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Bolinoak Sammahn (Greatest crisis)

Hello.
I do not dare to introduce the newly added unit "
In the previous article, the unit's weapon was optimized for weakening two hours after it was implemented. I reviewed the optimized performance at that time. At that time, I wasn't concerned with the environmental impact of this unit at cost because I was interested in how I could use the interesting skills.
Since it is difficult to create an attack opportunity with the beamgun of the current performance, I would like to expect the 
What this means is that this skill is not compatible with 

For most team formations, the Raid Mobile Suit is less than two units at most. The radar misidentification effect seems to work because this decimal number moves independently. However, Raid Mobile Suit's overriding goals are focused on Support Mobile Suit, so behavior tends towards the goal even if it is not conscious. The radar detection range of a standard unit is within a circle centered on itself with a radius of 300m. And the effective range of Fake Beacon that this unit has is within a circle with a radius of 250 m centered on itself. In other words, before the Fake Beacon is activated, the enemy radar will display normal information. The target for this unit is the Support Mobile Suit, and radar is often high performance. Therefore, the radar has a longer normal display time, and if the skill is activated from there, it is definitely "

There is Damage Control LV3 as a skill to operate when not disguising radar. Although the skill itself is powerful, it does not have the ability to reduce the reaction to the "immediately binding weapon" that the enemy unit handles. Therefore, it is necessary to prepare a separate skill that directly reduces the reaction. This unit has Maneuver Armor skills. Therefore, the safest action is the movement that consumes the thruster. Other actions are not so stable against a shooting attack, and it is very frustrating that you cannot utilize your skills during the closest melee attack.

The other Marker skill is a skill that is almost unusable by improvised teammates, because the elements of teamwork, timing, and various lucks are too strong.

As a whole, this unit has a problem as a unit evaluation, and there is a question mark on the weapon performance adjustment performed immediately after implementation. However, there is no doubt that the melee attack has firepower, and if it can be adapted to the battlefield, it will be very powerful.

Evaluation up to this point is a while ago. Nowadays, the significance of existence is threatened by the addition of units that are powerful, easy to handle, and do not require special combat methods. At this time, the adoption rate of this unit may be significantly reduced. For that reason, it seems that it will eventually be reinforced.

I think that it is necessary to add ideas that can cover the concept and improve armament in order to maintain a certain record of performance while maintaining the peculiarity of this unit.

If you want to take advantage of Fake Beacon skills, you need skills to prevent weaknesses. With Stealth LV1's skill, you can limit the range detected by the enemy's radar to within 100m of your own radius. The Fake Beacon skill will be activated within the range of being detected by enemy radar. This is the first step.
If the enemy is able to check the radar all the time, there will be doubts about the "sudden ally display". However, this effect works effectively if there is a battle of enemies and allies. Marker skills can also be used at this timing. However, the fact that Fake Beacon cannot be used by itself is a factor that question the effectiveness of this skill.

If you want to take advantage of Damage Control LV3, I think you need more than Maneuver Armor skills. Requires Offense System or Shock Dampeners. In both cases, Damage Control works effectively at the required timing, increasing the sense of stability.

Finally, we will adjust the performance of the main weapon. The rough adjustment is to make the weapon performance similar to the initial implementation. The performance at the time of the implementation of this weapon was evaluated as being unavoidable even if it was weakened, but now it is in an acceptable environment. Rather, weapons have appeared that exceed the performance of this weapon at the time of its implementation.
Therefore, if you hit two "non-charge" fire attacks on a "target without mitigation skill", a stun effect will occur due to cumulative damage. Please adjust to a weapon that causes a stun effect by cumulative damage when you hit a charge shooting attack on "Shock Dampeners + Damage Control LV1 possession target".

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