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Post by Avi_Protocol on Nov 19, 2006 7:03:25 GMT -5
I was just wondering: What are the weaknesses for Intelligence Navis? The same goes for the Leader Navis.
I can clearly see the weaknesses of tall the other types but just not these two...
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Post by Avi_Protocol on Nov 19, 2006 9:53:11 GMT -5
Yeah, you are right... I was thinking short term...
Thank you!
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Post by Dalent Ω on Nov 19, 2006 23:33:54 GMT -5
Here's my balance:
Defense: Start with a massive HP, plus a barrier. In return, really slow. Leader: A little more than average HP, plus a slight boost that says "I'm in charge". Average speed. Power: Large Power boost. 'Nuff said. Slightly slower, normal HP. Support: Easier to keep yourself alive. Slightly lower HP, average speed. Intelligence: Immune to certain effects, basic HP and speed. Speed: Massive speed boost makes it easy to dodge. Low HP means getting hit is bad. Average power.
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Post by Avi_Protocol on Nov 19, 2006 23:49:52 GMT -5
Okay!
"Thank you, Dalent!
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Cydver
Advanced Netbattler
R3T4RD GFXer Team Revo Member
Posts: 231
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Post by Cydver on Nov 20, 2006 4:25:54 GMT -5
Um, right. So is a Cannon chip roughly slow enough for a Power Navi like Cyvarazer or even Napalmman (example) to dodge easily?
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Post by Avi_Protocol on Nov 20, 2006 5:37:54 GMT -5
I guess so. I think only Navis like Knightman have to move about really awkwardly...
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Post by Dalent Ω on Nov 20, 2006 14:53:52 GMT -5
I guess I will have to give Blaster-type chips speeds. Cannon would be about Speed 2. Easy to dodge from far range, hard to dodge form close range.
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Cydver
Advanced Netbattler
R3T4RD GFXer Team Revo Member
Posts: 231
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Post by Cydver on Nov 20, 2006 19:51:26 GMT -5
Ah ok...*gasp* OMG? It moves at the same speed as Cyvarazer moves? Lol.
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Post by Dalent Ω on Nov 20, 2006 21:40:37 GMT -5
Well, an M-Cannon would be around Speed 5 or 6, so when the slowest of them all, Defensive navis, get to a speed over 4, most people will be using HiCannons or M-Cannons. But they may be using Cannons for the GigaCannon PA, which will probably be about Speed 8-10.
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Post by Dalent Ω on Nov 20, 2006 22:06:00 GMT -5
Speed only increases with Version Up. So, Speed Navis max out at a Speed of 9, for example. There maybe be other ways to raise Speed, like NaviCust Programs or something. And I was making a Secret Chip that you add to the end of any chip that adds +1 to its Speed.
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Post by Avi_Protocol on Nov 21, 2006 0:55:40 GMT -5
And do we add the chip speeds to our own speed to get the final speed when we use the chips?
Thank you!
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Post by Dalent Ω on Nov 21, 2006 6:20:46 GMT -5
Only for Projectile Chips, like MiniBombs.
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Post by Avi_Protocol on Nov 21, 2006 7:47:47 GMT -5
Thank you, Dalent!
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Post by Pontus on Nov 21, 2006 21:02:01 GMT -5
Which means Speed navis should stock up on Projectile chips.
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Post by Avi_Protocol on Nov 21, 2006 21:35:51 GMT -5
Well, not exactly... Blaster chips would kinda be faster in most of the cases... I mean, one is executed by a blast or something at full force and one is thrown by hand...
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Post by Dalent Ω on Nov 21, 2006 22:30:46 GMT -5
Power Navis would want to stock up on Projectile, because they get an added boost. By SP, a Power Navi will be Speed 6. And he'll get a +3 bonus ib Projectile Chip. So a Speed 2 SeekBomb1 will go at a speed of 11 by then.
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Post by Avi_Protocol on Nov 21, 2006 22:57:38 GMT -5
Wow, so that's nearly undodgable?
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Post by Pontus on Nov 22, 2006 1:50:54 GMT -5
Depends on how speed will work once there is a Navi Cust. Also, a SeekBomb1 would have the same speed in the hands of a maxed out Speed navi, possibly more.
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Post by Dalent Ω on Nov 22, 2006 6:22:02 GMT -5
True. But then think of distance peoples.
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Post by Avi_Protocol on Nov 22, 2006 6:24:47 GMT -5
You are right... But that means Power Navis would equal out with Speed Navis...
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Post by Pontus on Nov 22, 2006 22:51:54 GMT -5
In that sense, there are still the other class specific traits.
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Post by Avi_Protocol on Nov 23, 2006 0:00:51 GMT -5
Well, yeah... I think that would be better...
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Post by Avi_Protocol on Nov 23, 2006 10:37:00 GMT -5
Well, you are right... I think we should let a Staff Member decide what field the participants are fighting on. That would solve the problem.
Thank you!
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Post by Avi_Protocol on Nov 23, 2006 13:07:48 GMT -5
((This is going off-topic. I think we should make a new topic for this...))
Well, I believe none of the staff members would be biased towards a member. If by any chance, the field chosen is for the disadvantage of a participant it would be his bad luck or his inability to cover his weaknesses... Either ways, the staff member would be less biased than the person chosing the field since that person would be completely thinking of himself.
I'm sorry if I was harsh but it might happen with everyone. Please forgive my grammar if it is wrong...
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Post by Dalent Ω on Nov 23, 2006 17:46:40 GMT -5
I forgot to say that you cannot die because of Darkfield Damage...my bad.
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Post by Pontus on Nov 23, 2006 22:52:42 GMT -5
Actually, if we were to number the types of fields, my freind has a code for proboards that adds a random number generator to the options you have, and you can change how many sides it has.
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Post by Dalent Ω on Nov 23, 2006 23:31:21 GMT -5
Actually, the staff on EXEW found a 10-sided dice code, and I think I can modify the number of sides. Plus, it's un-modifiable. So, you can't modify your post continually to change the outcome.
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Post by Pontus on Nov 23, 2006 23:49:45 GMT -5
The one my freind has just puts in a code in the post that decides the number of sides and when you post it rolls the die, it can't be changed after that.
EDIT: In fact, I just recently decided to do a 3,000,000 sided die roll, just cause.
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Post by Dalent Ω on Nov 24, 2006 0:01:20 GMT -5
Umm..yeah, that's what the one on EXEW does.
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Post by Pontus on Nov 24, 2006 1:26:51 GMT -5
Oh, guess you could use that one then and it wouldn't make much difference, so your choice.
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