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Sept 13, 2016 19:26:57 GMT -8
Post by warmach1ne32 on Sept 13, 2016 19:26:57 GMT -8
That's it?
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Post by warmach1ne32 on Sept 13, 2016 19:11:04 GMT -8
I didn't know you could triple tap with the Paladin, I mean it is possible but would be hugely expensive, so I didn't try that. I did have Sola double shot, but not have Chigara double repair cause I rarely needed repair on more than 1 unit other than facing Alice with her 30k health Nightmare. In the 1st Turn I use Full forward and give aim and damage buff to Sola as a sort of makeshift awakened to shoot down any support or those aoe missile destroyers(I forgot the name of that ship) or whittle down carriers. When Sola is awakening and the carriers deploy support, I warp right next to it and have Bianca move it around the Sunrider so the free auto attack would kill it. Then have Chigara flak off the carrier for missile barrage or just Savior cannons point blank. Since I didn't get 3-tap Paladin/BlackJ or double repair I spent the intel on more damage and a little accuracy on Sola (2:1 ratio), upgrade kinetics on the Sunrider (3:1 ratio of damage and accuracy), try to get the Sunrider to double shoot and flak, and give damage, accuracy, and energy upgrade to pheonix since I use her and the gunships a lot to finish of capital ships and mooks. The ones with the big guns like Sola and Kryska along with Sunrider and the A.cruisers job is to whittle the armor down to 0 or <4 armor. Sola's shots I generally use on carriers and high HP units and use Sunrider's warp to hit ad run, and the amount of kills done from the ships would replenish the 1750 CMP easily.
Also did you know that All Guard's flak buff also increases the damage of counter-attack fire? I found that by accident in MoA when I warped next to a support and 1 shot it when All guard was active. In LibDay when you can get Summon Battleship is also really good, I usually summon on after Full Forward expired so I can summon and give it Full Forward afterward along with an Aim Up from Chigara and damage buff from Claude to maximize the chance of hitting the cannon shot and cause HUGE damage (1500 x Full Forward's 30% increase x Claude's Damage buff = 2000+ damage enough to 1 shot a Pact BShip). I also tried the Ongessite half-move cost power and the distance covered is awesome and 5 move cost per hex on Pheonix means I could cross the map with her in 1 turn, but isn't worth it on the units that won't be moving like Sola and the supports.
That is basically how I've been playing, Sunrider as short-range heavy damage with kinetic when you warp in on support and use Bianca to cause counter-attack flak and use Sola on the big fish is probably the unique style to my strat, everything else I'll assume is normal kill them before they kill us strategy with the big guns shredding armor and bug bites to finish them off. Also if I have a lot of enemies clumped together I could MIRV that after a few flak off on the back line to replenish the CMP of warping to and back.
If anyone have any ideas on how to improve my performance I would really appreciate it when I play though on Admiral next week. Any help would be appreciated.
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Post by warmach1ne32 on Sept 13, 2016 9:38:04 GMT -8
When I look at Sunrider I see it as Xcom with multiple weapons and no cover, since this is space. I can see the Ryder's themselves leveling up to unlock useful skills on a separate tab that have an energy cost and a cooldown like in XCom2. Stuff like Boost for the Pheonix that halfs the energy cost for movement to close in for multiple melee strikes. Overdrive to give an extra half of max energy but causes you to have only half energy on the next turn (would really help make the Paladin be even more imba). Skills/upgrades like that would be awesome, we did have a taste of it when buying some special upgrades from Sophita. You could use the Commander abilities to be accessible when selecting the Sunrider(or it's equivalent in the future game), and use the new space for Ryder abilities with cooldowns and various costs of activation. Maybe have those abilities be loadouts that can be changed in-between missions and maybe give a place to practice using that ability in a simulation or something similar to the MoA's skirmish mode to test the new ability and possible combos with the squad.
Other than that, maybe have large ships like the Sunrider or a Battleship act as cover for Ryders to hide behind. This can be good as damaged Ryders can hide behind friendly units, with ships being high cover while other Ryder's being low cover. So lasers aimed at seraphim have a chance to miss, if the attack aims true, the game would then calculate the chances of what ever the target is hiding behind to take the hit. Paladin in-front of Sunrider would be the best wall of metal to hide behind. The Paladin would take some of the shots while the Sunrider could absorb the rest. I'll leave the balance to the devs.
And maybe have more consumables with different abilities other than missiles. And maybe go the XCom2 route again just make 1 that is reusable after a mission. (I dont know how that works lore-wise but whatever)
This should spice up the gameplay and open up more ways to play the mission and maybe give some replay-ability. I don't know how to improve on the original gameplay other than make additions. Since most turn-based games with ranged combat use the same formula like with XCom. Maybe have the moon be the Avenger of the Sunrider verse and maybe have base management too (sarcasm). If the devs could make the base management work then great if not then might as well not put it in.
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Post by warmach1ne32 on Sept 13, 2016 7:15:31 GMT -8
I came to MoA because of the gameplay and wanting a challenge so I'm fine with the battles. Plus I cheat by using the warp jump to snipe support ryders or with Full Forward and a Damage buff from Claude, snipe Pact carrier with point-blank Savior cannon shots and use Icari to finish it off. So yeah game is okay.
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Post by warmach1ne32 on Sept 13, 2016 7:09:11 GMT -8
Sunrider academy Slice of Life could be like Clannad but each of the routes have really interesting stories so I don't know how to compress that into an anime without cutting the routes.
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Post by warmach1ne32 on Sept 13, 2016 7:03:29 GMT -8
Hmm, maybe have the idol's practice sessions be a rhythm game like DDR. The score then becomes XP for the idols to level up. The benefits of leveling up could be put in a skill tree for rhythm combos with the other idols or maybe unlock new songs or routines. You could use the same rhythm gameplay for the concerts the higher the score, the more popular the idols are. Maybe something like Metronomicon you switch between characters as their part of the song is played and be able to select everyone for when everyone have to sing. All that can be done in 1 DDR rhythm lane instead of 7 rhythm lanes. The songs should maybe included either everyone so that not only your waifu idol take all of the spotlight have the songs' notes be predetermined to be fair to the other girls performing. This could be a fun gameplay loop or a stressful mess if you make it too difficult so maybe add a difficulty level like in Sunrider but instead of Naval rank maybe the usual beginner, adept, master, and maybe Rhythm Whale for the Space Whale diff.
You probably know you need a lot of songs for the idols to sing so other than making the rhythm gameplay, you might want to have a big, not huge, library of songs. But be careful with making sh!tty songs just to fill the library, the players would notice and rage. I'm sure there are going to be great songs just worried about having filler songs.
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