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Post by Umbaglo on Nov 24, 2004 18:49:33 GMT -5
Weapons count as having 1 hit more for purposes of CSing?
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Post by Signal on Nov 24, 2004 20:37:50 GMT -5
I agree with the CS usable on all tags as far as i see it they can use literary most range attacks to CS incoming (P) attacks. Variable Form Speciality is nice since it does improve the class a lot better, since PC's are unreplenishable. Gunfight...hmmm.. nice addition since you VP's mostly use attacks in Valkyries anyway(same goes in other units) probably due to lack of a good melee weapon in the macross universe. Guts well another nice addition to further enhance dodging. and finally... High mobility veteran seems nice since you cant attack when using Evasive Manaeuvers, then at least cut the charge time by this.
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Post by Mafty Navue Erin on Nov 24, 2004 23:55:24 GMT -5
Hm...how about a 'sharing of charge counters' between EM and AG? In other words, VP's can use charge counters to activate either one of the two if desired.
Kinda like....if a VP using a unit with a DC -10, then charges up for around 6 turns without using EM, then assuming if AG costs 5 charges to execute, then when VP uses it, it will decrement his counters back to 1, etc.
In other words, the charge counter is now more of a 'stack-based' counter thing rather than a mere charging mechanism.
Thoughts?
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Post by Signal on Nov 25, 2004 0:12:23 GMT -5
a bit confusing at first although nice overall. needs to be more discussed
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Post by Umbaglo on Nov 25, 2004 7:30:49 GMT -5
Basically, like this? Valkyrie PilotStarting Max SP: 75 Maximum SP Cap: 150 - Minimum Dodge Cost is 5.Skills & Abilities:Lightning Reflexes: Dodge Cost is based on Rank. Private: Dodge Cost is 9. Corporal: Dodge Cost is 8. Sergeant: Dodge Cost is 7. Ensign: Dodge Cost is 6. Lieutenant: Dodge Cost is 5. Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. Countercut: 3 EN or 7 PCs Advanced Maneuver: Each turn, gain 1 charge during the Regeneration phase. Spending Advanced Maneuver charges must be declared in the Seishin Phase, and only 1 Advanced Maneuver may be used per turn. Can charge to a maximum of 10 Advanced Maneuver counters. Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot Attack, Repair, or Resupply this turn, or use Lock-On. Cannot be used in Support Defense. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5Double Move: Gain an additional attack phase. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5Variable Form Specialty: Gain an extra transformation phase at the start of every turn. Can only be used by Lieutenants and only activated in units sized M and lower. High-Mobility Veteran: Reduce the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every -10 DC worth of modifiers you have from unit, item, and own pilot abilities. Raise the counter requirement for Evasive Maneuver by 1 for every +10 DC worth of modifiers you have from unit, item, and own pilot abilities. Charge time cannot go below 3. This ability only applies during the Regeneration phase. Gunfight: Damage dealt by attacks +25%. Guts: While HP is below 25%, gain Dodge Cost -10 and Damage Dealt +20% Conversion Cost: 1300 PCs Series of Origin: Super Dimensional Fortress Macross
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Post by RurouninMao on Nov 25, 2004 7:51:12 GMT -5
Danm thats a lot of stuff they can do, but looks good
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Post by Mechalomaniac on Nov 25, 2004 11:39:03 GMT -5
It is quite a bit, but it looks good.
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Post by Tavish on Nov 25, 2004 13:26:23 GMT -5
or use Lock-On.
... what Lock-On? ^_^;;
It does look pretty cool.
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Post by Julius Firefocht on Nov 25, 2004 13:34:29 GMT -5
With so much new stuff coming in for them, will they become overpowered compared to other RR pilot classes, like say, the Newtype?
I would prefer to keep extra attack phases and increased damage a speciality of the PT Pilots. Looking at the direction things are going, all the pilot classes in the SC are going to end up with similar abilities to each other. And that would be disastrous, to say the least.
