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akai_GO

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Everything posted by akai_GO

  1. Oh man, you picked a difficult one to start with, with the 3 different modes lol. I've been avoiding that one for a while. Look at Strike or Impulse, or one of the other ones that have mode changes instead of Nu or F91 for that one >< Addendum: I actually made the table for base stage Extreme thinking it would then be simple to just copy/paste between the other 2. But then I also thought it would be interesting to see if the weapons built Evo Gauge at different rates, and unsurprisingly they did...and then I thought "I should should check if these numbers are different if I choose one of the other Extremes, even though the base form is the same"...aaaaand, they were...so But hey, I got all the data input for Xenon and Eclipse base modes at least ><
  2. Knight, I have a Nu Gundam theme loop (private listing): https://www.youtube.com/watch?v=z6cLPX2iOk8&
  3. Yes there was a patch recently when the Summer Festival DLC was being released that also brought some changes like allowing you to change additional BGMs, and introducing remote play for vita. Nothing really drastic though.
  4. @Allen: Yeah, unfortunately because of the frequent use of non-standard, game terminology and the way a lot of sentences are constructed on the JP wiki, trying to use Google Translate for more than 1 (or some times even only half) of a sentence at a time can make it go into an aneurysm Like adn said, I did collect and translate the vast majority of these non-standard terms and put them here on the DL wiki for reference and help. I personally love and frequently use Rikaikun extension, but it's just for single words and I really just use it for on-the-spot translating a word/kanji I've never seen before, and so still have to rely on just knowing a certain degree of grammar and sentence structure in addition to the wiki's terminology. I also for every suit I translate sit for hours or days in an empty free battle stage with it, testing sentences that seem strange to me, or combos. That being said though, I definitely echo the sentiments that doing even just the simple translations of movesets, tables, simpler armament explanations (their priority, swerve, etc), combos; setting up tables on the Dustloop wiki for these data; transposing data already collected into the google documents - all of these things are still very important and very appreciated if done. Excluding just blatantly wrong information, any information on a MS's page is better than no information on an MS's page for trying to get these pages suitable for community use as I still see all the time people comment about newly joining the game. And I don't mind at all coming in and doing clean-up/formatting on a page, although at this point I and others have done enough pages that all the formats and tricks I use (like collapsible tables) are very easy to access-copy-paste-change. And yeah, I personally have not attempted to do the fundamental pages on movement, damage, theory, etc (and also try to be super careful when translating tactics sections) because I only started playing the game PvP back when FB came out end of January this year, so although I understand the core concepts now, I still don't really feel qualified or comfortable writing those pages that will eventually come to be used by all new players of the game maybe, or discussing some of the finer nuances of some MS-specific theories/tactics (even suits that I've played heavily since vanilla, since I compared to others only recently started PvP play).
  5. "Nobell Gundam" XD Some of her attacks look like they have fantastic cut resistance, others look like they have zero.
  6. whoops! thanks. ok, take 30 health off of her on that graph. And...some amount out of those calculations in the post after. I'll fix the math tomorrow sometime when I'm not about to go to sleep lol Edit: Also realize I put 120 extra health on the 3 Revive suits (Zeong, HS, Exia) instead of 120. So...disregard 20 health from those also.
  7. Something else worth noting: I'm not sure what it is, but for some reason in EX Burst you can do 6BB>2B and the sword throw will whiff, allowing you to get the ~[bC] followup attack without incurring the proration and down of a first stage attack. In normal mode though no matter what I do the sword throw always hits....actually, I take that back, if I forward-step the sword throw will miss, but the followup kick will go right through the falling target instead of connecting for some reason... But the sword throw whiff→followup during EX is considered a signature-move sort of technique for setting up some death combos it seems.
  8. So I still have a little bit to do with translating and transposing the combos from the google docs page, but knowing that there is a couple of high-level God players on this board (one of whom is a mod, and a translator!? XD) I wanted to drop this here and ask you guys to check what I have written already, and please if you would construct a Tactics section, as the JP wiki really doesn't say too much there, and this is a suit that has some pretty specific techniques and concepts associated to playing it: http://www.dustloop.com/wiki/index.php?title=God_Gundam_(EXVSFB) Also I've noticed a lot of God Gundam talk in the Skype lobby lately, and I have a neophyte friend in the US who really likes and wants to learn more God Gundam, and- look, there's a number of reasons that it would be really great and really appreciated if someone with more experience than me with this MS would check what I have and help finish it out into a really great page yoroshiku onegai~ Addendum: the JP wiki, relating to [AC], says something about lever input→AC>lever input→X button (PS3) cutting guidance without losing speed? Anyone know what that is about?
