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  • Demonic Spiders:
    • SG Rivals are an enemy that is faced throughout every floor of the game, and can comfortably sit in this fact due to their power. Although equipped with a shotgun, they have a range that is much larger than one can reasonably expect, and they do massive damage to the player at seemingly all ranges. Because of their shotgun, relying on Dodge or Plating to absorb the hit isn't worthwhile since they fire out a spread of projectiles, and they are oftentimes a lot closer than one wants them to be due to a combination of a high movespeed and dash ability. No matter what floor, these guys are prime targets for any player which wants to survive.
    • Chrono Troopers. Teleporting enemy? Check. Self-Healing? Check. High Shields? Check. Fusion weaponry that shreds through shields? Check. The best way to deal with these guys is to stay as far away as possible, since they can only teleport if within a certain range of the player, but it can't be discouraged enough to avoid even a small group of them, lest you want an easy game over.
    • There are three parts to the Unstable Mass fight, but only the third falls into the category. First, the Unstable Mass itself, which only attacks the player whenever it does a ground pound. It deals heavy damage but can be easily avoided. Next, the three Blob Spawners, which come out when the fight first begins and when the Unstable Mass reaches below 50% health. Finally, the Blob Adds, which are the real problem of the fight. These mini-blobs can easily swarm the player, and spawn in packs of three each time the Spawners, well, spawn them. They are very fast and get even faster the longer their alive, and since players will more likely gravitate towards the gigantic blob in the middle of the arena, it is entirely possible to be overwhelmed by a pack of around 18 or so Blob Adds. Thankfully, targeting the Blob Spawners will entirely prevent them from spawning, so as long as you kill them first, the little guys won't be a problem.
  • Fan Nickname: The final boss level is often called "Disco room" by players, because the level has flashing purple tiles that harm you.
  • Scrappy Weapon: With a game that boasts 98 weapons in total, alongside 23 variants that can be applied to any weapon, there are bound to be a couple who are outclassed by most of their peers:
    • The Kaida Nailgun may be a fun weapon to play around with, but the ammo regeneration it comes with doesn't really carry the weapon for many of its other faults. For one, its 5% Quad Shot chance, unlike other weapons, consumes four nails when activated, meaning it can definitely screw the player over if they are already low on ammunition in the gun's measly 20-round magazine. Additionally, it only comes with 60 rounds total (variants excluded), so not actively managing your ammopool can lead to an untimely death. On top of this, it deals relatively low damage, has a high amount of damage fall-off, and a limited effective range, which only serves to further cement itself as a meme weapon.
    • In terms of bottom of the barrel, the KSG 2000 definitely falls into this category. The only saving grace of the gun is the weapon's 12-round mag capacity... which is rendered basically useless since the gun is a 2-round burst - one with extreme burst delay and a low firerate at that. If this burst already isn't enough, it also sees a small ammo pool which effectively guarantees ammo problems if used for any amount of time. Also, it has low damage and EXTREME deviation that is widened by double the amount on the first shot of every magazine. The only other plus the weapon gets aside from its mag-size is the fact it grants the player Triple Slug ammo, which has a 20% chance to stun targets it comes into contact with, but this ammo type is way more useful on other shotguns.
    • Both Plasma Guns (the SS 58 Plasma Charger and PSG 'Emerald Sword') are faulted by numerous factors. Alongside a ridiculous amount of heat generation, Plasma guns overheat on ejection, which also removes the shields of the player if they are currently active. This effectively denies access to a bunch of attachments and modules that trigger on reload. Oh, and speaking of Shields, Plasma guns can't penetrate them at all, dealing only 30% damage to Shields, which becomes a problem considering how common they are in later stages of the game. The innate ammo regen that Plasma guns come with doesn't really hold a candle as to how much of a death sentence they have the liability to become.
      • Of the two, the PSG 'Emerald Sword' is definitely the better option. While it may only have a real capacity of 6 rounds, consuming 2 shots whenever fired, it doesn't suffer from a damage decrease over range and is Semi-Auto, which makes it less likely to kill the user. However, it comes with an insane 222 Recoil, and is also unaffected by Breacher's level 15 Talent.
      • The other gun, the SS 58 Plasma Charger, can really only be used as a bosskiller since Plasma Guns virtually ignore armor and deal extra damage based on Plating (something which Bosses tend to have both of); otherwise, it is bottom of the barrel in most regards. Sure, it may have 60 rounds total, but it comes with a measly 5-round ammo pickup, and the added bonus of being way more likely to kill the player thanks to being Full-Auto. And while it may be a bit of a minor downside, the delayed ammo regen of the Plasma Charger also applies to ALL other ammo regen effects, which is just the cherry on top of everything else this gun has going against it.

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