Jump to content
Dustloop Forums

akai_GO

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by akai_GO

  1. EX BURST Assault Bonus: +10% Dmg / +5% Def Blast Bonus: +0% Dmg / +15% Def EX Attack: Strike Pack Combo 274/245 Combo attack using all 4 Strike Pack modes. Activating EX does not reset I.W.S.P. cooldown. However if you successfully complete the EX attack though you will be placed in I.W.S.P. mode with ~85 gauge (12.75 sec) left on it when you exit the attack animation (like Unicorn's EX->NT-D transform). If you are already in I.W.S.P. mode when you use the EX attack and complete the combo, it will reset the I.W.S.P. gauge (again exiting the animation at ~85 gauge). If you are interrupted at any point in the combo you will be put in whichever mode you were in when the combo was broken. If you miss with the attack you will be put in Aile Strike mode. The choice between Assault or Blast Burst type seems fairly open to preference with this suit. What's maybe more important to consider when activating EX on Strike is which form you're currently in - you should plan what you intend to do with your EX and switch to the appropriate form before using it. Most notably here though is that if possible you should aim to use EX with I.W.S.P. as it can do around 300 damage with some combos while under EX. Similarly noteworthy, the wiki says Launcher doesn't really provide much while under EX, and you should try to avoid using it for Launcher. Given these two main points, the scale might lean toward Assault Burst here. Also considering that Strike's EX attack requires you to be basically in melee range to hit with it Assault will provide a little more freedom for trying to use it since if it misses you will still have some EX gauge to do some damage with. The general rule of aiming for 2 half bursts holds. EX BURST COMBOS (I.W.S.P. /Assault) 306~333? BBBB>EX 315 BBBB>>BDb>EX BDb will send you past the target and leave them stunned, allowing EX to hit. 311 A→(Activate)BC>>BBB>EX 305 BBBB>Sub>>Sub In addition to these the wiki says that the EX attack can be canceled into a melee combo from the end of the Sword Strike phase (so actually in I.W.S.P. during the combo), but I haven't been able to perform and confirm this yet: 353 EX→BBBB>Sub>>Sub CANCEL ROUTES **As far as I can tell you can cancel any ability in any stance to any direction of AC. Aile A→BC *Fundamental route given its ease of use. Sub→A EX→B?? BC~5B, 5A, 2A 2B~8B, 5A, 2A BDb~8B, 5A, 2A Launcher B→CSa BC→A, CSa *Important route Sword A→BC any direction-B→BC I.W.S.P. A→BC, Sub?? *Important route TACTICS TACTICS Strike Gundam is the perfect example of the phrase "Jack of all trades, master of none" in this game. A hybrid suit designed around changing your Strike Packs to suit to moment at hand. Default Aile Strike is your balanced stance, Sword your preferred melee stance, Launcher long-range bombardment stance, and I.W.S.P. is a cooldown intended to give you access to all of three parameters at once. Red-lock range is Sword < Aile < I.W.S.P. < Launcher, with ~2 steps being between each level. Aile Strike is the base form, but is nothing special. It's best used to fill in BR shots when out of Launcher ammo, or for when you need to stay alive thanks to it's rather good mobility and speed. However, you're going to spend most of your time playing support in Panzer Launcher Strike mode. Main BR moves slow but Downs on hit. Missiles have good range and tracking. Switching to Launcher reloads and slightly increases Vulcan ammo from Aile/Sword mode. As shown, although it shares ammo with Vulcan, unlike the vulcan the [bC] anti-ship Vulcan will turn you around to face the enemy, and can fire more rounds at a time and for more damage. Sword Strike is your go-to mode if you want to pressure but don't have I.W.S.P. available. 