QUOTE(redeye84 @ Mar 28 2007, 06:37 PM)
Badass antagonists.. err I cant see why you find Char cool In CCA he only send that Axis to earth just to get even with Amuro for killing Lalah.
That's why he is badass... he whacks the entire earth using a noble excuse as forcing evolution, yet all he wants to do is to thrash Amuro... It's total madness... Just the sort of thing masked men would do. Pure madness.
But then, Char wasn't really that good a pilot in CCA (coz he HAD to lose, fans will burn Japan if he killed Amuro on screen)... He held back during his first fight, didn't do much stuff except Newtype-zing zing a few nukes; only the melee was great, but he lost too easily... Amuro did more amazing stuff with ReGZ and Nu.
Maybe it's just me, but most of the time protagonists are too boring to be liked, maybe except angsty Kamille, but he turned out to be another Amuro in the end. To be honest, the protagonists in Gundam which I really liked are normally side characters... Odelo, Witz, Emma, to a lesser extent Duo when he's not goofy... Seabook could have been another Amuro + Kamille type character which is probably boring but still fairly acceptable, but to be fair all characters weren't properly developed in F91.
Baddies... Who doesn't like the mad manipulator Haman and egoistic grandiose Paptimus? Trieze with his bullshit political talk which sounded so noble if you were an OZ soldier, and Zechs before joined White Fang. Rau le Clueze was superb towards the end when he toyed with Mwu and Kira. Karozzo could have been another interesting psycho, but too bad his series was condensed. GV lacked an interesting baddie, Chronicle was simply not influential enough, and his role in the end just turned out to be like Jerid, ie just a rival pilot and nothing more.
Neo? worst masked dude... F.K. Off Mwu... stay DEAD.
QUOTE(redeye84 @ Mar 28 2007, 11:53 PM)
V gundam My fav As League of Militia was gonna pwn Bespa then Bespa call for a surrender and EF actually accept it.. *swt*
Anyway It would be cool if the Main Chara would have a Monoeye Gundam. And i dont mean that Manga that someone googled for me. CE got the chance to do it but NOOOOOOO there have to stick with the same ole thing as to follow Bandai risk assesment guide.
If i could draw i wouldt mind remaking destiny.
EF was utterly useless in GV... League Militia was pwning BESPA everywhere they went, yet they are only civilian soldiers...
No monoeyed gundam.... Monoeyed main unit perhaps, but only ZAKUs and Zeon units can have monoeyes... Even Zanscare and Crossbone Vanguard had to use two eyes
Remake Destiny.... No Kira and Lacus, just focus on Shinn... No useless grunts, no stupid Orb against everybody crap, no lousy EA... Cut the crap fanservice, I'd rather see gundam fights than 5 minute shower scenes...
But I'd rather let it die in peace, otherwise there'd be more bling bling units...
QUOTE(QuackSilver @ Mar 29 2007, 05:35 AM)
Not exactly Zaku Zeta.. but Zakudam...
Added on March 30, 2007, 11:40 amstole it from mechatalk forum, but oh well...
HOW TO PILOT A MECHA
» Click to show Spoiler - click again to hide... «
The pilot really isn't responsible for moving the mobile suit's limbs, torso, et cetera individually. The controls of these machines are a lot more abstract than people seem to think - you steer it with hand grips, you control speed with the foot pedals, you designate targets and choose weapons with a joystick, and the powerful and expensive computer system translates all these commands into the appropriate motions of the mobile suit's body. As far as the pilot is concerned, they might as well be flying a modern jet fighter, and in fact the controls are almost identical.
DeltasTaii wrote:
The weird thing is that the head and main weapon of something like a Gundam should always be pointed in the same place-or is the head always just pointing where it figures you need the best display? That slightly worries me on an older cockpit though, since it seems like it could force the display to move if it moved enough. It also means vulcans are pretty much out of your control...you can just fire them if they happen to be pointing at something you want to hit (sounds like G vs. Z in come to think of it ) I'd assume there's probably some sort of indicator of where your head is pointing on screen then.
Exactly. The cockpit display is programmed to make it look as if you're sitting in the mobile suit's head, looking straight forward, so the head vulcans are always aimed straight at the middle of your screen regardless of where the rest of your weapons are pointing. That's probably a real boon for panicky pilots, allowing them to open fire in the general direction of incoming enemies without taking the time for precision aiming.
And since Rei Murasame asked for it, here are the notes I took from the Gelgoog Jaeger pilot manual in Entertainment Bible 1...
-- Mark
MS PILOT MANUAL
Paraphrased from "Entertainment Bible 1: MS Encylopedia, One Year War Edition"
1. Console Explanation
An introduction establishes that, yes, this is the cockpit of the Gelgoog Jaeger. The images on the four main monitors are derived from the 12 cameras distributed around the mobile suit's body, to present the external world as if you were sitting in its head. (You're warned not to forget to protect the torso, where you're actually sitting.)
The communications monitor on the top console is used to communicate with the deck crew and operators aboard your carrier ship. Thanks to Minovsky interference, you can only get visuals over short distances; after that, it's voice only. Although there's a dedicated rear-view display, you'll get an automatic verbal warning if an enemy gets behind you, and you can then use the controls on the left console to put the rear-view image up on the main monitor.
Most of the mobile suit's critical functions are handled by the control sticks and foot pedals. The sticks control the flight direction, and also house the trigger and weapon selector, while the foot pedals provide throttle and braking functions. Even in combat, most of the mobile suit's functions are computer-controlled; as a result, even a grade-schooler could operate it.
