Yuu Inohara

Yuu's MechDev

154 posts in this topic

.... Okay... Before I pay, there are two revisions that need done...

Date: Monday, February 25, 2008

Weapon/Ability in question: Seraphim Sabers

Issues with Weapon/Ability: got nerfed to # 2

Possible Solution: ... turn them back into x 2? (Or at the very least explain to me why this happened here but not with the base unit)

Reasoning for Solution: These are two seperate swords, thus, one would assume you'd have to dodge both indivudualy.

Date: Monday, February 25, 2008

Weapon/Ability in question: Seraphim Sabers [Full Output]

Issues with Weapon/Ability: got nerfed to # 2

Possible Solution: ... turn them back into x 2? (Or at the very least explain to me why this happened here but not with the base unit)

Reasoning for Solution: These are two seperate swords, thus, one would assume you'd have to dodge both indivudualy.

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Nope. Form now on, two sword attacks are considered #2, since both swords come from relatively the same direction. You'd need something akin to funnel swords or wire guided swords to make it an x multihit.

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Fine... Paid for out of my pocket... As much as I don't like this change...

Edited by Yuu Inohara

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And now, the first dark unit from MS:M... And a kinda-boss unit.

Magical Soldier: Michiko

The Dark Ones: Ready

HDO-01P Sin 'Pride' (Dark Armor)

A high ranking Dark Mana Being, dubbed 'Dark Armor', a creature produced by dark mana to be piloted by other dark mana beings, and the personal unit of Vincent Karthrite, the first 'son' of the Dark Queen herself, earning it the designation 'Pride' due to it's pilot's arrogance. It is built for fast paced melee duels, thus features a light slender body which is composed of black crystaline material. Like all Dark Armors, it can alter it's form to some degree, making it a deadly foe to face alone. (M-size)

Weapons-

Punch- A simple punch attack.

Wraith Wave- A blade like wave of dark mana flung from the Dark Armor's arm. While it does little damage to the unit it's targeting, it can induce a sense of dread in the enemy pilots.

Arm Blade- The Dark Armor forms one of it's arms into a blade and strikes at an opponent.

Dual Arm Blade- The Dark Armor turns both of it's arms into blades and unleashes a dual attack.

Blade Flurry- The Dark Armor unleashes a rapid flurry of slashes using both of it's blade arms.

Wraith Strike- The mana being controling the Dark Armor charges one blade arm with dark mana, increasing it's power and allowing it to cleave through most enemies with ease.

Dual Wraith Strike- The mana being controling the Dark Armor charges both blade arms, unleashing an even more powerful dual attack upon it's opponent.

Wraith Flurry- A flurry of charged slashes from the Sin's Arm Blades.

Wraith Cross- The Dark Armor unleashes an X shaped wave of dark mana from it's blade arms at an opponent.

Other-

Animite Body- Like most armor type mana beings, it's entire body is comprised of animite, greatly reducing damage caused by most weapons save for those that use mana to attack. (higher powered version of Animite Shell, but perhaps takes extra damage from (B) weapons?)

Dark Mana Field- A field created through the powers of a dark mana being, similar to a normal mana field, but is know to cause damage to non-animite material that comes into contact with it. (The same as Mana field, but with damage returned to enemies using [F] weapons against it perhaps?)

Reconstruction/Deconstruction- The Dark Armor can tap into and condense it's mana supplies to rebuild damaged parts of it's body, or break down parts of it's body to replenish it's mana reserves.

Edited by Yuu Inohara

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Nope. Form now on, two sword attacks are considered #2, since both swords come from relatively the same direction. You'd need something akin to funnel swords or wire guided swords to make it an x multihit.

Jumping in as a Hangar mod, and as pretty much the originator of what Avi is talking about, there's 2 things wrong with this.

Firstly, even though it's dual swords, it wouldn't be statted as x 2 or # 2. Like many other units in the Hangar with dual swords, the attack should just be a single hit. But there can be a Sword [Dual] option, just like we're starting to do with dual rifles and the such.

Secondly, it was actually not my intent for twin slashes to be #. The way I see it, a twin slash still tends to come from multiple directions, even if it's in close combat, since it's usually one slash and then another. A cross slash should probably be one hit, as the intent is to strike with both either at once or at the same location. But in this case since the description is just "this unit has 2 swords", I don't see why it wouldn't be x 2 if you decided to give it a [Dual] option.

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Nope. Form now on, two sword attacks are considered #2, since both swords come from relatively the same direction. You'd need something akin to funnel swords or wire guided swords to make it an x multihit.

Jumping in as a Hangar mod, and as pretty much the originator of what Avi is talking about, there's 2 things wrong with this.

Firstly, even though it's dual swords, it wouldn't be statted as x 2 or # 2. Like many other units in the Hangar with dual swords, the attack should just be a single hit. But there can be a Sword [Dual] option, just like we're starting to do with dual rifles and the such.

Secondly, it was actually not my intent for twin slashes to be #. The way I see it, a twin slash still tends to come from multiple directions, even if it's in close combat, since it's usually one slash and then another. A cross slash should probably be one hit, as the intent is to strike with both either at once or at the same location. But in this case since the description is just "this unit has 2 swords", I don't see why it wouldn't be x 2 if you decided to give it a [Dual] option.

Thats pretty much what I was thinking actually, but yeah, I could go with the [Dual] thing, if it's not too late to do the amendment...

