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Post by Imban on Feb 14, 2005 1:22:44 GMT -5
Also in G Generation Advance, where Gromlin Fossil's I-Field could reduce it to like 120 damage total. *winces*
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Post by Mechalomaniac on Feb 16, 2005 19:22:50 GMT -5
I'm not entirely too sure about the source, but according to Wikipedia Blue Frame Second's Tactical Arms Blade was able to cut through the Armule Lumiere of Hyperion Gundam Unit 3. Has anyone who read Astray B able to confirm or deny this?
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Post by Mafty Navue Erin on Feb 17, 2005 3:42:16 GMT -5
there's a pic in Dengeki Hobby that shows so, in its Astray literary section. It shows Blue Frame Second thrusting the blade through the Armule Lumiere and when it got in enough, opened up and let loose the Gatling Cannon at the Gundam within.
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Post by Imban on Feb 17, 2005 9:35:19 GMT -5
Awesome. Is Armule Lumiere penetrable by -type weapons or is it just that Blue Frame is that damn good?
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Post by Lyonesse on Feb 17, 2005 11:50:34 GMT -5
You see, Tactical Arms Sword has a anti-beam coated edge. That's how it was able to cut through. We have yet to see in X Astray how Hyperion handles normal (B) weapons.
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Post by Kira Yamato on Feb 17, 2005 20:19:26 GMT -5
umm, Hyperion Unit 3 has never appeared yet in any of the series or mangas
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Post by Mafty Navue Erin on Feb 18, 2005 6:38:07 GMT -5
Maybe Mecha confused it with another Hyperion. In any case, I'll scan the pic when I get to it.
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Post by Mechalomaniac on Feb 18, 2005 6:52:25 GMT -5
MAHQ lists Hyperion Unit 3 as being in Astray B. Also while looking around for scanlations, I saw a chapter list. Operation 25 is called Hyperion X3/3. Not that it matters since there isn't any difference between the three Hyperion units (aside from the N-Jammer Canceler Unit 01 gets). Sadly, I could actually find any scans
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Post by Tavish on Feb 18, 2005 19:51:51 GMT -5
Medea and Fat Uncle should probably have Size: L.
A casual search turns up the following dimensions for Medea...
Overall length: 45 meters Wingspan: 67.7 meters Full weight: 245 tons
For Fat Uncle I get...
Dimensions: overall length 38 meters; overall width 56.8 meters; overall height 21.2 meters Wingspan: 56.8 meters
With the understanding that Size: M stops at around 30 meters, I suggest that Medea be boosted a Size level, and Fat Uncle too.
And also because it's damn weird for Size: M motherships to exist.
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Post by WesleyGibson on Feb 20, 2005 13:37:16 GMT -5
I've complained about this at least three or four times before, but some of the combo attacks on the dynamics are in need of serious changes. Lets look at great mazinger for example: Great MazingerStatistics: HP: 130, EN: 50, IS: 2, Move: F/G, Size: MWeapons: Navel Missile (PV)- 4 damage/PC Great Typhoon (V)- 6 damage/EN Great Boomerang (PS)- 8 damage x 2 Scrander Cutter- 15 damage Mazinger Blade (M)- 20 damage Back Spin Kick (M)- 25 damage Knee Impulse Kick- 35 damage, 1 EN/attack Atomic Punch (P)- 40 damage Drill Pressure Punch (P)- 55 damage, 1 EN/attack Breast Burn (S)- 80 damage, 4 EN/shot Thunder Break (S)- 130 damage, 10 EN/shot. Requires Mazinger Pilot Class to execute. Great Booster- 160 damage, PARALYZE, 1 round. Requires Mazinger Pilot Class to execute.
