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Mechalomaniac

Prototype Skill-based Pilot System

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and besides, having the fast attack and overload available is kinda overkill dont ya think ^^

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hmm, whatever happened to the field mod ability from the vulture? Did that just kinda get rolled into the OS Modification thing?

Anyway, here goes... Hope I did all this right.

Zoid Pilot

Stats-

Accuracy x3

Evade: x3

TDC: +20%

DC: -15%

SP:100

Max SP: 200

CC: 7

CS: 5(3)

Crit.: 10

Shield Usage: +0 (No idea what a Zoid Pilot would use this for though)

Defining Skills-

Zoid Specialization (Evasive) [L3] (Passive)

Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +15%. (1500pp)

Meikyo Shisui (Active)

Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. (800pp)

Skills-

Improved Countershoot [L3] (Passive)

Level 3: Countershoot Cost -50%. (1200pp)

Terrain Mastery (Passive)

Unaffected by all negative terrain Dodge Cost or Damage modifiers. (600pp)

OS Customization [L3] (Active)

Choose one option per level at purchasing from the following list and gain their effects as unit modifiers. Your choice may not be changed:

Agility: Agi -10

Output: Max EN +10%

Accuracy: Accuracy +10%

Offense: Weapon Damage +10%

Countercut: Countercut Cost -10%

Countershoot: Countershoot Cost -15%

Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. (900pp)

Fortune (Passive)

Credit Rewards +50% at end of battle. (800pp)

Synch. (will) Gauge-

1 Synch. Counter (will)

Steady Shot: Countershoot cost -50% for this turn.

3 Synch. Counters (will)

Defense Pierce: The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

5 Synch Counters (will)

Pressure: Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only.

Finishing Attack: Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

Spirit-

-Flash (10 SP)(100 PP)

Gain Dodge Cost -20% for one turn.

-Scan (10 SP)(100 PP)

For a single turn, target opponent gains: Dodge Cost +10%.

-Concentrate (15 SP)(150 PP)

For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain Target's Dodge Cost +20%.

-Intuition (35 SP)(500 PP)

Casts Sure Hit and Flash on yourself.

-Awaken (60 SP)(600 PP)

You gain 1 additional turn after the turn Awaken is cast (Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.)

-Greater Duty (65 SP) (500 PP)

User recovers 3000 DP.

Techniques-

-Ultimate Weapon (1100 PP)

--Hyper Charge (600 PP)

-Double Attack [+] (700 PP)

~~~~

MS Pilot

Stats-

Range x2

Melee x2

Defense x1

Accuracy x1

TDC: +45%

DR: -15%

[+] Damage: +60%

[F] Damage: +60%

SP:100

Max SP: 200

CC: 6

CS: 6

Crit.: 10

Shield Usage: +5

Defining Skills-

Mobile Suit Specialization (Defensive) [L3] (Passive)

Damage dealt +30%, Damage Received -10%, Target's Dodge cost +15%. (1500pp)

Brave (Passive)

Damage Received -10%, Weapon Damage +5%, Target's Dodge Cost +5%. (800pp)

Skills-

Gunfight [L3] (Passive)

[+]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10% (1200pp)

Infight [L3] (Passive)

[F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10% (1200pp)

Potential [L3] (Passive)

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead. (1500pp)

Improved Shield [L3] (Passive)

Shield Usage +5. (950pp)

Maneuver (will) Gauge-

3 Maneuver (will) Counters

Lock On: The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

Cover: Gain Damage Received -15% for this turn. This counts as a terrain effect.

4 Maneuver (will) Counters

Entrenchment: Damage Received -40% and Target's Dodge Cost +50% for one turn.

6 Maneuver (will) Counters

Evasive Maneuver: Negate all attacks aimed at you this round. This is an Evasive Secondary Defense

Spirit-

-Accelerate (5 SP)(50 PP)

For this turn, the AP cost to move to another terrain is reduced by 10, to a minimum of 0 AP.

-Concentrate (15 SP)(150 PP)

For a single turn you gain: Dodge Cost -10%. For the next attack phase you take this turn your attacks gain

-Morale (25 SP)(250 PP)

Gain Weapon Damage +50% for your next attack phase.

-Duty (40 SP)(300 PP)

User recovers 900 DP.

-Boost (40 SP)(400 PP)

Gain Dodge Cost -40% for this turn.

-Reload (50 SP)(500 PP)

User recovers all ammunition.

Techniques-

-Steady Shot (800 PP)

-Hyper Charge (600 PP)

-All-Out Attack (900 PP)

