-
Posts
359 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by akai_GO
-
[FB] RX-104FF "Penelope": "Quack, quack!"
akai_GO replied to RX-0 Banshee's topic in 3000 Cost Suits
Thanks for testing that. Yeah, from those numbers it looks like the health penalty is applied directly to the base HP (rounded up to the nearest 10), and moreover that the Penelope craft's HP is just totally uninvolved and consumed by the Overcost. So...either it's different in Maxi Boost because of increased health values, or the JP wiki is just wrong on this, because they are saying the Penelope unit's HP is affected by Overcost and if your partner is 1500 (or otherwise reduced in Arcade/Conquest mode as a half-Cost CPU partner) that you come back as Penelope. But anyway, thanks for testing that, and I'll get it added to the wiki page. -
[FB] RX-104FF "Penelope": "Quack, quack!"
akai_GO replied to RX-0 Banshee's topic in 3000 Cost Suits
I don't own the suit, but from what I've watched of gameplay, this first part seems to be true, as once you re-equip the Penelope craft the gauge disappears from the UI. Just to list the numbers here, once the craft is destroyed there is a 7.5s CD, and then a 12s reload time before you can manually reequip with BC. That second part though isn't necessarily correct. When you redeploy Overcost, the health penalty of your Overcost is deducted from the craft's HP - it's not just a flat "Odysseus only" rule or dependent on what mode you were in when you died. 2500 partner: 83% HP penalty, so you redeploy as Odysseus 2000 partner: 67% HP penalty, so you redeploy as Odysseus 1000 partner (1 death): 33% HP penalty, so you redeploy as Penelope with 49 gauge remaining (280-231)...if I'm applying the reduction correctly... So Penelope has a base HP of 700 in FB. What I don't know is when you redeploy overcosted by a 2500 partner in Odysseus, do you do so with (.17*700=) 117 HP, or with (.17*980=) 164 HP. Since Penelope craft eats the HP penalty first I'm assuming it's the latter (164)?? People apparently don't post replays of matches in which they wound up getting overcosted lol -
Full Armor Unicorn Discussion: Unicorn! Hear my voice!!!
akai_GO replied to akai_GO's topic in 3000 Cost Suits
Sorry, I've been caught up in stuff outside the game recently. @d3taylz and barkley1 Before the most recent nerfs in MB Norn was definitely still superior to FAUC and pretty much every other 3k, and FAUC was decently well-regarded but not OP by any means. After the recent nerfs and a slight rise in regard for FAUC they are now considered same tier. But all of that is MB, so far as FB is concerned, Norn is still easily the best suit in the game, and nothing short of a patch that has all of the nerfs Norn has received over the last year in MB is going to change that. FAUC is certainly strong when played appropriately, but because of the difficulty involved in consistently properly managing his armor purges, I don't think it is ever going to be considered in the S Tier of FB (which besides Norn includes WZTV, UC, and Reborns). Speaking specifically to the WZTV matchup, the thing that makes WZTV really so good is that he is so damn hard to get to and put damage on. He has enormous evasiveness with Zero System and his rapid transform, and his rolling buster rifle and machine cannons allow him to ward off approaching MS. That's not to discredit of course that when it is attacking it is certainly capable of putting out high damage with its gerobi and melee. Form 2 FAUC can square off in a firefight ok enough against WZTV, but it's going to be a war of attrition for sure because Form 2's damage output isn't so high. But between staggering with beam MG to set-up for a quick gerobi or CS shot, and the mobility that rolling BZ provides, and the slight red lock advantage, it can hold its own. Maybe surprisingly, a simple 5BB>5BB→CS, will actually take out 40% of Zero's HP, but if you are about to be in a melee fight with Zero you should absolutely Pressure purge into Form 3 for the superior melee performance and damage. Once in Form 3 though, beware. Your red lock range is a little shorter than Zero, and being basically a melee suit, again, it's very difficult to get close to Zero. You can use shield funnels to force him to move and spend boost, and your Sub can allow you to safely trade some shots with him, but ultimately you're either going to have to be patient looking for a rare window to BD melee attack, or you should be looking to go after Zero's partner. The JP wiki doesn't explicitly list any MS that FAUC struggles against; if anything I'd say its biggest struggle is its own player trying to properly manage purges. And at this point in the game with everyone outside of Japan just now getting their hands on the suit, I would bet that there are very few players who have gotten a real handle on it yet. So in that regard, if you can't manage the armaments and purges appropriately yet, you shouldn't be surprised if you get bodied by a suit that maybe on paper isn't as good but the player has just had way more time and experience using the suit. It's very possible. -
[FB] Kshatriya Discussion: Gundam is the enemy!