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HDO-01P Sin 'Pride'

Statistics:

HP: 6000, EN: 210, Agi: 250

IS: 2, Move: G, Size: M, Rank: 12

Weapons:

[F] Punch (M)- 1200 damage [+0%]

[+] Wraith Wave (B)- 400 damage, Seishin Lock, 20 EN/attack [+15%]

[F] Arm Blade (M)- 1800 damage [+0%]

[F] Dual Arm Blade (M)- 1800 damage x 2, 10 EN/attack [+0%]

[F] Blade Flurry (MF:8)- 800 damage/3 EN [+10%]

[F] Wraith Strike- 5200 damage, 25 EN/attack [+20%]

[F] Dual Wraith Strike- 2500 damage x 2, 30 EN/attack [+10%]

[F] Wraith Flurry (F:8)- 900 damage/ 6 EN, Barrier Pierce [+20%]

[H] Wraith Cross (B)- 6800 damage, 40 EN/attack Barrier Pierce [+30%]

Inherent Abilities:

1) Dark Armor

2) Countercut: Arm Blade, Dual Arm Blade

3) HP/EN Regen S

4) Damage Received -10%

5) Animite Body (Armor): Starts battle Activated. While activated, Animite Body negates the first 1500 damage from a single attack phase for 8 EN. Negation only applies to non-(B) attacks. You may activate or deactivate Animite Bodyduring your Transform phase.

6) Dark Mana Field (Barrier): Same effect as Fire Shield

Purchasing Cost: 800 Credits

Cost to be Added: 1800 Credits (Approved! by Max)

MODERATOR NOTE: Thanks to Nimbus for a majority of work on this unit. We can use all the help we can get.

Edited by Maximillian Raiden

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Wow, very nice, only a few minor weapon issues... And an issue with the name...

Date: Wednesday, April 2, 2008

Weapon/Ability in question: Wraith Wave

Issues with Weapon/Ability: lacking (B) tag

Possible Solution: add it perhaps?

Reasoning for Solution: the attack is a wave of mana, dark mana yes, but mana all the same, and mana attacks (save those enclosed in some way, such as Kusanagi's Vulcans and Cannon), are essentialy this world's equivilent of beam attacks.

Date: Wednesday, April 2, 2008

Weapon/Ability in question: Wraith Cross

Issues with Weapon/Ability: lacking (B) tag

Possible Solution: add it perhaps?

Reasoning for Solution: see Wraith Wave.

Date: Wednesday, April 2, 2008

Weapon/Ability in question: ... HDO-01P Sin 'Pride' (Dark Armor)

Issues with Weapon/Ability: (Dark Armor) isn't part of the name...

Possible Solution: Remove it please and thank you?

Reasoning for Solution: umm, yeah... the (Dark Armor) bit was more telling what the unit type was, sorry for the confusion...

Umm... Yeah... Sorry about all that... But thanks... And thanks to you too Nimbus.

Edited by Yuu Inohara

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Alright, heres another unit, and yes I have Kruz's permission for this one (Heck it was the winner of his contest)

VAF-13 Shinji Custom

Series: Assault Frame Valius(Original/Roleplay)

Unit Type: Assault Frame

Height: 48 feet tall

Weight: 2.5 tonnes frame only

Seating: 1 Pilot in standard cockpit, placed directly under head/in upper body region

A machine salvaged from a military scrap heap, and customized by tinker and arena fighter Shinji Nomura for use in the underground arena to help fund his many projects. Essentialy the same as any other VAF-13, save for the fact that it has a of pile drivers mounted on either arm, and sports a second hand held hi-powered machine cannon, and an additional 25mm AMC mounted above the cockpit, and slightly heavier armor than the average VAF-13.

Weapons:

25mm Assault Machine Cannons: A trio of fire linked rotary cannons placed on either side of and above the cockpit in the upper torso. Although seen as little more then a weapon used to pick off smaller targets not worth the trouble of using melee combat or heavier weapons against, it can still put a major dent into another AF when used properly.

Punch: A rather obvious weapon of the Assault Frame is its fists. In older models, they lacked fingers entirely and were nothing more then knuckles to use against armor. Newer models have replaced the often called 'knuckle bomb' with a more sensible hand, as well as a more effective knuckle shield for melee combat that has proven to be a extremely popular move by veteran pilots.

Assault Knife: On the inside of the shield is a normal knife, one of the AF's most used weapons. The knife itself has always been a first choice in melee combat for pilots with less experience.

Hand Held Hi-powered Machine Cannons: Another weapon commonly seen on AF's, the machine cannon is deadly in any situation when aimed accurately.

Hand Held Hi-powered Machine Cannons [Dual]: An attack utilising both machine cannons at once.

Driver Punch: A standard punch, using the pile drivers mounted on the Assault Frame to increase damage done by slamming them down upon impact with the opponent, allowing a punch to blow holes in lightly armored frames, and leave considerable dents in heavy armor.

Features:

Portable Shield: A small shield mounted on the forearm of either arm, to give the pilot added defense.

Edited by Yuu Inohara

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VAF-13 Shinji Custom

Statistics:

HP: 3000, EN: 140, Agi: 310

IS: 3, Move: G, Size: M, Rank: 2

Weapons:

[F] Punch (M)- 500 damage [+0%]

[+] 25mm Assault Machine Cannon- 600 damage, 20 rounds [+40%]

[F] Assault Knife (M)- 800 damage [+0%]

[+] Dual Hand Held Hi-Powered Machine Cannon (SF:6)- 800 damage, 30 rounds [+10%]

[F] Driver Punch- 1500 damage, 10 EN/Attack [+10%]

Inherent Abilities:

1) Assault Frame

2) Shield

3) Countercut: Assault Knife

4) Countershoot: 25mm Assault Machine Cannon, Dual Hand Held Hi-Powered Machine Cannon

5) VAF-13 cannot be used in space.

Replacement Cost: 25 Credits (VAF-13)

Cost to be Added: 150 Credits (Approved)

Edited by Nimbus Noa

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Looks good aside from one problem.

