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Static meka

 
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XHunter
Simple


Joined: 23 May 2011
Posts: 84
Location: troll dojo

PostPosted: Sun May 29, 2011 6:58 am    Post subject: Static meka Reply with quote

ok... im not getting to the detail but to descripe: a meka that have a ballistic cannon that gives the target cannot move, lost 40% sld regen and receive a massive penalty to hit (5 gunnery lvl)
controlled/max speed: 3/4
sld: 40+10/40 (10%regen)
20 armor
harder to hit this unit (1 gunnery lvl)
takes 1 less dmg per attack
cannon: 6 range static 10 dmg 5 ammo
2X 5 range 15 dmg 10 ammo
unique and cmd unit
CE: 1500
ability after actied:
takes 2 less dmg per attack
harder 2 hit this unit (2 gunnery lvl)
all ballistic weapon receive + 2 range
acti available after this unit is actied:
speed burst CD: 3 +4 controlled/max speed
Aim shot CD:3 + 2 gunnery lvl 2 hit but lost 2 max speed
Resupply request CD:10 all ballistic ammo retored, unit cannot move
Jam signal CD:6 receive cmd shield next turn
Power burst acti: 6 CD:3 unit shield reach 200%, unit take 25% dmg this turn
the pre-mod sld be: rail cannon, mag cannon, cerb, PHA, nep and CAS
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maXDooom
Advanced


Joined: 07 Dec 2011
Posts: 757
Location: in perverted places

PostPosted: Wed Dec 07, 2011 2:33 pm    Post subject: Reply with quote

giving it weak shields and armor doesn't make it balanced
with all these actis i can charge in a army and commander
cap and get away with it
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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