  9. Yeah I never finished that sentence because the JP wiki didn't actually say and I wanted to do more testing >< The maybe #1 reason to use railgun over beam launcher is against Crossbone Gundams' ABC mantles that beam launcher won't penetrate. It also has faster startup, bullet speed, and is harder to see coming at you than BL beam because the of the smaller size of the bullet. But from a damage perspective and use as a combo tool, BL is better. They both seem to have about the same muzzle correction and tracking (which, aren't too hot), but anyone feel free to correct me on that. As a melee intercept tool, I'm not totally sure if railgun or 2B has the faster startup Tested: railgun definitely has the faster startup. It also has faster bullet speed, but also has a shorter effective range (2B is effective up to 10 Practice stage blocks away, RG is effective only up to 8. BL is effective from across the entire stage).
  10. WB BK are those different docs/URLs from the first ones (particularly Banshee) that I currently have linked to at the top of the wiki pages?
  11. I'm dropping this here I guess so that people can see some humorous death combo videos, but also so that I can have an easy place to find it for whenever some more of these suits wiki pages are built I can add them to the list https://www.youtube.com/watch?v=jutM_lE7XW4
  12. Oh certainly, my real intention was to do both lol. Put the number on the suit's page and immediately next to it link to wherever we put the table comparing all the suits.
  13. If someone wouldn't mind, I'd really be interested to see comments on just how someone is supposed to contribute effectively to a battle at the start while in BWS mode. I've watched a number of videos, and I just don't see it. The difficulty of steering the thing, combined with the downward angles needed to hit anything with a beam... Hambrabi as an MA mode still has excellent firing ability and consistency. It seems almost too good to me sometimes how well he can still hit with Sub and Main combined with how much time it can spend in MA mode. This has not been at all what I've seen in video footage of Re-GZ, unless it is able to start an approach from far back, on a straight axis, fire its shots then barrel roll out, and then have to reset to setup for this again and again. If playing a 1k is supposed to be about getting the good results out of your gimmick, and the BWS thing is obviously intended to be Re-GZ's gimmick, how do you use this suit effectively, as it stands in the confines of 1k MS theory? If you can't contribute effectively using its gimmick, then why use the suit? As an aside, here's its wiki page: http://www.dustloop.com/wiki/index.php?title=ReGZ_(EXVSFB) I didn't buy it though so I haven't really done much on it ><
  14. Also I want to say a) I think adding the unique dialogue is a fun idea. Yeah, not high priority, but it is a pretty simple thing to do compared to translating other stuff from the JP wiki pages. b) I want to add to the initial info sections the red lock ranges of the suits, and also maybe whether they are first/second/whatever tier in health since I have now compiled all that information. c) Where would be considered the best place to put that data on the wiki page? Should there be a new page made altogether? d) While I have the red lock range table translated, I'd really like for some feedback on is there a way to make it like the JP page using the wiki formatting options instead of me just constructing an image out of Excel that I have it in now. We certainly don't know how much more DLC is going to be added in the lifespan of the game, but this is something simple enough that I'd like to make it so that all we have to do is add a name to the table instead of me update a picture image every time it happens...the health distributions though, I don't care, whatever. There's just no good way that I know of to do it besides screenshot the table from Excel and upload.
  15. Turn-A/Exia gets you 2460 team health if Turn-A dies first and then Exia twice. Turn-A/DSH gets you 2468 team health if Turn-A dies first and DSH gets one full use out of it's cloak on both lives (more if DSH gets more than one use/life) Turn-A/Alex gets you 2790 team health if Turn-A dies first and Alex gets one full use out of her armor and all three remaining lives. If death order is Alex>Turn-A>Alex>Alex you get 2540 (again, if Alex gets more than one full use per life this will increase in both cases). Just...if you want to know some maximized team comp/health values lol
  16. 3000 Max: 750 (Turn-A, Master) Min: 600 (SF, FC (although he gets +120 from ABC mantle first life), Quanta (+100 from Quantum Burst)) Mean: 671.5 Mode: 680 (6/19 units) 2500 Max: 680 (God, GP02. Although, technically DSH is top with 740 including its shield, followed by X1 at 700 with ABC mantle) Min: 580 (Gottltran, X1 (without ABC mantle)) Mean: 623.3 Mode: 620 (12/27 units) 2000* Max: 640 (Dragon. Although with repair modes Hyaku gets 660 its last life and Exia 680) Min: 540 (Dynamas (+100 from shield though), Hyaku, F91, X2 (+100 from ABC mantle)) Mean: 588.1 Mode: 600 (18/32) *Kapool was left out of the mean/mode calculations (360+480hp, which if you were able to get the max out of both health pools would be 839 - untouched the highest health pool among 2k's. But we all know how unrealistic this is. Personal note: this is why I wish they'd change Kapool to if you get shot down as one Kapool you're forced into the other one with whatever health it has remaining.) 1000 Max: 350 (Gouf, Efreet. Although, technically Alex has 430 with her armor) Min: 300 (Tank, Zudah, Arios) Mean: 325.6 Mode: 330 (9/16 units) Note: DLC are not included in the calculations of mean and mode Now that you mention it, it would probably be nice to just make some kind of chart of this for the wiki like I'm going to do with the red-lock ranges Did it.
