Simulation Chamber v3.0: The Dojo - Simulation Chamber v3.0

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The Dojo Expand Your Mind

#31 User is online   Nimbus Noa Icon

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Posted 16 March 2007 - 12:20 AM

Akita, the importance of a post depends on each person. One person might think that what some people say is easy stuff, while others might think that its hard. So ordering the stuff based on importance is kinda meh.
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Posted 16 March 2007 - 12:28 AM

View PostHelios Olympus, on Mar 16 2007, 02:47 AM, said:

What are some good ramboish go in guns a blazing and nevar die until the end classes that'd fit that kind of playing style?


You sir, want a Personal Trooper pilot. Go in, drop your overloads on them, be done with it. You have 10 extra attack phases you can use, 2 extra phases can be used a turn, up to 3 phases a turn. They also like to buff up their attack strangth, and have some good team abilities on the side.

Alternatively, you could try playing around with a Commando, who loves everything [+], or if you're adventrous, try a Skilled Pilot build.
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#33 User is online   Nimbus Noa Icon

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Posted 16 March 2007 - 12:31 AM

If you don't wanna die, try Sentinel with Gunfight. And equip a headband while you're at it. That way you're more rambo-ish
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#34 User is offline   Akita Icon

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Posted 20 March 2007 - 11:54 AM

is it benefitial for a gattai like mech to have five sentai?
or can you have one sentai, and the rest be mixed
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#35 User is offline   Umbaglo Icon

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Posted 20 March 2007 - 12:39 PM

A unit with 5 pilot slots will definately have a lot of potential spell power available to them if all the slots are filled by Sentai Pilots, however the resulting effectiveness depends on how the classes are built compared to what the unit is. Filling all the slots of a Jezeter's Amazing Mobile Cannon may give you a lot of SP, but some other classes may have Passive (Sub) abilities that benefit it a lot more then having 100 more SP, especially now that Flash and Resist work quite differently from their v2 version.

One of the "best" uses of multiple pilots is having a lot of Awakens so you can take turn after turn after turn until you run out of SP, but this tactic does not work in all cases, and leaves you very weak in the event that it fails.

I use SAMW in order to bring a larger variety of spells to the table, and because some of my classes have abilities that provide useful bonuses even in a subpilot slot. Sometimes this is a much better option then pure spell power.


On a different note, though, if you had a 5 unit combiner, it may be a decent tactic to use each part seperate with a Sentai pilot in each. Natural constant -65% DR/+65% damage dealt is very handy (and that's before you start going into Potential), but all of the units that you'd end up using that ability in totally sucks.
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#36 User is online   Nimbus Noa Icon

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Posted 21 March 2007 - 06:29 AM

Will that work though? Cause a sentai pilot will only get the 25/25 if they're in a unit with at least one subpilot. So if you're using the separated parts you'll only get the bonus from that skill.
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Posted 21 March 2007 - 06:45 AM

Sure it would. There's plenty of ways to make it function, from the item to having a 5 unit combiner that naturally has 2 slots on one of the units.

The only problem, like I mentioned, is that pretty much all of the units you could do this in really suck, so the bonuses do not help you all that much.
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#38 User is online   Nimbus Noa Icon

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Posted 22 March 2007 - 12:56 AM

Oh, I know about those :P. It would be beneficial for the Eldorans though. For example: Raijin Oh and Bakuryu Oh; Ganbarugar, Revolger, and Gekiryuger; and Gosaurer, Magnasaurer and Gransaurer. The component parts are actually useable.
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Posted 22 March 2007 - 06:15 PM

Try using Dancougar.
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#40 User is offline   Akita Icon

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Posted 28 March 2007 - 07:02 PM

View PostRegris Kallen, on Mar 10 2007, 12:34 AM, said:

Remember kids, Bunshin (Or Double Image) generally always beats No Bunshin.

Also, remember. High TDC isn't always the best option. Against especially dodgy RR foes, Snipe Attack is usually preferred.


Dude, a rank 11 chipped is getting beaten by two double image like mechs...
that is sad...
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Posted 28 March 2007 - 07:08 PM

Akita, don't judge units based on its rank.
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Posted 28 March 2007 - 08:09 PM

*nods* Yep. Rank's nothing. It's skill and planning that pays off.

Anyway:

- Summons are really your friends now! Don't leave home without 'em!
- Sometimes, just because you got a unit everybody can use, doesn't mean you should put someone random in there without the proper equipment and planning, at least.
- Bunshin is good. Direct Attack is God.
- Boy, they really nerfed (S) attacks here...
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Posted 28 March 2007 - 10:13 PM

It's mainly planning and looking ahead IMO. Just try and predict what your opponent is gonna do in a battle, and find ways to counter that. And it's better to have Sure Hit compared to DA if you wanna counter Bunshin IMO. That way you also increase their dodge cost.

This post has been edited by Nimbus Noa: 28 March 2007 - 10:13 PM

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Posted 29 March 2007 - 04:32 AM

Actually, I think the point Soaring was trying to make was for big fights where Support Defend exists.
There are ways to get constant +50% accuracy without using Seishin. Not sure if there's a way to constantly counter
Support Defend and other non-evasive defenses for no upkeep cost, though.

permanent +50% = 250 PC and 2 IS. Not sure how expensive the IS are relatively, although for some units, it
does destroy any possible flexibility. But most customizations do that when they're made.

Maybe there's something to be said for 2x HTP + DA vs Bunshin in that case? It's a permanent Sure Hit, and when you use DA, your opponent can't use non-evasive defenses of any kind either. Sure Hit just disables the Evasive ones.

But for 1v1, Sure Hit is obviously better.

I wonder if when your DC is already low, like MA-low, if it's better to just reduce it with chips and focus on spiking your opponent's
massively through your IS.
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Posted 29 March 2007 - 04:37 AM

Wasting 2 IS for +50% Accuracy is stupid. Get Harry Ord's Glasses instead. And there's a good way to counter SD, use a REALLY damaging attack to ensure that your opponent can't SD.
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