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Everything posted by akai_GO
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a) wow. I need to find and watch that episode. that...is a thing of beauty rofl b) I...ugh, I just don't know...I almost never play 1k, but Zaku Pawnch is admittedly really enticing... XD
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[FB] Zudah General Discussion: 2 Fast 2 Furious
akai_GO replied to haketh's topic in 1000 Cost Suits
Going through the wiki for a friend, what is this about a "Weakened State" and "Enhanced State"?? Nothing in any of the surrounding explanations seems to explain this...is this EX Burst Overheat mode vs CSb Overheat mode?? Also: what is the deal with the manual aim Sub? Like, in what situations would you want to use this?? Especially considering the blue lock happens quite quickly and it was said that that makes it lose all pre-aiming guidance. -
I just saw in the general questions thread you asked what does it mean to play "aggressive". So you know that the game is a match of 2v2. There's this term "neutral" that is probably best explained as neither side having an advantage or disadvantage in pressure or momentum. Generally you'll have 2 suits go forward, and 2 suits that hang behind to support their teammate. While everybody is at a sort of range just shooting and dodging, nobody in that moment has any sort of advantage or disadvantage - the game is "neutral" Exia though is a suit that its playstyle revolves around wanting to disrupt an opponent's neutral game. You want to pressure them - get close to them, make them uncomfortable, put them on their heels. Exia at neutral is strongly about moving so that you both cover ground but also don't expose yourself to enemy fire, and finding the best moments and paths to close in on someone and disrupt their balance. Also to some degree I think baiting opponents to use big abilities and dodging so that they spend the ammo or leave themselves exposed to your quick approach. That's what I feel is meant by "aggressive" play, compared to "neutral" or "defensive" (which I would most simply explain as kiting - baiting opponents to chase you and just giving them hell while they try).
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Exia doesn't very much have a neutral game beyond movement and poking with beam rifle - melee is absolutely his priority style and it's a very aggressive-play suit. Like I'd posted above, there's a pretty significant difference I think between people who can play Exia vs CPUs and Exia vs other players - it's not a very beginner-friendly thing. The way you move is critical for learning how to quickly and safely close ground on a target to unleash your melee. Things like using 8B or BDb to burst forward, using 2BC to leap up and confuse your opponent's camera and visibility of you, using step-backs and Sub for quick changes in direction... It's definitely a suit you should watch a lot of videos on just to see how fast the players move, and the patterns in which they move in. Once you get on top of an opponent there are some bread-and-butter combos.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
I guess it's actually my turn to ask a translation question ><; I'm going back through Banshee's combos, but I've seen this sort of thing on some other suits' pages too. Given the standard shorthand used on the wiki, I've been wavering on this for a while: Example combo BD格NNNN→前後特格連>後→N特格 Is this meant to be input as CCB-BBBB→ B B-BC連> B→B-BC or CCB-BBBB→ BC連> B→BC I'm also unclear what 連 is supposed to be expressing here... -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
Yeah, despite Nu's and WZTV's BCs being what I consider defensive cooldowns, I'll definitely agree that this is an accurate portrayal of the styles/positions from which these suits play. I'd kinda thought of WZTV as a neutral suit, but given his melee and other abilities I can certainly see the argument of it being an aggressor. Also I feel like Unicorn can be effective from neutral - he has enough weapons for it - but yeah you're kinda robbing yourself if you don't use it to make and seize moments to charge in and tear someone apart. And yeah, that's why I skipped over QuanT's ability and Full Cloth's ABC abilities because of how they still play very aggressively rather than more conservatively. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
If defensive cooldowns are your thing, yeah Nu and Wing TV are your only options I think. Fin Funnel barrier: lasts 10s, 13s cd, 20s reload (so available every 33s). Zero System: lasts 3.5s, 5s cd, 22s reload (so available every 27s). It drastically cuts guidance, but you can still get hit and hits will do 1.5x damage, so FFB is I think the better of the two. It's not a cooldown really, but V2's 2B beam shield in Assault and Assault Buster forms offers awesome defense as well. Strong firepower but limited melee options. Nothing else really jumps out at me as having a strong defensive presence...everyone else just shields lol, with a couple suits having a jump/dodge BC ability. -
Sorry I had to dig through like 3 harddrives to find it >< But I put the zip file in the dropbox folder linked in my sig so that if anyone wants other stuff from the previous game it's all there.
