MechKnight kit

17 replies [Last post]
Cromendi

Anyone else used those yet? Wish those aren't dungeon only items.

Psiblade9412
Legacy Username
my friend used some when we

my friend used some when we partied together... from what ive noticed....

it spawns a mecha knight familiar that follows you around

has a tendency of using a normal sword's charged attack (i dont recognize the blade because of my inexperience with this game) when attacking, this will often get mobs off of you giving you breathing room

they do not follow you to different floors, so be careful when you use them, also note that they seem to last for the entire level and would occasionally shock themselves.... quite the sight really...

Magnonite's picture
Magnonite
I got one but i forgot to use

I got one but i forgot to use it >.<

Blackhawke
Legacy Username
hmm
Saphykun's picture
Saphykun
The Mech Knight is

The Mech Knight is interesting, to say the least - it doesn't seem to get damaged from standing on spikes. I used him near the end of the adventure, so I don't know how much abuse he can stand before falling apart, if he will fall apart.

He's an adorable little fella <3

Cien_Tao
Legacy Username
some things about mechknights

-they appear to be more competent than some human player that you find out there, mostly because it chooses a target and focus on it;
-they can follow you just fine;
-they are in a constant shock state, and can pass this status to you if you stay to close when he get's the status (he randomly adquire it, and you can get it when he does);
-they apparently don't have health, so don't receive damage at all...at least, is what i think. if it is the contrary, there should be: a) a way to see it's health, and b) a way to get cure itens for them, most better placed in an extra slot other tha the 5 shortcuts for vials.
-their damage is decent for the level he is found;
-I don't know, but i think that they can be trapped at the other side of fences, so a system that automatically teleports the MK to to the side of the owner if it stays far from the character for a set amount of time, and is not engaged in combat (isn't attacking and/or being attacked by a monster). A timer of more or less 30 seconds, or even 25 seconds, would be ideal, at least for me.
-they can only be used at one level, but work as vials, so apparently you don't need to use it at the same level you drop it.
-don't know if you can have more than one at a time;
-don't know if you can have more than one capsule with you at a time, but i'm assuming that you can have 3, like vials;

Blackhawke
Legacy Username
hm

From what I've seen, they're NOT immortal. They can only take so much damage before the drop and fall apart.

Cromendi
Well I haven't seen them

Well I haven't seen them using that electro ball thing they have and seem's like they teleport to you if they are far away from you regardless if they are stuck or not.

They are perma passive till you attack something, still no idea how much health they have but they do seem to be able to take quite a few hits before going boom. They are also pretty weak to status changes.

Cien_Tao
Legacy Username
hmm....

-he didn't teleported for me when i used, that's why i suggested it
-it received quite a lot of punishment on the level i was on (i was pratically using it as a living shield). Maybe it will just die faster in lower depths because of the monsters strenght.
-they also are cute >_<

BehindCurtai
Legacy Username
> -they appear to be more

> -they appear to be more competent than some human player that you find out there, mostly because it chooses a target and focus on it;

But ... But ... My swabbies aren't even that competent!

Cromendi
@BehindCurtai They are much

@BehindCurtai

They are much better than those who shouts "I'maTANK" and do nothing but gets killed when all they do is run around with shield on at ALL time and takes everything.

BehindCurtai
Legacy Username
Actually, it's a reference to

Actually, it's a reference to YPP's NPC helpers

The NPC helpers in YPP are designed to be soo bad that you prefer beginning new players to them.

That's by design -- the swabbies you get to help you sail are ... well, some people don't use them :-).

Cromendi
@BehindCurtai Ahhhhh......

@BehindCurtai

Ahhhhh...... well, I'm sorry for talking about Spiral Knight here then.

Cien_Tao
Legacy Username
in YPP

saw quite a number of helpers that actually helped a lot more than some non begginer players...this could be a bad day for the players...or they could just suck... Even if the mecha knight act like a helper, remember: he don't take a party member place, so you can have, theorically, up to 5 members, and this is a lot of help.

BehindCurtai
Legacy Username
>Ahhhhh...... well, I'm sorry

>Ahhhhh...... well, I'm sorry for talking about Spiral Knight here then.

Not at all. The point being, a mecha knight stays on one target until dead (apparently). That's better than the YPP swabbies that will change targets for no reason.

Sadiekate's picture
Sadiekate
A neat trick of the mech

A neat trick of the mech knight capsule is that if someone is holding one when they leave the party, it drops to the ground so someone else can pick it up.

Cromendi
@skaf All dungeon only items

@skaf

All dungeon only items do that.

@BehindCurtai

I'm sorry for you lack of sarcasm detection. Kinda....... nah. You are allllllraiiiit. *Insert smiley face/rule no.32*

Kaybol
Legacy Username
Mecha knight helpers can

Mecha knight helpers can indeed teleport through doors if you've accidentally stepped on a party button before they could make it. They don't do it instantly though.