Date: Friday, May 9, 2008

Weapon/Ability in question: Dual Hand Held Hi-Powered Machine Cannon

Issues with Weapon/Ability: not dual?

Possible Solution: reduce the F:x and add x 2?... And possibly add (S)?

Reasoning for Solution: it's two seperate weapons being fired off, rather than one with increased rate of fire.

Edited by Yuu Inohara

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Weapons already having (F)/(X) tags that are dual wielded instead get higher limits, instead of getting an x 2 or something, following standards, but I will add S.

Edited by Yosuke Kobe

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However, the limit should be an even number, since having a half burst would be odd.

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Shattered Earth

Episode 0: Rebel Yell

The Iron Hand Conflict... A new era of war that brought about many things, walking tanks that made most other forms of conventional warfare obsolete, a new world order, mere years after the war's end, humans were living at the peak of their civilization... And all this lost because of a single mistake. A prototype ICBM striking a faultline and setting off a chain reaction that split the earth, sending the human race into chaos, and in turn, destroying most forms of politcal control. All that remained of the utopia that humans once enjoyed were the creations of death and destruction, the 'walking tanks'.

Hundreds of years later, after humanity had ressumed a form of civilization through scavenging, utilizing what intact appliances they could find, or what they could build, a military faction, which had been secretly trained by the remaining military leaders over the years, and continued up to that point. Utilizing the few remaining factories that were still in working order to produce hardware for a standing army, and utilizing the now ancient machines of war, they took hold of the world, slowly but surely tightening it's iron grip. At first their motives were, or so they claimed, was to bring order back to the earth, but over the years, they began to opress those beneath them, knowing that there was nothing that could be done to stop them with their technoligcal superiorty.

The oppressive reign lasted many years, until a small group of rebels, 'citizens' who had become fed up with the corruption, made a bold move, assaulting a factory owned by their tormentors the self appointent 'Divine Guardians'... They were successful, with

the sacrifice of many lives, and in the process, gained a foothold to fight the Divine Guardians, using their own weapons.

General Units: Ready

MWT-01 Skirmish

(Unit Type: Modular Walking Tank)

The first MWT developed, and only recently put back into production due to simple design and ease of production. The back of it's limbs are mounted with tracks which are used for movement in it's tank mode. The tracks extend to the bottoms of it's feet, allowing it to move forward quickly in short bursts, at the cost of balance and agility. It is run by an electric battery, which makes it susceptible to sudden electrical fluctuations.

Weapons-

Redlight Rockets: A pair of six shot rocket pods mounted in the unit's upper arms, the rockets fire off in an erratic path, making them slightly less accurate, but also harder to track, and thus harder to dodge. Their name comes from the bright red flash they make when fired.

Shoulder Vulcans: A pair of shoulder mounted vulcan cannons, capable rotating 90 degrees in either direction. While they lack high damage output, they are highly accurate and have a high rate of fire, they fold back so that they remain in a horizontal position while in tank mode.

Assault Knife: A long bladed knife stored in the Skirmish's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks. (an Armor Pierce weapon perhaps?)

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is attached to the mech's right leg.

Frag Grenade: A large pinapple shaped grenade which, when it detonates, relases a deadly spray of shrapnel over a wide area.

Flak Cannon: A short range cannon that fires a spray of heated metal shards that spread out over an area, much like a shotgun, but with a much higer impact.

Other-

Shield: Flak Cannon: the mech's gun can double as a shield, it's base consisting of a large round plate with a handle for this purpose, the 'shield' being made of hardened alloys, allowing it to take extra punishment. (Should probably only be available in mech form)

Transform (Tank Mode): The Skirmish's head folds into it's body, and it's torso folds forward, it's arms and legs connecting, and the feet locking into a straight position, the limbs turning upside down so the treads on the backs are on the ground, allowing quick movement along most terrain, it's gun mounting onto it's chest as a main turret, and it's core module raises up to allow the pilot to see where he/she is driving. (standard transform, but disable the unit's knife, and grenades *nod*)

Separate (Core Module: Skirmish): When the Skirmish becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

Core Module: Skirmish

(Unit Type: Vehicle)

A small tank that acts as the cockpit block for the Skirmish, while not as effective in combat as it's main body, it is much faster, and retains it's main gun.

Weapons-

AA-Rocket Pod: A pair of two shot rocket pods mounted on the rear of the module, angled upward for easy targeting of enemy aricraft.

Flak Cannon: A short range cannon that fires a spray of heated metal shards that spread out over an area, much like a shotgun, but with a much higer impact.

----

Iron Dragon

(Unit Type: Mothership/Battleship)

A massive troop carrier, which can double as a mobile fortress to a small extent, though it's true purpose is to act as an APC for MWTs. It's body consists of a streamlined shell mounted on multiple treads, it's fron a traingular wedge that opens and closes to load and unload troops and has outcropping and a makeshift runway on it's top for launching aircraft. Overall fairly unremarkable, but functional.

Weapons-

Anti-Air Autocannons- A set of four guns mounted on the along the edge of the Iron Dragon's top, pointed upward to take down enemy aircraft.

Heavy Anti-Armor Turrets: A pair of turrets mounted on either side of the Iron Dragon for taking out slow heavily armored enemies, though they are fairly ineffective against faster foes.

Impact Cannon: a large gun that fires highly explosive rounds, mounted atop the launching bay on the carrier's top, meant for long range use, and able to tilt upward for increased range.

MAP Weapons-

Impact Cannon: a large gun that fires highly explosive rounds, mounted atop the launching bay on the carrier's top, meant for long range use, and able to tilt upward for increased range.

