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Unread 01-31-2012, 12:32 PM   #51
Menarker
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Well, the napalm thing was just something I was considering on the side. But yeah, my character would be more combat focused (to the point where you'd accurately think my character is just some rich asshole who doesn't know shit about tech and is just playing with a giant toy that Daddy gave him)

Naturally, I'll want jets in the future so I can zoom into melee and soar in the air just high enough to Goomba Stomp on other mechs and on buildings (whether they are military or enemy civilian)

So yeah, my focus will probably be the combat stats and economy (More finances and hired skilled workers to faster upgrade my mech with only the best equipment!)
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Unread 01-31-2012, 12:32 PM   #52
Relm Zephyrous
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Well, it looks like Overcast is going for electromagnetic control and the like, which was never quite my idea, so that works out. Since my idea with radars was more along the lines of pure battle scene awareness. As for the medic thing, it's up to you. Having two people who know how to repair on the same team isn't bad at all, on the other hand having another gun-bunny would help out too. Although I'm not sure what else I would do unless new custom equipment and stats come in for mech stuff, since I've got a mech build set out to work with a HMG for defense. Since you seem to know a lot about guns, is there perhaps a less heavy weapon that still doesn't need very good accuracy?
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Unread 01-31-2012, 12:48 PM   #53
Menarker
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Just as a heads-up Relm, I'm considering getting the Jamming ability.

By getting close enough to the target (Melee) range, it'll keep them more or less unaware of the number of gunners nearby or their exact location. One possible situation is that you guys send me in first, and then you guys approach the enemy possibly from their flanks while their radar is downed.

BTW, does Jamming also interferes with communications and turrents (the auto-computer ones at least) in some way? Or is it just restricted to Radar?

Last edited by Menarker; 01-31-2012 at 12:51 PM.
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Unread 01-31-2012, 01:08 PM   #54
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Alrighty... Thinking of going in basically the opposite direction of Menarker. Building a poor person with a good grasp of jurry rigging long range weapons. Probably a sniper build, or the closest thing I think Dante'll let me have to a mobile artillery mech. Was tempted to go with a speedy engineer but it looks like we've got that on lock.
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Unread 01-31-2012, 01:11 PM   #55
DanteFalcon
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Holy crap questions everywhere. Unfortunately I have a class to go to but I'll start answering them in a couple hours, hopefully get the plot in a semi-ready state by that time too.
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Unread 01-31-2012, 01:40 PM   #56
Menarker
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Just putting my tentative stats here so I don't forget later, although this might be edited later.

-Character-
Reflex: 6
Accuracy: 2
Economy: 6
Engineering: 1
Focus: 2
Computer: 1

-Mech-
Payload: 2 (4)
Armor: 3 +1 (4)
Speed: 2 +1 (3)
Generator: 2 + 1 (3)
Backup: 1

-Abilities-
Mace Specialization
Combat Related Ability (Undecided. Possibly Shield if approved)
Mobility
Scavenger
Jammer


Is there any possibility to upgrade weapons a tier, provided you have high enough payload? For example, assuming that I want to have my mace as a primary weapon, perhaps it can be upgraded in power or granting additional features like tripping at the cost of increasing its payload or something?

Also I got a suggestion for Shields.
Make it a specialization (just like weapons) with payload and all that. It has about a certain amount of armor which doesn't detract from speed, but may require a reflex roll depending on where the attack is coming from or something like that. Otherwise, if the reflex fails, that additional armor doesn't count (since the shield didn't get in front in time).

Also, do I really need Accuracy if I'm using a melee weapon?

Heh, I just imagined if one of the mechs I fought was a Rifleman variant from Mechwarrior, which has long skinny cannons for arms which would be hilarious to see trying to get back up if I pushed it down or tripped it or something. :3

Last edited by Menarker; 01-31-2012 at 01:50 PM.
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Unread 01-31-2012, 02:23 PM   #57
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Might as well throw up my current idea for my character's stats.

Character
Reflex:1
Accuracy:4
Economy:5
Engineering:2
Focus:5
Computers:1

Mech
Payload: 4
Armor: 4
Speed: 2
Generator Output: 3
Backup Systems: 2

Specialization
Combat:
Sniper Rifle Specialization

Industry:
Scavenging
Turrets

Logistics:
Turret Manipulation

This will act as a support fighter that can snipe from the back area while being able to operate turrets on the front line. Will need other units to cover for him since his mech is going to be slow as hell and that armor will only last for so long.

I assume at this point he'd only be able to override one turret while sniping, right? Also, does the resource gain from stuff like economy and scavenging determine the availability for special equipment or does it scale how fast your mech can be upgraded?

EDIT: Also, as a sniper who would likely not be doing much movement, will generator output be as important for me as it would be for someone like menarker who's going to be jumping and swinging everywhere?
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Unread 01-31-2012, 02:46 PM   #58
Menarker
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Quote:
Originally Posted by Aldurin View Post
EDIT: Also, as a sniper who would likely not be doing much movement, will generator output be as important for me as it would be for someone like menarker who's going to be jumping and swinging everywhere?
You're making me sound like some sort of Monkey Mecha.

Heh, if we had dinosaur mechas, then perhaps we could combine into Megazord! And I'll form the head! :3
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Unread 01-31-2012, 04:06 PM   #59
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Ok question and answer time.

Menarker:Movement is additive to save me time.
Specialties can be suggested! If you have an idea throw it out there.
Auto-targetting is tied to the radar system so by jamming you do shut down turrets ability to auto target. It would hurt communications, but any communications specialist would be able to compensate to make that effect negligible.
What kind of shield style are you looking at precisely? A buckler (basically just a small hand shield.) A Kite shield? Or a Tower Shield. A tower would give you the most protection but it would likely slow down your movement just due to its location being in the way of your legs.
Flamethrower I'll allow but I'll have to consider payload since napalm fluid is likely to be rather heavy in mass quantities.

Gem: I'll bump up the Rifle payloads after this post then.

Arhra: Payloads for weapons add up so it'll be a while before you can outfit yourself with 50 billion weapons.

Overcast: Yes but its a tricky proposition since that will require melee range and then I'd be questioning why you'd bother instead of crushing its armor, shotgunning it or cutting it to pieces. As for the comms system pinging I'd advise signal reading over communications just because it'd probably work better. Communication specialty is made to help when your in otherwise impossible to communicate areas. "Can you hear me now" no longer applies to a communication specialist except in the most extreme circumstances. However yes it would let you interfere in enemy communications and that would make them less coordinated with each other.

Aldurin: Generator Output won't be needed as much for a more stationary target. Just be wary of getting snuck up on or EMP'd.
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Last edited by DanteFalcon; 01-31-2012 at 04:09 PM.
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Unread 01-31-2012, 04:18 PM   #60
Menarker
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Probably a Kite Shield (Which I'm assuming is Tower sans leg protection) since I would like the option of using the shield to ram into an opponent like an 200 ton linebacker.

Especially if I get jets... It would be awesome if I could go high into the air, swatting down aircrafts that get too close and then cutting the jet and coming down from orbit on a crash course shield first toward a mech or building like a bloody comet. (I'll need to invest more in Backup Systems obviously, since I don't expect to come out of THAT unscathed)

Kinda hoping that my high economy will enable me to get high end equipments like the aforementioned propulsion system sooner/cheaper.

Last edited by Menarker; 01-31-2012 at 04:21 PM.
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