wiki.smc.horsecock.art/mechas/jojo?srt=%5Enumber.suggested
Table of Contents
JOJO
| mecha | |
|---|---|
| name | JOJO |
| pilot | Kikina |
| dur | 2 100 |
| shield | 1 000 |
| class | strike, burst |
Kikina's mecha - strike, burst. Every number below is what the server runs for it; the words under the numbers are yours.
The body
Current is what the server runs (written by the sync, any edit of it is overwritten at the next run). Disagree? Fill suggested and say why in note - it reaches the review.
| Stat | Where | Current | Suggested | Note | Source |
|---|---|---|---|---|---|
| DUR (health) | 2100 | client table | |||
| shield | 1000 | client table | |||
| shield regen | 20 every 0.2 s, 6 s after the last hit | client table | |||
| fuel | 100, +12 a second after 1.8 s | client table | |||
| jump | speed 25, gravity 40 (falling 100) | client table | |||
| body size (radius, height) | 3.4, 6 | client table | |||
| hangar ratings | armour 40, mobility 80, range 60, support 80, difficulty 50 | client table | |||
| Shell-Whoosh!: one bullet on a pilot | gun 802401 | 40 | client table | ||
| Shell-Whoosh!: one bullet on a mecha body | gun 802401 | 180 | client table | ||
| Shell-Whoosh!: seconds between shots | gun 802401 | 0.19 | client table | ||
| Shell-Whoosh!: magazine | gun 802401 | 15 | client table | ||
| Jump-Boom!: one bullet on a pilot | gun 802402 | 100 | patch note | ||
| Jump-Boom!: one bullet on a mecha body | gun 802402 | 600 | patch note | ||
| Jump-Boom!: seconds between shots | gun 802402 | 0.6 | client table | ||
| Jump-Boom!: magazine | gun 802402 | 1 | client table | ||
| 8024031: one bullet on a pilot | gun 8024031 | 100 | patch note | ||
| 8024031: one bullet on a mecha body | gun 8024031 | 600 | patch note | ||
| 8024031: seconds between shots | gun 8024031 | 0.6 | client table | ||
| 8024031: magazine | gun 8024031 | 1 | client table | ||
| 802404: one bullet on a pilot | gun 802404 | 200 | client table | ||
| 802404: one bullet on a mecha body | gun 802404 | 1800 | client table | ||
| 802404: seconds between shots | gun 802404 | 0.6 | client table | ||
| 802404: magazine | gun 802404 | 1 | client table | ||
| part factors head / body / arm / foot | x1.2 / x1 / x1 / x1 | client table | |||
| Jump-Boom!: energy | skill 802451 | 90 (costs 90, +10 a second) | client table | ||
| Jump-Boom!: at a time | skill 802451 | 1 | client table | ||
| Head-Butt!: energy | skill 802453 | 110 (costs 110, +10 a second) | client table | ||
| Head-Butt!: fuel | skill 802453 | 15 | client table | ||
| Head-Butt!: speed-up lasts (s) | skill 802453 | 5 | client table | ||
| Jump: fuel | skill 802455 | 25 | client table | ||
| 802456: damage | skill 802456 | 700-(dis*4) (dis = metres from where it starts) | client table | ||
| 802456: reach (m) | skill 802456 | 18 | client table | ||
| 802457: damage | skill 802457 | 200 | client table | ||
| 802458: energy | skill 802458 | 30 (costs 30, +15 a second, recovers by itself) | client table | ||
| 802454: self damage | skill 802454 | 1400 | client table | ||
| Boost Reload | slot 1 attack | Lv1 10 %, Lv2 15 %, Lv3 20 % | client table | ||
| Boost Reload: the server applies | slot 1 attack | weapon_damage, blast_radius | client table | ||
| Light Cartridge | slot 1 attack | Lv1 10 % / 8 %, Lv2 15 % / 12 %, Lv3 20 % / 16 % | client table | ||
| Fearless Charge | slot 2 defence | Lv1 35 %, Lv2 40 %, Lv3 45 % | patch note | ||
| Unyielding Spirit | slot 2 defence | Lv1 600, Lv2 800, Lv3 1000 | client table | ||
| Cannister Cycle | slot 3 mobility | Lv1 10 %, Lv2 15 %, Lv3 20 % | client table | ||
| Dynamic Joints | slot 3 mobility | Lv1 15 %, Lv2 20 %, Lv3 25 % | client table | ||
| Contaminated Ammo | slot 4 core | a rule, not a number (its text names what it does) | client table | ||
| Self-Detonating SMG | slot 4 core | a rule, not a number (its text names what it does) | client table | ||
| module tiers on the clock | TDM | blue at 180 s (3 min), purple at 270 s, the core at 360 s (6 min) | client table | ||
| a med kit on the mecha | TDM | 300 + 20 % of max DUR | patch note | ||
| same mecha per team | TDM | 2 at most (a dead teammate's locked choice counts) | patch note | ||
| Mecha Reset Unit | TDM | one for everyone 150 s after the fight starts | patch note | ||
| exclusive tactical chip | TDM | Clip Expansion | client table |
Skills
The energy a skill holds and costs, what it does on the server (damage, shields, charges). The names are the hangar's.
Module cards
The eight cards on this mecha's page, two per slot, with their numbers at each level; “the server applies” names the number the match itself computes (the rest the client shows and does). Plans: Modules.
In Team Deathmatch
The table above holds every row of this page; filter it by the Where column (gun, skill, slot, TDM). The exclusive tactical chip is one of the exclusive chips.
Numbers as the server runs them. How the sync works.
Notes by players
Nothing here yet. Log in (type !wiki in the game's chat for your code) and write what you know: how it plays, what beats it, its story. The numbers above are the server's; correct one by filling its suggested cell.
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