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Post by Mafty Navue Erin on Apr 30, 2004 9:30:15 GMT -5
Well, in most SRW games, ships are drawn at roughly the same size as the mecha, even if the mech in question is Dunbine. Yeah, which is why it's possible for Jeeg to crush a Mechasaurus Dai in SRW. XD
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Post by Ta-kun on May 4, 2004 13:08:48 GMT -5
Well, in most SRW games, ships are drawn at roughly the same size as the mecha, even if the mech in question is Dunbine. c'mon, the spriting has changed from the days of SRWFF, in Alpha, the Macross was bigger than the space for action in the scenes and in Alpha Gaiden the Ra Kairam is very big. (ergo. spriting should not afect) in fact size facts has changed from the old times when Dunbine was bigger than the Gundam MKII (SRW4 >_<) now the sizes are pretty well distributed, *points at GGG in Alpha2*
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Post by Signal on Jun 27, 2004 22:12:57 GMT -5
im making a new suggestion...
do you guys agree space warships from other anime titles to be put here?(like Uchuu Senkan Yamato, Lost Universe, Sol Bianca, Angel Links and the like...etc...)
btw there are only a few weapons that can REALLY paralyze a ship, which in case should be more discussed about...
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Post by Arad Baranga on Aug 8, 2004 14:33:26 GMT -5
Apparenlty how much you get repaired is dependant on your current rank. I say nay! Nay to the masses! I for one, think this is kind of a lame rule mainly for the fact that in neither SRW or GGen was anything even remotely like that. Also, it just plain out doesn't make any sense if you ask me. I mean, I *could* see something involving the more HP a unit has, the slower it regens. I mean, that at least would make sense. Or soemthing like only so much HP and EN per phase, where larger units would get repaied more slowly, that would also make sense. But for the sake of simpleness, I think there should just be one flat regen rate while in motherships. Like, maybe 25% or 30%. Also, I don't believe ammo is clarified too well in the mothership thread. In other words, in an ammo based unit like Heavyarms I could in theory be in and out in one round and have full ammo, even if my HP and EN aren't all that great. One last thing: Dodge cost is no longer locked at 30. That should probably be changed too. :/ Once more~~~ Also, dealing with this, how much does a summon or AI unit regenerate inside a ship? They don't have ranks... Docking should really be changed to give a set percent of HP/EN each round. It'd be nice to get this resolved. Also, I'd like to suggest giving Motherships the ability to use Perishables on allies like in D and MX.
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Post by Imban on Sept 25, 2004 15:19:17 GMT -5
ArchangelStatistics: HP: 350, EN: 150, IS: 1, Size: LLWeapons: Igelstellung- 10 damage, 20 rounds Surface-to-Air Missiles (PGSV)- 10 damage/PC Valient (SV)- 15 damage, 20 rounds Surface-to-Ship Missiles (PGSV)- 30 damage, 20 rounds Gottfried (BS)- 100 damage, 20 rounds Lohengrin (S)- 150 damage, 20 EN/attackInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Countershoot: 75mm CIWS 4) Laminate Armor (Armor) 5) Anti-Beam FlaresPurchasing Cost: 1450 PCsSuper AM Wars Pilot Slots: 5Gave it its official weapon names back, to bring it in line with other SEED units. --- 130 Meter ClassStatistics: HP: 125, EN: 50, IS: 2, Size: LLWeapons: 75mm Vulcan Cannons- 5 damage, 20 rounds 10-Barrel Missile Launchers (PGSV)- 20 damage/PC Torpedo Launchers (PSX)- 40 damage, 6 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space. 4) Countershoot: 75mm CIWSPurchasing Cost: PCsSuper AM Wars Pilot Slots: 5Crappy SEED battleship from the Earth Alliance. Sucks.
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Post by Imban on Sept 25, 2004 15:23:26 GMT -5
250 Meter ClassStatistics: HP: 200, EN: 50, IS: 2, Size: LLWeapons: Machine Cannons (V)- 15 damage, 40 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space. 4) Countershoot: Machine CannonsPurchasing Cost: PCsSuper AM Wars Pilot Slots: 5Another crappy SEED battleship from the Earth Alliance. Is rather lacking in variety. --- Agamemnon ClassStatistics: HP: 250, EN: 80, IS: 2, Size: LLWeapons: High-Energy Cannons (BS)- 50 damage x 2, 5 EN/shotInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space.Purchasing Cost: PCsSuper AM Wars Pilot Slots: 5It's a flagship of the Earth Alliance... and it STILL bites!
