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Everything posted by brett_
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Regarding Lantau Island (the G Gundam stage) - many people have complained to me it feels small. Building density is as big of an issue as incompatibility for ground types, imo. The way you play the game on Wrecked / Abandoned / etc Colony (or whatever we're calling it), is really different from the way you play the game on Side 7. If you just visualize the way two 3K fronts interact and engage on that stage compared to Side 7, it should be pretty clear. Like Tari said, I don't mind playing casuals on any of the maps we mentioned - but my goal is to try and determine the 7 most balanced maps, so there are many I feel fulfill the "doesn't make people mad" requirement, but still come off inbalanced to me. A pretty common fork in the road seems to be New Hong Kong vs Africa Tower, which is basically an argument of more open space VS uneven terrain trade-off. Africa Tower New Hong Kong If you look at it from top down, Africa Tower has more central open space than New Hong Kong, but it has that ledge that can cause problems. Definitely can see it going either way here. OR we could just take both of them and ditch Newtype and Heliopolis : PPPP There are definitely people who seem to like Heliopolis, and those who don't.
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After playing some of the other stages for a bit: Troya Station - really great, loved playing on it. the uneven floor makes it a bit easy to duck some brs in the center, but its high enough that it's not too dominant, imo. Torington Airport - some people commented on it feeling a bit small. I'm still okay with this stage but it's not super amazing. Mass Driver - feels pretty great now, definitely doesn't feel as small as last I recalled (vanilla) Brussel - definitely feels small. super easy to control the center and push people towards the walls. Industrial 7 - I felt pretty okay with this Edit: After thinking a bit, I think I want to give Africa Tower a chance again. in my head it felt possible too crampt for most people, but looking at it top down there's definitely way more space than most of the other cityscape + buildings maps. The stages I think I'd definitely put in the pool are: Side 7 Troya Base Mass Driver Industrial 7 Africa Tower which leaves 2 more to make it seven. Currently considering for the last two slots: Torrington Africa Desert Heliopolis New Hong Kong Newtype Lab Moon Moon REBIRTH They all have at least one quirk that may be bothersome, but picking the best 2 should still give us a strong pool of 7. Or we could just take the 5 i listed and have each team veto one.
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[FB] How do I search for Full Boost content on Nicovideo?
brett_ replied to beaver1231's topic in Gundam Extreme Versus
Yeah, the horibuna archive is amazing for studying specific suits or costs -
We should probably find and highlight that match with the zaku 3. It was amazing.
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After looking at all the stages, here are my preliminary thoughts: The stages I think are QUITE good: Size 7 Troya Station Torington Base Mass Driver Four that I think are also very good but have some quirks that may or may not be an issue: Brussel Moon Moon Newtype Lab Industrial 7 My main criterion are 1) Does the map have enough flat open space to encourage fundemental play and 2) Is the map big enough As such, I generally leaned away from maps like Africa Tower and Heleopolis, which I am personally okay with, but the flow of gameplay ends up leaning towards ducking around towers and close-quarters combat due to a lack of centralized open area. For the same reason, while I like Frontier 1 a lot too, the flat space is off towards the sides which warps the gameflow a bit.
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Due to some recent discussion, I've been discussing potential tournament rulesets involving stages with others. Specifically, someone brought up the MLG Starcraft map veto-system, which involves starting from a pool of 7 maps. I'm just curious - what non-Side 7 maps do you consider the most neutral / balanced?
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He got a variety of buffs, but the major one imo is his Assist, which moves faster and reloads now. Allowing his game plan to be about using Assists when he wants to, and stalling or hunting with jammer while they're on reload. Rather than "Well, you get 3(6) of these. Better use them well." It made it a very difficult judgement call on when to use an assist when you only have 3 per life, which generally meant a lot of conservative usage of it. Jammer CD got improved also, making it something you can use more often
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I already have a bot that does something similar, so making a new bot is really easy and not an issue. It's more of whether or not people will actually tweet matchmaking stuff.