Rebel Units: Ready

RMWT-01 Skirmish Blade

(Unit Type: Modular Walking Tank)

A remodeling of the original Skirmish by the rebels shortly after their first victory, and a rather eccentric design at that, favoring melee over range as it's flak cannon has been replaced by a multi-purpose blade weapon.

Weapons-

Redlight Rockets: A pair of six shot rocket pods mounted in the unit's upper arms, the rockets fire off in an erratic path, making them slightly less accurate, but also harder to track, and thus harder to dodge. Their name comes from the bright red flash they make when fired.

Shoulder Vulcans: A pair of shoulder mounted vulcan cannons, capable rotating 90 degrees in either direction. While they lack high damage output, they are highly accurate and have a high rate of fire, they fold back so that they remain in a horizontal.

Assault Knife: A long bladed knife stored in the Skirmish's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks. (an Armor Pierce weapon perhaps?)

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is attached to the mech's right leg.

Frag Grenade: A large pinapple shaped grenade which, when it detonates, relases a deadly spray of shrapnel over a wide area.

Turret Blade: a rather eccentric concept, rather than having a traditional main gun, the Skirmish Blade mounts a cap with a long blade and an internaly mounted electric motor and a 360 degree slot to alow the weapon to be positioned.

Turret Blade [saw]: A second button from the trigger can be found on the handle, this one controls the rotation of the blade, and can be held to allow it to build up speed, and become a weapon akin to a giant buzz saw as the blade begins to spin faster and faster.

Turret Blade [Cannon]: When the trigger is pulled, the blade is fired from the 'shield' like a harpoon, remaining attached by a length of cable, the longer the trigger is held, the farther the weapon goes until it reaches the end of the cable.

Turret Blade [Whip]: After being fired the blade can be swung around and used to strike as if it were a whip.

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal, However, while in tank mode the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon. (Vehicle only?)

MAP Attacks-

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal. However, while in tank mode the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon. (Vehicle only?)

Other-

Shield: Turret Blade, Turret Blade [saw], Turret Blade [Cannon], Turret Blade [Whip]: The mech's main weapon can double as a shield, it's base consisting of a large round plate with a handle for this purpose, the 'shield' being made of hardened alloys, allowing it to take extra punishment. (Should probably only be available in mech form)

Transform (Tank Mode): The Skirmish Blade's head folds into it's body, and it's torso folds forward, it's arms and legs connecting, and the feet locking into a straight position, the limbs turning upside down so the treads on the backs are on the ground, allowing quick movement along most terrain, it's main weapon mounting onto it's back as a main turret, and it's core module raises up to allow the pilot to see where he/she is driving. (standard transform, but disable the unit's knife, grenade, buzzsaw attack, and sword attack *nod*)

Separate (Core Module: Skirmish Blade): When the Skirmish Blade becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

Core Module: Skirmish Blade

(Unit Type: Vehicle)

A small tank that acts as the cockpit block for the Skirmish, while not as effective in combat as it's main body, it is much faster, and retains it's main gun.

Weapons-

AA-Rocket Pod: A pair of two shot rocket pods mounted on the rear of the module, angled upward for easy targeting of enemy aricraft.

Turret Blade [Cannon]: When the trigger is pulled, the blade is fired from the 'shield' like a harpoon, remaining attached by a length of cable, the longer the trigger is held, the farther the weapon goes until it reaches the end of the cable.

Turret Blade [Whip]: After being fired the blade can be swung around and used to strike as if it were a whip.

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal, However, while in tank (or in this case Core Module) mode the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon.

MAP Attacks-

Turret Blade [Pinwheel]: While it would be ineffective when used in mech form, if not plain suicidal. However, while in tank mode (or in this case Core Module) the Skirmish Blade can fire off the Turret Blade, then spin it around, attacking a wide area with the rapidly swung weapon.

Divine Guardians: Ready

Thunder Dragon

(Unit Type: Mothership/Battleship)

An upgrade to the Iron Dragon employed by the Divine Guardians with the advent of the Electron Impact modules, which grant added protection to units using fields of electricity, and provides a jamming effect to protect the land battleship from guided weapons. It does however have the downside of being unable to safely carry units running on electricity as it's Electron Impact Field has proven to have negative effects on them.

Weapons-

Anti-Air Autocannons- A set of four guns mounted on the along the edge of the Thunder Dragon's top, pointed upward to take down enemy aircraft.

Heavy Anti-Armor Turrets: A pair of turrets mounted on either side of the Thunder Dragon for taking out slow heavily armored enemies, though they are fairly ineffective against faster foes.

Impact Cannon: a large gun that fires highly explosive rounds, mounted atop the launching bay on the carrier's top, meant for long range use, and able to tilt upward for increased range.

MAP Weapons-

Impact Cannon: a large gun that fires highly explosive rounds, mounted atop the launching bay on the carrier's top, meant for long range use, and able to tilt upward for increased range.

Impact Outburst: By forcing a surge of energy into the unit's shield generators, the Thunder Dragon can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. (A paralyzing attack with EN damage perhaps, but disables Electron Impact Field and Jamming for a short period?)

Other-

Electron Impact Field: A special barrier created by a series of generators mounted along the Iron Dragon's body, able to dampen the damage from most attacks, and damages the systems of mechanical enemies who get too close. It's one downside is the fact that it must be disabled and reactivated when unloading units, which takes time, leaving it highly vulnerable. (A barrier that does EN damage when used against [F] attacks perhaps?)

Jamming: Due to the high energy output from the unit's Electron Impact Shield, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's shield, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems. (Immunity to paralyze and EN damage perhaps?)

