#31
Posted 16 March 2007 - 12:20 AM
#32
Posted 16 March 2007 - 12:28 AM
Helios Olympus, on Mar 16 2007, 02:47 AM, said:
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
#33
Posted 16 March 2007 - 12:31 AM
#34
Posted 20 March 2007 - 11:54 AM
or can you have one sentai, and the rest be mixed

Time to fight back
OTTER Roster || OTTER Hanger || OTTER Treasury || Bulletin Board || Training Center || OTTER Development and Research
#35
Posted 20 March 2007 - 12:39 PM
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.
#36
Posted 21 March 2007 - 06:29 AM
#37
Posted 21 March 2007 - 06:45 AM
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.
#38
Posted 22 March 2007 - 12:56 AM
#40
Posted 28 March 2007 - 07:02 PM
Regris Kallen, on Mar 10 2007, 12:34 AM, said:
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...

Time to fight back
OTTER Roster || OTTER Hanger || OTTER Treasury || Bulletin Board || Training Center || OTTER Development and Research
#41
Posted 28 March 2007 - 07:08 PM
#42
Posted 28 March 2007 - 08:09 PM
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...

My Precious AM
Favorite Series:
- Mobile Suit Gundam SEED (all)
- Mobile Suit Gundam SEED: Strikeback
---
#43
Posted 28 March 2007 - 10:13 PM
This post has been edited by Nimbus Noa: 28 March 2007 - 10:13 PM
#44
Posted 29 March 2007 - 04:32 AM
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.
#45
Posted 29 March 2007 - 04:37 AM
Help








MultiQuote