akai_GO replied to Z-0010332536893's topic in 2000 Cost Suits
"samekyan" is the romanized Japanese shorthand for Sub→Main Cancel. When you use Kshatriya's funnels they typically vernier (stop you in midair), but immediately inputting Main (beam rifle) will put you in a freefall state. Despite its size, as GM Custom pointed out up top, Kshatriya is actually one of the "float-ier" units in the game, and a lot of that "floatiness" and its mobility come from fuwasteps and various side-step/back-step samekyans that make its landings difficult to predict and punish. I have no idea if you've checked out her wiki page, but if not, I wrote a decent amount about the applications of her various Funnel arrangements and samekyan there (as well as the general gameplay tactics and some self-defense notes). -
Full Boost Wiki Page Full Armor Unicorn is my Spirit Gundam, so I will happily coordinate discussion regarding him I guess I'm just gonna use this place now to list out some less-obvious key things that might be burried in writing on the wiki page: FA Mode's 2B might seem weak, but it actually has quite strong priority The B grenades can be rapid fired up to 4 times simultaneously with Main, Sub, and CSb. It can't be fired with AC, but it does cancel into AC. Also, they can be used facing in any direction and will track your target. Finally, beware that when charging CSb you do something before just pressing B, otherwise you will wind up rapid firing off half of your B ammo. HWS Mode's BC Psychoframe eruption isn't just a purge - it also has the same properties as NT-D Unicorn's BC Psychojammer, and it does Unicorn Mode's 5BC shield funnel attack during the startup (which you can do the →BC barrel roll out of) In Unicorn Mode, if you do AC→Sub, Sub will not have its normal shield priority. The ~BC barrel roll is a command dash when used in red lock rang, always moving you toward your current target - even [4/6BC] basically moves forward, with just a little bit of swerve - so just be careful when you use it and from what range so that you don't wind up just diving head first into a target's BR like a noob (read: me). Also remember that while you can use it out of 3 of your 4 main armaments, you cannot use the maneuver if you don't have any ammo on those 3 armaments. You also can't use it when overheat, even if you have armament ammo.
-
Full Boost Wiki Page The core information you can obviously see on the wiki page. I wanted to foremost present a quick list of differences between Avalanche and 2k Exia. Note that I'm going to wind up editing this list day of DLC to tie up loose ends regarding melee and such: HP: ??? | 560 (+100 Revival) Number of BDs: 7 (9) | 5? Main: 70 dmg, 4s reload | 65 dmg, 5s reload [CSa]: Beam Daggers (throws 2 daggers in a diagonal arc?) | --- [CSb]: 1 use/deployment Boost performance power-up | --- Sub: 2s reload | 3s reload [4/6Sub]: throws daggers in a 八 pattern (like Destiny/Banshee boomerangs) | cartwheel throw [AC]: Special Movement | GN Arms Assist Melee: in general better reach and damage Does not have the 5BB~8B beat-down followup attack? 8B: 2hit combo instead of Thrust 2B: different attack (bounced Down) instead of Uppercut [5BC]: 3hit combo attack | Spinning Slash [8BC]: still a jumping attack, but more similar to Quanta's 2B than Exia's 8BC? [2BC]: 2hit combo attack | Trample (same as 8BC) Beyond that, of course fill free to ask questions and discuss other things here.