  17. This. I mention this in the wiki, and this could be why you are having trouble or inconsistency. With Dragon Gundam's version it gives you a kind of window of time in which you can put in the followup. Altron you'd better know which one you plan to use before you even use the [bC], because you need to pick basically right when the arms hit, or you're going to be left just dangling in the air in front of them for a second before dropping to the ground, feeling like a huge idiot for having dropped that damage opportunity ><
  18. I didn't do the writeup on the properties of the moves either, but honestly, I've been getting more and more simplistic in that section recently, and basically just scan through the descriptions looking for "startup", "priority" and if there's any really particular note about it...
  19. Yeah I'm assuming this is going to be a Pressure type of move
  20. It's a melee followup, not an armament. Press ~A after the first and second stage attacks of both 5B and 6B
  21. That's...a LOT of beam ribbon o_o Anyone with any Next+ experience have any input on this moveset?
  22. Random question: is it possible to find images of like map layouts? I want to reproduce the red-lock range chart and was wanting to find like an overhead view of the practice stage Remembered that the official site has overhead images of maps, but the practice stage isn't among them :/
  23. The JP wiki says that attack orders Murasame does have A~BC turn-around freefall cancel same as Sazabi or DX. Is this incorrect? Further spring-boarding off of what allen said, yes 2B has the ~A and ~[bC] followups as well. Their reach is actually quite long out of this attack, and furthermore, you can start the attacks before the 2B even hits the opponent. I can't recall at the moment if the tracking adjusts such that if 2B misses the followup can still connect.
  24. Dustloop Wiki Page Link Important notes: 1) Beam Launcher and Railgun share Sub ammo 2) [bC] is actually split into neutral-[bC] (defensive orders) and directional-[bC] (attack orders) 3) ~A and ~[bC] followup derivatives are both forced Downs if used to completion It is extremely difficult to followup any of her full melee attacks. In fact, 6BB and 5BB~8B are the only ones unless you have a wall, because of either the distance of the knockaway or the forced Down of her other attacks. 6BB being a 2-hit high launch is really nice, but the 2.7 Down on it paired with the high Down of her other attacks is crippling of its potential...You can use 5B~[bC] for a smaller launch and 2.6 Down. I've said this in a couple of places now: the muzzle correction of her CSa is kinda really awkward. The startup motion is this sorta slow raising of the gun, and then dropping it back down before firing, and the muzzle correction locks in at a point in the dropping that causes it to often shoot right over the head of your target depending on how they're moving. Beam Launcher Sub can similarly lock into some really strange firing angles and be hard to hit with. [AC]: 1 ammo = 2 missiles and you need to hit with 3 shots (6 missiles total) to force a down with them. You can rapid fire all 6 at a time, but there's no muzzle correction when you do this - they fire in a straight line at whatever point your muzzle locked in on on the first shot. Ace has said in chat that the best way to use the missiles seems to be similar to using RZ's Psycho Jammer - you want to be mid-range and slightly above your opponent firing down at them. I need to confirm, but her 2B stun seems to have about the same travel speed as X2's CSa, but poorer guidance and is easier to see coming at you. Also, the JP wiki said that if used with combos it doesn't prorate??? But I don't think that's right... So...there are some things rough about it that I think need some practice to be able to use effectively, but I still think it fits as a solid "second tier" 2k support unit. Definitely easier to play than Strike.
  25. Hey, the first 2 links are the same, just fyi I'm not sure how applicable some of these are to live play, but they all are pleasing to watch. The way you whiff in some of them to extend the combo is really well-constructed. Edit: the height on that Banshee combo in movie #3 roflmao wow
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