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Skillkill107

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Everything posted by Skillkill107

  1. Yeah I understand that they tried to sell her that way, but that's not really true in practice just because of the limitations of the 1k cost. It requires a good grasp of the fundamentals and how to handle yourself in another unit very well before you can really approach 1ks with any real finesse.
  2. Quick question, what happens if we're having connection issues with someone in the tourney? I'm not sure if I'm joining but I've seen that a few people simply can't play together at times, or their ping with each other is remarkably bad.
  3. Yeah everything's more or less right except well...the landing recovery frames, I meant more like for his CSa/Sub or out of angle shot. Otherwise everything else is accurate and the beam mantle can be used to make his landings safer anyway.
  4. Usual PS3 stuff, making sure your connection isn't NAT 3, port forwarding, though honestly, all I can say is that it's mostly whether or not your net agrees with the other guy's overall. I have a friend who I simply can't join in rooms but he can play with my other friends just fine.
  5. You're fine mate. He's faster without it while moving and rises faster, however he falls faster with it on and can cancel out of recovery frames by tossing it on. X2's gameplan relies on managing how he uses his cape to alter his landings, how he lands his CSa to grant opportunities to himself and his partner and how efficiently he can control his spacing and utilize his movement tools. Beyond that, I wouldn't say he's a very easy suit to pick up but he's a pretty spiffy suit, I always give him a bit of extra attention since a good one can wreck your day.
  6. Ah actually I know that error. It's when you have a disagreeable connection to someone else in the room that isn't the host. Unfortunately there's not much you can do about it I'm afraid besides check your network settings.
  7. You do realize you can manually search the rooms right? I'm not trying to be mean but quick search didn't work very well back in EXVS, you probably got lucky early on.
  8. Most of my friends have trouble playing on a pad due to charge shots, but I can't stand sticks so I'm content I guess.
  9. Sorry I came on strong but it's really not helpful to post incorrect information without trying to verify it, nor am I encouraging anyone new to the community to pick up a 1k. They are not easy to use and no beginner guide will recommend you pick up any of them because of their high learning curve. The friendliest thing I can say is that this suit is simply hard, and you should really put in a few hours to playing the suit in arcade, seeing how it moves in a real match before posting here and if you like it, maybe you should try Athrun's Infinite Justice because of it's overall superior handling and tool-set.
  10. It's fast at least even if it's just a Gerobi.
  11. You're really are not I'm afraid. 2b is a situational tool, much like melee in general, and the excessive canceling in your combos is actually less than helpful due to damage proration. Ideally you want to achieve the highest damage you can with the least cancels, your second combo has a whopping 3 cancels for no reason, that's massively boost inefficient AND damage inefficient. Your string of 2B > 5BB 2B > 5BBB does 205 damage, with additional boost consumption, but unlike every other combo here it has the use of being able to be used without any boost left, so I'll admit this is actually useful Your string of 2B > 5BB > rainbow step > 5BB > rainbow step > 5B, consumes even more boost and only does 209 damage. For about a 20% increase in boost you only gain 4 points of damage!? That's pretty abysmal and unlike your first combo, it requires massive amounts of boost at all points in the combo. You're also wrong on the ammo count, it's 5 not 6. As for the BC assist it's used once you've hit your opponent once to hit confirm, and conserve ammo since you don't have much to play with. You also shouldn't really be using the lifter because the Infinite Justice relies on it's thrusters for a lot of it's movement, so once you throw it out you're much more vulnerable. At the end of the day you're a 1k gen purpose suit with sub-average mobility, health and relatively slow combo speeds. You have no business intentionally seeking out melee scenarios with your 2b when you could much more easily shoot your target in the time it would take to connect or hang back and use your CSa. I'm not an expert on the IJ Lacus edition but you've given really bad advice and I'd prefer it if you've at least tested your stuff and double checked the things you posted.
  12. I can confirm they do. Also interesting note that isn't in the OP, all of Efreet Kai's melee originate to each other if you try inputting the direction for the melee combo you want. This can actually be used to conserve boost by starting with the early hits of one combo and then transitioning to the next hits of another combo without step canceling IE: BB->4/6b->BC 2B>BB>BC Thus he can preserve much more boost than standard step cancel patterns, though the risk you take is that your combos will be marginally easier to cut.