----

DGMWT-16 Assault

(Unit Type: Modular Walking Tank)

A newer model of UWT employed by the 'Divine Guardians', unlike it's predecesors, it runs on diesel fuel, making it less succeptable to energy fluctuations. Rather than bearing treads, it's knee, hip, elbow, and shoulder joints have wheels mounted on them for use in tank form. The unit also lacks a turret shield. It's feet bear a set of wheels, allowing to glide quickly in and out of combat, without the loss of agility brought on by treads.

Weapons-

EMP Grenade: A large spherical grenade, charged with electricity. When it goes off it releases a brilliant blue flash and sparks over an area, and while it does almost no direct damage to enemies, it screws up electronic systems, leaving most enemies disabled and easy to dispose of. (A paralyzing attack with low or no HP damage, and perhaps does EN damage?)

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

Assault Knife: A long bladed knife stored in the Assault's left leg, while it has a short reach, it's blade is designed to be able to easily cut into armor, with a serrated edge on the back to deal extra damage with stabbing attacks. (an Armor Pierce weapon perhaps?)

Assault Cannon: A hand held semi-automatic machine gun with a large capacity drum clip and high rate of fire and low recoil. when not in use it is mounted on a rack on the mech's back, from which it can be fired in tank mode.

Shock Rod: A long rod with a axe like wire frame at the to which can be charged with electricity providing a decent weapon which can deliver a nasty shock to enemies. Stored in the left leg with the MWT's Assault Knife when not in use. (A paralyzing weapon perhaps?)

Anti-Armor Shotgun: A powerfull gun that fires a spray of hardened shot spread over a short range, very effective against armor, especially at close range. Like the Assault Cannon, this weapon is mounted on a rack on the mech's back and can be fired off in tank mode.

MAP Attacks-

Impact Outburst: By forcing a surge of energy into the it's shield generators, the Assault can relase a pulse of electricity, damaging enemies, and disabling, or outright killing, electronic systems that aren't shielded properly, however, the strain put on the generators cause an overload, disabling them until they cool off. (A paralyzing attack with EN damage, but disables Electron Impact Field and Jamming for a short period?)

Other-

Electron Impact Shield: A smaller portable version of the barrier, created by a generator mounted on the mech's forearm which creates a wall of energy in a circular wire frame. Particularly effective against ranged attacks, though, due to it's size it is near useless against melee attacks compared to it's barrier counterpart. (something like Beam Shield that can only be used on [+] weapons perhaps?)

Electron Impact Field: A smaller scale version of the barrier used on most transport vehicles, the Assault is the first unit to sport such a feature, making it a dangerous foe in hand to hand combat, able to dampen the damage from most attacks, and damages the systems of mechanical enemies who get too close. Unlike the version used on vehicles, this one is created with a back mounted generator (located just below the weapons rack) that can be turned on and off to prevent strain on the mech's systems. (A barrier that does EN damage when used against [F] attacks perhaps?)

Jamming: Due to the high energy output from the unit's Electron Impact Shield, most guided weapons that come within range instantly become scrambled and crash.

EM Shielding: Due to the high electrical output of the unit's shield, it's systems must be shielded to prevent shorting, and as an added benefit, this shielding extends to attacks that would kill most unshielded systems. (Immunity to paralyze and EN damage perhaps?)

Transform (Tank Mode): The Assault's upper back twists around, bringing it's weapons rack to the top, and it's arms and legs fold together and lock onto the sides, with it's head folding into the body, and it's core module raising to allow the pilot to see where he/she is driving. (standard transform, but disable the unit's knife, grenade, and shock rod *nod*)

Separate (Core Module): When the unit becomes too damaged, it can eject the majority of it's body, leaving a smaller tank behind so that the pilot may still fight, or escape.

----

Core Module

(Unit Type: Vehicle)

A generalized version of the core module, made to be interchangeable, rather than only fitting with a single unit.

Weapons-

Dual Vulcan Cannon: A pair of fire linked vulcans, with a low damage output offset by a high rate of fire.

AA-Missile Pod: A single six shot guided missile pod mounted on the rear of the module, angled upward for easy targeting of enemy aricraft.

Edited by Yuu Inohara

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MWT-01 Skirmish

Statistics:

HP: 3200, EN: 140, Agi: 320

IS: 3, Move: G, Size: M, Rank: 5

Weapons:

[F] Melee (M)- 400 damage [+0%]

[+] Shoulder Vulcans (SF:3)- 300 damage, 15 rounds [+30%]

[+] Redlight Rockets (PSF:6)- 800 damage, 12 rounds [+25%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[+] Flak Cannon- 2400 damage, 6 rounds [+20%]

MAP Attacks:

[+] Frag Grenade (T:2)- 1800 damage, 2 rounds [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Shield: Flak Cannon

2) Countercut: Assault Knife

3) Countershoot: Shoulder Vulcans, Assault Cannon

4) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife and Grenade.

5) Separate: (Core Module: Skirmish)

Purchasing Cost: 170 Credits

Core Module: Skirmish

Statistics:

HP: 1200, EN: 80, Agi: 280

IS: 4, Move: G, Size: S, Rank: 2

Weapons:

[+] AA-Rocket Pod (PSF:2)- 800 damage, 12 rounds [+25%]

[+] Flak Cannon- 2400 damage, 6 rounds [+20%]

Inherent Abilities:

1) Vehicle

Acquirement Method: Perform Separate in MWT-01 Skirmish. Core Module: Skirmish will be then available to use.