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Post by Signal on Nov 25, 2004 19:11:13 GMT -5
I can't say about the double move since it relies with the Advance Manaeuver Gauge, although the EM is fine... i have my own idea for VP Class although this is just a suggestion which was to combine the double move and EM in this way they can dodge and attack at the same time like Stealth on Ninja Senshi's. I dont see a problem why VP's cannot attack while using Evasive Manuevers, since they can simply point their weapons backwards or do a DSS like thing from the Macross Plus Game. As for Gunfight and Gut's on my point of opinion maybe its best we keep them only on Veritechs seeing how poor weapon power Valkyries have, yet when used on other units this may be exploited like Cerberus for example or Rein Weisbritter. If there are other alternative ideas then say so... Valkyrie PilotStarting Max SP: 75 Maximum SP Cap: 150 - Minimum Dodge Cost is 5.Skills & Abilities:Lightning Reflexes: Dodge Cost is based on Rank. Private: Dodge Cost is 9. Corporal: Dodge Cost is 8. Sergeant: Dodge Cost is 7. Ensign: Dodge Cost is 6. Lieutenant: Dodge Cost is 5. Countershoot: Refer to Countershoot in Counterstrike! Guide to Inherent Mech Abilities in the Rules section. Countercut: 3 EN or 7 PCs Advanced Maneuver: Each turn, gain 1 charge during the Regeneration phase. Spending Advanced Maneuver charges must be declared in the Seishin Phase, and only 1 Advanced Maneuver may be used per turn. Can charge to a maximum of 10 Advanced Maneuver counters. Evasive Maneuver: Dodge all incoming attacks for one Defense Phase. Cannot use Repair, or Resupply this turn. Cannot be used in Support Defense. Requires and drains X Advanced Maneuver charges, where X is: Private: 9 Corporal: 8 Sergeant: 7 Ensign: 6 Lieutenant: 5Variable Form Specialty: Gain an extra transformation phase at the start of every turn. Can only be used by Lieutenants and only activated in units sized M and lower. High-Mobility Veteran: Reduce the Advanced Maneuver counter requirement for Evasive Maneuver by 1 for every -10 DC worth of modifiers you have from unit, item, and own pilot abilities. Raise the counter requirement for Evasive Maneuver by 1 for every +10 DC worth of modifiers you have from unit, item, and own pilot abilities. Charge time cannot go below 3. This ability only applies during the Regeneration phase. Gunfight: Damage dealt by attacks +25%. Guts: While HP is below 25%, gain Dodge Cost -10 and Damage Dealt +20% Anima Spiritia: Choose whether to use this ability when deploying. Deactivate all weapons, Lock-On, Countershoot, and Countercut for this battle. May use the Sound Energy System and Sound Booster. Song EN: This is a special type of EN used for singing songs. Amount of Song EN varies according to rank. Private: 50 Corporal: 70 Sergeant: 90 Ensign: 120 Lieutenant: 150Conversion Cost: 1300 PCs Series of Origin: Super Dimensional Fortress Macross
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Post by Tavish on Nov 25, 2004 19:56:41 GMT -5
If Guts and Gunfight become Veritech exclusive, they might be best as a somewhat heartier bonus, mainly Gunfight.
Or maybe not.
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Post by Mechalomaniac on Nov 25, 2004 20:19:15 GMT -5
I don't think Gunfight should be limited to Valkyries. The idea is that they're better at using ranged weapons, not using Valkyrie weapons. Double move makes sense, and is a good ability, but the point that this mimics PTs is a valid one.
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Post by Mafty Navue Erin on Nov 25, 2004 20:46:53 GMT -5
@umby: Yep, you've got it, except that you take out Gunfight, and increase Guts's damage bonus to 25%. That and a VP can only gain only one extra turn at maximum per turn. The point is to mimic the extra move by Valks in the game.
Most likely, the probable reason why I am iffy about Gunfight is that it might make a better ability as part of Regris's proposal regarding pilot skills. That and it really shouldn't be limited to VP's only, like what Mecha said.
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Post by Mechalomaniac on Nov 25, 2004 20:55:22 GMT -5
Actually I was replying to what Signal said about limiting it to the Valkyrie units, but if that skill system does indeed go through, removing it from VPs would be acceptable.
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Post by Signal on Nov 25, 2004 21:36:11 GMT -5
I just said that mainly because when both Guts and Gunfight both Stacks up to 45% damage increase and with double move its like a free PX Overdrive, which might be abusable to some, innovative to others. Although most RR's have Gunfight Skill based on their common weapons used
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