  13. Lemme start by saying Tallgeese 3 is generally a suit you wanna steer clear of while learning as well. Just like Epyon he has high level movement standards and unfortunately is otherwise a lacking suit if you can't use them effectively. Additionally rushing in face first with your heat rod will get you killed. It's an anti-melee option, not a truly viable melee option on it's own. If you see someone approach use it but don't just swing randomly. Additionally you want to touch down before you run out of boost as well as you receive a huge penalty to your recovery time when you do, to say nothing of the fact that you won't have any chance to retaliate if your landing plan goes awry (a beam cannon comes through etc etc) Your melee with Gundam was pretty iffy too, generally speaking you wanna step cancel once you get the second hit off into a neutral melee to get more damage off it and cut tracking to help protect yourself from enemy attempts to end your combo. A huge mistake you made overall was just totally ignoring your bazooka, that probably accounts for at least half of your ammo problems. A>AB is a safe cancel route that you can use to conserve ammo and keep up the pressure. Using up your zooka isn't a big deal because of it's reload pace is good anyway. As a result of your passiveness the enemy team could ignore you so...it's now you have the opposite problem, because you're not using any of your options but you're letting yourself boost wildly all the same you're now invisible, and anyone with good reads can make short work of you since you're not returning fire to cover your openings. Overall movement was a bit flat if erratic like stardust said. If you watch the replay most of your Gundam movement was more or less entirely horizontal unless you needed to go over terrain or you accidentally got some height during a zunda. That's basically suicide, height is life in this game. Moving in boost hops will help shake up your movement's pacing and your ammo problems while poking since you won't be inputting more unnecessary shots. Additionally use your redlock as a movement reference, once you're in redlock range you have no good reason to get closer with ranged characters as the guidance will help compensate for the travel time. At that point your movement should be either to keep yourself in redlock without advancing on the enemy, or to weave in and out of red and green lock range to diffuse attention from yourself.
  14. Noting this here for when it's updated:BC has an origination during CSb where Tobia smacks the opponent into the sky, instantly yellow downing. It's useful if you need to get out of a tight situation or don't feel like you're gonna have enough time to go for one of Tobia's more insane strings. Should note BC does NOT guard against kinetic attacks (Bazookas, melee assists etc) for those who are not gundam fans so it isn't a 100% reliable approach as Sosoihero claims here. Additionally I'd like to hear why A>AC is so good in more depth. I'd much prefer using A>AB since it's faster and preserves more momentum overall, ending up much safer for the neutral game. Additionally if a player knows you're trying to pull this, what's stopping them from sidestepping the AC and refusing to commit to a high stakes movement like that? If someone returns fire on you and start moving. Tossing out BR shoots with the X3 is too costly with how few you have. While I don't agree with Sosoishero's "all around unit" assessment due to the low beam rifle count, mediocre red lock range and reliance on it's above average melee game as opposed to simply having a decent one like similar all purpose suits.
  15. Until it's fixed then: BC also gives special combo melee when originating from a normal melee combo, instead of the BC issen. I haven't tested the damage but it restores EXAM system 5 per hit up to 30 instead of in 30 in a single hit and doesn't require boost to be initiated so it's a good alternative if you don't like the stationary effect of the normal BC. Additionally it changes depending on which melee you use to originate it allowing you to mix up your combo movement slightly or make the most of a stray hit AC also gives a sidehop to quick fall and evade with when inputted as 4/6AC. If Emptied for whatever reason EXAM automatically reloads and BC reloads it quicker though given how helpful it is you might wanna leave some for most situations if you can.
  16. You can use them to catch landings from above and what not Seph, they heavy stagger on hit so you can follow with a Zooka. Additionally since nobody mentioned this he can chain his MG freely with his weapons: A>AB A>AC Thus the moment you see an enemy stagger you can tap a weapon for free damage. Also can anyone check the tracking on how BC>A actually handles tracking? I feel like Johnny shoots at where an enemy was instead of where they're going when I clear with it.
  17. The problem is most people don't play melee suits and he's too slow to really evade equal skill players with good tandem play. Because he's a 3k that is decidedly slow for a lead suit, there are a lot of situations where the enemy team will be able to force a double lock if you pull that far back, and in the mid-game his tools hamper his mobility such as aforementioned the A>AC chain. The A>AC chain also has a fairly long reload time and an aggressive team can neutralize the EX-S pretty quickly with no hope of it getting away even with MA mode since it loses vertical escape options at that point.Finally melee suits generally have clearing options if they're gonna try to rush you down anyway, 00 Qant's shield sword bits, Susanoo's stun, whip and etc... I dunno I'll admit I'm not super great at this game but I haven't seen an EX-S perform excessively well yet, just players who have no idea how to read the match up and let him sit on his own until it bites them.
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