~~~~

And last but not least, afew Magical Soldier: Michiko classes-

Anima (Melee/Ranged/Hybrid)

(Melee)

Stats-

Melee x4

Evade x1

Accuracy x1

TDC: +10%

DC: -5%

[F] Damage: +35%

SP:100

Max SP: 200

CC: 4

CS: 7

Crit.: 10

Shield Usage: +0

Defining Skills-

Mana Surge (SEED Mode) [L2] (Active)

Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. (500pp)

Mana Manipulation (Newtype) (Passive)

Gain Psychic Energy. Gain Target's Dodge Cost +5% (400pp)

Skills-

Mana (Beam) Countercut (Passive)

You may countercut a (B)-type attack if your unit has a [F] (B)-type attack whose base damage is greater than or equal to the base damage attack being countercut.

If a (V) type attack is used, consider its base damage to include the maximum output for the weapon. (F) and (X) type attacks are treated as the damage of each hit. (500pp)

Infight [L3] (Passive)

[F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10% (1200pp)

If a (V) type attack is used, consider its base damage to include the maximum output for the weapon. (F) and (X) type attacks are treated as the damage of each hit. (500pp)

Potential [L3] (Passive)

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead. (1500pp)

Mana Focus (Telekinesis) [L3] (Passive)

Psychic Energy Weapon Damage +30%. Psychic Energy barriers negate an additional 500 damage (1200pp)

Mana (will) Gauge-

2 Mana (will) Counters

Mana (Newtype) Flash: Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

4 Mana (will) Counter

Mana (Psychic) Pressure: Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.

Mana Feedback (Pilot Damage): Choose one attack that deals damage. That attack gains SP Damage (20) this turn.

6 Mana (will) Counter

Mana Bubble (Miracle): Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).

Spirit-

-Flash (10 SP)(100 PP)

Gain Dodge Cost -20% for one turn.

-Perserverance (30 SP)(200 PP)

User recovers 30% of their maximum HP.

-Mana Link (Hope) (30 SP)(300 PP)

Target pilot (including sidekicks) in an allied unit regains 10 SP.

-Iron Wall (40 SP)(400 PP)

All damage you receive this turn is reduced by 75%.

-Spirit (60 SP)(600 PP)

All Weapon Damage x3 for your next attack phase taken this turn.

-Mana Burst (Rage) (80 SP)(800 PP)

Deal damage equal to 10% of your maximum HP to ALL ENEMIES. Damage dealt this way CANNOT be negated by barriers or other damage-negating abilities, reduced by armor or other forms of inherent damage reduction, or avoided by dodging or using special evasive abilities.

This can only be cast once per side in a battle.

Techniques-

-Hyper Charge (600 PP)

-Mega Smash (800 PP)

-Reflect Slash (700 PP)

----

(Ranged)

Stats-

Range x4

Evade x1

Accuracy x1

TDC: +10%

DC: -5%

[+] Damage +35%

SP:100

Max SP: 200

CC: 7

CS: 4

Crit.: 10

Shield Usage: +0

Defining Skills-

Mana Surge (SEED Mode) [L2] (Active)

Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. (500pp)

Mana Manipulation (Newtype) (Passive)

Gain Psychic Energy. Gain Target's Dodge Cost +5% (400pp)

Skills-

Mana (Beam) Countershoot (Passive)

You may countershoot a [+] (B)-type attack if your unit has a [+] (B)-type attack whose base damage is greater than or equal to the base damage attack being countershot.