-
Full Boost/Maxi Boost wants/returns/hopes?, thread
akai_GO replied to RoboP's topic in Gundam Extreme Versus
Necroing this thread to say I thought of one other this morning that I would love to see added, but know it never will be: GM Sniper II to be the Federation suit that releases alongside Kampfer, because having a 1K suit with a sniper rifle would be fun I think ^.^; -
[FB] Impulse Gundam General Discussion: What You Wish Strike Was
akai_GO replied to Kincaido's topic in 2500 Cost Suits
I have that on his wiki page -
[FB] Kshatriya Discussion: Gundam is the enemy!
akai_GO replied to Z-0010332536893's topic in 2000 Cost Suits
Necroing this thread I guess, but since I'm trying to finish up translating her wiki page with adn, I saw the question about 2Sub. According to the JP wiki the value of 2Sub isn't in its offensive capabilities but in the fact that it carries a lot more reverse-direction momentum than 5Sub and so is a really strong retreat and mobility tool with samekyan. -
Man, thanks for the incredibly detailed and enlightening post on that matter; I was definitely at a loss for what it was trying to convey, or even how to go about trying to replicate it in-game to try and see it for myself... And yeah, I've definitely gone back and forth between should I use (action) > (action) or (action)→(action) since both already have firm different uses in our notation ><; I'll be happy to change them to -> or --> if we like that better.
-
Yeah, I've met a number of people that talked about the 1v1 nonsense they seem to like to do. I've also had a few people tell me they are just fucking HANGING ON to RvZ over there, like that place that you mentioned that has 24 cabs of it. They just can't get enough of it apparently. Which, is what I would think is the bigger reason that, at least in HK, the MB community maybe doesn't seem so big or active.
-
Yeah, I've been to a few different places now, and honestly? I think it just depends on where and when you are. I've been to a few different places now where I am in Kyoto; granted I think the arcades here that have it are smaller than they would be in like Tokyo or Osaka, but sometimes I'll go to an arcade and the boxes will be empty, and sometimes I'll go and it will be full, with even a couple people waiting in line for a turn. And I think each place has like...it's own little collection of loyal patrons, that have their own life/work schedules that determine when they go. So I can't confirm what the player base is like in larger cities, but I don't think it's dead by any means. I will acknowledge that there's maybe fewer people going to the arcade to play MB than there are people playing FB at home, because people just really like the FB gameplay between the two it seems. I don't think MB offers much that makes people want to play it instead of FB, be that new MS, game mechanics, etc.
-
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
So regarding Hyperion's [AC]. It's a one use/deployment thing that when activated makes your Main ammo become unlimited and raises it's damage, makes your Sub 1→2 ammo and replenishes it, increases the damage of CSa (high output beam 196→234), and increases your mobility. Normally your Main (a beam MG) is cartridge reload. Before this change when you entered the AC power-up, after you exited it your Main ammo would be at whatever it was before you used it. So it seems that now if you press AC during AC power-up it will cartridge reload your Main, so that it is at 50 again when you exit the power-up mode (even though your Main ammo is unlimited during AC, so you won't see this effect until after). 10/28 EDIT: I seem to have misunderstood the note. Here is a video that sort of quickly shows the Hyperion changes: http://www.nicovideo.jp/watch/sm24789464 Apparently what the note meant was that after you use AC for power-up, AC then for the rest of your current life becomes a cartridge reload (similar to Full Cloth's BC) for Main. This in turn apparently can be used for fastfalls, looking at the video. Whether or not using AC during power-up mode will reload your ammo so that you exit power-up with full ammo, I'm still not sure. That video he didn't use any ammo before using the ability... -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
