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Post by Akaii on Feb 8, 2004 7:48:24 GMT -5
Tristan, you have made my day...
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Post by Rekan Yuusha on Feb 16, 2004 18:08:16 GMT -5
I really like the Gundam Fighter abilities and would like to be the first to volunteer to test it if any is needed. #nosmileys
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Post by Tilus on Feb 16, 2004 19:24:17 GMT -5
I don't think many of us really see anything wrong in any of those classes, so I really don't see why they can't be implemented right here and now. Besides, since just about every other class has something really really powerful I think it's about time those classes got something really really powerful as well. =P
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Post by ketara on Feb 28, 2004 20:45:52 GMT -5
Ok, look, you talky, talky people.
First off, this thread is so generalized I don't understand why it's not sticky.
Second off, now that we've tackled VP's, Yuushas, and are finishing off our MAP tackling, we need to tackle something else.
I am bumping this topic, and commanding all of us to make the Antibody and Child of Eva classes worth two shits! Maybe even three shits.
Oh yeah.... We can mess with the other unused classes a bit too... But those two first! =P
~Ketara
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Post by Yanbetari on Feb 29, 2004 1:36:11 GMT -5
Well, I'd say Children of Eva are worth two shits. Put one in an Eva, and they're worth a whole lot of shit. (Sorry, Ket, but I can't pass up a setup like that.) The problem those two have, and share with a number of others, is that outside their special units, they loose most or all of their abilities. And I agree it needs to be dealt with. While there have been some items added to help certain classes, (Prana Converter, the Trace Suits) they're costly, and a lot of people ask for no high-tier items in matches. Also, the same solution won't work for everything. (I don't want to think about giving CoE an AT Field in every mech >_<) Anyway, yes, we could use some updates, but we should probably take them one at a time, and not rush. As they say, Rome wasn't built in a day.
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Post by ketara on Feb 29, 2004 2:01:37 GMT -5
The main problem with the CoE class is that all the fights are assured one way or the other.
It's either a 100% win scenario, or a 100% lose scenario.
And more often than not, your opponent won't fight you if he has a 100% chance of losing. In order to get fights, I have to accept stuff that I'm pretty sure I can't win.
So far, I've had 11 fights. I've won 2, and lost 9.
2 of those fights I had to win. I couldn't have lost them if I tried.
7 of them I had to lose, I couldn't have won them if I tried.
1 of them I was winning and forfeited because my opponent decided to be gone for a month *shakes fist*
and lastly, 1 of them I made a mistake on.
Not only that, but these aren't fights that like, it's unsure of whether or not I can win. They're fights like this (I just have to post this.)
<Umbaglo> You can never hope to natsirt as much as Tristan. <Ketara> Well, lets see! <Umbaglo> Natsirt is such a cool word. <Ketara> I block an attack, then get hit and go berserk. That's 2 attacks. <Ketara> Then I do a dodge, block and flash combo... Lesseee.... <Ketara> Block, go down to 35, that turn go up to 55, block, go down to 10, then go up to 30, flash, go up to 50, block, go down to 5... <Ketara> That's 4 more, so 6, I've used one flash... <Ketara> Flash twice, goes to 45, go up to 65, block, goes down to 20, go up to 40, flash, goes up to 60, block, go down to 15, goes up to 35, flash, goes up to 55, block, goes down to 10... <Ketara> So that's 13... <Ketara> I've used 5 flashes... <Ketara> Go up to 30, flash, go up to 50, block, down to 5, go up to 25, flash, go up to 45, flash, go up to 65, block, go down to 20... <Ketara> There's 18, used all my flashes... <Ketara> Go up to 40, dodge, go up to 60, block, go down to 15, go up to 35, dodge, go up to 55, block, go down to 10, go up to 30, dodge, go up to 50, block, go down to 5, go up to 35, dodge, go up to 55, block, goes down to 10... <Ketara> That's 26, used... 4 dodges... <Ketara> Go up to 30, dodge, go up to 50, block, down to 5, up to 25, dodge, up to 45, dodge, up to 65, block, down to 20, up to 40, dodge, up to 60, block, down to 15... <Ketara> Ahh! That's 33! <Ketara> At which point... FLAT regenerates 13 HP a round, and the most damage I can consistantly do with Berserk 01 is 26. <Ketara> See Umb! Tie -_-'. * Umbaglo beats up Ketara <Ketara> At which point I'd have to forfeit the match, because it'd be going on forever, and 01 is my best unit, and Umb can afford to stall me with his Turn A FLAT. <Ketara> So, should I just ask Blaine to give you 300 PCs and 36 UPs now, Umb? =P
There's something wrong with that picture, man!
