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* NightmareFuel/FrackinUniverse: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.
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* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.

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* NightmareFuel: NightmareFuel/FrackinUniverse: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.
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Removed lies. Sokolova is civil towards Sayter, while Sayter is hostile.


* FandomRivalry: With Betabound, the other major overhaul mod. This extends to their creators, Sayter and Sokolova, who absolutely ''loathe'' each other and will insult the other mod/modder at every turn.
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* FandomRivaly: With Betabound, the other major overhaul mod. This extends to their creators, Sayter and Sokolova, who absolutely ''loathe'' each other and will insult the other mod/modder at every turn.

to:

* FandomRivaly: FandomRivalry: With Betabound, the other major overhaul mod. This extends to their creators, Sayter and Sokolova, who absolutely ''loathe'' each other and will insult the other mod/modder at every turn.
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Seriously, the latter was griping about Frackin' on discord as I was writing this.

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* FandomRivaly: With Betabound, the other major overhaul mod. This extends to their creators, Sayter and Sokolova, who absolutely ''loathe'' each other and will insult the other mod/modder at every turn.
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None


* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.

to:

* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.noise.
* TheyChangedItNowItSucks: Additions of "realistic" gameplay features as well as increasingly complicated upgrade and unlock mechanics split the playerbase.
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* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.
* TheWikiRule: [[http://frackinuniverse.wikia.com/wiki/FrackinUniverse_Wiki Yes it has one.]]

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* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.
* TheWikiRule: [[http://frackinuniverse.wikia.com/wiki/FrackinUniverse_Wiki Yes it has one.]]
noise.
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* AwesomeYetImpractical: A lot of Armors are this due to CripplingOverspecialization. Most only fit a certain playstyle and/or a certain biome.
** Generators for powering equipment. Especially late tier generators. They look awesome and require a lot of materials to make them. However, they require fuel constantly and you need big, space consuming batteries to store the energy when they're not running. In fact they only really become practical if you automate them using Item Transfer Devices.
** Subverted with most of the weapons, most of which end up being practical as well as awesome.
* BoringButPractical: Certain items can become this. In particular, armors that don't suffer from CripplingOverspecialization can become this. Great example is Xithricite Armor: offers very little in the form of bonuses, but it can protect you from the atmospheric effects of Aether Worlds, Radioactive worlds, Gas Planets (both gasses and pressure), Atropus worlds, and a large majority of the things found in ''The Frozen Wastes''. The rest can be covered by an EPP with the Immunity Field upgrade.
** Carbon Shortswords: They swing extremely fast and cause bleeding, yet they offer no other effects.
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* NightmareFuel: Atropus planets. Not only there's insanity debuff but the background music is replaced by unsettling whispers and droning noise.

Added: 1574

Changed: 277

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* DemonicSpider: Burrowers, specifically when it comes to bases and colonies. They're fast, they have a lot of HP and defense, they travel through the air like it's nothing, they spawn constantly on planets that spawn them, and they can destroy bases very quickly.