Part 1: For anyone interested, here's a video of where someone used a cheat code in GvGNP to play CPU Sandrock. He doesn't have his assists, and what will be his BC is his CS in this version: http://www.nicovideo.jp/watch/sm19802298 _____________________________________________________________________________________ Part 2: Patch notes for tomorrow's update (source) Zeydra will be released for public play. MS changes: Full Armor ZZ (3000 now) Normal (FA) Mode Main: ammo 6→8. The split priority from the 2 beams has been unified. (The implication here is that although the attack looks like and until now has been a 2-beam attack, it's essentially a wide 1-beam shot now as a 1hit will do the same as a 2hit) BC (now mode change): →Sub (double cannon) and →AC (zaku head Zeta assist) cancel routes added Enhanced (Armor Purge) Mode CSa (high mega cannon): charge time -0.5s 4/6B: on hit ~BC followup (grab) now more consistent Strike Freedom Mobility increased Main: →Sub cancel route added CSa: now carries momentum through. →AC cancel route added. MCSa: bullet speed increased. now carries momentum through. →AC cancel route added. AC+Sub (full burst): dragoon beam damage increased (1hit 17→19. total damage 118→129). 5AC (stand-by dragoons): after shooting the dragoons return to the wing binder faster now. →BC cancel route added. Directional-AC (all-range dragoons): →BC cancel route added. 4/6BC: amount of movement increased (so I guess this means moves more sideways?) [bC]~B melee attack: followup performance increased 4/6B: 4th stage hit's float condition changed to be easier to followup. 8B: damage 75→85. startup speed and followup performance improved. on-hit float condition changed to be easier to followup. BD melee: followup performance increased. [melee]~8B followup (kick): proration lowered. on-hit float condition changed to be easier to followup. [melee]~2B followup (heel drop): damage 90→100. Hit effect changed such that it can now be followed up (so this probably means it's a bounced Down now). ZZ Gundam (2500 cost) MS Mode & MA Mode Main: split priority from 2 beams merged into 1 beam (same as FA ZZ Main) MS Mode Main: →AC (Quebely Mk II assist) cancel route added AC: →BC (separation attack) cancel route added BC: immediately after separation for a fixed time avoids enemy attacks (so like Force Impulse Sub now. I thought it already did this...) [bC]~A followup (→high mega cannon gerobi): startup speed increased 5B: →BC cancel route added to every stage 4/6B: →BC cancel route added to every stage. Stage 3 Down value lowered. 8B: →BC cancel route added 2B: →BC cancel route added to every stage BD melee: →BC cancel route added to 1st stage only MA Mode Mobility increased Main: 1hit damage 70→100. Bullet speed and tacking both increased. Down value increased. On-hit effect changed to a Down effect. →Sub (spool missile launcher), →AC (Quebely Mk II), →BC (missile launcher) cancel routes added. Virsago Chest Break Mobility increased Rear-shooting action: carries momentum through now CSa: damage increased (1hit 55→60. total damage 110→120). →BC cancel route added. Sub: beam's effective range increased. →Sub cancel route added (so can rapid fire now) AC: startup speed increased. →BC cancel route added BC: beam proration lowered. 4/6B: Stage 3 hit's Down value lowered, and on-hit float condition changed to be easier to followup. EX Attack: During the startup, the "alignment" performance has been buffed (so muzzle correction?). Length of time the gerobi fires has been increased. Hyperion Sub (double beam cannon): startup speed increased AC (power-up mode): Now available on deployment. [AC]~AC: (something about cartridge reload and leftover ammo. I need to look at a video or something to try and figure out what exactly this is talking about) 2B (beam knife throw/stun): travel speed and tracking improved. →Sub cancel route added. 