If a (V) type attack is used, consider its base damage to include the maximum output for the weapon. (F) and (X) type attacks are treated as the damage of each hit. (500pp)

Gunfight [L3] (Passive)

[+]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10% (1200pp)

Potential [L3] (Passive)

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead. (1500pp)

Mana Focus (Telekinesis) [L3] (Passive)

Psychic Energy Weapon Damage +30%. Psychic Energy barriers negate an additional 500 damage (1200pp)

Mana (will) Gauge-

2 Mana (will) Counters

Mana (Newtype) Flash: Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

4 Mana (will) Counter

Mana (Psychic) Pressure: Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.

Mana Feedback (Pilot Damage): Choose one attack that deals damage. That attack gains SP Damage (20) this turn.

6 Mana (will) Counter

Mana Bubble (Miracle): Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).

Spirit-

-Flash (10 SP)(100 PP)

Gain Dodge Cost -20% for one turn.

-Sure Hit (25 SP)(250 PP)

Gain Target's Dodge Cost +50% for your next attack phase and disable all Evasive Secondary Defenses (such as Bunshin and Stealth).

-Mana Link (Hope) (30 SP)(300 PP)

Target pilot (including sidekicks) in an allied unit regains 10 SP.

-Boost (40 SP)(400 PP)

Gain Dodge Cost -40% for this turn.

-Confusion (50 SP)(500 PP)

For a single turn all enemies gain Target's Dodge Cost -50%.

-Vanishing Body (60 SP)(600 PP)

For one turn (until end of user's next defense phase), user cannot be targeted by any and all attacks.

Techniques-

-Snipe Assist (400 PP)

-Deflect Shot (300 PP)

-All-Out Attack (900 PP)

----

(Hybrid)

Stats-

Melee x2

Range x2

Evade x1

Skill x1

TDC: +0%

DC: -5%

[F] Damage: +25%

[+] Damage +25%

SP:100

Max SP: 200

CC: 5

CS: 5

Crit.: 9

Shield Usage: +2

Defining Skills-

Mana Surge (SEED Mode) [L2] (Active)

Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. (500pp)

Mana Manipulation (Newtype) (Passive)

Gain Psychic Energy. Gain Target's Dodge Cost +5% (400pp)

Skills-

Mana (Beam) Countercut (Passive)

You may countercut a (B)-type attack if your unit has a [F] (B)-type attack whose base damage is greater than or equal to the base damage attack being countercut.

If a (V) type attack is used, consider its base damage to include the maximum output for the weapon. (F) and (X) type attacks are treated as the damage of each hit. (500pp)

Mana (Beam) Countershoot (Passive)

You may countershoot a [+] (B)-type attack if your unit has a [+] (B)-type attack whose base damage is greater than or equal to the base damage attack being countershot.

If a (V) type attack is used, consider its base damage to include the maximum output for the weapon. (F) and (X) type attacks are treated as the damage of each hit. (500pp)

Potential [L3] (Passive)

While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead. (1500pp)

Mana Focus (Telekinesis) [L3] (Passive)

Psychic Energy Weapon Damage +30%. Psychic Energy barriers negate an additional 500 damage (1200pp)

Mana (will) Gauge-

2 Mana (will) Counters

Mana (Newtype) Flash: Gain Dodge Cost -10% and Target's Dodge Cost +30% for this turn. Requires Psychic Energy.

4 Mana (will) Counter

Mana (Psychic) Pressure: Disables all attack phases of a single target for one turn. The target gains Damage Received +25% (to be calculated as a Pilot Ability) and Dodge Cost +10% for their next turn only. Requires Psychic Energy.

Mana Feedback (Pilot Damage): Choose one attack that deals damage. That attack gains SP Damage (20) this turn.

6 Mana (will) Counter

Mana Bubble (Miracle): Negate up to 20000 damage from the first attack phase you receive this turn (resolved before any other pilot abilities).