* Panel and Console Diagram
A diagram calls out the major controls in the mobile suit cockpit. The diagram is based on the latter-model Zeon cockpit used in Gundam 0080 (and the manual as a whole uses the Gelgoog Jaeger as its example mobile suit). The cockpit consists of a seat and four monitor panels - front, top, left, and right. The front and top monitors sport small control consoles, and the other instruments are built into the seat or its side consoles.
The top monitor console includes two smaller screens - a rear-view monitor and a communications monitor (on the left and right sides respectively). In between are a set of sensor mode selectors.
The front monitor console bears, left to right, generator starter switches; a threat warning panel; and monitor toggle switches.
The left and right armrests of the seat sport almost identical controls. Each side has a sliding control stick - I think the right is for weapons, and the left for steering, but there may be some functional overlap - plus a row of ten buttons for manually activating the apogee motors. The left armrest also sports a throttle lever, which seems to function something like a gear shift for the thrusters. Additional side consoles are attached to the armrests; these contain controls for communications and external monitor modes (on the left), drive/fuel system mode selectors, and warning monitors (on the right). A mysterious "index sub-console" dangles off the right console.
Finally, there are the two foot pedals - brake on the left, throttle on the right. The throttle pedal functions like a car's accelerator. (Note that the upper limit of your thruster output is governed by the throttle lever on the left armrest.)
2. Launch Sequence
When you enter the cockpit, first buckle up your seatbelt! Then turn on the generator (via the front console), check the warning monitors (on the right console), and use the monitor toggles (front console again) to switch to systems check mode. If anything's wrong, holler for the deck crew.
Now you're ready to get on the catapult. Set the drive system mode to "walk" (via the right console) and proceed to the catapult as per your operator's directions, picking up your weapons on the way. Use the throttle pedal to walk forward, the control sticks to turn, and the brake pedal to stop. (I think you're meant to keep the brake pedal down until you're ready to launch.)
Once you're on the catapult, it's time to warm up your thrusters. First set the drive/fuel system mode to "catapult shoot" (right console again), then release the lock on the throttle lever (left armrest) and slide it into "idling" position. Check the warning monitors again, and set the throttle lever to "taxi-ing" position. (This lets you use your thrusters to pick up a little extra speed during launch.)
When your operator gives you the signal, you're clear to launch. Just release the brake pedal, and you'll be shot into space. Using your thrusters as little as possible (to conserve propellant), join your teammates in formation. You can use the index sub-console (attached to the right console) to load pre-programmed mission routes, including your return course at the end of the mission.
(Note: From the following chapters I gather that, after launch, the throttle lever position should be set to "idling" - zero thrust - and the drive/fuel system should be set to "cruising" mode, but it's not clearly specified. I guess that's covered in the omitted Chapter 2.5, "Flying in a Straight Line.")
3. Combat Sequence
The warning panel (on the front console) will alert you to approaching enemies - in this example, because your mono-eye's infra-red sensors have picked up their thruster flares. Set the sensor mode to "scan" (via the top console), and the mono-eye will automatically seek out enemy targets. As you enter battle, set the drive/fuel system mode to "combat," and crank up the throttle lever for bursts of propellant-burning speed.
Set the combat mode selector on the right control stick to "shooting," and release the trigger lock. A targeting reticule will then appear on your main monitor, while enemy units will be tagged with target symbols. Use the control stick to move the reticule onto the desired target, get a lock-on, and pull the trigger. In close-quarters combat, set the combat mode selector to "melee." Go a few seconds at full throttle - can't waste propellant! - to close the distance, then pull the trigger to swipe with your beam sword.
In the course of this chapter's combat example, there's some discussion of dealing with battle damage. You can use the index sub-console to switch hands, the manual activation buttons will turn red to indicate lost apogee motors, et cetera. Also, as you use up your propellant, you should adjust the throttle lever to reduce your thrust.
Once combat is over, you can return to your mission route. Set the drive/fuel system mode back to "cruising" while you check for damage and glance at your propellant levels. All clear? Set the sensor mode back to "warning" (via the top console), put the throttle lever back into "idling" position, and continue on your course.
4. Escape Sequence
This chapter details the workings of the emergency ejection mechanism, which is activated by opening a box under the seat and pulling on the "escape ring" inside. The mobile suit's chest armor blows off, and then the seat is launched about a quarter of a second later. The seat's rocket motors fire for up to 30 seconds, with a peak acceleration of 16 gees; within five seconds you'll be a kilometer away from the mobile suit, safely clear of the blast radius. (I note that these figures indicate an average acceleration of 8 gees.)
Once you've ejected, you can maneuver the drifting seat with its built-in apogee motors. The life-support systems provide five days' worth of air, and three days' worth of food and water (presumably delivered in-helmet), while a beacon signals to friendly rescuers. Or unfriendly ones - thanks, Antarctic Treaty!
The chapter closes by discussing how the ejection mechanism can be employed in other environments - inside space colonies, on Earth, on the moon, et cetera.
5. Return Sequence
Assuming your mission went well, you now get to return to your carrier ship. Your operator will guide you through the final stage of the approach. Once you reach the ship's hull, turn on your foot magnets, set the throttle lever to "idling," and set your drive/fuel system mode to "walk." Then, once you're safely back in the hangar, switch the drive/fuel system to "maintenance" mode. This will shut down the thrusters, lock all the drive systems, and finally power down the generator. Good job!
This post has been edited by StarGhazzer: Mar 30 2007, 11:41 AM Attached thumbnail(s)