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[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
I posted this in the Nu Gundam thread but, am posting it here too for anyone that winds up reading this instead of the other >< _________________________________________________________________________________________ A comparison analysis of Nu vs hi-Nu: I made a comment earlier today about how I felt that hi-Nu was better equipped offensively and Nu better equipped defensively, but then decided to actually dig into the numbers and see just what exactly the similarities and differences are. Similarities HP = 600 BR: Exactly the same in all values except correction ratio: 70%/-30% CSa: Exactly the same in all values except correction ratio: 70%/-20%? Sub=Funnels: Exactly the same in all values except reload time 7s/shot, 5s/shot. correction value 90%/-10% AC=Bazooka: Exactly the same in all values except damage 104 /114, reload time 5.5?s/5.0s 2B: both stun enemy. Cancel routes: Both suits have A→Sub, AC, 2B, BC*. Both suits have CSa→Sub, AC, 2B, BC* *There are differences in the→BC cancels' actions and use times. Differences BR and CSa: as seen above, Nu appears to be more accurate with these. CSb: Nu has a CSb that hi-Nu doesn't, which releases dummy balloons that make projectiles track to them instead of Nu, and explode for damage if someone runs into them. Funnels: Nu's travel faster I think. hi-Nu can hold funnels beside him with neutral in addition to sending them towards the target. As seen above, hi-Nu reloads funnels faster, but Nu's are more apparently more accurate. Bazooka: It's hard to really quantify the speed difference. I tried firing at an enemy from the same distance and timing the time until impact with a stopwatch and came out about the same, but visually, hi-Nu's seems to travel faster. Nu's bazooka puts him in a somersault flip that slightly reduces the tracking of enemy projectiles. 2B: again, hard to quantify which ones travels further or goes faster. It seems though Nu has a slight advantage in distance, and has the cut-through at the end. Hi-Nu definitely seems to have a much faster execution time, and is harder to cut during approach. Stays next to the target upon hitting. BDb: Nu does a punch combo that can be cut easily but deals hits quickly. Hi-Nu does a dash/cutback that is very hard to cut, and can also be used as a cutthrough if you don't do the second B followup. Melee in general: As a frequent hi-Nu player, I feel now that Nu has more options for dealing melee damage, and his →BC and →2B abilities I think are really nice...but for the few options hi-Nu has, I think he deals comparable damage in fewer hits, and is harder to cut during combos. Cancels: Nu has Sub→AC, any-B→2B, and any-B→BC cancel routes that hi-Nu does not have. →BC cancel: Nu's BC cancel can be done at any point during a melee combo, converting it to the BDb punch combo. Hi-Nu can only →BC cancel during Psychoframe activation, performing a wide-sweeping zig-zag approach strike. Once again, Hi-Nu is much more difficult to cut during this melee action. BC ability: This one is the biggie, and what unquestionably sets the two apart. Nu Gundam's Fin Funnel Barrier negates all projectile damage while it is up. It lasts 10s, can be ended before it reaches zero, and takes 20s to reload following a 13s cooldown. Hi-Nu's Psychoframe immediately reloads its funnel count and extends it from 12->18, and drastically decreases their reload time. It also increases red-lock range and I think increases mobility. It cannot be ended before reaching zero, lasts 13s and takes 30s to reload following a 1s cooldown. EX Attack: Nu's attack requires basically melee range, does 300(A)/275(B) damage, but can be interrupted easily by ranged or melee. Hi-Nu's attack is a ranged gerobi dealing 314(a)/291(B) damage, and has slight ranged protection from the fin funnel barrier (but it's not a guaranteed save like Nu's barrier is, and can still be interrupted by melee). Question Marks? Mobility: difficult to quantify this. I can only say hi-Nu has generally better cut resistance during melee. Conclusion So is "hi-Nu for offensive-focused and Nu more defensive-focused"? Looking at it now, it's not such a cut and dry difference as I originally made it out to be...So which should you pick? Well, looking through the list, Nu definitely has more and a wider range of tools available for it. Really when I look at it now and think about it, the Psychoframe BC is basically the only reason I since EXVS have played hi-Nu over Nu, because I just really like the utility that funnels provide and being able to completely reload, increase, and spam them once every 31s if desired, plus reload from EX Burst. But used in clutch moments Nu's fin funnel barrier is also a very strong tool that can significantly affect momentum in a battle. Hi-Nu's EX attack has more range, but I've had people side-step it very easily making it just as uneffective as Nu not being in melee range to use its... I personally will probably still use Hi-Nu more, just because of how long I've been playing it, but I think I'm gonna put some more practice into Nu and try to make decisions on which one meshes better with certain units my partner maybe wants to play. If you have little experience with both of them and are trying to pick one, I have laid out here the similarities and differences, pros and cons. -
