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Skills (delusion) you may want for Raid-Type

Hello. Games are fun when you're paranoid. 
Now Raid-Type Mobile Suit is in an environment where gameplay in very difficult categories is required. Some users want it to be a little more manageable. 
Well, It will give positive consideration to official development, so please feel free to look at my delusional ideas that I thought about in the past. 

After this, I will introduce three skills that I wish I had in Raid Type. All of these were used in previous articles, and the brief content is explained. However, I am adding another explanation based on the recent environment and my own perspective.
If you are free, read over.

Both me and official development are considering the unit ability from the setting of "Mobile Suit Gundam". Of course, I am based on the MS released by official development, so it is natural that the unimplemented MS that I wrote in the past looks similar to the implemented MS. My idea has a strong desire, so I ignore game balance.

1. [Emergency Shield Removal Device] 
Skill text: Prevents the MS that occurs when the equipped shield is destroyed from becoming staggered. 

Simple Description: When a shield is destroyed, the MS equipped with the shield will cause a stagger. This skill prevents this staggering state and allows you to continue what MS was doing before. 

Most Raid Types possess the "Maneuver Armor" skill. 
The "shield" is a convenient device that reduces such as "stun"   reactions and damage  even when you are not moving at high speed. However, if the "shield" is destroyed, damage will be prevented, but a "stun due to shield destruction" will occur. 

This "Stun due to shield destruction" cannot be prevented by "Maneuver Armor", so a unit equipped with a shield will fall into a dilemma where "Maneuver Armor" cannot be used easily.
For example, "Full Armor Gundam (TB)" equipped with 4 shields stops its action each time it breaks, so it is hell in the environment where you can easily break shields.

More specifically, this skill is a skill that disables reactions. This skill also invalidates reactions that cannot be prevented by "shields". As an image, by replacing all the attacks with the shield, the equipped MS can escape without damage. On the other hand, if the shield does not break, the reaction remains the same, so the powerful "shield" of "GM Guard Custom" is likely to suffer from "down" or "heavy stun". This skill is set for stable operation of "Maneuver Armor". No further application is considered.

2. [Rapid Fire Control Device] 
Skill text: Allows the MS to cancel landing and thrust recovery animations by using shooting attacks. 

Many "Raid-Types" have more modest shooting weapon performance than the other categories... quite poor quality.
Stable fire attack ability is deadly for Support-Type with low mobility. Because of that consideration, the Raid-Type shooting weapons may have been adjusted slightly.
However, low-performance shooting weapons are almost useless in the current environment. I set this skill in the hope that if you can't improve your performance, you should at least create a chance to shoot quickly. An easy-to-understand image is the shooting version "High Performance Balancer".

The usage is the same. You can shoot by attacking by canceling the inactivity time that occurs after finishing high speed movement or landing from a high place. If applied, the attack variation can be increased to shooting attacks including evasive actions such as "high speed movement after shooting attack, canceling landing after moving and shooting attack".
Of course, you can also use it in combination with "High Performance Balancer".
Personally, I think it would be helpful if the attacking opportunities of throwing weapons such as "Cracker" and "Hand Grenade" increase.

3. [Assault Armor Skill]
Skill text : Reduces the reaction and negates the accumulated damage when hit by a shot with a stun(or heavy stun) effect. 

Simple Description: 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.

My perception was based on "Raid-Type will be destroyed if you stop moving" and I wanted to give them " a little time invincibility". However, reaction invalidation is overkill, and I wanted to leave some risks.
The text at that time made reference to cumulative damage, but as the "Damage Control Skill" is gradually being implemented, this text may be deleted.
The situation is tougher than it was at the time, and "heavy stuns" are not uncommon. So I will announce various modified texts and update this skill.

New Text: Reduce reaction "Stun"/"Heavy Stun" from shooting attacks.  It cannot be used for a certain period after this effect occurs. 

The change is easy to understand, so it is less effective. I think that a certain period of time is at least 15 seconds, which cannot be prevented even if a second attack comes to the enemy. Also, there needs to be a way to see if this skill is available.  There is another problem. It is a duplication of mitigation effects. For example, the effect of "Assault Armor" will be applied even when the effect of "Maneuver Armor" is applied. If you do so, there will be no particular merit and the skill will enter cool time until it can be reused. Of course, this can be a risk for this skill, but I feel that it is useless. If you double the reaction reduction effect you adopted last time, you may be able to deal with "heavy stuns" by technical intervention.

If you clear those challenges, can you come up with an installed unit that can benefit?
"Flying Gouf" is different because it requires cumulative damage countermeasures. "Zaku I" doesn't have "Maneuver Armor", so I'm happy. When the "Maneuver Armor" can't be used because the hit box is big, it's great for "Bolinoak Sammahn". It has "Damage Control" so it can be used effectively. 

Summary.
1. The reaction reduction effect is valid for this skill alone, but if the conditions are duplicated, the reduction effect will be improved.
2. Immediately after the effect is applied, the cool time starts. The time is 15 seconds.
3. Use "HP bar color" to check if the effect is applicable. When the skill can be used, it differs from the normal color.
4. Cumulative damage is not reduced, so reaction by accumulation has no effect. Naturally, this skill remains available.
5. During the "Stun"/"Heavy Stun" reaction, this skill does nothing even if the cooldown time for this skill has expired. Available when the unit becomes active again.
6. The skill cannot be used while "HP bar is white".



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