8B is the optimum chase ability it seems, with BC having great speed over shorter ground. Beware though: rainbow stepping feels very expensive on boost here. 2B can be a powerful tool for setting up combos - stuns, pulls, and has low Down value. The middle hit of 8BDb also stuns for a longer period of time, should you need it for a mode change or an escape opportunity. I.W.S.P. is meant to be the trump card, and learning how to use it effectively is an extremely important point. You especially want to use this in moments when your team can press an advantage (proactively - not reactively). You should aim to try to use this two full times before dying; if you have a 3k partner - 3 times (according to the wiki). SUGGESTED PARTNERS WIP TIPS AND TRICKS TIPS Aile: BC does basically the same thing as 2B but is faster. I'm not sure, but given the speed I would assume it has equally good priority as 2B, and a good defensive strike. Aile: If you're going to do a Pack transform combo, use BC or 2B over BDb - much easier to connect with. Aile: If an enemy is close enough for you to transform combo, choose Sword Strike to keep yourself melee-ready. If you decide though to transform Launcher, the 5B combo finishes faster than the 2B combo, and also puts more distance between you and the enemy at the end if you are retreating. If you do the Launcher transform combo charge your CSa during the animation - it will be almost done by the time the animation finishes and ready to use when the enemy is starting to get up. Launcher: Start charging CSa from Sub instead of A so you don't needlessly spend and waste A ammo. Even though Aile has the second-shortest red-lock range, don't neglect to switch and use its beam rifle if you are totally out of Launcher ammo, or to better conserve Launcher ammo. Switch to Aile if you need to escape! TRICKS Pseudo-Striker Pack combo 1: BCB>>BD8BB→4AC A Stun-and-gun (216 dmg) Pseudo-Striker Pack combo 2: BD8BB→5AC>>BDbA(launch)>>A (215 dmg) Pseudo-Striker Pack combo 3: BCA(launch)→6BC>>2B>5AC>>BCA(launch) Launch→Pull-back→Launch Double Launcher launch: BCA(launch)→5AC>>BCA(launch) Easier to do than PSPC3 for basically same effect (202 dmg) Pseudo-Striker Pack combo 4: BC→5AC BCA(don't launch!)>2AC>>Sub (??? dmg) Double Striker Pack Combo combo: 2B→BC→5AC BCA(don't launch!)>EX Yo Dawg... (244/227 dmg) VIDEOS It's kinda a pain looking for videos for Strike because you always wind up with results for Strike Freedom and Strike Noir also... EXVS Combo Movie (FB combos are the same as in this video; no changes that I see or can think of) Horibuna Replay Archives (Strike)
  2. GAT-X105+ Strike Gundam Gundam SEED Pilot: Kira "Jesus" Yamato Health: 600 (common for 2000 cost tier) x MA transform | ○ mode change FB Tier Rank: B ☆☆ JP Wiki Page Dustloop English Wiki CHANGES FROM EXVS Health increase Reloads ammo of all forms simultaneously Mobility improved EX Attack gained Launcher Strike guidance improved [CSa] can be moved and channels longer Red-lock range increased [AC] effectiveness range increased Sword Strike [A] range decreased [8B] damage improved [6B] buffed I.W.S.P. [A] ammo increased 45→60 [bC] changed to light stun 2B given automatic follow-up attack AILE STRIKER PACK WEAPONS [A] 57mm High-Energy Beam Rifle 70 damage | 6 ammo | reload time: 3s/shot | down value: 2.0 | muzzle correction: 70%? [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 60 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 95%?/hit Fires up to 15 shots. Ammo shared with Sword Strike. Does not have turn-around firing. [AC] Striker Pack Change 4AC Launcher Strike | 6AC Sword Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] Beam Saber Uppercut Combos to follow [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE [5B] BBB 157 B8B→A 158~176 Consumes BR ammo. Possible to rapid-fire 3 shots. 8B 75 Strong priority. 4/6BB 116 [2B] 2BB 134 Strong priority. 2B→8BB 167 →Sword Strike 2B→5A/2A 127 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. [CC8B] (BDb) BDb 80 Somersault cuts tracking. BDb→8BB 177 →Sword Strike BDb→5A/2A 137 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. [bC] BC 75 BC→BB 172 →Sword Strike BC→5A/2A 132 →Launcher Strike. 5A shoots up, 2A pins to ground and shoots. NOTABLE COMBOS 225 BCB→5AC>>BC A(launch)>A →Launcher Strike. 216 BCB>>BDbB→4AC A →Launcher Strike. Stun-and-gun. 206 4BB>>B8B>8B transition immediately before BDC input. Possible on level ground/air, but not on hills/elevation differences 203 4BB>>BBB Same notes as above. 198 B8B>>4BB>A LAUNCHER STRIKER PACK WEAPONS [A] "Agni" 320mm Hyper Impulse Beam Cannon 110 damage | 2 ammo | reload time: 6s/shot | down value: 4.0 | muzzle correction: 60%? Large beam. Knocks down on hit. [CSa] "Agni" Channeled Shot 22~240 damage | charge time: 4s | channel time: ~2s | down value: 5.0 (0.25x20hits) | muzzle correction: 10% (-5%x20hits) Gerobi. Can slowly, slightly move position of beam while channeling 350mm Gun Launchers 59~116 damage | 6 ammo | reload time: 5s | down value: 1.5/hit | muzzle correction: 80%/shot Can launch up to 2 missiles at a time. There is a minimum distance required for these and if an enemy is too close they will travel right over their head. [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 85 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 95%/hit Fires up to 15 shots. Shares ammo with AC. Does not have turn-around firing. [AC] Striker Pack Change 8/5AC Aile Strike | 6AC Sword Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] 120mm Anti-Ship Vulcan 6~106 damage | 85 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: 98%/hit Fires up to 20 shots. Shares ammo with AB. Does have turn-around firing. [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) NOTABLE COMBOS 184 BB→CSa 176 A>>A Limited if opponent is higher than you. 172 BB>>A SWORD STRIKER PACK WEAPONS [A] "MIDAS MESSER" BEAM BOOMERANG 20 damage/hit* | 1 ammo | reload time: 1.5s** | down value: 0.5/hit | muzzle correction: -10% *If you manage to hit with the boomerang at its max distance it will hit twice (the throw hit and the return hit). Difficult to measure and judge though. **1.5s from the time that it returns to you. If you throw it, then boost away, it will take longer to return to you and so take longer before you can use it again. [AB] (Sub) Igelstellung 75mm CIWS (Vulcan) 5~54 damage | 60 ammo | reload time: 5s | down value: 0.2/hit | muzzle correction: -5%/hit Fires up to 15 shots. Ammo shared with Aile Strike. Does not have turn-around firing. [AC] Striker Pack Change 8/5AC Aile Strike | 4AC Launcher Strike | 2AC I.W.S.P. I.W.S.P: Counts down from 100 (15s). 15s cooldown, 15s reload time (from 0) [bC] NICOL KILL STRIKE 125 damage [2B] "PANZER EISEN" ROCKET ANCHOR 10 damage | down value: 0.1 | muzzle correction: -10% Pulls target to you. Invaluable for combo setup to avoid having your approaches rainbow stepped. [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE 5BBB 183 8B 90 Strong priority. 4/6BB 183 Size of enemy can affect number of hits BDb 169 Second hit (boomerang) stuns, allowing you to step to a new combo or Striker Pack, or escape. NOTABLE COMBOS 253 BBB>8B>8B 252 BBB(final hit)→BC(1hit)>4AC A →Launcher Strike. 218~237 BBB(final 1hit)→BC 224 BB>BB→BC ??? BBB→BC Strong cut resistance 204 BB→BC Quick finish 200~224 4BB>4BB→BC 191 4BB→BC Quick finish INTEGRATED WEAPONS STRIKER PACK (I.W.S.P.) WEAPONS [A] 30mm GATLING GUN ? damage | 60 ammo | reload time: ?s | 4-hit stagger. [AB] (Sub) 115mm RAILGUN 65 damage/hit | 2 ammo | reload time: ?s | down value: ? | muzzle correction: 30% (15%x2) Downs on hit. [AC] Striker Pack Change 5/8AC Aile Strike | 4AC Launcher Strike | 6AC Sword Strike Can exit I.W.S.P. at any time to stop gauge and allow it to refill to 100. If gauge falls to zero will return to Striker Pack you were in before activating. 15s cooldown before reload begins. [bC] "MIDAS MESSER" BEAM BOOMERANG 35 damage/hit* | reload time: 1.5s** | down value: 0.8 | muzzle correction: 90% Weak stun on hit. If both strikes hit stun will continue. *Same note as Sword Strike **Same note as Sword Strike [ABC] EX Attack: Strike Pack Combo 274 damage (A) | 245 Damage (B) BASIC MELEE BBBB 222 8B 131 4/6BBB 194 2B 141 2BB 154 Bound? If you don't input quickly will not perform. BDb 80 Stun. NOTABLE COMBOS Most of these involve using EX which will be presented in the next part... 284 2BB>Sub>>Sub It's recommended you transition before the rainbow step? 266 BBBB>Sub Best damage:execution time 5B combo
  3. By the way here's the folder I've be putting all the stuff I currently use in. Need to add a few things to it as of recently: https://www.dropbox.com/sh/89yr8x4jo93mq2k/ewIpkCGMU8 It's not organized as pretty as Allen's though lol. I'll do that...later.
  4. That one will be easy Air; there's an obvious hard break in it, but it should be easy to extend without the hard break too.
  5. Tbt, I was actually kinda surprised that when FB got its PS3 port they didn't make that change...I know when Banshee was first released in FB Arcade a) she was the pilot at that time and b) Riddhe becoming the pilot wasn't shown or known yet (unless you were reading the shousetsu maybe) and so would have been a sizable spoiler...but by Jan of this year everybody knew Riddhe was the new and narrative-wise intended pilot (re: The Lady and the Unicorn tapestry)
  6. So...over/under that next month with the final Unicorn episode getting released Full Armor makes its debut, similar to how Banshee and Rozen Zulu were released alongside previous episodes in FB Arcade?? I've been suspecting this for a little while now, but I don't think I expect it to get released as PS3 DLC also...
  7. Lol rock throw...it seems only a video will show if Gatogoog has the same CSa or CSb as Char's. Gelgoog isn't really my forte >< [rest of post moved to MB thread since I'm highly skeptical about FA Unicorn getting a FB slot]
  8. Yes, I accidentally left of the followup b for each.
  9. Yeah, I just went into a few rounds online to try the 8B> out, and it is admittedly hard to find a range and opportunity to try and connect with it ><; I still wound up using BDb the most for its reach and speed when I needed to melee. But hey, that BDb>8bb→CSa is able to do a little more damage than the ones I posted before :D But I still think BDb>BDb>AC is the most reliable one, if you aren't already charging CSa when you close in with the first BDb...
  10. I can't join the Wednesday groups because that is Thurs morning for me, but I'd like to get in on Friday nights and play with some people in the community I'm not sure where I fall on the skill bar compared to the regulars, given how long I've been playing the game, but how recently I moved to online play, but I'm a really easy-going person and just like playing the game with people and getting better.
  11. People talking about "the ROCK" (CSa), I'd assumed the whole point of both hers and Kamille's would be that they cut tracking, like Nu's dummy baloons and F91's shield toss. Is that not correct?? Sure BR will cut through it but if the point is that it makes the blasts hit it instead of you...otherwise, even though it explodes, it's so big and slow you can't expect people to just run into it. Although, I always felt compared to Nu and F91s tracking breakers Zeta's CSa took waaay too long to charge for that benefit. And I didn't think Kamille's Zeta's CSb healed the target, just reloaded their ammo.
  12. Also, I see some cancels in the starter combos list at the top, but just the simplified list: A→AB →AC →2b →BC (during Psychoframe activation) CSa→AB →AC →2b →BC (during Psychoframe activation) ______________________________________________________________________ Adding: a couple higher damage combos from the movie I didn't see in the wiki or know: 270 8BB→CSa (Wow. That's insane dmg relative to how easy it is to do. It's actually the highest dmg non-EX combo I saw) 252 CC8B>8BB→CSa
  13. So with hi-nu being what I consider one of my 3 "main" suits, I was delighted to see that the second impact from this weekend had Brett analyzing someone's hi-nu play. It has a lot of great overall information if you're a low or mid tier player about motions, positioning, decision-making, etc, if you have a few hours to watch it. But it being a few hours I decided to write down some of the high points specific for hi-nu play: CSa vs Funnels Both of these on their own are important for hi-nu play, so I think it's good to start with the discussion on the inherent trade-off existing between them... You cannot charge CSa while you are launching funnels, and likewise you cannot launch your funnels while holding CSa charged, so it's important to decide at any given point which one you are going to use. Funnels: There is I think a slight preference for funnels over CSa. Funnels are very strong in the middle neutral game, and it's a strength you want to use. Also, given that one of your abilities is the Psychoframe that reloads and extends your funnel count by 50%, you don't want to waste funnel ammo not using them. More on that in a moment. CSa: great damage and knockdown, but has some important things to remember - what are you doing while charging your CSa? Typically nothing else other than moving. You're not doing damage, and you're not pressuring. Both abilities have a vernier cost and a stalling tied to them, but both are more severe with CSa. CSa also is a slower start-up and requires a turn-around, whereas funnels do not. Using and Managing Funnels When should I be using my funnels? Brett makes the comment that the best time to use funnels is from "neutral" play (match momentum and potential is equal between both teams). They can be used when you are on the offensive or chasing, but are better employed in the neutral game. A great opportunity to launch them is immediately after a successful CSa knockdown. If timing and distance are managed well, they should be arriving as your opponent is getting up off the ground. Alternatively, you can send them after the enemy partner while waiting for the opponent to get up. Another good moment that was shown was when the enemy is above you out of angle and you are green lock to them. How can I create opportunities to use my funnels? A lot of discussion went into this question, with the simplified answer being "stabilize (momentum)". Rather than getting caught up in the flow of the match and letting it dictate to you what to do, make decisions that allow you to return the game to a neutral state where your advantage lies and you dictate what happens. This sometimes might mean deciding not to chase and press an advantage but instead to keep distance and play with patience. It's a little hard to just write examples of this point as opposed to watching some of the video and seeing where these moments present themselves so that you can identify them in your matches. Don't leave funnel ammo on the table. As I already mentioned above, it's a really important matter to keep an eye on your Psychoframe meter and your funnel count - both before and when it is available to use. If you have 5 funnel ammo sitting on you when you pop Psychoframe, you've effectively wasted those funnels and the damage and pressure they can provide, because Psychoframe completely reloads your funnel ammo. Similarly, when Psychoframe ends it will do one of two things - leave you at your current funnel ammo if below 12, or return you to 12 if you are above it. If you let Psychoframe end with you holding 14 funnels, you wasted 2 funnels. Let that shit fly, getting the highest amount of use balanced with your Psychoframe cooldown. How many funnels should I fire at a time? This actually was not discussed during the review, but I think is a natural and important question. The funnels have a down value of 0.9, so it takes firing 6 to pass the down threshold value of 5, but that is assuming the enemy currently has a down value of 0 sitting on them (down resetting every few seconds). If the enemy already has some down value on them, it may only take 3-4 funnels to cause down, and anything beyond that will have been wasted shots. While you don't want to leave funnel ammo on the table, you don't want to waste it either in situations like that, or leave yourself dry without them. So launching just a few at a time is the safe bet I think - maybe it will cause a down, but even if not you get some damage and some pressure in. (*note: the funnels shouldn't be your go-to for downing an opponent considering you have CSa and BZ; I was just putting the numbers there for information and for expressing don't shoot too many) Using and Managing CSa Recall first that there are a couple things to always be thinking about regarding CSa: it's startup time that can leave you vulenerable, and it's charge time that leaves you unable to use other options... How and when do I charge my CSa most effectively? First point, how? This doesn't mean the obvious statement "hold a", but is meant to point out to do this without just shooting a single BR and then holding a - a concept that was referred to as "partitioning". You can be charging your CSa between multiple shots of a BR such as during zunda. Other moments to do this are immediately after pressing b, ab, or actually any ability - the point is that if you're going to charge it, start charging immediately during the animation of another attack so that your not just wildly firing BR anytime you want to start charging it. Another key time to do this is right when you land on the ground. Line up your shots! Don't fire your CSa from bad positions - it's not going to hit, and worse it's likely going to leave you vulnerable to get hit. What are some bad positions? Out of angle, obviously; when you or your enemy are rising or at the apex of a jump; after your enemy has landed and so is about to move again. This is the moment that you have to remember the startup animation of the shot and strike at an enemy somewhat preemptively. Don't trap yourself with CSa! Players (myself included here) can get a habit of charging CSa, and then not doing anything with it but you're holding it now with this feeling of "I have to use this" looking for the opportunity to use it. Another bad habit that was pointed out was deciding to charge it while on the ground (again, I have done this). What you wind up doing is trapping yourself if an enemy is close, because, again, the startup time that you will incur now from releasing it leaves you open, and what's worse is you've left yourself with not other offensive options really until you use it. So now you have to try and make space so that you can use it, and it may really just have been better if you'd not charged it in the first place. Pre-shot: this is something that wasn't brought up, but is something I just don't see many people do in the lower tiers, and so am unsure if it is still a "thing." In EXVS there was this concept I learned early where if you have a charged shot, you can and should fire your BR just before the charge finishes, so that you can immediately follow-up the BR with the CS. So you're [holding, holding...quickly release and re-hold A to fire BR, finish, then release CSa]. That's all the notes from it I wrote down. If there's anything here one of the more advanced players feels is worded poorly or could use deeper explanation, by all means よろしく
  14. Thanks a) for putting a youtube link, and b) having done this one on a Sat night (Sun morning for me) XD Edit: Also, Brett, are these meant to be just for individuals, or would I be allowed to submit a video of a match and have both me and my partner critiqued at our positions and overall team play? Too much? Awkward?