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* DemonicSpider: Burrowers, DemonicSpiders: Frackin' Universe introduces several new enemies which will give you a hard time.
**Burrowers,
specifically when it comes to bases and colonies. They're fast, In addition to their speed, they have a lot of HP and defense, they travel through the air like it's nothing, they spawn constantly on planets that spawn them, and they can destroy bases very quickly.quickly.
**Starspawn Priests, found in Elder dungeons and the ''Delta Freya II'' mission. They put up an impenetrable shield as soon as they spot you, leaving you unable to do anything besides wait for it to wear off (which takes WAY too long) and try to avoid the devastating attacks they dish out. On top of that, they are fond of abusing TeleportSpam, and are often fought in cramped quarters which make dodging next to impossible.
**Knifetops, at least when they appear on the starting planet and in the ''Lush Caverns'' mission. They're faster and more agile than normal Poptops, and have a ranged attack that hits HARD if you don't have armor yet, which you likely won't when you first encounter them. After you get yourself geared up, they're not that bad, but until you do, you'll be seeing the respawn screen a LOT.
**Plane Shifters, another enemy unique to Elder dungeons and ''Delta Freya II.'' At first glance, they seem like a basic flying enemy. Then you realize that they are ''completely immune to Physical damage.'' If you don't have a weapon on you that does some type of elemental damage, you're screwed.
**Enormous Spiders are a literal example. They only spawn in spider cave biomes, which is good news because they hit hard, can crawl on the background walls to chase you, and spit webs that slow you down immensely.
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** Solar Panels for powering equipment. Especially if you know about [[spoiler: the Chromatic Dirt and Liquid Aether trick]]. Unlike with generators which require you to constantly mess around with batteries and fuel, you can just hook these up to your powered equipment and give them as much power as you need, no more and no less. Not to mention you can make them extremely easily compared to both generators and batteries.
Is there an issue? Send a MessageReason:
None


** Solar Panels for powering equipment. Especially if you know about [Spoiler: the Chromatic Dirt and Liquid Aether trick]. Unlike with generators which require you to constantly mess around with batteries and fuel, you can just hook these up to your powered equipment and give them as much power as you need, no more and no less. Not to mention you can make them extremely easily compared to both generators and batteries.

to:

** Solar Panels for powering equipment. Especially if you know about [Spoiler: [[spoiler: the Chromatic Dirt and Liquid Aether trick].trick]]. Unlike with generators which require you to constantly mess around with batteries and fuel, you can just hook these up to your powered equipment and give them as much power as you need, no more and no less. Not to mention you can make them extremely easily compared to both generators and batteries.
Is there an issue? Send a MessageReason:
None


* DemonicSpider: Burrowers, specifically when it comes to bases and colonies. They're fast, they have a lot of HP and defense, they travel through the air like it's nothing, they spawn constantly on planets that spawn them, and they can destroy bases very quickly.

to:

* DemonicSpider: Burrowers, specifically when it comes to bases and colonies. They're fast, they have a lot of HP and defense, they travel through the air like it's nothing, they spawn constantly on planets that spawn them, and they can destroy bases very quickly.quickly.
* TheWikiRule: [[http://frackinuniverse.wikia.com/wiki/FrackinUniverse_Wiki Yes it has one.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeYetImpractical: A lot of Armors are this due to CripplingOverspecialization. Most only fit a certain playstyle and/or a certain biome.
** Generators for powering equipment. Especially late tier generators. They look awesome and require a lot of materials to make them. However, they require fuel constantly and you need big, space consuming batteries to store the energy when they're not running. In fact they only really become practical if you automate them using Item Transfer Devices.
** Subverted with most of the weapons, most of which end up being practical as well as awesome.
* BoringButPractical: Certain items can become this. In particular, armors that don't suffer from CripplingOverspecialization can become this. Great example is Xithricite Armor: offers very little in the form of bonuses, but it can protect you from the atmospheric effects of Aether Worlds, Radioactive worlds, Gas Planets (both gasses and pressure), Atropus worlds, and a large majority of the things found in ''The Frozen Wastes''. The rest can be covered by an EPP with the Immunity Field upgrade.
** Carbon Shortswords: They swing extremely fast and cause bleeding, yet they offer no other effects.
** Solar Panels for powering equipment. Especially if you know about [Spoiler: the Chromatic Dirt and Liquid Aether trick]. Unlike with generators which require you to constantly mess around with batteries and fuel, you can just hook these up to your powered equipment and give them as much power as you need, no more and no less. Not to mention you can make them extremely easily compared to both generators and batteries.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpider: Burrowers, specifically when it comes to bases and colonies. They're fast, they have a lot of HP and defense, they travel through the air like it's nothing, they spawn constantly on planets that spawn them, and they can destroy bases very quickly.

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