http://mad-copycat.livejournal.com/ ([identity profile] mad-copycat.livejournal.com) wrote in [community profile] srwug_alpha_rp2012-04-28 08:54 pm
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How Tatsu Shot Strayed?

[1]
(Tatsu is all repaired and is currently rushing around the Chailce. It seems she is trying to find something. Or someone. Do you assist her?)

[2] (Locked to PRIME)
(Tatsu is looking up at Prime with a look of pure determination.)

Tatsu ready to learn.

[identity profile] aprimeanswer.livejournal.com 2012-04-29 03:11 am (UTC)(link)
Heh, you recover quick. That's good, you're gonna feel some pain for your first week while adjusting to the G-forces.

[PRIME leads Tatsu to the Strayed. Most of the auxillery controls are stowed away, and the lone plug hangs down behind a custom-built seat.]

The cockpit should be adjusted for you, if the maintenence crews did their job like I asked. I'll see you outside.

[PRIME is assuming, after the stunt she pulled against the HALO, that basic movement shouldn't be an issue for Tatsu. He heads out in the Reinheit.]

[identity profile] aprimeanswer.livejournal.com 2012-04-29 03:25 am (UTC)(link)
All right, new pilot. Welcome to the Strayed, the...pretty middle-of-the-road Armored Core. Used to be top tier, back in the day, but PROGRESS MARCHES ON!

You're not here for a history lesson, though. We'll start with your basics in evasive maneuvers: the Quickboost. It's a maneuver that instantly shifts your momentum in a single direction, and is the main advantage that an Armored Core has over...pretty much everything else on the Chalice.

Quickboosts go in four directions: Left, Right, Forward, and Back. They don't work so well on the vertical plane, due to gravity competing with the thrusters...although the Strayed somewhat compensates gravity with its verniers, capable of sustained flight.

To quickboost, you need to tell your machine to move in a direction, and boost, at the exact same time. It's a simple thought, but be careful not to think it for too long, or you'll do multiple boosts and drain your energy really fast.

[identity profile] aprimeanswer.livejournal.com 2012-04-29 03:36 am (UTC)(link)
Hmm...try thinking of your boost as a trigger, in your mind. Move normally, and when you want a speed boost, hit that trigger.

Also know that you'll have greater control over your boost while you're on the ground, but you'll boost farther if you're in the air. Since the Strayed is meant to stay airbourne, you'll need to be extra careful with it...

This thinking leads to the next lesson: a stage 2 boost. It executes even faster than a normal quickboost, but it's a lot tougher to pull off...the trigger I told you to imagine? Rather than slamming it down while moving, you want to ease it down, not too fast, but not too slow. The extra speed and distance can make all the difference: remember, you don't have much armor to take hits with in that thing, so dodging is always your priority.

[identity profile] aprimeanswer.livejournal.com 2012-04-29 03:56 am (UTC)(link)
[PRIME doesn't even flinch, smirking a bit. Tatsu was a natural, she'd already taught herself to quickturn.]

Not bad at all! Just watch your energy. The Strayed has a pretty good generator, since it's able to keep itself up in the air, but this means that it recovers relatively slowly. If you abuse your quickboosts, you'll run out and be short of the energy you need to dodge at a crucial time. If your overdo it, you'll overload the reactor and crash and burn. Of course, if you land, you'll recover a lot faster, but there's not always a clear point to land on.

Lesee...most Armored Cores have 4 sets of thrusters devoted to the quickboost, which means you can do up to four in a row instantaneously. Do this TOO often, and you'll find your reactor overloaded...but it's great for avoiding attacks and charging in. Quickboosting to the side won't kill your forward or backward momentum at all, it'll just reposition you.