User talk:Raigyo

Personal to-do list that I may or may not do (and make someone else do instead):

-[01:30] > like flinch/nonflinch DONE

-[01:30] > different movement types in ma/mf, ma classifications (neue ziel, dendrobium, balls, etc) DONE

-[01:30] > special boost usage in ma/mf and twinbuster rifle mode DONE

-A special note about sniping (beams dont penetrate while sniping, and shell weapons hit instantaneously while sniping)

-More notes on skills, paper def aka veteran infighter also let's you stand 1 knockdown, and makes you be knocked down on the next attack that CAN knockdown (aka any melee hit, knockdown weapons) DONE

-Controversy surrounding limiter release el oh el

-Maybe melee range and aoe? maybe even melee speed

-"float time"? (how long it takes a suit to fall down) no exact values, but mentioned MA/MF anyway

-[01:49] > all the ammo tests shouldnt count imo [01:50] > theyre including reload time [01:50] > we need to have reload down while testing

-[01:55] > also adding this to suits like sword strike and ballk [01:55] > 3 part attack, each part contributes to 2/3 of a melee hit. Must click at the end of one part to hit with the successive [01:59]  are you going to do that for like [01:59]  the spin moves [01:59]  like 2ndl, jarjar, god, jio etc

-may also need to fix the above, since the third part usually just does a straight knockdown like the 5th melee hit (this also needs a note, albeit a very short one =3=) DONE

-adding more from above, special mentions for these kinds of melee attacks for: psyco AR, shenlong, kampfer(?)Being worked on

-[01:52] > different weapons have different splash areas btw [01:52] > we need to test that too [01:52]  wat [01:52] > ball has a huge splash area [01:53] > compared to weapons like railguns

-weapons that make you stand in place (snipers, stun beams, etc)

-another random note: weapons that shoot more than 1 ammo at a time can be interrupted midshooting (like missile pods, trikeros, or gatlings) the ammo is only partially used up and the weapon can be used again immediately after cooldown (no need for reload, these weapons also usually dont reload until theyre used up too) shooting the same amount of ammo as it normally does. So being interrupted during trikeros = awesome

-redefine weapons that knock down: example: change 5 hit knockdown to 1/5 knockdown per hit. This makes for a good standardization for all knockdown weapons IMO DONE

-more of above, this would help with 8 hit melee cap suits too, like shenlong, ji o AS, etc DONE

List is in no particular order, but priority should be given to MA-related info

HUGE LIST why? [01:53]  is that really necessary =\ [01:53] > I LIKE MY COMPREHENSIVE WIKI

Hi, welcome to SDGO Wiki! Thanks for your edit to the Skills page.

Please leave a message on my talk page if I can help with anything! -- Monotonous (Talk) 01:36, 21 April 2009

Notes.
Oh, its easy to do the notes. Edit the page and open the wikitext (topright button) Do it like:

Then at the end of the page add: