The two at not necessarily incompatible.
True. There's always making a mistake and annihilating yourself with the enemy.
Especially for people who need to worry about silly things like blood loss.True. There's always making a mistake and annihilating yourself with the enemy.
I think mainly we want to see how Transcendent Offense develops (we have hints of Red Wave / Blue Wave, or of decreasing the suicide cost of Static Wave), before deciding what proportion of our effort we want to devote to it. I do think that we should go beyond a singular levelup, as in continue to work on this ability even if we don't devote to it entirely.
Of the rest, the low-hanging fruit is Teleport Speed, we can hopefully Master that quickly. Interdiction Precision is stated to give a benefit, so there's that I suppose. I'm not too impressed by the description of Gate, but we should get it to usable levels I suppose.
I'm dubious on the utility of mastering other weapons. What I actually want is our other Heavy Particle Projectors back. Hypervelocity Cannons seem inferior in more ways than just unfamiliarity. Improving our skills with Lasers might be important, however, as speed of light precision weapons are handy for interception. Missiles... I guess it depends.
As you watch, they detach from their back mounts with a muted flash of light and orbit her black frame slowly in their autonomous configuration. All four suddenly rearrange themselves and come together to form one even bigger cannon. Just as quickly, they split into two smaller, but still large cannons, then split again, one reforming into the original scary giant particle cannon, whilst the other three change into yet an even bigger, even scarier cannon. All four come together again to form the outlines of another weapon, but this time it looks a bit incomplete, as if there were missing parts to it, before breaking apart and attaching back onto her frame.
The Valkyries of the Flight dropped even more altitude, merely five hundred meters off the ground when they began to pour weapon fire downwards. Anna combined her [just four guys just four] primary particle weapons and with two rapid, blindingly bright shots, both Type Tens and the Antagonists in their surrounding two hundred meters are silenced. There was nothing left but molten scrap and fountains of wild higgs particles from the former locations of the two Types.
You have to keep in mind that our Wave Force is good for one shot before it gets stolen by the protagonist or the antagonists one-up us. I think it's smart to have a level even further beyond in reserve.
It's BECAUSE it's good for one shot that we need diversity.
And also we've been told that nobody's going to be replicating Wave Force any time soon, or for the matter, make any progress until we do the research paper. Season 2 stuff at the earliest.
I suppose there advantage is that they are the most complex tech we can get as anything better is in a reverse engineering program like our beams or is the personal weapon of a Ace, like Shuri's Halberd. If we want something on the same level as the Particle cannons we just need to wait on them.
Avalanches quote was more about the question, would current Anna beat pre Sekhmet Anna in a fight. We didn't choose to dump our cannons, yes we did give some away but mostly they broke. Frankly now that Anna has access to the UN supplies and stuff she could arguably sustain all seven cannons just by requisitioning fusion reactors until she's got juice to spare.
Where do you intend to get these? It took Anna years to improve a regular gun to that standard.Also, we should consider that getting back more HPP's will also give us more impeller. Which, depending on how much, could actually outweigh the comparative value of the weapon itself in some situations. Dat resource pool so important.
From broken weapons and unimproved systems. It'd be considerably easier here, what with the UN supply chain and all. Also if we're lucky, we might be able to score some of the cast-off prototypes from the people reverse-engineering our HPP, which could put us a lot closer to a functioning one.Where do you intend to get these? It took Anna years to improve a regular gun to that standard.
I'd also raise concerns about our ability to deal with any opponents that might get right up in our face, as it were, except I have not read the skill sheets enough to even pretend to raise particularly factual-based arguments for or against it.
Zero Ranged: <100 meters
Impeller Field: (See Impeller Field Skills)
Unarmed Frame:
Precision: 46/50
Speed: 50 (Mastered)
Efficiency: 37/50
Heavy Particle Projectors: 4*1 configuration.
Precision: 200 (Mastered)
Speed: 200 (Mastered)
Efficiency: 200 (Mastered)
Melee Halberd: Plasma Lance
Precision: 78/200
Speed: 200 (Mastered)
Efficiency: 136/200
Hypervelocity Cannons:
Precision: 50/100
Speed: 50/150
Efficiency: 50/150
Here are our relevant melee skills. As you can see, we can use our HPP at zero ranged with maximum skill. Our Unarmed skills have a low cap but can probably be easily Mastered. Our Plasma Lance is very fast, which is extremely good, because reaction time is the main thing to keep us alive in defensive fighting, but could do with some training in other areas. We also have a bunch of skills I didn't quote on using our various systems as (essentially) improvised weapons. Overall, my opinion is that we're as deadly in melee as at any other range, except if we try to have a sword fight with a true master.
Oh and that's all without mentioning that Static Wave is a zero-range attack.
We gave away one (1) Heavy Particle Projector for reverse engineering. We lost 5 in the fight against Sekhmet. We have the remaining 4 still. So if people want to get more HPPs, we need to grab weapons to upgrade into them.