A comparison analysis of Nu vs hi-Nu: I made a comment earlier today about how I felt that hi-Nu was better equipped offensively and Nu better equipped defensively, but then decided to actually dig into the numbers and see just what exactly the similarities and differences are. Similarities HP = 600 BR: Exactly the same in all values except correction ratio: 70%/-30% CSa: Exactly the same in all values except correction ratio: 70%/-20%? Sub=Funnels: Exactly the same in all values except reload time 7s/shot, 5s/shot. correction value 90%/-10% AC=Bazooka: Exactly the same in all values except damage 104 /114, reload time 5.5?s/5.0s 2B: both stun enemy. Cancel routes: Both suits have A→Sub, AC, 2B, BC*. Both suits have CSa→Sub, AC, 2B, BC* *There are differences in the→BC cancels' actions and use times. Differences BR and CSa: as seen above, Nu appears to be more accurate with these. CSb: Nu has a CSb that hi-Nu doesn't, which releases dummy balloons that make projectiles track to them instead of Nu, and explode for damage if someone runs into them. Funnels: Nu's travel faster I think. hi-Nu can hold funnels beside him with neutral in addition to sending them towards the target. As seen above, hi-Nu reloads funnels faster, but Nu's are more apparently more accurate. Bazooka: It's hard to really quantify the speed difference. I tried firing at an enemy from the same distance and timing the time until impact with a stopwatch and came out about the same, but visually, hi-Nu's seems to travel faster. Nu's bazooka puts him in a somersault flip that slightly reduces the tracking of enemy projectiles. 2B: again, hard to quantify which ones travels further or goes faster. It seems though Nu has a slight advantage in distance, and has the cut-through at the end. Hi-Nu definitely seems to have a much faster execution time, and is harder to cut during approach. Stays next to the target upon hitting. BDb: Nu does a punch combo that can be cut easily but deals hits quickly. Hi-Nu does a dash/cutback that is very hard to cut, and can also be used as a cutthrough if you don't do the second B followup. Melee in general: As a frequent hi-Nu player, I feel now that Nu has more options for dealing melee damage, and his →BC and →2B abilities I think are really nice...but for the few options hi-Nu has, I think he deals comparable damage in fewer hits, and is harder to cut during combos. Cancels: Nu has Sub→AC, any-B→2B, and any-B→BC cancel routes that hi-Nu does not have. →BC cancel: Nu's BC cancel can be done at any point during a melee combo, converting it to the BDb punch combo. Hi-Nu can only →BC cancel during Psychoframe activation, performing a wide-sweeping zig-zag approach strike. Once again, Hi-Nu is much more difficult to cut during this melee action. BC ability: This one is the biggie, and what unquestionably sets the two apart. Nu Gundam's Fin Funnel Barrier negates all projectile damage while it is up. It lasts 10s, can be ended before it reaches zero, and takes 20s to reload following a 13s cooldown. Hi-Nu's Psychoframe immediately reloads its funnel count and extends it from 12->18, and drastically decreases their reload time. It also increases red-lock range and I think increases mobility. It cannot be ended before reaching zero, lasts 13s and takes 30s to reload following a 1s cooldown. EX Attack: Nu's attack requires basically melee range, does 300(A)/275(B) damage, but can be interrupted easily by ranged or melee. Hi-Nu's attack is a ranged gerobi dealing 314(a)/291(B) damage, and has slight ranged protection from the fin funnel barrier (but it's not a guaranteed save like Nu's barrier is, and can still be interrupted by melee). Question Marks? Mobility: difficult to quantify this. I can only say hi-Nu has generally better cut resistance during melee. Conclusion So is "hi-Nu for offensive-focused and Nu more defensive-focused"? Looking at it now, it's not such a cut and dry difference as I originally made it out to be...So which should you pick? Well, looking through the list, Nu definitely has more and a wider range of tools available for it. Really when I look at it now and think about it, the Psychoframe BC is basically the only reason I since EXVS have played hi-Nu over Nu, because I just really like the utility that funnels provide and being able to completely reload, increase, and spam them once every 31s if desired, plus reload from EX Burst. But used in clutch moments Nu's fin funnel barrier is also a very strong tool that can significantly affect momentum in a battle. Hi-Nu's EX attack has more range, but I've had people side-step it very easily making it just as effective as Nu not being in melee range to use its... I personally will probably still use Hi-Nu more, just because of how long I've been playing it, but I think I'm gonna put some more practice into Nu and try to make decisions on which one meshes better with certain units my partner maybe wants to play. If you have little experience with both of them and are trying to pick one, I have laid out here the similarities and differences, pros and cons.
