Nixeu
Lord of Madness, Harbinger of Llamas
- Location
- Your nightmares.
For me, something like a teleportation Mod/Aug that can be used as a Reaction seems a much better investment. Hell, just something like a body electrification weapon that, when activated, would constantly deal damage to your Grappler regardless of if you win or lose would probably work a lot better. I'd be interested to see how Stunned enemies work in a Grapple. There's more options than using up the Arms Mod slot, which is probably going to be quite valuable real-estate.Think of it as reducing the effectiveness of what would otherwise be an enemy auto-win action, then. After all, 0 HtH means this design's gonna be INCREDIBLY weak to grapples. I mean, I've previously mentioned the scenario of a charger running up and suplexing things to death, so can you blame me for taking precautions to attempt to minimize those shenanigans?
Like, there's a difference between "trying too hard to do everything and thus failing" and "oh god I've got a fatal weakness to this one attack method, I need countermeasures NOW" too.
And, if it's something Stun immune or so fast the teleport doesn't buy time, a +3 is probably not going to save you. Against a dedicated Grappler like Phenom, that bonus will likely be irrelevant, unless you have Jackal's luck. Dedicated Grapplers are very hard to outdo in their specialty, even for units like Jackal with some points in Str and HtH, without serious luck, so the winning move is not to play, IMO.
"If you're giving me all the toys I want, boss, Arsenal Ships are pretty far down my list. Somewhere near the top would be 'plasma and positron cannon-armed, nuclear-powered Battleships'. If we want a Navy that can actually make a dent in a Kaiju, then, barring nukes, missiles aren't the best choice.The real problem with the Arsenal Ship concept, as was explained to me, is that it's a whole lot of money and explosives being put in a relatively poorly-defended ship and over-specialized ship. The four Ohio SSGNs get around that problem by virtue of being sneaky subs and being conversions of existing hulls, not to mention they still have their torpedo tubes, while the Arleigh-Burke Class DDGs have many VLS cells, but still have an assortment of guns, two triple torpedo tubes, and the Flight IIAs have space for two Seahawk helicopters on the ship itself.
Of course, in this age of giant monsters that can survive tremendous amounts of firepower and break ships in half over their assorted appendages, and a lack of Congress telling the Navy it can't have all the toys it wants, an Arsenal Ship might just be viable.
Speaking of the Arleigh-Burkes, getting our hands on one of them would be one hell of an improvement to our naval firepower, but the two shipyards that built them are on the other side of the country, so we'll need to figure them out ourselves.
"Another point of information, boss, is that the US Navy, being the scourges of proper naval terminology that they were, decided that frigates should be larger than destroyers. Because apparently, one of the various acts of rebellion the metaphorically-teenaged United States did to piss off daddy Britain was to use weird ship terminology. I could rant on the subject for quite some time, but I'll spare you that for today. In any case, we recovered several missile 'frigates', which should probably be about equal, or possible even superior, to the Arleigh-Burkes, in-terms of missiles cells. Once we get them functional, anyway. "
Real-talk, though. I can't actually speak to the specs of the frigates we recovered. See, the US Navy decommissioned our last frigate in '89, and the "replacement" Littoral Combat Ships are basically modular corvettes, size-wise. There is currently a plan to build some new, multi-mission, guided-missile frigates, of some unspecified class, which may or may not be based on the LCS designs, beginning work in 2020. But there are at least 5 proposals right now. Kinda up to @Fyrstorm how to handle whatever we recovered, and what it can do, though. I can link an article with information on the competing designs, or Fyr can make his own specs. Dealer's choice, as it were.
As such, they may, or may not, be a match for the Arleigh-Burkes but I'd guess match or exceed, since it looks like they're currently thinking of giving the replacement to the Burkes lasers, and potentially having the new frigates fill their current role. That's how things look to me, anyway, but I'm not exactly an insider.
Link: FFG(X) - Wikipedia
Edit:
Quick suggestion, maybe go with a J-Scale variant on the sonic tank guns, for more debuffing potential?Thought I'd throw my other hat into the ranged Jaeger ring.
The original build was an Arsenal build, decided to go with 3 Strength for more damage and slam potential.Maverick Grindell
Class: Mk II
Motivation: To feel the need, The need for speed.
Starting Stats (12/15)
HtH: 0
Ran: 4
Str: 3
Tou: 1
Agi: 3
Dex: 1
Archetype/Theme: Skirmishing Debuffer, The overall design is based off the F-14A Tomcat with the laser system theme inspired by the Falken from the ace combat games. The move and shoot aspect is derived from the high-speed action of Maverick in Top Gun with the slams coming from the F-14A Tomcat being described as "Fast yet strong"
Preferred Defense Action: Dodge
Primary Weapon/Method of Attack: Ranged laser assault.
General Aesthetics: Primarily grey with red and white accents, slick almost aerodynamic. Entropy cannons rest on the back hanging as "wings" before engaging on the Jaeger's waist.
Stat Priorities: RAN > AGI > TOU > DEX > STR > HtH
Gear Breakdown:
Weapons, Gadgets, and Armor: Maverick Grindell primarily uses laser weapons, using the stance change thermal cannon idea from Boreas as it's primary means of attack cycling between Fire, Electricity and Ice. It uses the thermal cannon primarily for debuffing the enemy, taking advantage of the freeze canon mode as a means of support. For close-mid range a pair of 3x wrist mounted UV Vulcans should suffice. Potential upgrades to the UV Vulcan's could see them take on the element changing abilities of the canons. Maverick can also take advantage of it's Agility in slams if needed. Something to allow a point-blank shot after a slam would be nice.
For more damage a chest mounted Kinetic guillotine similar to Skofnung's energy cannon for added damage and anti-barrier shenanigans.
Fighting style: Mavericks style changes depending on the enemy he is facing. If faced with a sword class Kaiju he focuses on debuffing the target with ice. VS Jaegers he takes a more offensive role using electricity to try to stun them without completely destroying them. Against Kaiju he starts by focusing on squisher targets before moving onto a more supportive role. Ideally he could even mix and match different elements using the effects in combination.
Mods, Perks and Augments: Improved targeting and the ability to benefit with Arges would be highly beneficial to make sure crucial shots land. Additionally something that would lessen the penalties of moving and shooting or even give a bonus for shooting and moving, based on the idea of repostioning for the right angle would be helpful. Even more helpful given it's potential partners would be a targeting system that only targets enemies, removing the disadvantage of clusters.
GAPAS is crucial to the defense of Maverick and HVMS would help him with said repositioning.
Partnership Prospects: Practically anyone would benefit from having the debuff benefits, but if used a pure sniper Paladin Victor or Phenom Sable make perfect partners.
Gear Priorities:
Critical: Entropy Cannons, GAPAS, Cluster-nullyfying targeting systems, Moving Shot stabilizers
High: Kinetic chest-beam ARGES benefit , HVMS, Elemental Vulcans. Point-blank slam-shot
Medium: Another close range defense system. Potentially Jackal's lasers or a Plasma caster. CMP-5 Gauntlets
Low: Barrier, Fangs of some sort
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