Iron Dragon

Statistics:

HP: 8000, EN: 180, Agi: 600

IS: 2, Move: G, Size: L, Rank: 8

Weapons:

[+] Anti-Air Autocannons (S) 1000 damage, 20 rounds [+40%]

[+] Heavy Anti-Armor Turrents (S)- 2500 damage, Armor Pierce 15 rounds [+10%]

[+] Impact Cannon (S)- 4000 damage, 10 rounds [+20%]

MAP Attacks:

[+] Impact Cannon (I:4)- 3000 damage, 2 rounds [+0%]

Inherent Abilities:

1) Battleship, Mothership

2) Countershoot: Anti-Air Autocannons

Purchasing Cost: 400 Credits

Pilot Slots: 5

RMWT-01 Skirmish Blade

Statistics:

HP: 3400, EN: 160, Agi: 300

IS: 2, Move: G, Size: M, Rank: 5

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] Shoulder Vulcans (SF:3)- 300 damage, 15 rounds [+30%]

[+] Red Light Rockets (PSF:6)- 800 damage, 12 rounds [+25%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[F] Turret Blade (M)- 1800 damage [+0%]

[F] Turret Blade [saw] (MV:5)- 800 damage/4 EN [+10%]

[H] Turret Blade [Cannon] (P)- 2200 damage, 5 EN/attack [+15%]

[F] Turret Blade [Whip] (MX:5)- 550 damage/4 EN [+10%]

[F] Turret Blade [Pinweel] (S)- 3500 damage, 25 EN/attack [+25%] Req: Tank Mode

MAP Attacks:

[+] Frag Grenade (T:2)- 1800 damage, 2 rounds [+10%]

[F] Turret Blade [Pinwheel] (I:3)- 2000 damage, 25 EN/attack [+0%] Req: Tank Mode

Inherent Abilities:

1) Modular Walking Tank

2) Shield: Turret Blade, Turret Blade [saw], Turret Blade [Cannon], Turret Blade [Whip], Turret Blade [Pinwheel]

2) Countercut: Assault Knife

3) Countershoot: Shoulder Vulcans, Assault Cannon

4) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife, Grenade, and all Turret Blade attacks except Turret Blade [Pinwheel] and Turret Blade [Cannon]

5) Separate: (Core Module: Skirmish Blade)

Replacement Cost: 100 Credits (MWT-01 Skirmish)

Core Module: Skirmish Blade

Statistics:

HP: 1200, EN: 80, Agi: 280

IS: 4, Move: G, Size: S, Rank: 3

Weapons:

[+] AA-Rocket Pod (PSF:2)- 800 damage, 12 rounds [+25%]

[F] Turret Blade (M)- 1400 damage [+0%]

[F] Turret Blade [saw] (MV:5)- 600 damage/4 EN [+10%]

[H] Turret Blade [Cannon] (P)- 1800 damage, 5 EN/attack [+15%]

[F] Turret Blade [Whip] (MX:5)- 350 damage/4 EN [+10%]

[F] Turret Blade [Pinweel] (S)- 2500 damage, 25 EN/attack [+25%]

MAP Attacks:

[F] Turret Blade [Pinwheel] (I:3)- 2000 damage, 25 EN/attack [+0%]

Inherent Abilities:

1) Vehicle

Acquirement Method: Perform Separate in RMWT-01 Skirmish Blade. Core Module: Skirmish Blade will be then available to use.

Thunder Dragon

Statistics:

HP: 8800, EN: 200, Agi: 600

IS: 2, Move: G, Size: L, Rank: 9

Weapons:

[+] Anti-Air Autocannons (S) 1000 damage, 20 rounds [+40%]

[+] Heavy Anti-Armor Turrents (S)- 2500 damage, Armor Pierce 15 rounds [+10%]

[+] Impact Cannon (S)- 4000 damage, 10 rounds [+20%]

MAP Attacks:

[+] Impact Cannon (I:4)- 3000 damage, 2 rounds [+0%]

[+] Impact Outburst (I:3)- 4000 damage, Stun & EN Damage (30), 70 EN/attack [+10%]

Inherent Abilities:

1) Battleship, Mothership

2) Countershoot: Anti-Air Autocannons

3) Electron Impact Field (Barrier) Found in the Mechdev Lexicon

4) Jammer

5) EM Shielding: Unit is Immune to Stun

6) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

Replacement Cost: 200 Credits (Iron Dragon)

Pilot Slots: 5

Electron Impact Field

Class: Barrier

Description: N/A

Ability: Negate the first 1500 damage in a single attack phase for 10 EN. Any unit who attacks this unit with a non [+] attack this turn receives the following attack at the beginning of their next defense phase:

[H] Electron Impact Field Feedback- EN Damage 20 [+20%]

DGMWT-16 Assault

Statistics:

HP: 3400, EN: 160, Agi: 300

IS: 2, Move: G, Size: M, Rank: 5

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[F] Assault Knife (M)- 800 damage, Armor Pierce [+0%]

[+] Assault Cannon (F:3)- 700 damage, 15 rounds [+10%]

[F] Shock Rod (M)- 1800 damage, Stun, 10 EN/attack [+10%]

[+] Anti-Armour Shotgun (S)- 2200 damage, Armor Pierce, 7 rounds [+15%]

MAP Attacks:

[+] EMP Grenade (T:2)- 10 damage, Stun & EN Damage 20 2 rounds [+10%]

[+] Impact Outburst (I:3)- 2000 damage, Stun & EN Damage 20, 60 EN/attack [+10%]

Inherent Abilities:

1) Modular Walking Tank

2) Electron Impact Shield: Same effect as Beam Shield but may only be used against non-[F] weapons.

3) Countercut: Assault Knife

4) Countershoot: Dual Vulcan Cannon, Assault Cannon

5) Electron Impact Field (Barrier)

6) Jammer

7) EM Shielding: Unit is Immune to Stun

8) Tank Form (Transform): Agi -20, Gain the Vehicle Type, disable Melee, Assault Knife, Grenade, Shock Rod

9) Separate: (Core Module)

10) Impact Outburst: When used, disable Electron Impact Field and Jammer for 2 turns.

