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Post by Umbaglo on Dec 5, 2004 19:49:06 GMT -5
AI1 Manual Override on Medius is really quite wasted. A lot of the better abilities are useless once it evolves. So, why not allow an AI1 sidekick item? Sure it's nice, but it also takes over your pilot class, and can only be used within the first few turns. I'd definately assume that it'd be HT, of course.
Comments?
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Post by Yanbetari on Dec 5, 2004 20:02:09 GMT -5
It would be something neat, but the problem would be that being Hi-Tier, it would get used a grand total of never, aside from maybe series designed specifically to train it.
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Post by Umbaglo on Dec 5, 2004 20:16:54 GMT -5
Well, I kinda figure it wouldn't be that many fewer times then using Manual Override in Medius Locus itself.
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Post by Mechalomaniac on Dec 5, 2004 20:25:32 GMT -5
I'm for it, though I imagine it'll be REALLLY expensive, and like Yan said, it'd rarly be used, but still it's fun to have.
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Post by Berrik on Dec 5, 2004 22:07:18 GMT -5
I'm voting no, simply because I believe it should be an exclusive system. All the existing systems we have were in multiple different units.
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Post by Umbaglo on Dec 5, 2004 22:14:24 GMT -5
Firstly, it's not a system, it's a Sidekick. Secondly, V-MAX was only in one unit.
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Post by Arad Baranga on Dec 6, 2004 2:40:09 GMT -5
As was Berserker System.
But I still don't think it's really wasted. It gives a good reason to actually not evolve the unit. Most people will evolve a unit and never use it again, but Medius Locus is special in that you can use the base form, or second or third form and it still improves without evolution.
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Post by Kyoryushin on Dec 6, 2004 6:14:14 GMT -5
yeah, and i dont think AI1 should be considered a sidekick, since well, it doesnt have seishin in the game. Also V-Max is available on that opponent of Layzner (forgot its name)
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Post by WesleyGibson on Dec 6, 2004 8:08:16 GMT -5
I asked this question quite some time ago and got shot down because AI1 is too powerful. I don't really get why that is since it's basically bringing a suped up RR pilot when you could be bringing a host of other really nasty things, but I go by what I'm told. Anyway I'd like on but I already discussed it pretty exaustively and was told no.
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Post by Trigger on Dec 6, 2004 8:22:42 GMT -5
AI1 Manual Override[/color]
Class: Sidekick
Description: During the first 5 turns in battle, you may choose to pay 10% of your PCs to activate this ability. This ability cannot be activated after the 5th turn in battle. Forfeit all UP gains for this match for your character (except for Virtual Stadium matches). UPs gained from this battle can only be used to increase AI1 Manual Override's abilities (you can still distribute UPs to AI1 Manual Override even if it is not used in battle). Disable all pilot abilities and seishins you have (for all pilots you have on the unit) and replace it with the following class and seishins (all stats and data on this pilot class can only be used when this ability has been activated. SP value from original pilot class does not carry over and seishins from that class can't be used while this ability is active. The same rule goes for the opposite way around): Note: PC Pool is shared
Class: Battle-Type Learning AI Starting Countercut Cost: 2 EN or 3 PCs (20 UPs to decrease either EN or PC cost by 1) Minimum Countercut Cost: 1 EN or 1 PC Starting Dodge Cost: 10 (20 UPs to decrease Dodge Cost by 1) Minimum Dodge Cost: 5 Starting SP Value: 60 (use standard UP amount to increase) Maximum SP Value: 120 Seishins: Iron Wall, Direct Attack, Awaken, Greater Perseverance, Concentrate, Spirit
Special Abilities: -Countershoot: Disabled. Pay 20 UPs to learn this ability.