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Neither of you are wrong, but I'm just here to point out that regardless of whether that person is putting 30 hours into Banshee or Qubeley, they're both going to lose to the dude who put 20 hours into GP-03 :P
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Hrmmmmm........ I guess we could do this. I could definitely code my bot so it RT's anyone who posts with that hashtag. That could be pretty cool. I don't really know how many people would take advantage of matchmaking via twitter though. Any thoughts?
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
I'd just youtube a video of Tallgeese in EXVSFB to see the difference. SV's basically move you at a higher altitude as well as horizontally, and have 8 directions rather than 4, as well as move you at a faster speed, but with no real momentum. For burst, it's generally suggested you use B, due to being able to stepcancel them, the great reload time (Tallgeese's main weakness), and his randomly amazing 30% defense modifier during Burst. Tallgeese only gets +7 offensive modifier for taking A, which is quite sad. With the extra boost you get from taking A, going A with practically any suit can ALWAYS be justifed tbqh, but Tallgeese has some very nice benefits to B which makes B more often used I believe. -
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
Just a tiny note on the 3rd (probably most recommend method for beginners) boost dash input method - you need to HOLD DOWN the direction, not just input. basically as you land, start holding the direction you want to go to ahead of time. This stuff is pretty specific, but if you're someone who is experienced in moving with an orthodox suit and you try to play this suit, here are some major things you have to do differently: 1. Normally, after a boost hop, you usually immediately start holding a direction to directionally influence your momentum to go farther etc (usually holding down the same direction you BD). This will just cause you to randomly SV in the air instead (reads your C input from the hop + direction for momentum as SV). If you do want to directionally influence your BD, you can do this by never going to neutral, ie. [6]CC~C, which gives you the additional momentum. You couldn't do that input method till FB, so its actually a nice addition for Tallgeese players. You can also do a traditional vanilla input method, like [6]CC 5C. In this case, if you want directional influence, you need to wait slightly till after the game forgets your C input before holding the direction down. 2. Similarly, if you want to swivel, you need to do things slightly differently. If you swivel traditionally ([6]CC ~ 5 ~ [8]+C), the 8+C will give you an SV. To prevent this, delay your directional input for the swivel till after you begin jumping slightly. If you boost jump without going to neutral (again, new in FB), you can also choose to start inputting your direction BEFORE the hop, in addition to after it. If choose to directionally input early, you will start swerving your BD until you hop, which changes your vector, so if you choose this method you will basically get a swerve as well, which you may or may not want. This is pretty bad in certain situations. For example, retreating with a BD Hop and then swiveling to shoot at your pursuer. If you swerved forward while doing this you'd be losing more ground. As such I generally recommend going to neutral and just delaying your directional swivel / momentum inputs slightly. 3. You can't fuwastep (you get an SV). -
Prov is a 2K with Funnels. That's a pretty big deal for a 2K, at the 2.5K cost it's much less of a big deal, and you're expected to get a good amount of firepower for that cost bracket. His funnels are also surprisingly decent for his cost bracket, and he has a lot of them. Zeong has a fastfall 8B that when combined with his amekyan (6BC -> BR), leads to an ability to steal landings and avoid pressure extremely well. He also is a 2K with Funnels.....of sorts.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
I would like an actual clear clarification of this. As in what exactly do you need to do, so this can be confirmed. If you're saying 4 PS3's connected to a router that has an internet connection will make it LAN, how do you tell? With the Blue Bar connection? This is already usually the case without LAN anyways. I'd really like a clarification on this because it's pretty important if true. - Don't worry too much about X2, he's not really that complicated to learn once you get some of his tricks down. If you haven't learn how to use his cape-based Amekyan's to keep yourself safe while using your BR and CSa especially. - Fuwafuwa is a pretty specific technique that, while important, is probably not necessary if you're having trouble in other areas of gameplay, so I wouldn't worry too much if you can't get a handle on