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Cancel Routes A→Sub, AC, BC, 2B CSa→Sub, AC, BC, 2B Sub→AC any direction-B→2B, AC, BC* *Pressing BC at any point in a melee combo does the BDb combo punch and followup string. Some Melee Combos 257 4BB->BCBBB->CSa Limited by walls. 256 BBB→BCB→CSa Powerful combo that can be finished even in overheat. BC(no followup B)->CSa does 254 damage. 255 BBB>BB→CSa This move can be a little tricky because the last hit of BBB knocks the enemy away, so you have to start the rainbow dash during the swing animation but before it actually hits if you want to get the full followup. Also, for whatever reason, I found it's much harder to connect with the second string if you rainbow step right instead of left. Overall, BB>BBB->CSa is much more successful of a combo, but I don't know the damage difference from switching the BBB and BB. I would imagine negligible? 250 BDbB>>BDbB→CSa 249 BDbB>B2B→CSa Launched down. Can do end with bazooka instead for 246 damage. 246 BdB>>BdBBB 245 2B>BBB→CSa Fundamental combo. 241 4BB>BBB→CSa Fundamental combo. BDb, 8B, and 2B all cover great ground and quickly. 2B will actually cover the most ground if you continue holding B so that you perform the final slash, and is slightly more boost efficient that BDb. On that note, 2B is an immediate cut-through (similar to God Gundam's 8B during combos) that also stuns; incredibly handy for both followup attacks or for hit-and-run. Can be canceled into at any point in a melee combo, so a very potent ability. Also remember the note about pressing BC at any point during a melee combo will immediately switch to the BDb punch combo string.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
斜めになっていた機体がSBを出し切り、 Diagonally (moving?) suit has used up SB (SV??) 縦に戻ったタイミングでフワステ入力をすることで行える。 By returning to vertical timing you can perform a fuwastep input. I'll openly say I'm not a Tallgeese player because I'm not very good at proper SV use, so maybe someone else can elaborate better what that sentence actually means, but that's the translation XD 撃ち切り is a term that gets used a lot in the various wiki pages. It's not really a normal word and literally means "shot cut", but the moves I see it associated with it basically means "when used up" - as in, it only reloads after you've spent all the ammo (as opposed to like RX-78's BR that constantly reloads one shot every couple seconds). So Altron only reloads once you've spent them all, and it takes 25s to reload (all 3 of them). His AC Hyper Jammer (invis) is 特殊 (special) reload, which basically means you can cut the clock on it at any point and let the gauge refill from that point. 10s/100 (so it would take 5s to reload from 50); 12s cooldown period after use before reload begins. His BC cloak is stated as 撃ち切り reload, once again meaning it will only reload it's gauge once the gauge has hit 0 (by taking damage), but it's tricky in that it's kinda a hybrid because you can go into or out of the cloak at will as long as you have some number of gauge left. 20s reload time. I don't see anything that immediately jumps out at me with regard to what the damage taken/barrier gauge depleted ratio is... _______________________________________________________________________________________________ I realized a few weeks ago that I play a lot of 3k for my primary go-to's lol. I've personally always felt and told my newcomer friends that Destiny offers the best overall balance of range and melee (for 3k's), and it has two different charge attacks, burst speed in the wings, boomerang to fend off attackers - just a lot of good tools, all packed into a good all-around suit that has very easy to understand weapons. I really feel like he's the RX-78 of the 3k tier. Also a really satisfying EX Attack to watch XD (It's the Ike's Greeaat ETHEEER of Gundam EXVS) I also think highly of hi-Nu because of just how awesome a tool funnels are. I kinda prefer it to regular Nu, my feeling being that hi-Nu has more offensive ability and Nu has more defensive ability with its funnel barrier instead of Psychoframe, and also the differences between how their bazookas behave. edit: not as simple as I originally made it out to be. I've posted a comparison of the two in their respective sub-threads of the 3000 Cost thread. Wing Zero TV I know is highly regarded for its instillment of gameplay fundamentals. Turn-X gets recommended often, but isn't really my cup of tea and I think isn't as straightforward to play well as some people make him out to be, especially in how it moves and its cancels. Strike Freedom I've seen get recommended, but I would rather play one of the Nu Gundams... -
Do you just want the EXVS audio file?? I have the EXVS OST that has all the edited audio files used in the game.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
(横)Nからドムへ= From (4/6B)B to Dom (4/6 AB assist yeah?) 繋ぎ = transfer or connection in this case I think? But it's also like "stopgap" or temporary time-filler I know... 最速左ステ = quickest left (rainbow) step 安定 = stability So..."the (4B)B>Dom assist transition is fastest and most stable using left-step" is how I read it...? ____________________________________________________________________________ Also, I guess as a form of courtesy of the thread, should we just start a new thread specifically for Japanese translations? Or are people ok with that being in this thread?? -
So I was trying to start up a game with one of my friends back in the States, and he only has a PS3 headset apparently, which also apparently I guess you can't use with a PC for Skype?? Anyway, I was trying to start up voice chat through the PS3 (which I've never used before today), and I opened a room, but then saw once I tried to start the game that it would close the chat room...does that mean that chatting during a game has to be started from within the game?? I haven't seen anything in any of the menus or options of the game that seem to do this. So is it possible to chat through PS3 during this game?? Or does he need to just get a cheap mic for Skype? Thanks!
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[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
Update: added concise cancel list, greatly cleaned up my original posts, and added link to Burger's JP wiki translation document. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
Since we're talking about Japanese translations in the wiki, what in the world is コン?? I feel like it can't just be short-hand for コンボ, considering it's always with something else like デスコン、スカしコン、放置コン、魅せコン・・・? -
Man, Allen you are totally kicking my ass in speed of getting these done XD Because of the time difference I usually only see these when I'm right in the middle of work in the morning/afternoon is the main issue
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[FB] Ore tachi wa KAWARUNDA!! 00 Gundam/00 Raiser Discussion
akai_GO replied to Zephyer's topic in 3000 Cost Suits
In exchange, I will offer up some combos XD 00 Combos 252 BDb>>BDb>>BDb>2B Can BDC. Poor cut resistance though. 242 BBB>>BDb>2B Wall limit. 235 BDb>>BDb>B>2B Better cut resistance than the 252 combo. 225 BDb>BBA I've tried it from a number of angles, and BDb seems to always hit the left side of the enemy (well, technically their right side, but left side of the screen with you looking at them), and seems to also knock them in that direction. So you should avoid rainbow stepping to the right after it because it puts you further away from the target, while stepping left basically sets you up such that the enemy is moving towards you for quicker follow-up. BDb apparently has multiple hits in it? I'm guessing these must be little spark strikes that are even faster and harder to see than 00R and Exia's 8B attacks. 8B has an extra delayed little knock away hit on the end of it. 2B has the highest baseline down value of all 00's basic melee (2.0) Both 4/6B and 5B cancel into A Using Arios summon to hold an enemy so that you can more easily melee them has a down value of 0.3 for the grab hit, so this leaves you with 4.7 to work with before you incur yellow lock. Apparently melee might have a down value of 1.5-1.7 depending on which one you use, but it also looks like maybe it compounds with extra hits in a series? Sub has a down value of 1.0/hit (2.0 total) if you decide to use that to setup rather than Arios. 00 Raiser Combos 267 BDbB>(B)BBB>2BC High damage but long combo time. 263 6BBB>>BDbB Limited by walls or stage edge. 259 8B(4hits)>>BDbB>2B 252 BBB>>BDbBB 5B start-up and approach here is critical. Can BDC. 252 BB>BBBA Has also been reported at 268. 248 4BB>BBBA 245 BBBB→CSa Can use CSa from boost overheat. Trans-Am Combos 322/296 BDb(3hits)>8EX ???/289 BBB>BC ???/281 4BB>BBBA 303/279 BDb(3hits)>BBB→BC 285/261 4BB>BDb(5hits) Start-up and approach critical here. -
