well, two things - one, it's given to every ace; and two, your damage to aces is usually about 1:5 permanent/regeneratable. What this means is that you can beat the living crap out of an ace, have to leave them before you can finish them due to a battle event, and come back to find the ace is back up to 80% health. It also makes the "chip away at a really tough ace" strategy useless, which goes a long way in making the Hard difficulty Knight Gundam That One Boss.
    • Prior to the third game, the friendship mechanic. Doesn't sound so bad until you experience the game blatantly force-feeding you with aces to shoot down and lose friendship with: aces spawning in right on top of you and preventing you from capturing fields (the Black Tri-Stars are particularly bad offenders at this); aces spawning on the opposite side of the map, spending a few seconds idle then aggroing onto you without provocation, completely ignoring everyone else until they catch up with you; or the worst of all, aces flagged as unkillable by anyone other than you, meaning that you can't even choose to pass up the kill XP for friendship by letting an ally score the final blow. This last one is particularly egregious as while it is usually applied to end-of-the-mission targets (which makes sense), it's not exclusive to them. Even randomly spawned aces not required to progress with the mission script can get the unkillable flag, like the one spawned as part of the "ace calls for backup, kill the ace before time runs out" event. While there are two specific skills that can keep the friendship of others in check (Worthy Opponent reduces friendship to the minimum when defeating opponents and Charisma increases the total friendship with allies in battles), both abilities only have a specific chance of getting unlocked using specific mobile suits/Gundams, with Charisma being far more tedious to unlock once the player has reached a high enough level.
    • Obtaining skills in 2 is incredibly tedious due to its implementation. The player has a certain chance/percentage of gaining skills with each mobile suit. The problem comes from the fact that naturally, the player won't obtain a skill they don't have every time they play a stage and it's possible to have to play numerous stages, possibly for many hours, to finally obtain a skill they want. Not all skills are obtainable right away and some skills require the player to be at a certain level to obtain with only around a 9-14% chance of obtaining said skills when compared to skills where the player has a better chance of unlocking. This can make obtaining good relationship with pilots incredibly hard to keep due to Worth Opponent only having around 20-25% chance to obtain, while Charisma only has around 9-14% chance of obtaining, which if the players' luck is very bad, might take them hours to obtain. Even worse, the player can't obtain every skill by using the same mobile suit/Gundam, meaning they'll have to use almost all available suits to get every skill if they wish to.
  • Squick: Ple often says things that sound rather precociously sexual, given that she's about eleven years old.
  • That One Boss
    • In the first game, Haman Karn on Judau Ashta's Official route. It's his second (and last) mission, and his first in the ZZ Gundam, so you'll probably have a pilot level of six and MS level of two when you reach the last fight. You fight Haman four times, and she runs away the first three times, but that's not the worst part. In the first three fights, she gets continuous reinforcements of Mecha-Mooks you can kill for armor, buffs and SP recovery. The fourth fight? No reinforcements, and when you get her down to 25% armor, she fully recovers and Turns Red.
      • Also in the first game, if you did not level grind the Hyaku Shiki in Char's story mode, well, let's just say that Paptimus Scirocco and Haman Karn decide they hate you more than they hate each other. In between Qubeley's beams and The O's heavy hitting, you will find it HARD to fight back. In theory, Kamille should be helping you here, and if you can separate Haman and Scirocco he's capable of keeping them busy. If you aggro both before Kamille gets there, though, you're boned.
    • In the second game, the Dark/Devil Gundam. Sweet Jesus, the Dark/Devil Gundam. Especially when you have to use the low-level Mobile Suits. It's armed with several powerful beam attacks, has the ability to paralyze any pilot who tries to get in close, and is protected by a set of Gundam Heads. At the first tier, there are only 5. At the second tier, there are 8. At the highest tier, they burrow after you. On top of that, the only way to get the Dark/Devil Gundam's main body to power down (and therefore become vulnerable to damage) is to destroy one of its Gundam Heads first, which can only be damaged in any significant manner when they attack and also become vulnerable. This doesn't seem too bad at first until you realize they are only weakened for the duration of their attack, meaning that when you try to hit it you're more than likely to be knocked flat on your ass by said attack or the zillions of other beams that the other Gundam Heads and the Dark/Devil Gundam itself are already firing at you nonstop, making destroying but a single Gundam head an exercise in both patience and ability! Then, when you finally DO get the main body powered down, you are given a window of all of seven seconds to inflict as much damage as possible before the entire process repeats all over again.
      • That is, until you realize that the Heads are just as vulnerable to smash attacks as any other mobile armor, taking massive damage and temporarily stunning them. Three or so smash attacks will kill a Head. The only real issue is the Dark Gundam being a Damage-Sponge Boss and the fact that the second tier's Beam Spam makes it harder to get at the Heads, a problem made obsolete by the final tier when the Heads come out of the danger zone by themselves; once that happens, intentionally passing over a burrowed Head without stopping will make it resurface without hurting you, allowing you to smash attack it into oblivion.
    • Then in the third game, we have Knight Gundam. One thing to note : He has two modes. Normal and SP. Where he gains a flaming sword and new armor. At first he isn't really a threat. That is until you attempt to unlock his SP equipment. Granted, this has to be done on Hard Mode. But take this into consideration. You can defeat both the Musha Gundams, two Dark/Devil Gundams, Big Zam, both Psyco Gundams and Two Quin Manthas with absolutely no problem on hard. Knight Gundam can one hit kill any mobile suit with defense less than 350 and can kill any suit with just 2 hits. Not even the game breaking skills of Little Giant, Ace Killer, Temptation, Overdrive, High Tension, Beginner's Aid , Final Sacrifice, Armor Gain, Pressure Hit, etc can chip away at him. The only thing you can do? Hope you can stun lock him to death.
      • The biggest problem is that because he's an ace, he has regenerative health, so you can't just chip away at his health, forcing you to take the offensive. However, the Serene Mind and Knockdown skills let you use SP Attacks without having to attack him and giving you a free shot at him afterwards (though he can cancel out of the powerdown, the cheap bastard.) This gives you a fighting chance against him.
  • Win Back the Crowd: Dynasty Warriors Gundam Reborn seems to be an attempt by the creators at this, after the letdown that was the third game. The Friendship system and regenerating health mechanics have been removed completely, the gameplay and maps return to the style of the first and second games rather than the revamped third game (though the idea of having certain fields provide special effects was kept), battleships were reintroduced and made much more relevant to the gameplay, and the gameplay was sped up considerably, shortening the length of battles and making them more exciting. All of this coupled with the first opportunity in the series to pilot Mobile Armors means that player response has been generally positive.

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