Spirit-

-Flash (10 SP)(100 PP)

Gain Dodge Cost -20% for one turn.

-Resist (15 SP)(150 PP)

Gain Damage Received -25% for one turn.

-Mana Link (Hope) (30 SP)(300 PP)

Target pilot (including sidekicks) in an allied unit regains 10 SP.

-Perserverance (30 SP)(200 PP)

User recovers 30% of their maximum HP.

-Intuition (35 SP)(500 PP)

Casts Sure Hit and Flash on yourself.

-Awaken (60 SP)(600 PP)

You gain 1 additional turn after the turn Awaken is cast (Regeneration and Defense Phases does not apply in the extra turn granted by this Spirit Command.)

Techniques-

-Hyper Charge (600 PP)

-Reflect Slash (700 PP)

-Ultimate Weapon (1100 PP)

Edited by Lechise Inohara

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Not so much. It's more that they took a few things out of both and shuffled the rest

together.

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I didn't got to try this last time, so I am gonna try this new pilot system now~

--------------------------------

Name: Kyousuke Sumeragi

Pilot Class: Magic Swordsman - Human (melee2/evade/skill2)

SP: 200/200

Skills & Abilities:

- Dodge Cost -10%

- Countercut: 4 AP

- Countershoot: 5 AP

- [F]-type Weapon Damage +25%

- Shield Usage +3

- Critical: 8 AP. During the special phase you may pay your Critical Cost to gain Weapon Damage +15% and Accuracy +15% on a single attack phase.

Pilot Skills:

- Eye of the Mind

Class: Passive, Defining Skills

Effect:

Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%

- Combat Arts Mastery: Swordsmanship Lvl 3

Class: Passive (Main), Offensive Skills

Effect:

[F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10%. Bonuses do not stack with Gunfight for [H]-type attacks.

- Vital Reinforcement Lvl 3

Class: Passive (Main), Hybrid Skills

Effect:

* While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

* While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

- Concentration

Class: Passive (Sub), Special Skills

Effect:

Spirit Command Cost -20%

- Vital Unification

Class: Active, Defining Skills

Effect:

Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

- Counter Lvl 3

Class: Active, Defensive Skills

Effect:

Can block or evade and attack in the same round. Usable after 3 turns of charging.

Skill Gauge:

Class: Active (Main)

Effect: Ranges between 0 and 10. Gain 1 Skill counter each turn during your Regen Phase. Skill counters can be expended to give different effects. Skill abilities are activated during the Spirit Command Phase.

- Instant Movement: Costs 2 Skill. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Clairvoyance: Costs 3 Skill. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- Rushing Attack: Costs 4 Skill. Gain 1 additional attack phase this turn. During this attack phase you may only use [F]-type attacks. You may only use this ability once per turn.

- Critical Strike: Cost 5 Skill. Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%.

Seishin:

1. Concentrate (12 SP)

2. Direct Attack (20 SP)

3. Morale (20 SP)

4. Intuition (28 SP)

5. Iron Wall (32 SP)

6. Courage (64 SP)

Pilot Technique:

1. Mega Smash

2. Feint Attack [F]

3. Ultimate Weapon

Role Specification: Frontline Melee Assault - Rapid Assault

Max Damage Dealt: +100% passive, +215% w/ cost active skill

Max Damage Reduction: -25% passive,, -25% w/ cost active skill

Max Target's Dodge Cost: +35% passive, +95% w/ cost active skill

Max Dodge Cost: -25% passive, -35% w/ cost active skill

--------------------------------

Name: Tsubasa Hanaoka

Pilot Class: Buster Swordswoman - Hanyou (melee2/evade/skill2)

SP: 200/200

Skills & Abilities:

- Dodge Cost -10%

- Countercut: 4 AP

- Countershoot: 5 AP

- [F]-type Weapon Damage +25%

- Shield Usage +3

- Critical: 8 AP. During the special phase you may pay your Critical Cost to gain Weapon Damage +15% and Accuracy +15% on a single attack phase.