[FB] Ore tachi wa KAWARUNDA!! 00 Gundam/00 Raiser Discussion
akai_GO replied to Zephyer's topic in 3000 Cost Suits
Although my friend usually backs for me, should he decide to play some rounds as front this will be the suit he does it on, carrying over from EXVS, so I want to ask about playing support for this suit. I know that the suit is considerably hindered in 00 mode compared to 00R. Considering this, should I play a suit that has the ability to switch to a front presence (for example Banshee transforming to NT-D and going forward) while we wait for 00R to become available again? Or should I just trust him to learn how to still be formidable on his own while stuck in 00 mode and stick to a straight back presence suit like Cherudim or Kshatriya? Is this something that either is ok and I should just ask him which he prefers? The wiki also seems to slightly favor using a 2k support over a 2.5k support. Thoughts on these matters from players? -
Just backing up what Luke said, both with regard to NT-D use and partner. The wiki just says 3k and 1k partners are both ill-advised. Specific 2.5k suits it mentions are Banshee, Susanoo, Virsago CB, The O, Freedom, and Infinite Justice. Specific 2k suits it mentions are Delta Plus, Kshatriya, Blue Frame, Char's Gelgoog, Gundam Mk II, and Zeong. But yeah, Unicorn as a suit is just strong enough that I think his best partner is going to be whatever suit your partner feels they play the best with; it's very flexible. Having mentioned Gunner Zaku, I think Luna herself is just a really strong 2k suit that can back for a lot of people. I don't personally have a lot of experience with or fighting against Rozen Zulu as a back to speak to it, other than recognizing it has great range like Zeong (well, except his CS range feels kinda underwhelming compared to his other abilities). I feel like Zeong plays a little more nimble of the two, and maybe that's why I see it much more often. NT-D obviously provides incredible melee pressure and mobility, but you can't forget that it also increases red-lock range and the beam gatling is still a great tool from a more ranged position.
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I have all the Unicorn OSTs so I'll get this to you today.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
yoroshiku is just one of those Japanese things that really goes beyond just a set of words. The closest English I'd say for it is "please take care of me/this" I guess. Whenever you introduce yourself to a group of people, よろしくおねがいします Whenever you ask someone a favor, よろしくおねがいします Whenever you assign someone a task, よろしくおねがいします Whenever you notify someone about some upcoming thing, よろしくおねがいします Whenever you start a battle and are counting on your partner to pull his weight and support you, よろしくおねがいします XD 「次もよろしく」 is "next (time/round) よろしく again" (stylistically, "let's play again") It's funny that this question got posted by someone here so soon after we just had a sizable discussion about comms here -
Wait, so what's the actual name of track 2 on OST2?? You did something called "Late Start", I did something called "And In The Beginning" XD https://www.youtube.com/watch?v=6QLIFGPgHt0
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My summarized thoughts: I like playing suits that give me positional and playstyle options. Strike is a literal "all-purpose suit" with great flexibility in options, but none of the options will truly shine out better than a different suit more dedicated to that specific option (ranged, melee, agility, whatever). Pack-change combos look great but are not really convenient. Vulcan cannons suck. Why so much vulcan cannon on this suit?? But Nicol Kill Strike combos feel great to perform lol. Playing this suit well means constantly quickly identifying the situation at hand and switching to the pack best suited for it. Zoids did it first, shame on you SEED.