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Disambiguating; deleting and renaming wicks as appropriate


* ScienceFantasy: Even moreso than the last game. Your skills stat out tech-based at first, but once the Market is unlocked you can find elemental abilities and skills that outright infuse opponents with an elemental soul. The Wilderness area is high on the fantasy side, with [[OurFairiesAreDifferent Sprites, Nymphs]], [[OurOrcsAreDifferent Orcs]], [[OurDemonsAreDifferent Imps]] and even [[InstantAwesomeJustAddDragons Dragons]] as enemies.

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* ScienceFantasy: Even moreso than the last game. Your skills stat out tech-based at first, but once the Market is unlocked you can find elemental abilities and skills that outright infuse opponents with an elemental soul. The Wilderness area is high on the fantasy side, with [[OurFairiesAreDifferent Sprites, Nymphs]], [[OurOrcsAreDifferent Orcs]], [[OurDemonsAreDifferent Imps]] and even [[InstantAwesomeJustAddDragons [[OurDragonsAreDifferent Dragons]] as enemies.
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Added an image.

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[[quoteright:343:https://static.tvtropes.org/pmwiki/pub/images/armmachine2apr.png]]
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* RatStomp: Rats are TheGoomba of the game and are found in the first area. They take one hit from your basic attack to die, hit for low damage, and spend half their turns doing nothing.
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Difficulty Spike is now YMMV


* DifficultySpike:
** The Outskirts, the second area of the game is ''far'' more difficult than the Tower, the first area. It's the first area that has enemies who take no damage from your basic Blast move (but still get interrupted), forcing you to time your Bomb skill when they use their most dangerous ability with a long cooldown, ''then'' interrupt with Blast before you get paralyzed. It also introduces ''far'' faster or annoyingly randomized versions of the Timebombs that require luck and split-second reaction rate if you want to avoid getting blown up.
** The Wilderness and its various sub-areas contain a number of enemies and bosses that resist ''all'' your previous attacks (Blast, Bang, Bomb, Bunker Buster, Detonate) by 10x, and require untyped or elemental attacks in order to take down quickly. Buying untyped or elemental weaponry from the Market is a ''must''.

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* EnemyPosturing: Subverted with the Nomads, who use Taunt after three attacks of Self-Defense. Attacking them during this turn is ''highly inadvised'', as the Taunt can still interrupt you and while slow, comes out faster than your Bomb. Their Taunt is meant for you to recharge your cooldowns for the next set of three Self-Defense attacks.


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* IShallTauntYou: The Nomads use Taunt after three attacks of Self-Defense. Attacking them with anything during this turn is ''highly inadvised'', as the Taunt can still interrupt you, is followed up with another onslaught of three Self-Defense, and while slow, comes out faster than your Bomb/Bunker Buster. Their Taunt is meant for you to recharge your Blast and Bang cooldowns for the next set of three Self-Defense attacks.
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* EnemyPosturing: Subverted with the Nomads, who use Taunt after three attacks of Self-Defense. Attacking them during this turn is ''highly inadvised'', as the Taunt can still interrupt you and while slow, comes out faster than your Bomb. Their Taunt is meant for you to recharge your cooldowns for the next set of three Self-Defense attacks.
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** Kaboom. While its damage at maximum level is nothing to cry about (RandomizedDamageAttack from 20-40 damage), it is craftable, can be used relatively quickly, has no chance to miss at all compared to Laser, Strike or the Market skills, and as an untyped attack it doesn't get greatly diminished damage against explosive-resistant foes.

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** Kaboom. While its damage at maximum level is nothing to cry about (RandomizedDamageAttack from 20-40 damage), it is craftable, can be used relatively quickly, has no chance to miss at all compared to Laser, Strike or the Market skills, and as an untyped attack it doesn't get greatly diminished damage against explosive-resistant foes.foes in the Wilderness.
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** The Nomads in the Outskirts and Tower areas when you first have access to those areas. They have 50 HP, and have an attack pattern of using the 25-damage Self-Defense three times followed by Taunt (which doesn't hurt, but interrupts). Both moves are relatively fast-casting ''and'' interrupt the powerful but slow-casting Bomb, and Self-Defense outpaces Blast's cooldown meaning that you have to be careful of using and timing both Blast and Bang to interrupt and deal 5 damage per hit. The best weapon against them, Detonate (deals massive damage and has a faster cast time than Taunt), is only very rarely dropped by enemies and not craftable when you first encounter them. Thankfully, fighting them is optional in the Outskirts where you're given a choice to avoid them, but they do appear as random encounters in the Tower area. And if Nomads weren't tough enough, there's the very rarely-encountered Burly Nomad in the Tower area, who's basically a Nomad with three times the HP.
** The [=Fused JrBots=] in the Tower area, which are an optional choice encounter. They have a rather good amount of HP, have a 50-damage Energy Beam attack that will off you in two hits, and a very quick Panic attack that deals 25. You need to time your Blast and Bang interrupts ''very'' carefully and precisely in order to defeat it without taking any damage, and it's nearly impossible to avoid damage if you're using the slower-recharging Bomb instead of Bunker Buster.