Pilot Skills:

- Eye of the Mind

Class: Passive, Defining Skills

Effect:

Dodge Cost -10%, Weapon Damage +5%, Target's Dodge Cost +5%

- Combat Arts Mastery: Swordsmanship Lvl 3

Class: Passive (Main), Offensive Skills

Effect:

[F]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10%. Bonuses do not stack with Gunfight for [H]-type attacks.

- Retainer Lvl 3

Class: Passive (Main), Supportive Skills

Effect:

While Support Defending, gain Damage Received -20%.

- Vital Reinforcement Lvl 3

Class: Passive (Main), Hybrid Skills

Effect:

* While HP is 50% and below, Damage Received -15%, Damage Dealt +15% and Target's Dodge Cost +15%.

* While HP is 30% and below, Damage Received -20%, Damage Dealt +20% and Target's Dodge Cost +20% instead.

- Concentration

Class: Passive (Sub), Special Skills

Effect:

Spirit Command Cost -20%

- Vital Unification

Class: Active, Defining Skills

Effect:

Damage Received -5%, Dodge Cost -5%, Damage Dealt +20%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free.

Skill Gauge:

Class: Active (Main)

Description:

Effect: Ranges between 0 and 10. Gain 1 Skill counter each turn during your Regen Phase. Skill counters can be expended to give different effects. Skill abilities are activated during the Spirit Command Phase.

- Instant Movement: Costs 2 Skill. Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn.

- Clairvoyance: Costs 3 Skill. The first hit of your next attack phase negates secondary defenses such as Double Image and Barriers.

- Guard Break: Costs 3 Skill. The last hit of your next attack phase gains Barrier Pierce and Armor Pierce.

- Tactical Areashift: Costs 3 Skill. Your first attack phase this turn negates positive terrain Damage Reduction and Dodge Cost modifiers.

Seishin:

1. Concentrate (12 SP)

2. Direct Attack (20 SP)

3. Morale (20 SP)

4. Intuition (28 SP)

5. Iron Wall (32 SP)

6. Respect (64 SP)

Pilot Technique:

1. Mega Smash

2. Shield Crush

3. Ultimate Weapon

Role Specification: Frontline Melee Assault - Guard Breaker

Max Damage Dealt: +100% passive, +115% w/ cost active skill

Max Damage Reduction: -25% passive, -45% w/ cost active skill

Max Target's Dodge Cost: +35% passive, +70% w/ cost active skill

Max Dodge Cost: -25% passive, -35% w/ cost active skill

--------------------------------

After building 2 of my major characters in AC/AW and comparing it to the Gundam Fighter template that I was orignally planning to build them with... I can say that the new pilot system allows me to build them with a balanced offense and defense capabilities, as well as, specializing them to how the character's role should really work, which is all thanks to the extended pilot skill slots and will gauge system. While they no longer have the crazy CC cost as the Gundam Fighter has, they have better CS cost an extra shield usages too.

-Build Commentaries-

Kyousuke Sumeragi

I like how Kyousuke's stats turned out in the new pilot system. The build really suits him story-wise, being a full time frontline attacker and main character. While he is capable of standing his own on 1-on-1 battles, his stats and skills will only shine on team battles, allowing him to use his full potential in conjuction with proper skills from his allies. Other than that, I think can still tinker with the pilot abilities and will gauge to make it better.

Tsubasa Hanaoka

I REALLY LIKE how Tsubasa's stats turned out in the new pilot system. With her build, Tsubasa can pretty much do everything from attacking, tanking and dodging. Though, her build's real purpose is nullifying every defenses that her target has which is very useful whether the target is pure tanking or pure evasion. Like Kyousuke, her skills and will gauge can be fully utilize in conjuction with proper skills from her allies.

