Avatar of Genni
  • Last Seen: 6 yrs ago
  • Joined: 11 yrs ago
  • Posts: 1814 (0.45 / day)
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    1. Genni 11 yrs ago
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8 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
11 yrs ago
Round and round and round we go...

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@KabenSaal While it's true that Ironside (32) and Ironside 2.1 (27) have the highest Defences at the moment, thanks to being Inspired while 2.2 and 3.1 (Defence 21) aren't, Brick (22) has the second highest thanks to his Armoured, Upgraded and Inspired effects and will be higher still next round when his Stoneskin buffs his Defence even further (27).

However, using Ironside would be risky since at the moment she's protected by Psy-Warp's Telekinetic Barrier but if she moves she'll lose that bonus, and if she's KO'd then all the clones will stop functioning. Using 2.1 would be preferable, but since she's already over in the guts of MT4 she's also much closer to the oncoming enemy reinforcements as well, which could place Deimos in danger should she decide to rush forwards to use her ability.
@KabenSaal Since MT3's Defence is currently only 8 and its Health is 21, you'd only need to hit it with an attack of 30 to KO it, and with Deimos's Attack currently at 22 (basic 13 + Inspired 4 + Speeding 5) she's only need to find someone or something with Defence of 8 or more to do the job, which would make potential ammunition include Rocksmith (if you can climb that high), Bumblebee (if you can catch her), Brick, Heretic, Psy-Warp, Deimos, Void, Vex or someone else.
Someone with Defence of 20.
Who just arrived.
With its friends.
The shiny metal guy I mean.
Creative is all well and good, but if you have a skill that does decent damage against highly armoured targets, then you are going to spam that shit.

No problem with throwing things, but how about switching things up a little, like throwing Brick instead? I wanna see if rock beats metal.

Or speaking of rock beating metal, try throwing Rocksmith!
She couldn't keep throwing people forever, and it was boring besides to keep throwing people forever, even though looking at their heavy metal chassis, that would be the only thing effective against them.

Yeap, eventually the GM will get bored of someone using the same tactic over and over again and will do something to teach them to be more creative in future.
I like chun-li's Kikosho. Aside from sounding like 'kickass', it deals a 20 hit combo against cornered opponents and you can juggle it as long as you have the energy.

Why stop there? Deimos could go for the Hyakuretsukyaku...

...the Sen'en Shuu...

...the Tenshokyaku...

...the Supiningu Bādo Kikku...

...the Hazanshu...

...the Houyoku Sen...

...the Senretsukyaku...

...and the Tensei Ranka?

Has anyone else noticed how all of Chunner's special moves seem to involve her flashing her panties to the crowd?
It's almost as if she's got a fetish about exposing her crotch with as large an audience as possible watching her.


Although if Deimos wanted to use any of those moves, she'd have to appear in as a 2D sprite during engagements...

... otherwise this might happen to her.
Then the whole team gets +2 Attack from her inspiring cheerleading routine. Win-win.

Actually she organises Rocksmith's fans into a cheer squad which extends his Cheered On! bonus for the entire team.
Yes. Because Ghoul/Giast type EXP drain skills are a big turn off for me.

Okay, was planning on Deimos tripping over her shoelaces, since she hasn't checked if she remembered to tie them up or not when leaving the transport, and after she falls down and banged her head on the pavement she'll wake up thinking she's a powerless fifteen-year-old cheerleader from Arkansaw.
Like what?

You really want me giving away the surprises this early?
So, with two 35 xp gains, Deimos has leveled up, according to the latest exp I got from you Genni. SO, is that done immidiately, or is it done at the end of the fight?

At the end of the fight, since Deimos would have to use a Training action to level up and that can't be done in the middle of an engagement.

Also, something freaky could happen during the battle which could end up removing XP before she gets a chance to hone her Hadōken skills.

Isn't mechatrooper2 trapped and clamped for 5 turns?

No, just Trapped for six turns, since the Clamped effect adds five turns to the one turn Trapped rather than replacing it.
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