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Mightfo

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Everything posted by Mightfo

  1. dream of marbet v1 hexa being an interesting different mech or at least a nice roster addition is crushed elle being a 2k and being like emma mk-ii but with something to make up for lack of power up mode: also crushed. at first kamille mk-ii was nice because "hey, a 1k with reloadable BR!" but now there's zeta zaku and elle lol i really want more 1ks in the game but not like this. not like this
  2. Sort of elaborating on a part of what tari said: a good way to think about it is that melee mechs threaten with their presence. Enemies want to avoid getting into riskier closer ranges with those mechs, so by moving around they sort of "automatically" control enemy movement. So while 2k melee mechs have a harder time performing some parts of the role, not only is their reward larger but they can help control neutral is certain ways, their presence can make it much easier to corner the enemy, etc. Imagine, for example, a front with a boomerang and a back with good melee- as they move around there's a "sphere" around each of them, a zone that the enemy wants to avoid entering. With that in mind, you could see how their dual presences can heavily influence the enemy to make a few, rather predictable movement decisions as neutral goes along. I think the lag a player faces is only dependent on the other players in the match they're in and not necessarily the host. (ie if someone has a redbar with me when i host but im not playing in matches with them, then there does not seem to be a lag issue as long as ia void them) I don't know if different players in a match experience different amounts of input lag though. I am sorry that I can't answer your other questions very well. Tallgeese's A has especially good guidance if I recall. That may be part of why you're more successful with it. The O is definitely easier, although if you don't know how to melee and condition enemies with BC decently then you're not using it to its fullest, so that may be influencing your success with it. I don't really know a lot about strike noir, but it seems to be much easier as well, at least from an execution standpoint, perhaps not from a tactical standpoint.(although, safely running away and poking is pretty simple and strike noir seems capable of that)
  3. Oh yeah, I forgot about Doan's zaku. Hexa, Elle Mk-ii, Gato Gelgoog, Doan Zaku. Also, GN-XIII dlc is good. And IMO haman acguy is very worth because of what acguy brings to a 2k role. also i will be happy with hexa if its as least as good as a 2k version of gunez, possibly with a few v1 perks. gunblastor assists pls
  4. What the fuck is up with silver sumo?! I was moderately excited for that because "Oh, 1k version of gold sumo" but its a 2k and it seems like it has no differences(judging from UI+google translate) besides less A ammo. whattttt zeta zaku will probably be really nice as a 1k despite my rage at "why are they throwing in so much zz garbage"(are random mediocre ZZ eps popular in japan or something?). waltfeld gaia could be good. we'll see.
  5. thats why i included "supposedly"
  6. pretty sure they were all confirmed to be 2k or 1k, yeah, but i havent seen info on what marbet's v hexa will be. i wouldnt be super surprised if it was a 2.5k but i doubt it. hopefully we will get more exvs-esque dlc after they're done with this set of dlc.
  7. pretty sure this is correct since one of the key reasons(supposedly) that they did it is because they dont want people who are skilled making new accounts to "start over" in ranked to beat up newbies who think they're being matched with similarly inexperienced people.
  8. if you rely on gp02 super armor to do decently with gp02, you are probably terrible with gp02 the frames on the super armor arent even reliable. sometimes 6b will kick in for anti-melee but the window does not seem very large. generally what matters is that his 6b is very good in speed/priority. cc8b's super armor before the autoguard is convenient but oh well. the rest of his buffs mattered much more unless you're just playing with newbies. also melee and general footsies may be significantly different due to system changes anyway, you have no idea how necessary or unnecessary that nerf was in the context of MB. don't whine about small nerfs to strong units in a game that hasn't even developed yet. "gutted" my ass.
  9. i typed up a very rough guide that assumes the reader doesn't know about brakes/amekans and tries to teach them 1k acguy basics for movement etc. http://pastebin.com/VGcPEpXY i may be quite wrong about some strategic suggestions/specifics.
  10. Some combos from wiki: (wiki has made mistakes before it seems to me so these may be inaccurate. regardless, 8b and csA are key to high damage) 5bb > 8bb 213 damage 5bb > 8b -> csA 221 damage 8bb -> csA 225 8bb > 6bb -> csa 236 8b(2 hits) > 8bb -> csA 248 6b > 5bbb -> csA 216 6b > 8bb -> csA 228 2b -> csA 190 2bb > 2b -> csA 216 2bb > 8b -> csA 226
  11. It seems that JP wiki says: -that AB's tracking is better than 1k acguy. -slight BC buffs in speed? -You can cancel A into both 2b and 8b! (lmao 2b BC A 2b AC A?!) (Probably helps when you're completely ammoless and you land A at close range i guess)
  12. oh that is a decent idea, i never thought of using funnels like that as anti-melee in vanilla. at least improved movement and larger maps in current version helps avoid melee situations though. and yeah, the freedom was nice, i was really uncertain about it for a while because i like having manual control over that sort of thing sort of like some arcsys characters lol she's not "bottom"(by which i assume you mean B- and not C+ like epyon/kapool), she's listed as mid B currently in http://exvsrank.ninja-x.jp/exvsfb_25.html (although that's a win % rankings in specific tourneys thing, not a theory/analysis based tier list, so it is affected by player demographics/sociology i assume unless those tourneys are massive) but yeah she's fine. you can play useful low-risk support pretty easily with her and she has decent tools for higher risk make-stuff-happen play as necessary. imo, anyway. im not as experienced/knowledgeable as certain other players. but you can definitely do well against at least like 90% of US gundam players with her.