Purchasing Cost: 180 Credits

Core Module

Statistics:

HP: 1100, EN: 80, Agi: 290

IS: 4, Move: G, Size: S, Rank: 2

Weapons:

[+] Dual Vulcan Cannon- 400 damage, 20 rounds [+40%]

[+] AA-Rocket Pod (PSF:2)- 800 damage, 12 rounds [+25%]

Inherent Abilities:

1) Vehicle

2) Countershoot: Dual Vulcan Cannon

Cost to be Added: 900 + 560 + 263 x 3 + 75 x 3 = 2474 (Approval Granted)

Okay, everything is addressed except the para stuffs. I mainly turned them into Stun for balance purposes. And you know, electric shock will more likely disable control systems rather than actually disabling the whole mecha. With the whole EM Shielding thing. You should feel lucky I even put it in there. Considering you know, there will be fewer paralyze attacks in the future, and they'll involve stuff like you know, Freezing you completely or using some magical powers or even you know, mind raping the pilot. I highly doubt that electromagnetic shielding thing will protect you from those stuff.

Edited by Yosuke Kobe

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Most of the stats are fine... But the names...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Shoulder Vulcans YAAAAAAAAAAAAAAAAAAY (Skirmish)

Issues with Weapon/Ability: The name...

Possible Solution: remove the yay

Reasoning for Solution: There is no yay in war son...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Amsterdam... (Skirmish)

Issues with Weapon/Ability: The name...

Possible Solution: change back to Redlight Rockets

Reasoning for Solution: because Amsterdam isn't the proper name...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Amsterdam... (Skirmish)

Issues with Weapon/Ability: Low shot output

Possible Solution: increase the F: part? the rounds are fine.

Reasoning for Solution: the rockets actually fire off six shots each.

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Flab Cannon?... (Skirmish)

Issues with Weapon/Ability: The name...

Possible Solution: change back to Flak Cannon (for the shield to!)

Reasoning for Solution: there is nothing flabby about the cannon

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Flag Grenade?... (Skirmish)

Issues with Weapon/Ability: The name...

Possible Solution: change back to Frag Grenade

Reasoning for Solution: it's a fragmentation grenade, no flags are involved...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Ion Dragon?

Issues with Weapon/Ability: The name...

Possible Solution: ... Change the units name back to Iron Dragon?

Reasoning for Solution: you know the drill...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Shoulder Vulcans YAAAAAAAAAAAAAAAAAAY (Skirmish Blade)

Issues with Weapon/Ability: The name...

Possible Solution: remove the yay

Reasoning for Solution: There is no yay in war son...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Amsterdam... (Skirmish Blade)

Issues with Weapon/Ability: The name...

Possible Solution: change back to Redlight Rockets

Reasoning for Solution: Amsterdam isn't the proper name...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Amsterdam... (Skirmish Blade)

Issues with Weapon/Ability: Low shot output

Possible Solution: increase the F: part? the rounds are fine.

Reasoning for Solution: the rockets actually fire off six shots each.

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Brade (Skirmish Blade)

Issues with Weapon/Ability: The name... (Also missing the dash after the (M))

Possible Solution: change it back to Turrent Blade

Reasoning for Solution: Do I have to say it?

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Bread [saw] (Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [saw]

Reasoning for Solution: You should know better >.<

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Bread [saw] (Skirmish Blade)

Issues with Weapon/Ability: Not disabled in tank mode

Possible Solution: mark it as one of the things that gets disabled?

Reasoning for Solution: ... I don't think it's possible to use this without crashing into things while in tank mode...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Plade [Cannon] (Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Cannon]

Reasoning for Solution: ... We're going to be here all day aren't we?

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Glade [Whip] (Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Whip]

Reasoning for Solution: Sure you can plug it into your opponents, but this isn't a glade -.-'

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Braid [Pinwheel] (Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Pinwheel]

Reasoning for Solution: ... Braid? Oh come on...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Fag Grenade?! (Skirmish Blade)

Issues with Weapon/Ability: So much is wrong with this that it ain't funny...

Possible Solution: add the r before the F, for the love of god add the r

Reasoning for Solution: ... I can't comment any further on this...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Bureido [Pinwheel] (Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Pinwheel]

Reasoning for Solution: Not the proper name

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Bureido [Pinwheel] (Skirmish Blade)

Issues with Weapon/Ability: Missing Req: Tank Mode

Possible Solution: add the requirement

Reasoning for Solution: if it uses it outside of tank mode it'll cut it's self to pieces...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Brade (Core Module: Skirmish Blade)

Issues with Weapon/Ability: The name... (Also missing the dash after the (M))

Possible Solution: change it back to Turrent Blade

Reasoning for Solution: Do I have to say it?

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Bread [saw] (Core Module: Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [saw]

Reasoning for Solution: You should know better >.<

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Plade [Cannon] (Core Module: Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Cannon]

Reasoning for Solution: ... We're going to be here all day aren't we?

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Glade [Whip] (Core Module: Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Whip]

Reasoning for Solution: Sure you can plug it into your opponents, but this isn't a glade -.-'

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Braid [Pinwheel] (Core Module: Skirmish Blade)

Issues with Weapon/Ability: Name...

Possible Solution: change it back to Turrent Blade [Pinwheel]

Reasoning for Solution: ... Braid? Oh come on...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Braid [Pinwheel] (Core Module: Skirmish Blade)

Issues with Weapon/Ability: Req: Tank Mode

Possible Solution: remove the requirement?

Reasoning for Solution: there is no alternate mode... The core module IS a tank...

