Roger. I saw a comment when I looked up Chozo Ghosts saying that Super Missiles are extra effective against them, and figured it might be worth trying with regulars. But that answers that without needing to waste time.
You can try to run into the city, just be aware that literally hundreds of people will be mercilessly slaughtered since the Echo's give zero fucks about civilian casualties.
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
Last time the plan was to hold a charged shot until the Ghost showed up then use regular ones. We had to deal with that 70 DC still. i'm not sure how to reduce it so i'm hoping ignoring Charged Blasts will help fix that issue.
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
As others have observed, trying to hold a Charge seemed to slow us down slightly, and with homing shots, even the reduced Wave Beam damage shouldn't be a deal-breaker.
[X] Mobile Bullet-Hose.
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please.
Vote Tally : Hatchling Quest (Worm/Metroid) | Page 327 | Sufficient Velocity ##### NetTally 1.7.3.2
[X] Mobile Bullet-Hose
-[X]If we can see a Ghost, shoot until we can't see them anymore. (If Wave Beam shots ignore cover and track, does it even matter if the arm cannon isn't pointed at the target when we start shooting?)
-[X]Keep moving, especially when no Ghosts are visible.
-[X]If just shooting the Chozo Ghosts with regular Wave Cannon shots is insufficient to dispel their summoned Human Ghosts, use Charged attacks when human ghosts are present.
-[X]Heroes keep reporting locations please. No. of Votes: 6 aledeth Captain Hunt KnightDisciple Mandabar TriggerBlaze345 tygerbright
[X] Don't fix what ain't broke
-[X] Current plan of action should work against two opponents just as well as it did against one
-[X] Focus your damage on one Echo so you can remove their number superiority
-[X] Be careful not to be knocked from attack to attack. Make sure that you position yourself so they can't pincer you as much as you can given the current situation No. of Votes: 1 Wolfy
[X] Instead of keeping a Wave Beam charged while the Echoes are invisible, use missiles to destroy objects the Protectorate designates as acceptable collateral damage in order to recharge. Target the most injured Echo whenever they're both visible. Otherwise, use the same tactics as before. No. of Votes: 1 Winged One
[X] Don't fix what ain't broke
-[X] Current plan of action should work against two opponents just as well as it did against one
-[X] Focus your damage on one Echo so you can remove their number superiority
-[X] Be careful not to be knocked from attack to attack. Make sure that you position yourself so they can't pincer you as much as you can given the current situation
-[X] Charged beams may not be viable for this battle. No. of Votes: 1 shade argost
[X] - Run Away! No. of Votes: 1 zecorezecron
Total No. of Voters: 10
Got your attention? Okay, I'm trying to figure out a proper roll system here so I'm going to run a basic idea for a new system that'll hopefully be more fair by you guys.
As such, I'm switching to a D20 system. This is solely to make the numbers increment better and hopefully lead to generally more familiar rolling system. Now to break it down:
Initiative:
Will be handled by the narrative or with hidden rolls. This is mostly because of the VAST speed difference between numerous combatants making this incredibly difficult.
Attack roll:
Same as D&D. The attacker rolls a D20 against a DC. If meets or exceeds, hit. 20's are criticals, which means they get to hit twice or something special will happen for you. 1's result in FUN happening. Modifiers will be added based on certain factors. Like for example, a normal human trying to hit Samus with a punch would receive a -20. Samus trying to punch a normal human would receive a +20.
A good plan could receive a +2 or +3 even. Likewise, bad plans will result in negatives added to your rolls.
Determining Damage:
Will be handled the same way as it has been.
Reaction rolls and others:
Will be handled on a case by case basis.
Enemy Groups:
Large groups of enemies will sometimes be treated as singular entities. After all, what kind of moron goes after a threat one at a time? The tougher the enemy, the smaller the group they'll be separated into. To use a good clear example lets take Doom 4's enemies and split them up.
This will help make when you fight against a trillion synths or whatever not a confusing mess and not make me want to punch my monitor.
Now, this is just a rough idea and I'd like to hear your thoughts on these changes, as well as any suggestions. To not make this all math though have a Vista!
The only thing I'd suggest is that you don't get too overboard on the "FUN"; I've seen a lot of quests where really dumb stuff happens "because LOL 1!" and it's important to keep in mind that, as the number of rolls go up, the probability of a 1 gets fairly high.
The only thing I'd suggest is that you don't get too overboard on the "FUN"; I've seen a lot of quests where really dumb stuff happens "because LOL 1!" and it's important to keep in mind that, as the number of rolls go up, the probability of a 1 gets fairly high.
Using D&D terms think of rolling a 1 as "Your bowstring snaps" or "You get knocked prone."
Won't get worse than that.
Edit:
Basically, you get screwed over but I do intend for you to keep fighting. It's just you get unlucky that one time and makes the fight a little harder.
If you're interested in bowstring snapping, Star Wars: Edge of Empire has a system where our bowstring can snap even if we hit or we can miss but manage to snap our opponent's bowstring.
I'm pretty sure it was at Vista's request, what with her being constantly irritated at being treated like a kid in spite of having more experience than any of her teammates.
Now, getting irritated at the PR rep that authorized it is totally okay, but at least they didn't come up with the idea of sexualizing a preteen all on their own.
I'm pretty sure it was at Vista's request, what with her being constantly irritated at being treated like a kid in spite of having more experience than any of her teammates.
Now, getting irritated at the PR rep that authorized it is totally okay, but at least they didn't come up with the idea of sexualizing a preteen all on their own.
Alrighty then. Now if only I could figure out why people keep confusing the Youth Guard with the PR guys. I could've sworn those were two different things.
More to the point, why is it that no one has pointed out the stuffed bunny she's holding? You know, the one that's partially hidden behind her skirt? You would think people would notice it by now.
Because both Public Representatives and child-welfare organizations are favorite targets for people to hate on.
It doesn't help that Wildbow made them pretty reprehensible and possessing nonsensical levels of authority to accomplish basically the same job.
More to the point, why is it that no one has pointed out the stuffed bunny she's holding? You know, the one that's partially hidden behind her skirt? You would think people would notice it by now.