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Assault Armor

Assault Armor *
*: Reduces the reaction and negates the accumulated damage when hit by a shot with a stun(or heavy stun) effect.


Explanation: If a unit with this skill is hit by a shot that has the effect of a stun (or heavy stun), this skill reduces the reaction it causes and negates cumulative damage.

*This skill has no effect at all times. Once effective, it takes time to reuse.
*This skill has no effect on knockdown (or Wince), tackle, or melee attacks.

Reduces stun reaction by one level when effect occurs. Also negates cumulative damage at its source

Accumulate on other skills (Maneuver Armor, Explosive Reactive Armor, Fall Prevention Control ). In this case, the stun reaction is reduced by two steps.

After the effect occurs, there will be a cool time before it can be reused

The initial cool time is 35 seconds. Skill level × 5 seconds can be reduced.

Units with skills have a special border around the HP indicator. The display disappears during invalidation.

It has no effect on Build Stuns caused by cumulative damage.

Benefits of this skill:

Unlike dodge rolls and Maneuver armor, it can be effective even when standing, walking, melee attacking, or overheating thrusters.
Can be used with Maneuver Armor to negate heavy stuns.
Also, even when the skill is invalid, it is difficult for the opponent to understand, so it can behave as if the skill is still valid.

Disadvantages of this skill:

The cool time before reusing skills is long.
This skill effect will be used even if it can be reduced by maneuver armor, shields, and other reaction reduction skills and equipment. Can't save it.


Even if a unit whose main firepower is melee attack has emergency evasion skills, it is difficult to be at the forefront. I hope this skill makes things easier.
Reach the support type unit and if this skill remains, it will be the last push.

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