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** The Nomads in the Outskirts and Tower Wasteland areas when you first have access to those areas. They have 50 HP, and have an attack pattern of using the 25-damage Self-Defense three times followed by Taunt (which doesn't hurt, but interrupts). Both moves are relatively fast-casting ''and'' interrupt the powerful but slow-casting Bomb, and Self-Defense outpaces Blast's cooldown meaning that you have to be careful of using and timing both Blast and Bang to interrupt and deal 5 damage per hit. The best weapon against them, Detonate (deals massive damage and has a faster cast time than Taunt), is only very rarely dropped by enemies and not craftable when you first encounter them. Thankfully, fighting them is optional in the Outskirts where you're given a choice to avoid them, but they do appear as random encounters in the Tower Wasteland area. And if Nomads weren't tough enough, there's the very rarely-encountered Burly Nomad in the Tower Wasteland area, who's basically a Nomad with three times the HP.
** The [=Fused JrBots=] in the Tower Wasteland area, which are an optional choice encounter. They have a rather good amount of HP, have a 50-damage Energy Beam attack that will off you in two hits, and a very quick Panic attack that deals 25. You need to time your Blast and Bang interrupts ''very'' carefully and precisely in order to defeat it without taking any damage, and it's nearly impossible to avoid damage if you're using the slower-recharging Bomb instead of Bunker Buster.



** The Outskirts, the second area of the game is ''far'' more difficult than the Wasteland, the first area. It's the first area that has enemies who take no damage from your basic Blast move (but still get interrupted), forcing you to time your Bomb skill when they use their most dangerous ability with a long cooldown, ''then'' interrupt with Blast before you get paralyzed. It also introduces ''far'' faster or annoyingly randomized versions of the Timebombs that require luck and split-second reaction rate if you want to avoid getting blown up.

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** The Outskirts, the second area of the game is ''far'' more difficult than the Wasteland, Tower, the first area. It's the first area that has enemies who take no damage from your basic Blast move (but still get interrupted), forcing you to time your Bomb skill when they use their most dangerous ability with a long cooldown, ''then'' interrupt with Blast before you get paralyzed. It also introduces ''far'' faster or annoyingly randomized versions of the Timebombs that require luck and split-second reaction rate if you want to avoid getting blown up.



* GlassCannon: The Glitched [=JrBots=] in the the Tower area have 3 HP and take one hit from your weakest attack Blast to die. If they manage to hit you with their very fast-casting attack Frenzy, however, they deal a whopping 50 damage.

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* GlassCannon: The Glitched [=JrBots=] in the the Tower Wasteland area have 3 HP and take one hit from your weakest attack Blast to die. If they manage to hit you with their very fast-casting attack Frenzy, however, they deal a whopping 50 damage.



** Downplayed with the [[GlassCannon Glitched JrBots]] in the Tower area. They have only 3 HP and die to one 5-damage Blast, but their only attack Frenzy casts quickly and hits for a massive 50 damage. Your reflexes determine whether you survive unscathed or take a massive chunk of damage.

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** Downplayed with the [[GlassCannon Glitched JrBots]] in the Tower Wasteland area. They have only 3 HP and die to one 5-damage Blast, but their only attack Frenzy casts quickly and hits for a massive 50 damage. Your reflexes determine whether you survive unscathed or take a massive chunk of damage.
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* TheGoomba: Rats take one hit to die from your weakest ability and do not hit hard.

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* TheGoomba: Rats take one hit to die from your weakest ability and do not hit hard.for a low 10 damage. They also waste every other turn using Wait, which does nothing.
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* SpamAttack: Both can be used by the player and the enemies:
** The player can obtain Knives and Strike, both of which have a very quick cast time and fast cooldown in exchange for low damage.
** The Nomads always use Self-Defense three times in a row, followed by Taunt.
** Thanks to how their AIRoulette works, both the Imps and Zombies can spam Attack or Bite respectively if the player is unlucky enough.

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* FullBoarAction: The Mutant Boars in the Deep Woods subarea of the Wilderness. They normally waste turns using "Puff", but they will every so often use Charge to increase their attack then follow up with a powerful Ram that [[ImmuneToFlinching cannot be interrupted]], only dodged.

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* FullBoarAction: The Mutant Boars in the Deep Woods subarea of the Wilderness. They normally waste turns using "Puff", but they will every so often use Charge to increase their attack then follow up with a powerful PowerfulButInaccurate Ram that [[ImmuneToFlinching cannot be interrupted]], only dodged.


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** The Mutant Boar in the woods will use Charge to double the power of its next attack, followed by using Ram which cannot be interrupted. If Ram connects, it deals an incredible amount of damage thanks to Charge, but fortunately it's also inaccurate and misses often.
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** The Arrow Traps in the Wilderness' Deep Woods subarea are even worse. They too take one hit to die, but you have a split-second window to safely hit them as soon as they cast their actual attack. If you attack them too early (when they're using "Triggered") or if they pull off their arrow shot (which has a split-second cast time), you take 30 damage.

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** The Arrow Traps in the Wilderness' Deep Woods subarea are even worse. They too take one hit to die, but you have a split-second window to safely hit them as soon as they cast their actual attack. If you attack them too early (when they're using "Triggered") or "Trigger") you take counterattack damage, and if they pull off their arrow shot (which has a split-second cast time), you take 30 damage.
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** All the Sprites in the Wilderness will grant you a buff as their third move of their attack pattern, so it might be wise to avoid interrupting it.

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* HelpfulMook: The [[ExactlyWhatItSaysOnTheTin Helpful Timebomb]] that is rarely encountered will explode after a countdown to heal you for a very nice 50 HP. It also gives a huge amount of Evos for enemies in its area upon exploding. However, it will hurt you for a good bit of damage if you attack it.

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* HelpfulMook: HelpfulMook:
**
The [[ExactlyWhatItSaysOnTheTin Helpful Timebomb]] that is rarely encountered will explode after a countdown to heal you for a very nice 50 HP. It also gives a huge amount of Evos for enemies in its area upon exploding. However, it will hurt you for a good bit of damage if you attack it.it.
** The Wandering Soul will either provide you with a defense buff or heal 25 of your HP, and expire when it does so.

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