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* AwesomeButImpractical: Technomancy spells, at least until you're properly leveled up. It takes a while for them to charge up, and they can be interrupted by an enemy attack unless you've maxed out your skill tree. And your companions get hit by some friendly fire. Fortunately, this works both ways, you can trick an enemy Technomancer into zapping his own troops.



* TheLoad: Until you're able to unlock the Charismatic Leader feat, none of your companions are particularly useful in combat, as they tend to be [[GlassCannon Glass Cannons]] who are TooDumbToLive.
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* TheyWastedAPerfectlyGoodPlot: The war between Aurora and Abundance goes out the window after Roy and Innocence escape from Camp 19. It's only casually mentioned that the war has ended in the interim and the plot switches over to the struggle between [[LaResistance the resistance]] and the Aurora government.

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* TheyWastedAPerfectlyGoodPlot: The war between Aurora and Abundance goes out the window after Roy and Innocence escape from Camp 19. It's only casually mentioned that the war has ended in the interim and the plot switches over to the struggle between [[LaResistance the resistance]] and the Aurora government. Which is pretty jarring for a game with the subtitle ''War Logs''.
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* TheLoad: Until you're able to unlock the Charismatic Leader feat, none of your companions are particularly useful in combat, as they tend to be [[GlassCannon Glass Cannons]] who are TooDumbToLive.

to:

* TheLoad: Until you're able to unlock the Charismatic Leader feat, none of your companions are particularly useful in combat, as they tend to be [[GlassCannon Glass Cannons]] who are TooDumbToLive.TooDumbToLive.
* TheyWastedAPerfectlyGoodPlot: The war between Aurora and Abundance goes out the window after Roy and Innocence escape from Camp 19. It's only casually mentioned that the war has ended in the interim and the plot switches over to the struggle between [[LaResistance the resistance]] and the Aurora government.
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* AwesomeButImpractical: Technomancy spells, at least until you're properly leveled up. It takes a while for them to charge up, and they can be interrupted by an enemy attack unless you've maxed out your skill tree. And your companions get hit by some friendly fire. Fortunately, this works both ways, you can trick an enemy Technomancer into zapping his own troops.
* FridgeHorror: Many Technomancer recruits are not properly trained, resulting in mentally unstable [[TykeBomb Tykebombs]] who can’t control their powers, eventually blowing themselves up. Worse, dialogue implies that instead of trying to fix this problem, the Order is instead exploiting it so they can have a stable of ready made suicide bombers.
* TheLoad: Until you're able to unlock the Charismatic Leader feat, none of your companions are particularly useful in combat, as they tend to be [[GlassCannon Glass Cannons]] who are TooDumbToLive.

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