It's settled. I'll be heading into battle with this loadout:
Beam Unit (Blade Printer): The Beam Unit can now cut through thin cover and other materials, allowing it to penetrate and damage opponents behind it.
I didn't think that the Blade Printer would even WORK like this when plugged into another gadget, but it does. If I'm guessing how it works, it's because the tags represent how I see the gadgets, and when I cram 'em into each other, its like I'm subconsciously realigning them to produce effects I want. In this case, its like I've realigned the laser head so that its focused on cutting through non-material objects. I could still put the hurt on people with it, but it ain't going to have enough sustained output to cut a person's arm off, I think. Kinda like how even though I got through the face, my Parasignia made it so I could get right back up.
Amp Rings.
I considered slotting the Barrier generator in here, but it effectively made it so that the barrier's ONLY active when I'm jumping around or doing heavy lifting. Having the barrier centred on me is nice, but I think reliability is more important right now.
Still, these things are going to be our movement option - I can leap pretty damn far and land without any problem. Lifting's a different topic, since I still need to actually get a grip on something and holding a locker above my head when the charge gives out is a pretty great way to get my head pulped.
Think outside the box with this one - unlike the Blink Capacitor, we can incorporate it into my moveset as more than just an emergency escape tool.
Pitch Prefect (Blink Capacitor, Explosive Discs):
Now THIS is interesting.
Ever since I got the Blink Capacitor, I always got the feeling that it had potential as a sub-slot option, but we were rather reliant on it as a protective measure. With the Amp Rings acting as a new movement option, it doesn't need to be confined to that any more.
I'll cut to the chase, the Pitch Prefect now fires almost-invisible, teleporting explosive tar shots.
This thing's crazy.
Keep in mind, I've only got [b]five shots[/b] of this in total, but due to the previous improvements I've made to the tar mix - adding the Explosive Discs in here's probably enough to blast holes in metal now, it's that powerful. If I can nail Mnemosyne with one of these, she's absolutely going to be knocked off balance at minimum. Plus, we don't want to get US caught in the blast either. Make sure it's the right situation when you call on me to use it though, alright?
Barrier Generator.
Having the Barrier Generator on hand's more important than ever. We're not dealing with people with excessive firepower here - we're dealing with one woman with a coupla guns at hand. Not being able to reliably block bullets is going to be a pain.
>I'd say start with a short to mid-range weapon. Which would be less likely to get thrown off course and snag you a hit out of the shotgun or pistols?
My dualies for sure, but they're closer to revolvers than pistols. Been using these babies for far, far longer than the Creirwy. There's a lot you can do with two guns at once if you've got the dexterity for it. Mnemosyne's defensive capabilities can't stop bullets like Astrolysis can either.
> Perhaps we could send air shots by punching from a distance?
What, like... through compressing air pressure into an actual attack? I feel like if I'm throwing a punch that hard, my arms are going to break first and that's part of why Diagram even had to tune the damn things to begin with. At least right now, I don't think any of the current gadgets I've got on hand would let me do anything like that.
With that, I'm ready to go.
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Security, huh... never been here much, outside of a couple of impressions. You get to visit every part of Site 70 at least once in your life as a clone, but maybe that's just me.
Edited last time by Cross on 02/05/2023 (Sun) 23:12:27.