5BB~ and 4/6BB~2B followup: no longer consumes boost. Blue Destiny 1 Normal and EXAM Modes Main: stagger enemies more easily BC: can now be used in overheat EX Attack: GM's health increased Normal Mode AC: startup speed increased EXAM Mode AC: startup speed increased. GM's health increased. Bullet speed, tracking, and blast range all improved. BC, 5B, 4/6B, 8B, 2B, BD melee: all have had their followup performance improved Red Quebely Mk II Main: beam speed and tracking both improved Sub: staggers enemies more easily AC: Bawoo's health increased. Is active for +5s longer. Now carries through momentum. BC: funnel movement speed increased. now stay closer to the enemy after attacking. Zudah Shared Changes HP 480→500 Now gains EX more slowly Normal Mode Main: no longer stops in place when reloading CSb: charge time -0.5s. active time +2s. Sub: reload time -1s Banshee Norn HP 780→720 Gains EX gauge more quickly now. Sub: reload time +1s. MGaAP tracking nerfed. Dreadnought (X-Astray) EX Overdrive: there was a bug that caused ammo reload rate in S Drive to be too fast, and this has been corrected. CSa (BR high output): charge time +0.5s Sub (beam reamer "funnels"): reload time +3s 5Sub (self-attached reamers): damage 35→30. proration increased. beam speed and tracking both nerfed. BC (dragoons): reload +1s 8B: no longer has auto-shield functionality when hit by a ranged attack -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
For those interested, the text talks about him being a melee push-back all-purpose suit. He has a split assist in which one attacks with a claw, and one does a shooting attack. His heat shotle isn't just for melee - his BC can throw it to stagger the opponent. Ok, so. That doesn't seem so bad. If they give him beam MG main, I think he has a chance to be pretty viable. -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
Zeydra gameplay vids: https://www.youtube.com/watch?v=okIpJOyo9Sw (Mikel posted this link) http://www.nicovideo.jp/watch/sm24703302 http://www.nicovideo.jp/watch/sm24703437 -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
I think I've maybe asked this in the Skype channel before but have never seen an answer: Does anyone know how Down Values are calculated for attacks??? Proration I get and can calculate, but how do the JP players calculate DV?? -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
So [A] beam pistol [CSa] melee rush assist MG [AC] Gerobi [bC] X-Rounder whatever? X-Rounder adds a second gerobi, and the JP crowd seems to believe that he does the Falcon Kick via [bC] during X-Rounder He only uses the wrist beam sabers? Not that tail sword thing?? -
Re-vising my almost month-old post about the Impulse page, I was able to I guess ghetto-rig a way to make the collapsible tables appear side-by-side: http://www.dustloop.com/wiki/index.php?title=Impulse_Gundam_(EXVSFB) I think the readability is nice, but admittedly, since it's removed the section breaks, and has a number of double (or even triple-embedded tables), the raw text code for the page is a huge pain in the ass to edit if you just want to add/fix one thing. So...feedback/thoughts - should these equipment-swap suits be split into separate pages like the JP wiki? Keep the collapsible tables but just add section breaks back??
-
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
Those are interesting numbers. I wonder are the % usages based on like number of accounts using it, or if it's just a percentage of deployments across all the cabs. I don't know why, but I'm somewhat surprised to see Hyaku Shiki in that list as high as he is (and with an above-average win rate). Regarding the win rates though it's nice to see that even the strong suits like Dreadnought, Banshee, etc, are basically all floating around 50% win rate; it shows there's a pretty balanced level of play across them all... And then you see Norn hanging out at over 60% XD -
[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
Unfortunately, Hi-Nu's CSa combos and Heavyarms/Cherudim (neither of which I often play) are the two main reasons I stopped using the default layout :/ I honestly never found any way to do it other than like awkwardly dropping my index finger down to Triangle and just relying on step cancels between hits. But...really miserable feeling and practice >< -
There's been a couple of posts relating to strong heavyarms play in the aBc Facebook group in the past week: https://www.youtube.com/watch?v=Q1Caq5jDSw4 https://www.youtube.com/watch?v=sirgbVymuwM http://www.nicovideo.jp/watch/sm24119302 The video I linked is indeed really long in that it's a lot of stopping and explanation of stuff. For just raw combat and seeing what players do for cutting/pressuring, ^those videos are probably better
-
Thanks for the corrections and info Brett, especially 足回り. I'd been wracking my brain I don't even know how long trying to figure that one out lol.