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Post by Umbaglo on Nov 25, 2004 21:45:50 GMT -5
Anima Spiritia was intentionally left out, for reasons stated in the first post, Signal.
Also, Mafty, the explination for Advanced Maneuver already states that you can only use 1 AM per turn. So you can either use EM or Double.
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Post by tiffac on Nov 25, 2004 23:43:19 GMT -5
Guts sounds fair since you need your HP kept in 25%, Maybe we should have some sort of charging time so Gunfight don't look way too strong or maybe rank based...? Double Move !!! lolz!!! Anyways my only quarrel is the removal of the Anima Spiritia from the VP, Anima Spiritia is originally Macross and not everyone elses. Now if there are specific mechs/items that will let Anima Spiritia be used by a different Pilot Class then I'd be all for it but it shouldn't be open to all.
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Post by Umbaglo on Nov 26, 2004 0:10:15 GMT -5
I find it kinda funny that people seem to have an issue with Gunfight, when Gundam Fighters got the same ability for without so much as a blink.
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Post by Mechalomaniac on Nov 26, 2004 0:44:30 GMT -5
I don't think it's Gunfight on it's own so much as it is Gunfight in conjunction with everything else.
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Post by Mafty Navue Erin on Nov 26, 2004 1:39:51 GMT -5
Maybe it's because generally, Gundam Fighters are really known for their close combat/melee combat abilities while VP's are technically merely similar to your RR pilot when it comes to shooting skills.
Putting it in layman's terms, I don't see much the difference between the shooting skills of your average grunt Valkyrie Pilot compared to your average grunt Metal Armor pilot/SPT pilot/PT pilot/MS pilot of the same skill level.
This is how I look at it, though.
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Post by Tavish on Nov 26, 2004 1:59:49 GMT -5
I agree with Mecha. It's not Gunfight, it's Gunfight, plus Guts, plus Advanced Manuevers, plus Veritech specialty, plus...
... whoo.
It's got quite a lot on its plate already.
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Post by Kyoryushin on Nov 26, 2004 6:30:11 GMT -5
Yeah i think Gunfight shoudl go for now, if were gonna get the skill stuff, they probably get it anyway, or how about they loose guts instead of gunfight, since Gunfight would makes more sense on them than Guts
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Post by Umbaglo on Nov 26, 2004 9:53:36 GMT -5
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 Guts: While HP is below 25%, gain Dodge Cost -10 and Damage Dealt +25% 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. 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 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. - "Dodge Cost is X" abilities count as Dodge Cost modifiers equal to how much difference there is between the set Dodge Cost and your base Dodge Cost. (IE: Dodge Cost is 30 counts as Dodge Cost +25 at Lieutenant) - Charge time cannot go below 3. This ability only applies during the Regeneration phase. Conversion Cost: 1300 PCs Series of Origin: Super Dimensional Fortress Macross
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Post by Mechalomaniac on Nov 26, 2004 13:29:16 GMT -5
That's good. I'd agree with ditching Guts for Gunfight as well, but like mafty Said, if that skill thing goes through, Gunfight is a better canidate for that as opposed to Guts.
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Post by Aslan Cross on Nov 26, 2004 20:34:20 GMT -5
A suggestion. Maybe all the DC modifying abilities (Except Guts) should only work on SS, S, and M units? (DC in units sized L and larger should be 15, 10 at the least.) I don't think we really want to see VPs evasive maneuvering in SRs. Otherwise, it should be good to go.
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Post by Umbaglo on Nov 26, 2004 20:45:30 GMT -5
I don't know. A bunch of units L and up are pretty agile. Dendrobium, METEOR, Raideen, Shin Getter-2, Gundam Heaven's Sword, and apparently the 2nd and 3rd level Yuushas, among others.
But if that's the way to go, then alright.
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Post by Aslan Cross on Nov 26, 2004 20:53:22 GMT -5
True, and some of them do have DC mods. I think that would compensate for the higher starting DC. Just that I think they'd do a lot better in their home territory, which is M and below.
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Post by MaullarMaullar on Nov 26, 2004 21:06:17 GMT -5
Size rules already make large units dodge horribly, and besides, saying we don't want to see VPs using Evasive Maneuvers in SRs is kind of like saying we don't want to see SR pilots tanking in, say, Garland.
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Post by Umbaglo on Nov 26, 2004 21:08:09 GMT -5
To think about it, any RR series unit, going by that, shouldn't dodge all that well in those units. Or anything outside of their specific series.
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Post by Signal on Nov 27, 2004 2:22:19 GMT -5
I agree with the Size modification, since L sized mecha's are an easy target to hit.
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