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Post by Tavish on Dec 9, 2004 16:48:01 GMT -5
Heavy Metal has a charge time. Martian Successor will probably gain a charge time. Psychodriver has a (minor) charge time. Mazinger Pilot has a charge time they use once. Newtype has a charge time. Valkyrie Pilot definitely has a charge time. Gundam Fighter has a charge time they use once. Masoukishin Herald has a charge time, so to speak. Will this be affected too? They use it once. Ninja Senshi has a charge time. Antibody has a charge time but is due for a change anyways.
Child of Eva doesn't have a charge time. Enhanced Human has Tension Gauge, but I don't really know if that will count. Same with Grendizer and Getter with their Kiai. Personal Trooper has no charge time. Sei Senshi has no charge time, but they do have Hyperize. Yuusha Pilot has no charge time.
This form of Totsugeki Love Heart affects 10 out of 17 classes directly, and can affect many mecha which have a time-based ability, including more than one gattai. There's also three/four classes which may be affected by it, especially Sei Senshi and Enhanced Human.
Whew.
Tabulated!
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Post by WesleyGibson on Dec 9, 2004 18:30:47 GMT -5
The turn based activation on gundam fighter, MP, and Antibody would probably be affected. MH probably wouldn't since it isn't done on a counter basis, it just says "activate one of these a turn". Also SS and EH have nothing that even remotely resembles a charging time. The problem I have with it is that it's not exactly true to game, or maybe just not as true as it ought to be. None of the songs had "but only if you're in a certain unit or have a certain pilot type" in the fine print. It's true that higher morale meant certain things to certain classes and units, but I should think we've accounted for those with... you know... pilot classes.
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Post by Umbaglo on Dec 9, 2004 22:02:08 GMT -5
I think you completly missed the point.
There's 2 main things that Morale does in SRW. First is minor stat bonuses, and second is weapon/ability enabling. The first is already covered by other songs, so making a weaker variation is useless.
In the SC, all Morale based weapons/abilities either 1) Are always on, or 2) Have a charge time to activate, or between activations. Thus, the most logical use for a Morale boosting ability would be to reduce the time needed to activate these abilities. This is very true to the games, so I really don't know what you're smoking. Giving a unit more Morale activates Zero System or whatever faster, which is reflected here by reducing the time needed to activate the ability cheaper.
A lot of units in D didn't really benefit that much from boosted Morale, just like how a lot of units in the SC won't as well. A lot of songs are like that. Heck, the current setup is like that. Why bother using the plain +Damage or +Defence songs, when you can just use Power to the Dream?
And your last statement makes no sense at all. What are you talking about?
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Post by Kyoryushin on Dec 10, 2004 7:08:56 GMT -5
I kinda like Totsugeki now, this make those charging stuff easy to get on the first turn
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Post by Umbaglo on Dec 11, 2004 17:09:43 GMT -5
CC reduction added to Try Again, and the damage dealt to Protodevlins increased.
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Post by Umbaglo on Dec 13, 2004 10:40:45 GMT -5
Are there any more comments, or are people ok with these?
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Post by Rekan Yuusha on Dec 13, 2004 19:02:52 GMT -5
They look fine to me~!
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Post by Aslan Cross on Dec 26, 2004 19:17:36 GMT -5
While Signal's right in that the effects of the songs in D stacked (because the changes they bestowed lasted throughout the mission), I think it's a bit too much for our use here. The current stats are fine.
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