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Re: Flight Capability

PostPosted: Thu Nov 13, 2014 1:52 pm
by Zenislez
TRANS+CRAZY wrote:Unfortunately, there aren't very many websites dedicated to Busou Shinki. I think this site is the only one that is fairly reliable. Likewise, there really isn't much official canon for Shinki either.

And I honestly wouldn't trust that Busou Shinki Roleplay Wiki page at all. Seriously, Wiki pages are completely unreliable.

Not to mention some of the info is quite......different from what I have learned for quite some time. But eh.

And I agree with most that all shinkis can fly. Just which one better. Example Arnval type can fly better than land based specialist like Ach.
But I do can see Zelnogrard and Fort Bragg can't fly with their heavy gear and no booster or jet exhaust at all.

Re: Flight Capability

PostPosted: Fri Nov 14, 2014 3:39 pm
by Klinkin
Ron8675309 wrote:At the risk of sounding like a crazy person, I've been trying to decide on my next Shinki by assessing tactical needs of the squad I currently have. As it stands, my Zelnogrard needs cover support because she isn't mobile, and I figure a flyer or agile jumper would be the best complement to her. And my air support as it stands is limited to Tsugaru, Eukrante, and Lirbiete, who have to cover four other non-flying Shinki in addition to being aerial defense. So as much as possible, I do need to choose from a list of flyers. :lol: Please don't judge me, this is how my mind works. :lol:

That's not crazy at all. Well, at least not in this community. A lot of us do stuff like that, and several of us customize our Shinki using other parts (usually from GunPla or Kotobukiya's Modelling Support Goods line) with tactical considerations. For your specific instance, if I understand things correctly, you're looking for a loitering air support for your Zelnograd, as opposed to the roving air squad you currently have. There are a few ways to go about this, depending on what you need:
  • A medium/long-range air-superiority or air-to-ground with hover capabilities and probably decent durability; luckily, the lack of speed requirements means you don't need to keep armor down.
  • A medium-range, less mobile anti-air or artillery Shinki.
  • Instead of adding another Shinki, simply give your Zelnograd some more equipment to deal with air threats herself; this set would give her access to plenty of missiles as well as some machine guns for closer-range anti-air. The set would be cheaper than a Shinki, but would require a bit of modelling skill (read: wrap tape or something around the pegs, they're ~.2mm too thin) to do. You likely won't be able to fit the entire set on her, but I bet one or more of your seven other girls would be happy to use any extra parts.

As for the Shinki Roleplay Wiki: that looks like one person's aborted pet project to establish a database to be used by people roleplaying in the Shinki 'verse. On the front page, it mentions the use of Armored Core stats, so I'm guessing it was to be used for a play-by-post RPG.

Re: Flight Capability

PostPosted: Fri Nov 14, 2014 7:17 pm
by Ron8675309
Well I'm planning to have around 9 Shinki anyway, so it's not so much a question of avoiding another purchase (I most likely do not have that kind of willpower :nanner: ) as making the "correct" purchase.

And I did remember soon after that I could always Gunpla a poor flyer or non-flyer into being otherwise, which does a lot to open up my choices.

Instead of adding another Shinki, simply give your Zelnograd some more equipment to deal with air threats herself; this set would give her access to plenty of missiles as well as some machine guns for closer-range anti-air.

Ooh, that is quite attractive and a way to give a Shinki like Zelnogrard a bit of flight/jump capability without making her look like a gun emplacement that happens to have an X-Wing for a rear end. And it would amuse me to no end to be all, "No, Zelnogrard didn't have *enough* firepower, silly!" I was just going to Gunpla-mod my last couple of Shinki, but my Zelnogrard just might be getting some free gifts with purchase after all. Thanks!

Re: Flight Capability

PostPosted: Sat Nov 15, 2014 1:44 am
by Klinkin
No problem. Next to GunPla, Kotobukiya's various kitbasher-friendly lines (namely, Frame Arms and Extend Arms; and Modelling Support Goods, which includes both Weapon Units and Heavy Weapon Units) are some of the most common customizations seen in this community.

Re: Flight Capability

PostPosted: Mon Dec 29, 2014 7:50 am
by Kirie
While not really understanding your position...

Get two or three dozens of remote AA guns, install it in strategic position, connect them to Fort Bragg's fire control system and go for saturation, at least to limit the movement of the flies so they can be shot down.
Downside is the anime physics that dictates saturated AA wouldn't work because everyone and their grandma can dodge non-decisive bullets.