Not only that, but with any other Eva, I would lose hands down, because I don't have HP regen in them.
I'm sure Antibodies are much the same way, or worse. Things must be done to fix it! Things, man! THINGS!
~Ketara
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Post by Arad Baranga on Feb 29, 2004 2:06:02 GMT -5
The main problem with the CoE class is that all the fights are assured one way or the other. It's either a 100% win scenario, or a 100% lose scenario. Actually, ALL SC matches are like that. It's just that there are so few EVA units that it becomes easier to know them and plan to fight them individually. So the best way to improve the class wouldn't be modifying what it can do, but letting the SR Dressup's inherent pass, making 05 pilotable and possibly adding that "Full Armor 01" that has been discussed.
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Post by ketara on Feb 29, 2004 2:32:06 GMT -5
I agree.
The class itself is good, its the mecha that needs modifications.
Not really sure why I wanted us to talk about it on this post, just... It needs to be talked about!
~Ketara
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Post by Daki on Feb 29, 2004 23:28:03 GMT -5
I really like some of those mod ideas eis suggested, though the idea of a super robot with an IFS for a Martian Successor sounds a little over evil ^^' on the topic of Maso Heralds, I was wondering if that would require a diffrent Prana Converter effect... like... I dunno... full spirit dependancy link in a mecha and maybe up the price a notch other than that, hurrah with the gundam fighters and may the good times roll... particularly for tensais ^^
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Post by Rekan Yuusha on Mar 3, 2004 19:23:21 GMT -5
Some extra Gundam Fighter ideas if all else fails:
1. Finishing Blow
Last blow in a chain of (X) attacks, or multihit attacks(such as 10 x 3) does extra damage depending on rank:
Private: +20% Corporal: +40% Sergeant: +60% Ensign: +80% Lieutenant: +100%
2. Crushing Strike
Target's countercut cost x 2 with all non-X (M) attacks. Does not stack with items or mech inherent abilities with this effect.
3.Duelist (Let's encroach on Tensai territory!)
UP gain x 1.5 in 1v1 fights.
#nosmileys
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Post by Ta-kun on Mar 4, 2004 12:27:29 GMT -5
ebby> that's maybe a bit too much. but it's a nice idea.
just a thoughts on ketara's words.
in the SC, if calculated right and with enough care ANY fights its a 100% win or 100% loose situation, there's absolutely no surprice factor. AT ALL. the only surprice factor I've seen in this game is present on FFA fights, where people who join forces against a common enemy, change sides for game purposes (i'm very well known for that).
if that's the case, you can mathematically deduce the result of ANY fight in the simchamber, not only for CoEs. but for ANY pilot class in ANY mech. after all this is a mathematical game, ergo, math it's the basic solution for any problem.
so, if you wanna test this sentence Y dare you to pick a calculator, go to the SC or the PA, and pick a random fight, check the stats and do your math. yuo acn actually deduce with very detailed precition the results
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Post by Umbaglo on Mar 4, 2004 12:35:38 GMT -5
Natsirting is not cool, Garrod.
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Post by Ta-kun on Mar 5, 2004 7:07:09 GMT -5
>_> you gotta explain me the meaning of that umby... (ok I know it's tristan backwards but I dun getb the use of the word)
but you cannot deny it's true. if you think carefully, any fight can be mathematically deduced.
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Post by Rekan Yuusha on Mar 5, 2004 7:18:03 GMT -5
Natsirting- Planning out so much of the fight that you know exactly how it will go, thus killing the fun. Of course fights can be mathematically deduced. But why would someone?
...Anyway, we're off topic. We'll have to wait for Grendizer Pilot to be balanced first, I guess.
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Post by Umbaglo on Mar 23, 2004 22:08:06 GMT -5
Hey, can we get some of these decided on?
Anyway, I think that a lot of the classes could do with a boost in their SP max. Not only would it promote better spell strategies (I mean, is a VP really going to use something which will take up 35~90% of their SP?), but it'll also make UPs a little more useful to them. And I'm sure that more than a few classes were passed over because of poor ability/SP combos.
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