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BeaM

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Everything posted by BeaM

  1. I am terribly sorry sir, but this post is reserved.
  2. Name: RX-105 Xi Gundam Pilot: Mafty Navilles Erin Cost: 3000 HP: 680 Movement Type: Standard | Mode Change: Yes | Transform: No | Special Burst Effects: No JP Wiki Movelist Weapons [A]Beam Rifle [Damage: 80][Ammo: 10][Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] Two missiles are fired at the same time. [AB] Funnel Missiles [Damage: 20/hit][Ammo: 2][Down Value: .7/hit][Proration: -8%/hit][Reload Time: 9s/2 shots][Type: Funnel/Live Ammo][Down] 6 funnel missiles are deployed and fired at the target. 10 are deployed in Minovsky mode. [AC] Mega Beam Cannon [Damage: 220][Ammo: 1(2)][Down Value:--][Proration: ?%][Reload Time: 15s/shot][Type: Beam][Down] Missiles are fired at the same time. Gets 2 ammo in Minovsky mode. [CSB] Missile Launcher [Damage: 43/hit][Charge Time: 2s][Down Value:?][Proration: -20%/shot][Type: Live Ammo][Down] Xi fires 18 missiles in the general direction of the target. [bC] Minovsky Craft High Speed Movement [Ammo: 100][Reload Time: 20s][Cooldown: 10s][Type: Mode Change] Speed is increased, and BC becomes a special movement option similar to Tallgeese. AC's ammo count increases, and AB deploys more funnels. [ABC]EX Burst Attack Xi fires a gerobi as well as enough missiles to make ZZ feel incompetent. Melee [5B] 5BBB - 4 hit saber combo, 3rd B does 2. [Damage: 181] [8B] 8B - Thrust with beam saber. [Damage: 90] [4/6B] 4/6BB - Beam saber combo, 4 hits. [Damage: 128] [2B] 2B - 2 hit launcher, launches higher than most 2Bs. [Damage: 94] [bD8B] BD8BB - Xi performs an issen, then comes back for another one. [Damage: 169] Strategy Note: The notation that may be used is as follows: →: indicates that the move functions like a gatling, e.g. RX-78 cancelling a beam rifle shot into a bazooka shot(A→AB) >: indicates a side step >>: indicates a boost dash Xi is a solid suit that isn't very complicated, it has good mobility and can change roles pretty well if it needs to. Funnel missiles are a good tool to get people to use up boost, and usually leave the opponent suspended long enough to confirm a combo if the player wishes to. The gerobi has good tracking, and it's a cool idea to use it before starting Minovsky mode, since he gets two ammo stocks immediately after activating it. In Minovsky mode, Xi gets speedier and gains access to a cool command dash. The command dash can replace boost dashing, so a standard zunda combo would change from A>>A>>A to A→BC→A→BC→A, for example. In melee combos, the command dash can replace rainbow stepping to make combos faster and easier, for example: BBB→BC 8B→BC→A is much faster than BBB > 8B > A and uses less boost, too. The command dash also always makes Xi face the target, making it possible to run backwards while firing the beam rifle without having to deal with a pesky turning animation. Pressing BC with the stick at neutral makes Xi do an upwards flip similar to the one done when Minovsky mode is initially activated. When Minovsky mode ends, there is a recovery animation; make sure to keep an eye on how much time is left so you can be ready to boost dash cancel the recovery animation or at least get somewhere safe. Cancel Routes A→AB A→AC Anything→BC Full Boost Changes None!
  3. I MIGHT NEED THIS POST
  4. Name: YMT-05 Hildolfr Pilot: Demeziere Sonnen Cost: 1000 HP: 300 Movement Type: Ground | Mode Change: Yes | Transform: No | Special Burst Effects: No JP Wiki Introduction Hildolfr is a long range suit that has many different weapons as well as good movement. Hildolfr's movement has been described as being one of the tougher suit-specific things to learn in EXVS, due to pretty much pushing buttons constantly the entire match, but with practice the player can learn all of the brake cancels and sidestep shenanigans Hildolfr is known for. Due to its low HP, learning how to move properly with it is very important. It was nerfed quite a bit coming from EXVS to Full Boost, but is still no slouch, and only went from being completely stupid to just being a good suit. No Sean-level nerfs here! On a personal note, moving well with Hildolfr and dodging stuff like a champ is probably my favorite thing to do in this game. It's really fun. Movelist (MS Mode) Weapons [A] Zaku Machinegun [Damage: 112/20 shots][Ammo: 80][Down Value:?][Proration:?][Reload Time:?/80 shots][Type: Live Ammo][stagger] Serviceable MG, not bad when you are out of everything else. Fires up to 20 rounds at a time. [AB] 30cm Cannon (HE Round) [Damage: 94][Ammo: 6][Down Value:?][Proration: -40%][Reload Time: 10s/6 shots][Type: Live Ammo][Down] Standard ammo, and the only one available in MS mode. Ammo is shared with tank mode. [2AB] Zaku II Summon [Damage: 104][Ammo: 1][Down Value:?][Proration:?%][Reload Time: 10s/1 shot][Type: Live Ammo][stagger] [AC] Smoke discharge [Ammo: 100][Reload Time: 20s/1 shot][Cooldown: 8s][Type: Jammer] Pops the smoke. Cuts tracking and lasts 5 seconds. No longer starts the match with smoke available! [bC] Mode Change Switches to tank mode. [ABC] EX Burst Attack [Damage: 198] Hildolfr spins like it's EXVS again and fires a bunch of HE rounds. Melee [5B] BBBB - [Damage: 204] B8B - [Damage: 118] [8B] 8B - Hildolfr uses the recoil of its cannon to slam into the target. [Damage: 81] [4/6B] 4/6B - Hildolfr uses the recoil of its cannon to slam into the target. [Damage: 81] [2B] 2B - Hildolfr launches itself into the target. [Damage: 80] [bD8B] BD8B - Hildolfr spins with its shovels extended to hit the target. [Damage: 113] Movelist (Tank Mode) Weapons [A] 30cm Cannon (Incendiary Round) [Damage: 115][Ammo: 1][Down Value:?][Proration: ?