Wokistan
Bioluminescent African American Working At The CIA
VS Battles
Administrator
Calculation Group
Human Resources
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Fixing Jacket went well, so let's do it for another 9-B.
Powers and Abilities
A list of things to add:
AP and Durability
Should be 9-B physically, and ranging from 9-C to 9-A with weapons. For the physicals, firstly Pilots are much more durable than a regular human. They can tank some extremely far falls between the verticality present in the maps and the ability to eject from the titan with no fall damage whatsoever, some are straight up robots, and you can tank a hit or two from a gun that can turn a normal soldier into nothing more than a fine red mist. Pilots can instakill one another with melee, to the point where you can completely destroy an opponent's head with a punch. 9-C/9-B guns are obvious, and 9-A scales to the Tita chassis. 9-A weapons would be Anti-Titan weapons, Satchel Charges, and potentially some of the other weapons that can instagib pilots like the Grenadiers and possibly the Kraber. Durability is Far Higher with stuff like Hard Cover and the A-Wall, since they can endure Titan weapons and Anti-Titan weapons just fine.
Speed
This guy got moving at 96.4 kmh, and I am pretty sure the engine cap is 100. This is 26.666-27.777 m/s, so the peak human lowball doesn't need to stay. This also exists as support. Stim can amp the user multiple times their base speed, so Higher with Stim.
Intelligence/Skill
I'd like to include stuff here like how you can maintain perfect accuracy at hundreds of meter range while one handedly firing a 900 RPM submachine gun while also traversing the map at high speed, or how a single pilot is considered capable of turning the tide of a battle, or the whole only 2% even surviving the training, stuff like that.
Powers and Abilities
A list of things to add:
- Explosion Manipulation: There are a lot of explosive weapons.
- Energy Manipulation/Energy Projection: Same for energy weapons.
- Electricity Manipulation: Electric Smoke, Arc Grenades, Charge Rifle.
- Paralysis Inducement: Momentary, Arc nades make you basically unable to adjust your aim for a little while and make you near immobile.
- Regenerationn: Regenerating health is acknowledged in game, and also bolstered with Stim. Either High-Low or Low-Mid, dealing with things like frag grenades, fire, bullets, energy weapons (likely burns), etc.
- Enhanced Senses via the Radar and military gear.
- Information Analysis: Pulse Blade, Map Hack, your HUD, your radar.
- Extrasensory Perception: Map Hack/Pulse Blade highlights people through walls and invisible enemies. The radar also helps here.
- Invisibility: Cloak and Phase Shift.
- Intangibility: Phase Shift shifts the user onto an alternate plane for a few seconds. Nothing can interact with them like this, they can't interact with anything else, it's a great get out of jail free card. They can use this to pull off Durability Negation. Telefragging is a thing, and there's even an execution specifically doing this.
- Teleportation via Phase Shift, Phase Rewind, and Phase Embark.
- Limited Flight: Hover, grenade jumping, and double jumping allow for this.
- Surface Scaling for hopefully obvious reasons.
- Stealth Mastery for both having a perk specifically to keep you off the radar, suppressed weapons for this exact purpose, and just skill. Good enough to even evade the mechanical sensors of a Titan despite literally climbing on top of them.
- Statistics Amplification via Amped Weapons, A-Wall, Stim, a lot of things really.
- Summoning via Ticks, Titans, Sentry guns.
- Power Nullification via the Radar Jammer.
- Forcefield Creation via A-Wall and Hard Cover.
- Homing Attack via the Smart Pistol and Archer Heavy Rocket.
- Gravity Manipulation via the Gravity Star.
- Fire Manipulation via the Firestar.
AP and Durability
Should be 9-B physically, and ranging from 9-C to 9-A with weapons. For the physicals, firstly Pilots are much more durable than a regular human. They can tank some extremely far falls between the verticality present in the maps and the ability to eject from the titan with no fall damage whatsoever, some are straight up robots, and you can tank a hit or two from a gun that can turn a normal soldier into nothing more than a fine red mist. Pilots can instakill one another with melee, to the point where you can completely destroy an opponent's head with a punch. 9-C/9-B guns are obvious, and 9-A scales to the Tita chassis. 9-A weapons would be Anti-Titan weapons, Satchel Charges, and potentially some of the other weapons that can instagib pilots like the Grenadiers and possibly the Kraber. Durability is Far Higher with stuff like Hard Cover and the A-Wall, since they can endure Titan weapons and Anti-Titan weapons just fine.
Speed
This guy got moving at 96.4 kmh, and I am pretty sure the engine cap is 100. This is 26.666-27.777 m/s, so the peak human lowball doesn't need to stay. This also exists as support. Stim can amp the user multiple times their base speed, so Higher with Stim.
Intelligence/Skill
I'd like to include stuff here like how you can maintain perfect accuracy at hundreds of meter range while one handedly firing a 900 RPM submachine gun while also traversing the map at high speed, or how a single pilot is considered capable of turning the tide of a battle, or the whole only 2% even surviving the training, stuff like that.