  15. Knight, here's two of them finally converted to youtube format: Nu: https://www.youtube.com/watch?v=z6cLPX2iOk8 Stargazer: https://www.youtube.com/watch?v=dGgIOwYmpiw Addendum 1 here's the TV version Rhythm Emotion: https://www.youtube.com/watch?v=WQkTTnI0i-4 I'm almost done with the Destiny one. It has a lot of movements in one track and so I've been listening to it a lot over and over trying to decide how to best repeat movements so that song gets longer but still has the building up feel and intensity to it! It'll be done tomorrow Knight! Anything not to your liking just PM me and I'll see what I can do
  16. I have just a kinda general video question... Are there like certain names of people search for when looking to watch someone play a suit? I guess this would vary suit to suit...or do you guys just like go to niconico and search for the game and a suit and watch whatever has the most views or comments? Essentially, if I want to watch some people better than me playing a suit I'm practicing, what is the best way to go about that?
  17. Translating a just few combos from the wiki for my friend who has been mostly maining F91 behind me, and for anyone else: 289 6BBB→6Sub(1hit)>>5Sub (Blast Burst) 242 8BB>6B>Sub 238 BB>BB>Sub 238 6BB>BB>Sub <MEPE> 282 6Sub(1hit)>>NN>5Sub 267 6BB>6Sub(1hit)>>5Sub 253 CSa(1hit)>>6Sub(1hit)>>5Sub ____________________________________________ The 6Sub option during MEPE he gained in FB is a pretty neat dynamic.
  18. Foremost, I just want to upvote the title of this thread lol I'm still kinda upset about the way she was implemented, but it's nice to see people saying she performs well in spite of it...I don't play 1k online, but if I ever did I think it would be between Elle's or Kamille's Mk II. Anybody have experience and comments with the pros and cons between the two?
  19. Ahh see, I had no idea that there was a neutral comm that relayed health status. Add this to the list of things you don't learn playing offline mode >< And again, at I guess the level I'm playing, I have only a couple of times max gotten any comm from a partner during battle. So thanks for the notice about this matter! Also, that's a great idea of possibly having one that says "out of ammo" or maybe announcing "low ammo"
  20. Oh really?? Man, how can I live in Japan and be ignorant to this sort of thing? >< lol Frustration at Bamco retracted.
  21. Yeah I remapped it to Triangle. When I play hold with my friend we just use Skype, but for as important as you say it is, anytime I've played shuffle I don't seem to ever have anything sent to me until after a game when I'll get a "thanks" or "my bad" or "you saved my ass that round"...maybe I'm just not up to a high rank where it's more common yet? What are the default battle messages?..."I'm going forward"(up), "I'm retreating"(right), "I'm coming to help"(left), "I'll play back"?? Can't remember the default down off the top of my head. I'd assume at higher levels of online play people just know from the suit they're playing and that their opponent is playing which position they are going to play at the start without needing to communicate that. I already changed one of my in-battle messages to basically say "hey, watch out". Should I change the other 3 to say something more effective than the default options?? I know I kept "I'm retreating" as a useful/important one.
  22. 411?!? But, PSN cards are sold in divisions of 1000¥, why would they-, ugh, damn you Bamco! The disorder of it all ><
  23. Man, and I was wrong about thinking hi-nu was a back suit...my idea of what defines a back role is just being shattered here XD Edit: I guess for clarity I should say I guess I'm thinking in terms of 3k/3k with this. I realize that in 3k/2.5k 3k/2k the 3k suit is usually going to control the front space. But given that I've just never really tried to use V2 or Ex-S in online situations because from their armaments they just seemed like back suits and my partner tends to play 2.5k/2k more compared to my 3k play. The only reason I wound up using hi-nu in online play before realizing he was suitable for front play was just because I was good with him from the amount of play I did with him in EXVS.
  24. Would V2 not qualify for this also??
  25. Yeah, he already has great mobility in his 2500 version. Taking his best melee abilities from Hi-speed mode and just giving them to weapons system mode without requiring a stance change, and the inevitable health, speed, and damage buffs he must of received in the upgrade? That's a formula for a very potent machine. I can't say I'm really surprised to see him ranked that highly right now. But every super powerful machine seems to see the nerf bat at some point during its Arcade run.
×
×
  • Create New...