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heres a semi difficult one (can't really use two of the abilities for now, but it should be able to eventualy... assuming I ever get around to statting units for the Mission Force: Cyberstorm game)

Bioderm

Stats-

Accuracy x3

Range x3

TDC: +20%

DC: -0%

[+] Damage: +30%

SP:100

Max SP: 200

CC: 7

CS: 3

Crit.: 10

Shield Usage: +0

Defining Skills-

Jackup Injection (SEED Mode) [L2] (Active)

Dodge Cost -5%, Target's Dodge Cost +10% Weapon Damage +10%. Cost is variable depending on how soon you want to activate. Turn 1: 40 AP; Turn 2: 20 AP; Turn 3; 10 AP; Turn 4 and thereafter: Free. Automatically activated when your unit's HP drops to 20% or below or any ally's HP drops to 30% or below. (500pp)

HERC Specialization (Defensive) [L3] (Passive)

Damage dealt +30%, Dodge cost -10%, Target's Dodge cost +15%. (1500pp)

Skills-

Mental Conditioning (Passive)

Gain the effects of Spirit Canceller and SP Canceller. (700pp)

Terrain Mastery (Passive)

Unaffected by all negative terrain Dodge Cost or Damage modifiers. (600pp)

Gunfight [L3] (Passive)

[+]-type Weapons gain Damage Dealt +30% and Target's Dodge Cost +10% (1200pp)

Cybird Resentment [L3] (Passive)

Damage Dealt +30%, Target's Dodge Cost +30%. (1500pp)

Command (will) Gauge-

1 Command Counter (will)

Missile Lock: Yout first attack phase this turn gains Target's Countershoot Cost +50%.

3 Command Counters (will)

Barrier Break: Choose one attack with Barrier Pierce. That attack gains Barrier Break this turn.

4 Command Counters (will)

Direct Shield (Flawless Barrier): Barrier damage negation +50% this turn.

Volley: Gain 1 additional attack phase this turn. During this attack phase you may only use [+] type attacks. You may only use this ability once per turn.

Commentary-

Bioderms:

Eh, this one was kinda difficult to put together, aside from some of the will gauge options anyway... But the only truly difficult part was the fact that I was trying to make an every man... er.... Meat puppet... Bioderm... But I think I did a well enough job.

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Statistics

Skillx4, Dodgex1, Defensex1

Countercut - 3

Countershoot - 3

Critical Cost - 3

Shield Usage 15

Dodge Cost -5%

Damage Received -5%

Skill effects

Damage: 60%/80%

Damage Received 5%/-25%

Dodge Cost -15%/-25%

TDC +25%/+40%

Meikyo Shisui

Guard

Unit Specialization(Mobile Suit)

Recognition

Gunfight

Infight

Will Gauge

Barrel Roll(2): Gain Dodge Cost -10% and Target's Dodge Cost +20% for this turn

Entrenchment(4): Damage Received -40% and Target's Dodge Cost +50% for one turn.

Finishing Attack(5): Your next attack phase gains Weapon Damage +100% and Target's Dodge Cost +25%

Focused Attack(5): Your next attack phase gains Target's Dodge Cost +100% and Weapon Damage +25%

Techniques

Steady Shot

Snipe Assist

Hyper Charge

Seishin List

Intuition(35)

Resist(15)

Charge(40)

Spirit(60)

Resupply(70)

Greater Duty(65)

..This turned out a lot better under the new system. I'm not completely sold on Will Gauge or Techniques yet, but I think I like it otherwise. I used the 5s because I couldn't pick one.

Anyway, some comments from me

-Leadership: It might be nice to have, but I don't think I'll really miss it. It's going, just because I don't have enough team matches to

use it already. I'm not sure I won't make up the difference through being more effective anyway.

-Improved Countercut - Gone because I don't need it anymore. Not that I really did anyway.

-Offensive Support: I wanted to, but I'm not handicapping 1v1 ability to be a better teammate.

I'd like to test this.

Edited by Dragoon

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question: what part of A-Class Jumper is passive (sub). Does that mean when piloting a two seater, it get's another -5% DC+no negative terrain modifiers?

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