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Madness Combat Discussion Thread: Redeemer

Does every single character possesses Analytical Prediction or something
You're making the skill blog, you tell us! But I suppose all Sweet Spot users do (instead of that being Power Null like we went over earlier). It bypasses the Tac-Bar/Ultra Instinct Lite, which can dodge homing attacks etc.
 
Does every single character possesses Analytical Prediction or something
Anyone who has a precision shot or sweet spot should have some level of Analytical Prediction, so not everyone. Several characters will completely lack that ability.
 
Because it will be too annoying to deal with such enemies
Yeah that's the technical reason but in-universe that doesn't make sense. It makes more sense that they don't have it since their more modern depiction completely removes it, especially since they've never shown such competency in the main series. Hell MPN2 contradicts Grunts having that ability since they're supposed to be more or less completely unskilled in combat.
 
Btw, Agent's plush was dropped and states that they have no personalities beyond fighting

Resistance to Empathic Manipulation and some skill stuff, I suppose
 
Yeah that's the technical reason but in-universe that doesn't make sense. It makes more sense that they don't have it since their more modern depiction completely removes it, especially since they've never shown such competency in the main series. Hell MPN2 contradicts Grunts having that ability since they're supposed to be more or less completely unskilled in combat.
I want to point out that these are specifically AAHW grunts, Random Grunts having such skills obviously makes zero sense
 
Btw, Agent's plush was dropped and states that they have no personalities beyond fighting

Resistance to Empathic Manipulation and some skill stuff, I suppose
Also, it mentions this in the context of their S-3LFs, meaning that they fundamentally lack of these emotions + plus it adds more into S-3LFs connection with consciousness
 
Suppose MPN Classic is lacking on everyone's profiles due to the game mechanics of MPN2. I still intend to remove the weakness of the TAC-BAR only working on ranged attacks.
Interestingly, TacBars could protect against melee attacks, but that was removed in PN2
 
MP2 had those sniper fodder enemies and some others with Sweet Shots even outside the boss fights. I know they're described comedically and tend to die quickly, but they are against skill-monsters and occasionally bullet-deflect in the animations.

Btw, Agent's plush was dropped and states that they have no personalities beyond fighting

Resistance to Empathic Manipulation and some skill stuff, I suppose
Nah, it's nothing that esoteric or emotion-incapable, they just don't have many hobbies or whatever. They clearly emote in the animations and PN2; remember them angrily calling out the protags on occasion and fleeing in terror at the end of one of the last missions?
 
 
Nah, it's nothing that esoteric or emotion-incapable, they just don't have many hobbies or whatever. They clearly emote in the animations and PN2; remember them angrily calling out the protags on occasion and fleeing in terror at the end of one of the last missions?
It is possibly inconsistencies and even in MPN 2 they act themselves EXTREMELY fanatical, especially when compared to Nexus Core Agents

There is definitely a degree of mind stuff
 
The dossier description is for the AAHW Grunts, why wouldn't it be describing the character it's attached to?
Anyway, I do agree Grunts having it is ridiculous, however I think ATP Soldats having AP is fine for example, since we literally see them occasionally tagging Protagonists even in the main series
 
Dissonant might have layered haxes due to being able to bypass Blackguard's armor who is superior to normal GO3LMs whose armor can withstand Magical attacks
 
Also i'm probably going to downgrade all the 9-As that scale to 1-3 Hank, (at least the ones that don't have reason to, such as the fodder who never meet 1-3 hank) cuz lowkey living hofnarr doesn't scale to hank at all. I have a 9-B calc they can fall back on though.
 
Also i'm probably going to downgrade all the 9-As that scale to 1-3 Hank, (at least the ones that don't have reason to, such as the fodder who never meet 1-3 hank) cuz lowkey living hofnarr doesn't scale to hank at all. I have a 9-B calc they can fall back on though.
This is fair, though I think someone like Soldats should reasonably scale
 
This is fair, though I think someone like Soldats should reasonably scale
I guess i wouldn't hate keeping them at 9-A, but at the same time the only way they reasonably scale to Pre-Blow-yourself-up Hank is through Hofnarr.
 
I guess i wouldn't hate keeping them at 9-A, but at the same time the only way they reasonably scale to Pre-Blow-yourself-up Hank is through Hofnarr.
They are programmed and genetically enhanced Supersoldiers who are even shown to be able somewhat match later versions of characters, I think them scaling to earlier Hank (who likely doesn't even have Tac Bars which they do) is fine
 
So characters who are going to receive AP:
MPN2 Arena Protagonist
MPNC Arena Protagonist
Sanford (he even has a direct statement that complements his feats and to which most of major characters will reasonably scale)
Deimos
Sheriff (iirc, he can shoot through tac bars and arguably scales to Sanford)
Hank
Christoff
ATP Soldat
Nexus Scout
N51 Overwartch
MERC Sniper
MERC Captain (iirc, he can shoot through tac bars, Also if I recall correctly Sarge can do it too)
Jorge
I guess Crackpot
Arguably other Towers or at least Blackguard (since they all likely scale to Jorge who is a former Tower Guard)
Likely Poltergeist (since he can hit you through tac bar which can avoid even dissonant reality)
Unless I forgot, Ghoul is also able to aim to bypass Tac Bars
 
I'm now thinking, shouldn't characters who can hit someone through Tac bar also potentially have Information Analysis as well?
 
I'm now thinking, shouldn't characters who can hit someone through Tac bar also potentially have Information Analysis as well?
You mean with regards to melee? Well, let's review. Sweet Shot projectiles are IA because despite being smaller than non-SS projectiles you can Tac-Bar against (even homing ones) while standing in place, SSs bypass the Tac-Bar altogether even when it's full and you have nothing else preoccupying you, instead of draining it down. IIRC in PNC normal melee attacks do get dodged by the Tac-Bar as you stand in place but drain it like non-SS projectiles do, and even getting grabbed drains the Tac-Bar as opposed to bypassing it entirely. Maybe there are melee attacks that do bypass the Tac-Bar in PNC, though.

But then there's the matter of PN2 melee bypassing the Tac-Bar. Well, there is some internal consistency, since even the best reflexes imaginable can do only so much if you're being swarmed or let someone get right up to you, like how Neo from The Matrix can dodge bullets all day even with his feet rooted but in melee sometimes has to stop standing in place and/or block instead of dodging while standing in place if he's got enough thrown at him all at once. And how you have to dash/dive with good timing (since you're still being tracked) to dodge Sweet Shots instead of Tac-Bar dodging it with your feet rooted in place in both PNC & PN2. Yet PN2 being more balanced than the more OP PNC one is hard to parse in diagetic terms.

I would write off one or the other as game mechanics (maybe not on the whole but at least in categories) instead of giving every PN2 melee attacker (including zombies!) Info Analysis; even AAWH Grunts having IA via Sweet Shots in PNC makes more sense than Zeds having IA for ignoring the Tac-Bar when they grab you in PN2.



By the way, the links to videos you uploaded earlier aren't working anymore, at least not for me. Must be a Fandom website thing. You might have to upload them somewhere else, such as YouTube.
 
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