  13. The reload time for buster seems the exact same(10s reload+8s cooldown), but it seems like it lasts a second or two longer. Not sure. meteor's movement looks unlimited but really slow so i wonder if some mechs just beat it up for free. i'd really like to see it designed well but i dont get it yet. i'm pretty interested in the details of f-drive's buffs
  14. glad duel AS still has commandable buster. it looks like buster's fire cooldowns during that are shorter, but i dont really like how they merged in his gerobi assists with that. it was really nice how gerobi/shotgun assist was separate since while BC was down you could still have some useful assists to help control space and save ammo, but now you purely need to take advantage of that in your limited time with buster up, and the gerobis take a lot of time out of that. why couldn't they just make the armor purge gimmick a csB :< also i am really worried about certain mechs like alex because i doubt they will benefit from overdrive's powerups as much as other mechs would. balance problems ahoy liking several of the new mechs tho and i am hoping that the M.E.T.E.O.R. equips etc end up decently designed since those are potentially a worthwhile addition
  15. i played qubeley heavily towards the end of EXVS to see how i felt about this change. i think the current setup is much superior although not perfect. the old setup was neat for specifically calling out very far range landings with precision despite cover etc, but the fact that you had to vernier to make use of AB funnels and the fact that they always fired all of your sent-out funnels at once was problematic and meant you had to take higher risks, and it made it much harder to use BR in tandem with funnels while properly managing boost. it was kind of nice against ground runners though since you could fire multiple angles simultaneously, but otherwise i am not aware of particularly strong setups with the old version since vertical movement wasn't really deniable. but yeah, it was much riskier to use and ultimately less rewarding, it made supporting 3ks and making good use of ammo quite a bit harder. the csA is nice and old csA being csB and being cancellable into A is amazing. i was really worried at first seeing that the funnels were manually fired and manual control still vernier'd like in vanilla EXVS, but it looks like that's just an option to fire early and it looks like they will automatically fire on their own like rozen AB which is pretty ideal as long as they didnt nerf muzzle correction or anything. maybe i am not understanding what i am watching properly though especially since the video quality is bleh However, let's keep this thread focused on FB though for the time being, since we wont get to play maxi boost for 1-2 years and it may be ass. having yet more qubeley buffs(and glorious purple qubeley) is nice but if the rest of the game is bleh then blargh. we'll see how it develops.
  16. i will update this more soon i promise instead of being a pseudo-perfectionist procrastinator
  17. jesus christ all the mashing reminds me of how bursts in vanilla EXVS were really guaranteed forced damage, overdrive brings that back to a different level i wish i knew why they felt like designing it that way
  18. Looks like Overdrive happens at 250 HP for every class. Lasts about 18 seconds..? Also, I wonder if they've changed zeta a lot to make up for the fact that its old moveset would not benefit from overdrive's massive ammo regen buff and universal A-A chaining.
  19. Thanks for the info! Speaking of 2AC, what's the point of 2AC as opposed to other versions? No left/right space control unlike 4/6, but also unable to shield you unlike 5AC/8AC since they're behind you.. what's the point? And yeah, BC seems nice for that. I usually like combos that "remove" someone for a longer period rather than max damage, so that the enemy is in a bad situation for longer. qubeley has some pretty long launches which are nice for that.
  20. yesterday gp02 either armored or cc8bshielded through my acguy super pressure. agjkdjszjglksglgsdjl
  21. I would like to hear about acguy oki setups if you dont mind. Now that I think about it, would ground BC be good against those who boost straight up on wakeup..?
  22. a few notes: i dunno much about normal acguy melee but haman acguy melee seems to have pretty good priority/speed. unfortunate that 8b and cc8b dont lead to combos tho. she doesnt really have high damage melee combo with decent cut resistance. i'd recommend using air 5BC and AB after landing a melee, but if you arent worried about being cut then 5b's chain is pretty high damage. redlock range is SLIGHTLY longer than normal acguy's. much less than a backstep's distance. mobility seems to be the exact same. remember, if using AC to shield your landings as you slide to a halt, input it in the direction you'll be sliding in. since AC during turn you around, if you cancel into A from it for a fastfall you'll need to do AC-A-AB, cause the A will turn you around and then the AB will let you fastfall. air 5bc has better tracking and speed than the directional BC assists. however, directional BC stays on the ground, which means if the enemy is boost hopping or does a fuwa the assist wont get confused and go up flying in the air uselessly-itll just tag the enemy when they land. otherwise, you want to use air BC more than directional BC as far as i can tell. super is bigger than haman/the o's. so i guess pressure burst size comparison would be haman acguy super > the O BC, qubeley BC > zaku3 AC. dunno about messala's super's size. she's basically for a different role due to cost but is pretty much the same. instead of 1k acguy front, this 2k acguy is for backing a 3k or a 1k
  23. reminds me of old carl j.b counterhit combos, except more hype <3
  24. ahh i see. thanks for the clarification.
  25. Wait, what? BC is definitely step cancellable. I find 4BC 44c A to be reasonably effective in some situations. Your other points are fine though.
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