Combo Attacks: Double Burning Fire (S)- 150 damage, 10 EN/shot Double Mazinger Blade (MS)- 30 damage x 2, 1 EN/attack Double Mazinger Punch (PS)- 40 damage x 2, 2 EN/attack Double Lightning Buster (S)- 250 damage, 12 EN/shot. Requires Mazinger Pilot Class to execute. Triple Mazinger Punch (PS)- 40 damage x 3, 3 EN/attack Mazinger Tornado (S)- 200 damage, 15 EN/attack. Requires Mazinger Pilot Class to execute. Final Dynamic Special (S)- DESTROY:L3, 30 EN/attack. Requires Mazinger Pilot Class to execute.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Chogokin Nu-Z (Armor) 4) Mazin Power 5) Double Burning Fire: Must have an allied Mazinger Z or Mazinkaiser (Scrander On) to execute. 6) Double Mazinger Blade: Requires an allied Mazinger Z to execute. 7) Double Mazinger Punch: Requires an allied Mazinger Z, Mazinkaiser (Scrander on) or Grendizer to execute. 8) Triple Mazinger Punch: Requires an allied Mazinger Z and Grendizer to execute. 9) Double Lightning Buster: Target's Dodge Cost +5. Requires an allied Grendizer, MAss Produced Great, or Black Great to execute. 10) Mazinger Tornado: Target's Dodge Cost +5. Requires an allied Mazinger Z and Grendizer to execute. 11) Final Dynamic Special: Target's Dodge Cost +10. Requires 3 allied units with Final Dynamic Special to execute. Allied units cannot be the same as this unit, or any other unit used in this combo. Final Dynamic Special may also be used with 2 allied units, but damage is DESTROY:L2 and cost is 20 EN instead, or with 1 allied unit, but damage is DESTROY:L1 and cost is 10 EN instead. All allied units involved in this combo must be the proper pilot class to use their unit's Final Dynamic Special.Purchasing Cost: 600 PCs Breast Burn: 20/EN used. Pretty Good en efficiency, and it spreads too. Double Burning Fire: 150 damage for a net cost of 20 EN. This Sucks. Double Lightning Buster: 250 for a net cost of 24 EN: Still pretty bad. Mazinger Tornado: 200 Damage for a net cost of 45 EN. That comes to a 4.44 damage per EN used efficiency. You're better off using the (V), which is saying something because the (V) sucks too. Triple Mazinger Punch (PS)- 40 damage x 3, 3 EN/attack. Woot, 9 EN to fire something that can be countercut or shot for way, way less. Decently efficient, but still crap. Final Dynamic Special on the other hand lets me do a level 1 (S)Destroy +10 TDC for only a net loss of 20 EN. Getter G has another set of wonky combos. Getter DragonStatistics: HP: 80, EN: 40, IS: 2, Move: F/G, Size: LWeapons: Getter Razor (M)- 14 damage Double Tomahawk Boomerang (PS)- 8 damage x 4 Double Tomahawk (M)- 20 damage x 2 Getter Laser Cannon- 40 damage, 8 rounds Getter Beam- 60 damage, 4 EN/shot Shine Spark- 100 damage, 10 EN/shot. Requires Getter Pilot Class to execute. Getter Change Attack- 60 damage x 3, 15 EN/attack. Requires Getter Pilot Class to execute.
Combo Attacks: Double Getter Tomahawk (MS)- 20 damage x 2, 4 EN/attack Double Getter Beam (S)- 50 damage x 2, 8 EN/shot Triple Getter Beam (S)- 75 damage x 3, 12 EN/shot Stoner Sun Shine Spark- DESTROY:L2, 30 EN/shot. Requires Getter Pilot Class to execute. Final Dynamic Special (S)- DESTROY:L3, 30 EN/attack. Requires Getter Pilot Class to execute.Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Open Get 4) Change to Getter Liger 5) Change to Getter Poseidon 6) Double Getter Tomahawk: Requires an allied Getter-Q or Getter-1 to execute. 7) Double Getter Beam: Requires an allied Getter-Q or Getter-1 to execute. 8) Triple Getter Beam: Requires an allied Getter-Q and Getter-1 to execute. 9) Stoner Sun Shine Spark: Target's Dodge Cost +10, Requires an allied Shin Getter-1 to execute. 