- Advanced Piloting: Weapon Damage +10%, Damage Received -10%, Dodge Cost -3, Target's Dodge Cost +3 (20 UPs to increase each % stat by 5% with a cap of 25% and DC mod by 1 with a cap of 5)
- Attack Recognition: If an attack has been used against you for 3 or more times in this battle (while this ability is active), you gain: Autododge every 5th attack for that specific attack. (20 UPs to decrease amounts of attacks needed for autododge by 1 with a cap of autododge every 3rd attack)
- Terrain Adaptation: After 5 turns or more (while this ability is active), negate all negative dodge modifiers on you from the battle terrain for the rest of the battle. (10 UPs to decrease amount of turns needed to activate by 1 turn. Caps at 0)
- Flanking: You may pay 20 PCs for an extra attack phase. This can only be used once per turn. (10 UPs to decrease cost for Flanking by 5. Caps at 10 PCs)
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I can See why this wold be so debatable. I Would Vote for this Puppy to be a Buyable Sidekick, but I think it would be best as a HT Items ^_^;
I Mean, only 60 UPs and you got better CC than Heavy Metals, another 20 UPs to Learn the covited Countershoot, and 100 UPs to get 5 Dodge cost. Still cheaper than most Seishin
50 Ups to get Terrain Adaptation down to its lowest and 40 Ups to get Attack Recognition down too, and Finally 60 UPs to get the Advanced Piloting to its finest.
Wow, I'm Jeulous, it'll be a 1EN, 1PC CC, CSing, 5 Dodge cost, +25% Attack Power, -25% Damage Recived, Autododging good for spamms, and Even act like there's no Terrian all for a Mere. 330 UPs, And that's Still before Messing with Seishin
Opps, I Almost forgot about Flanking, don't worry 20 Ups will get that sucker down to 10 PCs.
So it's 350 UPs before you even start getting into Seishin. Now why can't pilot classes work like this for such a cheap price I don't know.
On Second Though, I'll Vote no
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Post by Yuki Eiri on Dec 6, 2004 12:19:38 GMT -5
I'm gonna vote no on this one. I don't personally feel it'd be a good idea to have it as a seperate, buyable sidekick. I think it should stay exclusive to Medius/AI1.
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Post by Tavish on Dec 6, 2004 13:53:18 GMT -5
?!?
Unlike Hachi, we do not have the liberty of using this sidekick between incarnations of the AI1. You'd have to evolve each separately. It'd be easy enough to state as a clause, "You may not install this on a mecha that does not previously possess it." However...
I personally think it should be available in its full form, just like Hachi, automatic on those units it has, installable on others. It is a high tier installable. It replaces your pilot class. How "powerful" is it, really?
It has low CC costs. A VERY limited "PX System." A few effects that remind me of the Zero System. An A-Adapter of sorts. A weak SP pool, albeit some nifty seishins. A Fortune effect.
But all of these are replacements. Not additions. You get your PT Overloads free, with Countershoot, a decent CC cost, and a lot more SP. Put yourself in a mecha with Nitou-ryu and a Dual Tesla Drive, and who's to really tell the difference? Okay, you might also have to bring a Blue Haro. Or be in a mecha that bunshins.
Of course, keep in mind. That's AI1 at its full potential. Whereas anything less is significantly... less. I don't really see what is so gamebreaking here. It's not like we don't have Space Gren Alloy purchasable, and many pilots can compete with AI1. More fools them, for burning the IS to bring their AI1 to the table, unless they're in Medius Locus.
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Post by WesleyGibson on Dec 6, 2004 17:15:12 GMT -5
Exactly what I said at the time. AI1 is cool and all, but it replaces all pilot powers, and consumes a HT item spot. All in all I don't see it being especially imbalancing. A normal pilot with a HT sidekick is certainly as good, if not better.
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Post by Imban on Dec 6, 2004 18:38:02 GMT -5
*pokes Tavish*
AI1 carries over between the forms of Medius Locus.
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Post by Eis Attacker! Ver.W on Dec 6, 2004 23:14:29 GMT -5
AI1's ability costs have been updated. Oh and SP gets a boost too~
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