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Post by Rekan Yuusha on Oct 1, 2004 9:39:29 GMT -5
However, BECAUSE of Open Get/Soul of Chogokin, Mao, no one ever fights Getters or Mazin Pilots in their respective units, quite simply. Thus, speaking as a Gren Pilot, I don't see anything wrong with giving Getters the better DC/CC.
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Post by Arad Baranga on Oct 1, 2004 9:43:39 GMT -5
Are you sure? I think people just need to stop being scrubs about that. I'll gladly fight a Mazinger Pilot in stinking Mazinkaiser. I'll take on your GP-helmed Getters. 10 status negations or 10 dodges? There's plenty of ways around those. It's not like an MP NEVER dies from straight damage, and Open Get can be dealt with via Direct Attack or just hitting them a lot.
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Post by Rekan Yuusha on Oct 1, 2004 10:18:07 GMT -5
True enough, Kait. Let's blame it on scrubs like me. XD
And yes, they are easy to deal with, which is why I don't see them as the killer abilities a lot of people seem to.
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Post by Eis Attacker! Ver.W on Oct 1, 2004 20:21:16 GMT -5
Oh here's a tiny improvement for the Antibodies (well sort of):
Make Vital Jump ignore all negative terrain DC modifiers, as that's what it does in @2.
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Post by Regris Kallen on Oct 1, 2004 20:32:37 GMT -5
Wouldn't Boson Jump do the same thing, then?
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Post by Umbaglo on Oct 7, 2004 7:20:18 GMT -5
So it seems like people are in mostly agreement over the SP boost. So let's get something straight over the minimum DC. Yan's values seem fine enough. Any more discussion over the matter, or can we impliment either of these right away?
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Post by RurouninMao on Oct 7, 2004 8:18:04 GMT -5
A small clarification first, does these numbers mean this are the lowest dodge you will get via -DC items or Mecha Inherent? Also i take it Green and Yellow Haro will still drop the pilots dodge to 5?
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Post by Umbaglo on Oct 7, 2004 10:27:00 GMT -5
Green would set to the minimum. Yellow, probably lock at the minimum.
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Post by CowboyJohnny on Oct 7, 2004 11:13:58 GMT -5
What we could do for the X/Y, by which I mean DC of Y for attacks after the first of a source, to avoid(?) getting messy with DC mods is make it a multiplier, because we have rules for that already in the math thread.
Say a class dodges at 7~1/2. Then their DC for the first attack from one source is done exactly like DC is done now, and DC for subsequent attacks from the source is the same except with a DC multiplier of 1/2 in the "own multipliers" step. Minimum DC for subsequent attacks should probably be something like 5 times the multiplier: in this case 2.5 -> 3.
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Post by Regris Kallen on Oct 11, 2004 12:58:31 GMT -5
Sei Senshi have problems. I know I've been kinda meh about it, and I tried to implement a fix for Hyperize (Which, still hasn't gone through...). I dunno, I just htink Ebanis may have had a point, so let's compare. Sei Senshi abilities out of Aura Battlers: DC of 5, CC of 2/4. "Well, that's still pretty good," some may say, but let's take a closer look. Tensai and Personal Troopers get a boost anywhere, period. Makes sense. CO, Gren, MP, GP, Yuusha, NT, EH, NS, and VP get a good majority of their abilities in most all units. Antibody, MS, and MH get partial ability outside of their mechs, as they can get Mid-Tier pilot emulators. Psychodriver and Sei Senshi don't really get many of their abilities outside of their mechs, but they both have HT emulators so each can get their respective barrier. But is there more? Of course. PDs can get a 5 DC for a SS with little to no effort, however, Sei Senshi can in no way get a Psychic Overload. Am I blowing my own horn here? I might be, but aside from Children of EVA (Which, I think, shouldn't be a class in the first place. It's just too unit specific.) Sei Senshi really don't get much of anything outside of their own units, and could use a little rebalancing. Do I have any ideas in mind? Not currently, as the "ideas" I have in mind are just cheap knock offs of what's already around in other units. I did have something in mind with maybe getting an inherent Barrier Pierce with or (M) attacks, but I think that might be a little much.
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Post by MaullarMaullar on Oct 11, 2004 14:09:49 GMT -5
I think the best way to address problems like this is greater DC differentiation. Of course, if you start lowering good dodgers' DC even more, you get the problem of single hits sucking (more), and even greater reliance on multihits. This is why I think dodging tweaks in the X/Y vein are a good idea. Really, multihits are too good. Take a look at Zakrello, for instance. In SRW, its Scattering Beam Gun is an inefficient piece of crap that you only use when you're not close enough to use Claw. But here, it's a useful spam weapon, and Zakrello users are likely going to put everything they have into it. And with Daimos, people will rely on San Ryu Kon, and probably not even touch the hissatsus. And who can blame them? Multihits totally screw over anyone who's not a SR or has a barrier, and they justify even more broken stuff, like Bunshin and all abilities of the like.
...So, yeah. Make dodging good, and stuff.
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Post by Belmont on Oct 11, 2004 18:10:25 GMT -5
Sei Senshi have problems. I know I've been kinda meh about it, and I tried to implement a fix for Hyperize (Which, still hasn't gone through...). I dunno, I just htink Ebanis may have had a point, so let's compare. Sei Senshi abilities out of Aura Battlers: DC of 5, CC of 2/4. Antibody, MS, and MH get partial ability outside of their mechs, as they can get Mid-Tier pilot emulators. Sorry but Antibodys outside on there own units only have: DC of 11 Countercut 2/4 PCs but even with the emulators the Anitbodys need three item slots on a unit to have all the abilitys that there propective units give. Because of this they lose out on the other items that can benefit the unit better(and I doubt there are Strong units with 3 IS)...unless theres some sort of rule that emulators dont take an IS slot the antibodys are just as bad or even worst off
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Post by Umbaglo on Oct 11, 2004 18:21:22 GMT -5
The difference, you seem to miss, is that there ISN'T an emulator for Sei Senshi. In fact, their ONLY special abilities, really, is a damage mod for 2 attacks on Aura Battlers. Hyperize is so crappy that it might as well not be there.
For 1 IS, you get better bonuses then you'd get from 2 items, more often the not.
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Post by Regris Kallen on Oct 11, 2004 20:20:45 GMT -5
Yeah, sure must be nice, y'know, having piloting emulators and all.
And I forgot about HM and GF, which are both pretty solid classes outside of their own mechs, HM moreso, as all they need is Shield and CC.
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Post by Trigger on Oct 11, 2004 20:23:32 GMT -5
Yea, but We're Still Victimes of Spam outside of Barrowing CO's PSA and TPA XD
Sei Senshi at least get bounses for using there own mechs. HMs have no real reason to pilot a Heavy Metal ^_^
And Gundam Fighters, well, just flat out kick ass XD
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