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wadydoo

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Everything posted by wadydoo

  1. @Akai_Go : Man, a good X2 is really a pain the ass. I really hate fighting X2 because of said abilities haha. Anyhow, Zodiark921, I personally think it depends on the situation and combination of the team. If you have GP-02 with a Nu Gundam pairing, I would probably let GP-02 lead and let Nu Gundam support from behind. When GP-02 dies, you could double front, which can be a really strong push, but of course also very dangerous. Now if you are Exia and partnered with a melee 3k ( for example Epyon ), then it becomes more important that you dont overcost Epyon. In this case I would probably stay close to Epyon and shooting, only melee-ing when you are certain you can get a combo in. Playing conservative really will pay off then. Once 3K dies, go ahead and double front, or even take lead yourself. That way you can get the most total HP I suppose what Im trying to say is that it depends on the variables, ( players skill, team compsotion etc...) and its very difficult to flat out say whats right and whats wrong. To help overcome this, communicating with your partner is essential so you know what to do. Of course Im no expert, so take it with a grain of salt =P I suppose this also explains why I like more versitile units, you arent as screwed when you go with other melee centric units haha
  2. Hi Crimsonstardust, I dont have any videos to provide, but since you know what it means to play back on paper, maybe these are some recommendations for good back units, so here it goes. Of course this is all in my opinion. Most obvious would be Cheridum, but you really need tp nail those snipes well, which can be hard, as you need to predict their landings. It has shield bits, which can provide amazing protection for your teammate. It also has bits to send out to harrass so you can land your snipe shot if they hit by a bit. It might be difficult to play back as Cheridum with its high cost because players may decide to focus on you quickly to overcost the front unit. Overall if you can pull it off, its very rewarding and any front unit would love the support from a good Cheridum. For a unit with less cost, my preference is GP-01. GP-01 is a pretty fast unit with a lot of cancel routes. This is valuable for a back unit as you can jump in and out of engagements quickly and safely. The twirl ( I think its 4BC or 6BC) is another really good evasive method if yoi have boost. One other part where I think it excels at is the charge shot A. The CsA is a fast knockdown which deals ~120. The awesome part is that its actually a pretty fast beam shot and if the opponent is not paying attention to you, its pretty eaay to hit. As for 1000 unit, maybe not so back unit, but I think Arios is pretty good. Arios, similar to GP-01 is fast, and can quickly get in and out of situations ( although with a lot less boost ). Arios has a wide range angle for his main, usually only need to land your A twice to down an opponent as you dont need to zunda often because your assist will often shoot a shot with you, leaving you with boost to avoid incoming attacks. I personally found Arios a great unit to support with its versitility. Above are just a quick few of my personal opinions and favored playstyle. Others may criticize me for those suggestions, but they certainly work well with me when I play!
  3. I dont think its wrong to think them as damage sources as you would take advantage of those situation tools to deal damage. With more experience with Impluse you will realize what pack is good for the situation. What I have seen from personal experience, (and doesnt limit to Impulse) is that people are afraid to melee, which translates into a loss of a ~ 200 damage combo. Dont be afraid of using 8AC in and melee them if you think its a good chance, most people would be caught off guard thinking you are trying to run away or shoot them instead
  4. Personally, I think the Impulse page is really well done. It has a lot of great and useful information on Impulse. Hats off to you akai_GO for making it. The tatics part where you think it should be 50/40/10 would vary a little from time to time, but if you are learning the suit, it really is a good model. As you say akai_GO, Impuse isn't really a *straight forward* suit, I think the most difficult thing about Impulse is be proficent in all packs, that way you will know when to use which pack. It takes a lot of practice and experience but you will know what pack to use in such situations. Side topic, my favourite melee combos are definately when in Force Impulse 5BB~8B>(→) 2AC, or 5BB→8B → 8AC→ BC. The latter one is a little hard to pull of because you have to time it right or it wont connect, but its a pretty fast combo . Or if you want to combo something off with your beam rifle in Force Impulse, you can A >>8BB → 2AC or A >> 8BB → 8AC. Those are really solid combos ( at least from my experience )
  5. As an impulse player, due to the slow reload time you have in any pack, you should know what your cancels and combos are. If the enemy is close dont be afraid to switch to sword mode, and take advantage of 8AC in force impulse, its pretty useful. Not only it will melee the opponent but it will also let you stay in sword mode for close combat. Using 2AC is powerful too at close range as its an instant knockdown. If you find yourself supporting, in the rear position or even in neutral game, stay in blast mode and use CSa when you can get a clear shot. While in force impulse, if you can stagger your enemy with a beam rifle shot, you can easily follow it up with a melee combo. That can save a lot of ammo too.
  6. Is this event for people in North America only?
  7. Hey Are only newbies / beginners allowed in these rooms?
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