10) Final Dynamic Special: Target's Dodge Cost +10. Requires 3 allied units with Final Dynamic Special to execute. Allied units cannot be the same as this unit, or any other unit used in this combo. Final Dynamic Special may also be used with 2 allied units, but damage is DESTROY:L2 and cost is 20 EN instead, or with 1 allied unit, but damage is DESTROY:L1 and cost is 10 EN instead. All allied units involved in this combo must be the proper pilot class to use their unit's Final Dynamic Special.Purchasing Cost: 450 PCsSuper AM Wars Pilot Slots: 3 (Switch main pilot to second character when Change to Getter Liger is performed; Switch main pilot to third character when Change to Getter Poseidon is performed.)Evolution: Shin Getter DragonOmake: Gekiganger III Double Getter Tomahawk (MS)- 20 damage x 2, 4 EN/attack. MMM MMM, I sure wanna pay 8 EN for something I can do for free. Double Getter Beam (S)- 50 damage x 2, 8 EN/shot. 100 damage for a net loss of 16 EN. This sucks. Triple Getter Beam (S)- 75 damage x 3, 12 EN/shot. 225 Damage for 36 EN. Absolutely no difference in efficiency from double getter beam (6.25 damage/EN), it just sucks harder. Stoner Sunshine Spark: 3 times the EN consumption of FDS for a level boost on the destroy and no (S)? SIGN ME UP! In comparison, Getter change attack has a whomping 12/EN efficiency. This is still not great, but more than twice the power of some of the combo attacks. I don't know how many times I've mentioned that the dyamics in general have AWFUL combos but they need fixing, seriously. From time to time I'll edit this with more combos that really could do with not being terrible.
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Post by Avitar Diggs on Feb 21, 2005 21:29:46 GMT -5
I know i've asked before, but... Gundam ThronesStatistics: HP: 60, EN: 60, IS: 2, Move: F/G, Size: M Weapons: 60mm Vulcan- 2 damage, 20 rounds 110mm Machine Cannon- 10 damage x 2, 10 rounds G-Knuckle (M)- 20 damage x 2 Mega Beam Saber (B)- 30 damage, 1 EN/attack Gundam Hammer Unit (MS)- 50 damage, 4 rounds Hi-Mega Cannon (BS)- 90 damage, 10 EN/shot Shoulder Incom (PX)- 12 damage/PC Mega Funnel (BSX)- 25 damage/2 ENInherent Abilities: 1) Usable by Lieutenants or higher 2) Countercut 3) Countershoot: 60mm Vulcan, 110mm Machine Cannon, Mega Funnel 4) Dodge Cost -5 5) Nanomachine Coating (Armor): HP Regen 10% 6) L.O.W. System (System): Allows user to use all Newtype Pilot Class powers with the exception of Pressure and receive its class bonuses (stacks) at Sergeant level. 7) High Level Funnel (Mega Funnel)
Can we make this purchaseable? It hardly gets used and I personally would really like to be able to own one. Even though it is a fan fiction unit, I don't see the harm in allowing it to enter the SC marketplace.
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Post by Tavish on Feb 21, 2005 21:49:25 GMT -5
Is the mecha changes discussion thread really a good place to put a new mecha suggestion? I know it already exists as an event machine, but it'd still be better placed in the New Unit thread, I think. That said... So, if I replace my Musai with a Falmel, I get to omake Musai Kai?
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Post by Avitar Diggs on Feb 21, 2005 21:57:04 GMT -5
I have this posted in there, and haven't got a reply since January. Soon, i'll just make a new thread...
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Post by Signal on Feb 21, 2005 23:55:30 GMT -5
Just suggesting this seeing how if Solo Ship got its Death Drive why not have the SDF ships gain their Fold Jump Capability, also i boosted the Battle mode damage received seeing how its more durable during battle mode though whats important is the Fold Jump.
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Post by Aslan Cross on Feb 23, 2005 5:25:23 GMT -5
Außenseiter's Lanze Kanone attacks should be (B). They were Beam Absorbed by the Inspector bosses.
Also, maybe we could remove the PARALYZE from Alt's Revolving Stake and make it a + weapon instead? Say, 20 damage + 30 damage, 6 rounds? Seeing we have weapons like the Bursting Tonfa on the Core Robots, I think that this isn't such a far-fetched idea. It's clear from the OG2 animation (much more than it was in OG) that Revolving Stake and Revolving Bunker involve stabbing the target, then detonating the propellant charge, driving the stake in deeper. That's why it uses ammo, after all.
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