%][Reload Time: 8s/1 shot][Type: Live Ammo/Explosion][Down] Kaboom. Makes a big explosion when it hits. [A] 30cm Cannon (APFSDS Round) [Damage: 115][Ammo: 2][Down Value:?][Proration: -20%][Reload Time: 11s/2 shots][Type: Live Ammo][Down] Pew. A fast round comparable to a shot from Dynames or Cherudim(but not that fast), good for catching landings and people doing slow + stationary attacks(e.g. nukes) [A] 30cm Cannon (Anti-air shrapnel Round) [Damage: 66][Ammo: 1][Down Value:?][Proration: ?%][Reload Time: ?s/1 shot][Type: Live Ammo][stagger] Crackle? Fires a big spread that looks a lot like fireworks. At long range it's pretty useless, but up close it's not bad. [AB] 30cm Cannon (HE Round) [Damage: 94][Ammo: 6][Down Value:?][Proration: -40%][Reload Time: 10s/6 shots][Type: Live Ammo][Down] Ammo is shared with MS mode. [2AB] Zaku II Summon [Damage: 104][Ammo: 1][Down Value:?][Proration:?%][Reload Time: 10s/1 shot][Type: Live Ammo][stagger] [AC] Smoke discharge [Ammo: 100][Reload Time: 20s/1 shot][Cooldown: 1s][Type: Jammer] Pops the smoke. Cuts tracking and lasts 5 seconds. No longer starts the match with smoke available! [B] Ammo change Cycles between the three ammo types that are fired with the A button. [bC] Mode Change Switches to MS mode. [C] Spin Spin. Melee None! Mode Differences MS Mode: Slower than tank mode, but has the ability to block as well as smack people with shovels. Can cancel AB into BC to zip back into tank mode and replenish boost. It can get airlifted too but that doesn't have much use. Tank Mode: Faster, has more ammo options (but loses the machinegun). Can't block or melee, but it can spin. Whee. Strategy Stagger the timing of your shots. As fun as it can be to fire them out as fast as you can, doing so makes it a lot easier for the target to dodge them. Watch your boost meter. While playing as the tank you will pretty much never run out of boost, provided you mode switch before overheating. Be sure to integrate sidestepping into your movement, just boost dashing isn't always enough to dodge stuff. If you see a red arrow that indicates an attack is headed your way, try to sidestep out of its vector, e.g. if an attack is coming from the front, sidestep left or right. When someone is trying to shoot you, it is best to have your suit facing them to decrease the size of your hitbox. This is less important at longer ranges, but when closer and/or vs. bigger beams it makes a big difference. Spinning can be used to change the direction you are facing by switching modes when the tank is lined up in the direction you want it to be facing. If your partner is being attacked with a melee combo, the APFSDS round is usually your best bet to try and cut the enemy. For suits with tougher melee combos to cut, like Quanta, cutting is generally a crapshoot(though you may be able to punish the landing). If you are being approached by a melee suit and can't pick them off of you in tank mode, pop smoke and switch to MS mode to be able to block. For suits with whips like X1 or Master, blocking will be the safest bet to take. Against suits without whips, another option after popping smoke is to boost away/sidestep and fire AB or sidestep and go in for your own melee attempt. Generally attempting to melee a melee suit with the tank is a horrible idea, but with smoke active it becomes a decent (and entertaining) strategy. Upon getting a knockdown, or at least stunning them, waste no time in getting out of there. Try to avoid getting knocked down while in tank mode, especially if you don't have smoke-- you are almost guaranteed to lose a huge chunk of HP. Cancel Routes MS Mode: AB→BC Full Boost Changes Overall mobility nerfed Tank mode 5B changed Tank mode Main 1(Incendiary) guidance, muzzle correction, explosion size nerfed Tank mode Main 2(APFSDS) Muzzle correction nerfed, guidance slightly buffed, speed nerfed, reload time increased, damage reduced. Tank mode Main 3 (Anti-air) now blows back instead of normal stagger on hit New Move: Tank Mode Main 4 added. Sub proration, guidance, blast size, damage nerfed Smokescreen starts at 0 instead of 100, reload time increased to 20s and cooldown time is 1s BC mode change slower Tank mode brake cancel spin is slower Gained a Burst Attack nerf champ
  5. The missiles from AC hit even harder than the gerobi itself, and they are a cool way to punish someone for blocking. CSa can be used similarly to AB in certain situations, provided you fire it downward; it can also be used very sparingly as a way to get a suit off of you by essentially blowing yourself up. 4/6bbb(1)-bc is a cool combo to keep one opponent out of the game for a while, Chronicle shoots them up for a pretty long time. If there's enough time and you don't have an assist/want to save it, 4/6bbb(/2b) > 2b > a works well too. Please do not use CSa if someone is trying to hit you, it will probably end badly.
  6. http://puu.sh/48rFU.swf
  7. Dustloop is now an old folks' home
  8. They were alright, no Motor Head remix made me sad though.
  9. Indeed, computer trouble is keeping me off of IRC and #r, but I am trying to get things sorted out. :D

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