using it effectively. Concentrate on BD Hops/Jumps, Swerving, Swiveling, and Fuwasteps. - I actually think CSa'ing the opposing front is okay. As long as you're using your cape cancels properly, you can get away with a lot of decent pokes. As Skill mentioned, you don't end up wanting unnecessary attention, but neither do you want to be useless to your partner. A good rule of thumb as a beginner is to watch what the back player is doing. Be aware of when he's marking you, hanging back, or double locking your partner. I don't encourage you to hang too far back unnecessarily because as a beginner you do need to do things to learn what not to do. My overall suggestion is to watch the minimap - pay attention to the position of each player and where each player is looking. Generally based on that you can figure out what to do. - If you're unsure about whether or not you'll get the cut, just aim to punish the landing. It's great to prevent damage, but failing to cut properly usually results in overextending yourself, which puts you at risk. Try CSa (depending on positioning), BR -> AB, AC, and basic BR cutting. Be sure to use your cape! - In case you aren't doing this, make sure you're moving around with your cape OFF most of the time - it makes your movement sluggish when you have it on. - Echoing Skill here, Tallgeese is an extremely unique suit that requires its own set of muscle memory to play. I wouldn't recommend it as a beginner unless you're dead set on maining it. - For suits your looking to play, the Introductory Suits section on the Beginner Wiki has some general user-friendly suggestions: https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/part-1#TOC-Introductory-Suits -
CSa -> 6BC -> BR -> AC -> Sub -> BR (-> 6BC -> BR) <3 <3 <3 <3
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Standard Button Notation A - Fire B - Melee C - Boost D - Camera COM - Communication Combo Notation -> - Direct Cancel >> - Boost Dash Cancel > - Rainbowstep Cancel 6B - Side Melee (sometimes written as 4/6B) 8B - Up Melee 2B - Down Melee 5B - Neutral Melee If other inputs are written within a melee string, they are followups. For example, 5BA means Neutral Melee with an A followup, synonymous to 5B~A. Glossary of Terms BR - Beam Rifle CSa - Charge Shot A CSb - Charge Shot B Sub - A+B Special Melee - B+C Special Shot - A+C Burst/Activate - A+B+C Zunda - Generally refers to a BR >> BR >> BR knockdown BD - Boost Dash Gerobi - A kind of beam that stays active for a long time Fuwastep - A jump while sidestepping Fuwafuwa - A small hop, often used to change up your landing timing or gain boost-efficient evasive movement Amekyan - A technique that cancels your vernier'd move into a non-vernier move, allowing you to "fastfall" out of laggy moves. Often done by cancelling Assist into BR / Main.
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[FB] God Gundam General Discussion: The King of Hearts!
brett_ replied to Sharakonta's topic in 2500 Cost Suits
A good choice. I'd definitely recommend reading up on the composition breakdown / death timings sections in the beginner guide wiki for an explanation on why 3k / 2.5k and 2.5k / 1k are the recommended costs, and what role to play in each. -
[FB] God Gundam General Discussion: The King of Hearts!
brett_ replied to Sharakonta's topic in 2500 Cost Suits
Any 3K, preferably ones that lean towards closer ranged play. Any 1K, preferably ones that have strong map presense / firepower / good cutting ability. -
looks like no one has made a thread for TG3 yet
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[FB] Missions skills and basic info.
brett_ replied to Heartless141's topic in Gundam Extreme Versus
Info has been added to the translation sticky thread - thanks again for the hard work (consolidating threads) -
[FB] The Gaia Thread - Where's Neo when I need him ? :(
brett_ replied to Setsuna Yuki's topic in 2000 Cost Suits
Does anyone know the way to get 2 meteor jumps? I've seen someone use two in a row before - someone mentioned it might be after landing a particular melee string but I can't find any info on it ._. -
[Feb 23rd] EXVSFB Online Tournament Series
brett_ replied to brett_'s topic in Gundam Extreme Versus
@setsuna - all regions are allowed. @Kin - Yes I plan on doing some shuffle series as well at sowme point in the future. I'm currently focusing on SCR stuff before starting too many events atm @skill - if there is a player connectivity issue, the person who is responsible for incompatibility will cause his team to forfeit that match. If the issue is mutual, whoever performs better in 20 Questions vs me will get the win. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
I think with just Lariat + zero system he has something to vring to the table. I personally dont think hes bad, but I think he is very lackluster in the hands of anyone who is even the slightest bit wasteful with ammo.