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Ventus JohnnyRiddenCL Mods Hayabusa42R VTyphoon |
The Rules Weapon Rules Battle Guide ZERO System |
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| Battle Guide | |
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| Tweet Topic Started: Sep 24 2013, 11:18 AM (248 Views) | |
| Ventus | Sep 24 2013, 11:18 AM Post #1 |
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Seaman
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This battle guide explains how the combat system here on Reborn works. First off, after every post, please place a small summary of what you did in your post. This prevents confusion and helps other know what you did. (This is explained in weapon regulations as well.) The first thing we want to go through is how one fights. There are many different combat styles and they all differ from pilot to pilot, that said when attacking someone, there is usually a generally a "Firing type" being used. Here is a list of Fighting/Firing types: Standard: Shot on the run, with no thought given to precision. You want to hit your enemy, but don't care where or how. The number of shots permitted is defined by the type of the weapon being used. Aimed: An aimed attack is pretty common, Your fighting someone and you want to make sure something comes off of your opponent. So you line up your sights with your rifle and pull the trigger. When using an Aimed Attack you do, however, leave your self wide open to others. Suppressive: Suppressive fire is used f or helping allies get out of trouble or for trying to scatter enemy forces before they can close in as a group. While using suppressive fire you run the risk of hitting anything and everything. Flurry: A Flurry is an attack using more than 2+ weapons to attack multiple targets or just one target with pure fire power. A flurry will take the most out of your power plant as you are using more energy than normal to fire at something. Only two units can fire on an enemy at once, unless mod approval is provided... No-one wants to be on the recieving end of a combined assault from all 5 Gundams at once. -- When fighting in a combat thread there are a wide numbers of wild cards in play during the fight. Things such as the Zero System and Virgo's Planet Defenser Barrier. Here is a list of armors and techs and what kind of punishment they can take. Titanium Armor: Titanium Armor is the most standard of armors in the After Colony Universe. Its sturdy and can take a good amount of punishment. With Titanium Armor, you may shrug off about 20 rounds of machine gun fire, but only 3 beam rounds per area. Example: You take too much damage on the arm. Your Titanium around that limb is now gone and any more damage results in malfunction or loss of that limb. Gundanium Alloy: Gundanium Alloy is an extremely powerful armor that can take quite the punishment before giving out. From a Machine Gun it takes about 60 - 70 rounds or 3 high powered missiles to crack the armor. However Beam weapons have enough power to break through it in 2 - 4 shots. The ZERO System: The ZERO System is a wild card deployed by the colonies in order to improve a pilots brutish fighting abilities. Using this system too much can cause bad side effects such as the system taking over your mind or making the suit go berserk. Think of this system as an Extended from SEED, the drugs only work for so long and then a painful side effect kicks in. This system's Berserker side affect can only be activated by the Faction Leaders permission. Planet Defense Barrier System: Deployed by the Virgo during In-verse events, this barrier is capable of take direct fire from even the Wing Gundam's Buster Rifle. Though powerful, this barrier system does take quite the amount of power to maintain and there for should not be active for too long. Here on GWR, this barrier may only be active for however long the play wants at a time, but once deactivated, the shield can not be re-activated until 5 of the enemy factions posts. Edited by VTyphoon, Oct 19 2013, 05:04 PM.
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First Lieutenant Alastair Blake Designation: Helgan One Mobile Suit: XXXG-01W Wing Gundam (Ver. Ka) | |
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1:25 AM Jul 11