I don't think it's Anna's style, and I don't think it will help us in our quest to become MC. Dedicated support characters are pretty thoroughly relegated to supporting cast.As ridiculously overpowered as Anna/Durga's weapons are, her true strength is as support. Target acquisition and suppression, resupplying and repairing in the field, care under fire, and close air support are all things Anna/Durga excel at. By themselves they own face, but with a technologically integrated unit they becomes a massive force multiplier by countering noise, interference, and enemy jamming. So the big question for me becomes if Anna/Durga could incorporate all the parts to become the all-seeing-eye-in-the-sky for her allies along with a mobile medical facility and weapons factory with or without the HPP.
Thoughts?
Well, we'd still only be able to power them reliably with UN requisitioned fusion reactors.Regarding weapoms - I'm kind of wondering what combat or strategic advantages "Hypervelocity cannons" have over "Heavy Particle Projectors". I'm not certain there are any. Precision, range, speed, lack of ammunition requirements, energy density, (probably) damage... all that seems to be more in favour of "Heavy Particle Projectors".
So the question: do you think it would really hurt Anna if she discarded Hypervelocity cannons altogether? They probavly won't ever be focus of her training. It is, in an essence, a very unrefined weapon - throw chunks of metal at the opponent. Discarding them may have some advantages - for example faster integration of modules, as it would decrease complexity Durga's core have to support.
Do you think Hypervelocity cannon may require less energy? Are there enemies, that cannot be hurt by Heavy Particle Projectors?
As for my reasons for discarding it... it's a bit silly, to be honest. A type of (bit twisted) pride. Anna have Tony-Stark-ed Durga from very simple components up to something that invokes envy. On her own, step by step. Her weapons are unique, given that there exists reverse engineer program for them. Her throwing chunks of metal at opponent, as other Valkyrie does, simply doesn't sits well with me.
Also, valks probably make the logistics train much smaller on their own.I don't think it's Anna's style, and I don't think it will help us in our quest to become MC. Dedicated support characters are pretty thoroughly relegated to supporting cast.
I think she ate enough antagonists that she got a free sub.I'm not certain how Anna got HPP in the first place. I don't think it was defined at all. It's likely that it was something she picked from Antagonist. It is equally likely, it was something she developed by herself, using some ridiculously simple components - like (for example) simple X-Ray generator used in radiography.
So basically, there's only 1 HPP in existance that isn't currently in our possesion. That would mean that even if we reclaim it, we would have to upgrade another 5 in order to have the full set. Leaving the HPP with the UN to reverse engineer has the advantage that they can provide us with 6 HPP once they are done, plus they will be able to produce spares in case we break them again, drastically reducing the time without maximum dakka. From my point of view, it's more of a long term inversion than a loss.We gave away one (1) Heavy Particle Projector for reverse engineering. We lost 5 in the fight against Sekhmet. We have the remaining 4 still. So if people want to get more HPPs, we need to grab weapons to upgrade into them.
Hipervelocity cannons are dessigned to fire reliably at high speeds, and since are relatively simple are faster to repair.Shuri charges her particle projector until it glows, then fires the weapon directly downwards into the cap. The super strong composite material never stood a chance and is simply peeled back as the particle beam passed through. A rumble shakes the entire spire as the barrel of Shuri's particle projector smokes, clearly overloaded, and you frown slightly at the waste - then Shuri stows it, presumably for her Valkyrie Core to fix, and materialises another identical weapon.
Heavy Particle Projectors * 4 (Autonomous or back mounted)
All purpose, all range, variable power weaponry. Fires in either bursts or continuous. Fires exotic particles as standard to deal damage in a variety of ways. Capable of combining and reconfiguring into different forms to suit the situation at hand. Can function as a point to point communications array. Can function as a scanner illuminator.
Hypervelocity cannons * 2 (Autonomous or vambrace mounted)
Short range, high power projectile weaponry. Fires in bursts. Deals damage through kinetic energy. Requires ammunition in addition to power.
So in the remote case we find an enemy with a trick to deal with exotic particles, I wouldn't mind having some diversity even if the HVC are suboptimal in terms of firepower compared to HPP. Sure, we are stronger with 10 HPP, but HVC have their advantages as a sidearm. There's no reason to throw them away before we are sure we can secure more HPP. (plus, our HVC make a match with Koujirou's. Take that Setsuna!)Solar dynamos: Either layered over armour plates or extrudes from surface of frame as a mist.
Absorbs EM radiation and converts it to energy. Can be used to mitigate a moderate amount of damage from laser weaponry.Energy dynamos: Layered over armour plates. (Destroyed. 10 days until auto repair complete.)
Absorbs kinetic energy for storage. Can be used to mitigate a moderate amount of damage from projectile weaponry.