Date: Thursday, May 15, 2008

Weapon/Ability in question: ... Fag Grenade?! (Core Module: Skirmish Blade)

Issues with Weapon/Ability: not a core module weapon...

Possible Solution: Remove it?

Reasoning for Solution: how would it use these without arms?

Date: Thursday, May 15, 2008

Weapon/Ability in question: Sunda Dragon...

Issues with Weapon/Ability: wrong name...

Possible Solution: Change the unit's name back to Thunder Dragon?

Reasoning for Solution: yeah...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Impact Outburst (... Sunda Dragon...)

Issues with Weapon/Ability: odd status effect?

Possible Solution: change from Stun to Paralyze?

Reasoning for Solution: to quote the 'Transforming Mecha into numbers' thread, Paralyze: Weapons which completly lock up the unit and/or pilot. ... Which I would say would probably happen if the unit were caught in a massive blast of electricity...

Date: Thursday, May 15, 2008

Weapon/Ability in question: EM Shielding

Issues with Weapon/Ability: prevents stun?

Possible Solution: should prevent paralyze (both would be nice, but Paralyze was the goal)

Reasoning for Solution: It's shielded from electrical attacks that would lock up the system... and most electric attack's I've seen that have a status attack are marked paralyze...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Dual Vulcan Cannon WOOOOOOOOOOOOOOOOO (Assault)

Issues with Weapon/Ability: shouldn't be a woo...

Possible Solution: remove the woo!

Reasoning for Solution: the woo is not needed...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Shock Rod (Assault)

Issues with Weapon/Ability: has Stun?

Possible Solution: Should probably be Paralyze

Reasoning for Solution: The enemy is being struck by a blade of electricity, which should do more than just difficulties moving...

Date: Thursday, May 15, 2008

Weapon/Ability in question: EMP Grenade (Assault)

Issues with Weapon/Ability: has Stun?

Possible Solution: Should probably be Paralyze

Reasoning for Solution: Yeah... EMP pretty much fucks up most electronic devices... Including unshielded mechs...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Impact Outburst (Assault)

Issues with Weapon/Ability: has Stun?

Possible Solution: Should probably be Paralyze

Reasoning for Solution: See Thunder Dragon's reasoning

Date: Thursday, May 15, 2008

Weapon/Ability in question: Impact Outburst (Assault)

Issues with Weapon/Ability: Missing it's negative effect on unit.

Possible Solution: Add it?

Reasoning for Solution: yeah, letting out that much energy can't be good for the shield generator...

Date: Thursday, May 15, 2008

Weapon/Ability in question: EM Shielding (Assault)

Issues with Weapon/Ability: only protects against stun?

Possible Solution: Should protect agains Paralyze (or both, but I won't hold my breath...)

Reasoning for Solution: See Thunder Dragon's reasoning...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Dual Vulcan Cannon WOOOOOOOOOOOOOOOOO (Core Module)

Issues with Weapon/Ability: shouldn't be a woo...

Possible Solution: remove the woo!

Reasoning for Solution: the woo is not needed...

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There~ Anymore ...s and your stuffs in the CDB will be engrishified

Edited by Nimbus Noa

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Alright, I can deal with the stun stuff (I really didn't know about any future plans up till now... so...), but one small issues left... Sorry...

Date: Thursday, May 15, 2008

Weapon/Ability in question: Turret Blade [Cannon] (Skirmish Blade)

Issues with Weapon/Ability: Should be able to be used in Tank Mode

Possible Solution: allow it to be active?

Reasoning for Solution: All it really is is firing the blade at an enemy... And such an action is required to use the [pinwheel] mode...

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Erk, missed some size bits, sorry.

Date: Friday, May 16, 2008

Weapon/Ability in question: Core Module: Skirmish

Issues with Weapon/Ability: Size: M?

Possible Solution: Should be Size: S at most.

Reasoning for Solution: It should be smaller than the unit its self as its the essentialy the unit's torso, without the arms and legs.

Date: Friday, May 16, 2008

Weapon/Ability in question: Iron Dragon

Issues with Weapon/Ability: Size: S?

Possible Solution: Should be Size: L at least.

Reasoning for Solution: It should be considerably larger than the mechs since its meant to carry whole squads of them.

Date: Friday, May 16, 2008

Weapon/Ability in question: Core Module: Skirmish Blade

Issues with Weapon/Ability: Size: M?

Possible Solution: Should be Size: S at most.

Reasoning for Solution: see Core Module: Skirmish

Date: Friday, May 16, 2008

Weapon/Ability in question: Thunder Dragon

Issues with Weapon/Ability: Size: S?

Possible Solution: Should be Size: L at least.

Reasoning for Solution: See Iron Dragon

Date: Friday, May 16, 2008

Weapon/Ability in question: Core Module

Issues with Weapon/Ability: Size: M?

Possible Solution: Should be Size: S at most.

Reasoning for Solution: see Core Module: Skirmish

And before anyone else says it-

<Tashiro> KEEP GOING <Bright> WE CAN MAKE IT FIT!

Alright, another thing I missed, sorry again.

Date: Friday, May 16, 2008

Weapon/Ability in question: [+] Impact Outburst (Thunder Dragon)

Issues with Weapon/Ability: Still missing accuracy tag

Possible Solution: add the tag perhaps?

Reasoning for Solution: It really can't be used unless it has the tag right?

Date: Sunday, May 18, 2008

Weapon/Ability in question: 2) Shield: Flab Cannon

Issues with Weapon/Ability: It's not a flab cannon

Possible Solution: change it to 2) Shield: Flak Cannon

Reasoning for Solution: Flab cannon isn't the right name.

Edited by Yuu Inohara

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