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Post by Kyoryushin on Jan 6, 2005 8:17:45 GMT -5
Cool, how about we seperate the shield attack part of god thunder Crash, like the one in Voltes V and Daiohja as well ^^
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Post by Mechalomaniac on Jan 6, 2005 12:36:19 GMT -5
Mainly because I'm not sure what it would be called. They don't shout an attack name. If someone could either find or come up with something, it'd be good though.
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Post by Signal on Jan 6, 2005 18:42:25 GMT -5
I know some stats are not so good, it was purely based from the game as well as the unit stats from model kits and other sites, although as per SC stat we'll refit them that way back to the usual ones with only the addition of the other new features.
As for the Fold booster, it was used to integrate their warp capability with the Macross or rather cling along on the ship while the ship Fold Jumps. (just like what Isamu did in @ just before the Excellion warped out) but sadly that feature wasnt featured gamewise.
We'll stick the chaffs to the VF-1Xs, VF-11s and VF-17s as per game basis not the model kit and other basis.
Oh and btw... dont forget the changes i placed for the VF-22 Strumvogel II *points at the unit changes thread* taken from the combo attack which Max and Miria does in SRWD.
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Post by Signal on Jan 6, 2005 18:50:06 GMT -5
Maybe for Raijin Oh and God Raijin Oh we can do something like this...
for Raijin Oh
:'(God Thunder Crash - Paralyze + 200 damage, 15 EN/attack
for God Raijin Oh
:'(Hyper Thunder Crash - Paralyze + DESTROY:L2, 20 EN/attack
if the Paralyze attack was dodged then cancel the other similar to some SRW64 units moves
Else just simply add the shield paralyzing attack so called "Gravity Wave" then when the enemy is hit change the status of the God Thunder Crash and Hyper Thunder Crash to DESTROY:L1 or DESTROY:L2
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Post by Tavish on Jan 7, 2005 12:57:59 GMT -5
Doesn't sound to be all that necessary to separate them. We have other attacks which are combined results, as I recall. Does it really paralyze them?
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Post by Mechalomaniac on Jan 7, 2005 13:48:56 GMT -5
Going by GC, the first blast/wave hits them, then Raijin Oh/God Raijin Oh goes in for the kill, so you could argue it either paralyzes them, or they're simply reeling from the blast.
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Post by Signal on Jan 7, 2005 20:19:08 GMT -5
If that was based on the series, the enemy is trapped inside the force of the gravity wave thus the enemy cannot move. Although i havent seen the GC version of it.
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Post by Blaine Kodos on Jan 8, 2005 13:09:25 GMT -5
I refuse to give up on this. Re-submitted once more from the grave, it's the Zaku that will be heard. Tweaks to a lot of things that most people had a problem with. Doan's Customized Zaku IIStatistics: HP: 40, EN: 20, IS: 4, Move: G, Size: MWeapons: 120mm Machinegun- 8 damage, 10 rounds Heat Hawk (M)- 10 damage 240mm Bazooka (P)- 30 damage, 4 rounds Kick Combo- 10 damage # 2, 1 EN/attack. Requires Super Mode. Throw Rock- 35 damage, 2 EN/attack. Requires Super Mode.Inherent Abilities: 1) Usable by ______* 2) Shield 3) Countercut 4) Countershoot: 120mm Machinegun 5) Bunshin (?/?): Requires Super Mode.** 6) Super Mode***Replacement Cost: ? ? ? PCs
*Note: Replace Zaku II F-Type with this unit after the cost is paid.*Umb's been adamant about it not being anyone-use. I'm fine with giving it a rank, but not sure. A seasoned unit balancer would be best to swing at it. **When in "Hyper Mode", Doan's Zaku gains Bunshin. It works just like other forms of Bunshin in the game, offering 50% chance to evade. ***Alternate idea would be a quasi-Super Mode that any class can use, but it lasts for 3 turns and then has some cool-down time before re-activating. Not sure on it exactly. Also, and in reference to the rock... no. I am NOT giving it "unusable in space". Doan throws around glowing chunks of earth just fine in the vacuum.
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Post by Julius Firefocht on Jan 8, 2005 13:34:32 GMT -5
Wait, seriously, why is this Zaku so special that it has Super Mode and can bunshin? Where is it from?
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Post by Mechalomaniac on Jan 8, 2005 14:56:06 GMT -5
It's from SD Gundam G Generation Advance, and yes it does have Super Mode. It's mostly a joke unit.
Anyway it looks fine to me as a Sergent rank unit. Maybe drop an IS and some HP, and make Kick Combo an (M) and it'd fit as a Corporal. As for Bunshin, 2/5 doesn't seem too bad for it.
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Post by Umbaglo on Jan 8, 2005 16:00:07 GMT -5
The problem is that the intent is to produce a unit with Super that a low level GF can use. And since the lowest ranked unit with Super is Sergent, that leaves some limitations.
I don't know if a unit with Super could plausably be made Anyone, so the unit needs to be tooled for a Corporal rank.
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Post by Blaine Kodos on Jan 8, 2005 16:16:06 GMT -5
HP, EN, and IS are all identical to the other 3 0079 ace Zakus. Char's, Dozul's, and Garma's. So that's where those stats came from.
I don't really care about it being anyone use anymore. I just want it in the Hangar. It's a fun little unit. Corporal is fine, or even Sergeant.
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Post by Blaine Kodos on Jan 8, 2005 17:15:05 GMT -5
Slight modification. I copied those from my notes, which I put down before # was implimented. Kick Combo is a flying kick, followed by a swift turn after impact to add in a second kick. Definately #.
Also, Kick Combo isn't (M) because it costs EN, there are far better (M) attacks that hit twice out there, and Char's Customized Zaku also has a typeless Kick attack.
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Post by Blaine Kodos on Jan 9, 2005 20:55:50 GMT -5
Changes, courtesy of Umb's imput. Notes at bottom. Doan's Customized Zaku IIStatistics: HP: 40, EN: 20, IS: 3, Move: G, Size: MWeapons: 120mm Machinegun- 8 damage, 10 rounds Heat Hawk (M)- 10 damage 240mm Bazooka (P)- 30 damage, 4 rounds Kick Combo- 10 damage # 2, 1 EN/attack. Requires Super Mode. Throw Rock- 35 damage, 2 EN/attack. Requires Super Mode.Inherent Abilities: 1) Usable by Corporals or higher. 2) Shield 3) Countercut 4) Countershoot: 120mm Machinegun 5) Super ModeReplacement Cost: ? ? ? PCs
*Note: Replace Zaku II F-Type with this unit after the cost is paid.-Ranked at Corporal, so it can get some mileage before Sergeant, where the big boy MFs kick in. -Bunshin removed. Just too good for a unit set this low. -1 IS removed. The other Zeon Ace Zakus may have 4, but they don't have Super Mode. Comments?
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Post by Signal on Jan 9, 2005 23:03:08 GMT -5
Bunshin needed... since it actually bunshins, maybe a few changes to rank might implicate with that...
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