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Post by Imban on Sept 25, 2004 15:29:17 GMT -5
EternalStatistics: HP: 175, EN: 50, IS: 2, Size: LLWeapons: Cannon- 30 damage, 10 rounds Missile Launchers (PGSV)- 15 damage/PCInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space. 4) METEOR Support: If a Freedom Gundam or Justice Gundam which deployed in METEOR form are docked in Eternal for at least three consecutive rounds, they may choose to redeploy in METEOR form, regardless of whether or not it is still in this form.Purchasing Cost: PCsSuper AM Wars Pilot Slots: 5Eternal, a wimpy transport ship... refitted to support Freedom and Justice. -- Land BattleshipStatistics: HP: 150, EN: 50, IS: 2, Size: LLWeapons: 2-Barrel Cannons (V)- 10 damage, 40 rounds Cannons- 40 damage, 10 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Not usable in space. 4) In deserts, dodge cost is locked at 25 instead.Purchasing Cost: PCsSuper AM Wars Pilot Slots: 5It's a desert-use land battleship! Woo hoo!
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Post by Imban on Sept 25, 2004 15:41:14 GMT -5
Laurasia ClassStatistics: HP: 200, EN: 80, IS: 1, Size: LLWeapons: 58mm CIWS- 8 damage, 20 rounds 450mm Railguns- 30 damage, 20 rounds 450mm Dual Railgun- 30 damage x2, 10 rounds 937mm Dual High-Energy Cannons (BS)- 50 damage x2, 5 EN/shotInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space. 4) Countershoot: 58mm CIWSPurchasing Cost: PCsSuper AM Wars Pilot Slots: 5ZAFT's standard space battleship. --- LessepsStatistics: HP: 200, EN: 50, IS: 2, Size: LLWeapons: 30cm Dual Cannons- 20 damage x2, 30 rounds Vertical Missile Launchers (PGSV)- 15 damage/PC Torpedo Launchers (PSX)- 40 damage, 10 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Not usable in space. 4) In deserts or on open water, Lesseps's dodge cost is locked at 25 instead. 5) Smoke/Chaff/Flare Dispenser: Null all (G) attacks targeting the Lesseps this turn. 10 uses.Purchasing Cost: PCsSuper AM Wars Pilot Slots: 5ZAFT's strongest land-use battleship.
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Post by Imban on Sept 25, 2004 15:45:13 GMT -5
Nazca ClassStatistics: HP: 250, EN: 100, IS: 1, Size: LLWeapons: 58mm CIWS- 10 damage, 20 rounds 60mm Dual Railguns- 20 damage x2, 10 rounds 120cm High-Energy Beam Cannons (BS)- 100 damage, 10 EN/shotInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (30) 3) Can only be used in space. 4) Countershoot: 58mm CIWSPurchasing Cost: PCsSuper AM Wars Pilot Slots: 5ZAFT's newest model space battleship. --- Vosgulov ClassStatistics: HP: 120, EN: 40, IS: 2, Size: LLWeapons: Anti-Air Missile Pods (PGSV)- 15 damage/PC Torpedo Launchers (PSX)- 40 damage, 12 roundsInherent Abilities: 1) Usable by Lieutenants or higher 2) Mothership Class (20) 3) May only be used in water.Purchasing Cost: PCsSuper AM Wars Pilot Slots: 5ZAFT submarine.
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Post by Imban on Sept 25, 2004 15:47:36 GMT -5
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Post by Berrik on Oct 5, 2004 8:18:55 GMT -5
A 250mm naval gun that only does 10 damage? O.o
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Post by Imban on Oct 5, 2004 8:38:35 GMT -5
It's rapid fire! >_>
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Post by Berrik on Oct 5, 2004 8:44:00 GMT -5
Even Heavyarm's gatling gun is better
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Post by Imban on Oct 5, 2004 8:57:48 GMT -5
Hopefully not anymore!
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Post by Berrik on Oct 5, 2004 19:40:55 GMT -5
BTW, Nazca's DC should be reduced a bit. It was specifically mentioned that it's faster than Archangel, after all.
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