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Post by Yanbetari on Jan 23, 2005 17:48:04 GMT -5
One suggestion I came up with a while ago, in reference to CoE pointing out that nearly any class with a Pink Haro was better than a CoE in an Eva was a slight reword of the AT-Field abilty. Basically, weaken the normal AT-Field, and give CoE an ability like Coordinator's Phase Shift Reinforcement, so that another class using an AT-Field via emulator would be less effective than a CoE.
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Post by Rooster on Jan 30, 2005 20:38:38 GMT -5
I still think some sort of tension (Angst!) gauge would be appropriate. Different bonuses than the EH gauge, but a similar idea. The real reason I think CoE are weak is because they only have one real pilot ability where the standard is two, and some have 3-5. Perhaps mold the berserker mode into a pilot ability that works in evas and put it at the end of the tension gauge.
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Post by tiffac on Feb 1, 2005 2:18:29 GMT -5
I don't think they want another type of Tension gauge this was brought up back then but nothing could come up with an agreement on how it works that won't make it a clone and what ability should work for different stages.
Just don't ask me coz all my ideas have already drowned out for the CoE longtime ago.
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Post by ^Keiichi_Morisato on Feb 25, 2005 7:03:43 GMT -5
Now that we have the AT Field Generator and Asuka's Plug Suit (why is it named that, btw?) items, the class seems a little better off now...with the help of Guard, Concentration, other applicable pilot abilities, mech-inherent EN Regen, and lots of dedication to CoE, that is. Bottom line, the class still bites, and the discussion's gone almost nowhere again.
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Post by Rooster on Feb 26, 2005 2:24:21 GMT -5
It's easy to make it not an exact duplicate of the EH Tension Gauge. Different bonuses. Instead of DC and damage... make it damage, TDC, and transforms to berserker form (or gains a second attack phase)... additionally, you could make the angst gauge have different rules for going up and down.
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Post by Kyoryushin on Feb 26, 2005 19:53:26 GMT -5
Why not have it work inreverse of Tension, the higher the tension the worst it is for the pilot. This could replace Synchro Rate, were if you reach the top, you go berzerk
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Post by ^Keiichi_Morisato on Feb 26, 2005 20:50:38 GMT -5
Why not have it work inreverse of Tension, the higher the tension the worst it is for the pilot. This could replace Synchro Rate, were if you reach the top, you go berzerk .....I don't really see how this could work...
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Post by Aslan Cross on Feb 27, 2005 5:27:01 GMT -5
Wasn't the ideal level for Synchro rate closer to the middle, though? That is, if it was really low the EVA just wouldn't move, while if it was too high the EVA would move on its own and go berserk.
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Post by Yanbetari on Feb 27, 2005 11:04:13 GMT -5
Well, maybe EVAs and CoE could take a page from Ideon's book. (Never though I'd be saying that. ) They've got a Syncro Gauge that starts on the lower half, so not all of their abilities are running at full power yet. As battle progresses, it goes up and down. As it goes down things work even worse, maybe dropping to something like EH's -20 Tension. As it goes up, it gets better, activating more/better abilities, and maybe some Synchro restricted weapons/abilites. However, go too high, and things start to go bad, like with the every third attack targets an ally. Max it, and they Separate to Eva-XX (Berserk). For the EVAs themselves, more, if not all, should have a Berserk mode, just for class usability. It should be activated just like a regular Separate, except it only activates if Syncrho is high enough, and if it maxes, it forces activation. The Berserk modes should have something kind of like AI1 Manual Override that automatically takes control, but doesn't force you to give all the UPs to it, so you can still build up your CoE class itself. Similarly, there should be an emulator that allows you to use the Synchro meter in anything, but only up to a certain point. Maybe cut out some of the low-end negative effects too.
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Post by Umbaglo on Feb 27, 2005 13:01:04 GMT -5
In F's damage calculations, the Eva's synchro rate boosted damage by (Rate + 50%), so a Synchro of 50% was a +100% donus to damage.
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Post by Yanbetari on Feb 28, 2005 12:48:29 GMT -5
Do we have a list of what affects Synchro in the various SRWs, or in the series, even?
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Post by Umbaglo on Feb 28, 2005 13:27:58 GMT -5
As I remember, killing something in Alpha was +5 Synchro or so. But that's the only way to increase it that I saw.
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Post by Kyoryushin on Mar 1, 2005 7:10:53 GMT -5
I dont know about Alpha, but in F/F-Final Synchro is dependent on the levl of the pilot. As the pilot levels up so does his Synchro
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