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Mightfo

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Everything posted by Mightfo

  1. GP01 is just amazing now. -AB-A fastfall -Keep in mind that AB usually goes to the left, but if you want it to go to the right, do 6AB -6bc/4bc is a really nice cancel. A-6BC-A, csA-6bc-A, even AC-6BC-A. You can do silly things like csA-6bc-ab-A-ac-6bc-A. 6bc/4bc is very boost efficient, moreso than doing A CC A.
  2. Now this mech is a gem. I wasn't sure I'd like it but it's one of my favorite suits now. 1k with commandable assists similar to sazabi/DX/hyaku? yes please~ -Like the others, you can use BC for fastfalls with turn around A->5BC and such. -4AC/6AC are pretty great. He aims far to the direction that you indicate, so if the enemy is just boost hopping straight in that direction they will get hit unless they're particularly fast. This forces the enemy to boost hop more. Remember, even if you cant punish their boost hop, you're forced them to move a large distance in a certain direction- perhaps this means they're now closer to your ally, or separate from their ally. Take advantage of positional advantages like that. -csA is pretty fantastic. Tracking doesnt seem quite as good as say, providence csA, but it seems faster to me. Also, it is not a beam- so it ignores cloaks like X1's! Nice for tagging boost hops, which your 4AC/6AC will help encourage them to do. -AB missile tracking is pretty good. It is nice how you can either just let one or two go for an easy, inexpensive knockdown off A, or fire all 5. Pretty convenient. -Don't just use BC for more firepower and fastfalls, but for vectors. You can be firing along one vector and then Buster can fire on a very different one, making it hard for the enemy to move especially when you take your ally and the map into consideration. Remember: when assists like buster(or the assists of hyaku, sazabi, etc) fire, they stay still. Otherwise, they gradually move towards you. When you summon BC, he's going to be still and you're going to boost cancel anyway, so you may want to take that moment to move extra far or to a particular angle. You may want to do similar any time Buster fires. This will make him significantly less useful for comboing off your shots for knockdowns, though. -Another nice thing about assists like this is that they can be much closer to an enemy than you are, which can allow you to use Buster to punish some landings that would be otherwise harder/impossible to punish. You summon buster, you move one way, the enemy moves away from the way you're going- but they still end up close to buster. -I havent used 2AC/8AC enough, but they seem ok at tagging landings when you're unsure on the timing. Need to utilize more. -His melee seems surprisingly good to me. 6b has solid curve-around and reach, 2b has surprisingly good priority and reach, it isnt hard to get 200+ melee damage IIRC(need to go back and double check this), and his 8b has fantastic priority for beating others' melee, even god 5b. -Combine 4AC/6AC with other factors to pressure the enemy, like your own presence(since getting close to you=being easier to punish) or the corner or your ally or whatever. -His BC has separate cooldowns for missile shots and normal shots. Missile shots are any direction except neutral+BC. If you're trying to pump out as much firepower as possible with his bc, i suppose get used to tapping BC once when you boost dash in a specific direction after landing to get the missiles out regularly. It seems that he recovers from firing missiles quicker than firing beam. -Using 4AC/6AC during BC seems pretty poor, because Buster is higher up and guessing that exact height is tough. It may be useful for some baller boost hop punishes tho..? Like he fires at a height they were at before the peak of their jump, and then when they get back to that height they fall on the gerobi? I may need to try that more, but it only happened once for me lol -5AC seems like it is just for comboing off A. Much faster, but not special muzzle correction or anything it seems. -Super seems quite useful in terms of muzzle correction and your own control over it, but you are very vulnerable while doing it since you can't boost cancel it. I was worried he'd have giant ammo issues, but csA/AB/BC help prevent a lot of that. Dunno why people fixate on it not having armor purge anymore when AC/BC are so much cooler.
  3. Sorry if I was unclear. Again, I was recommending primarily firing hangar, aka arms, instead of legs because its good for fastfalls and there isnt a movement issue.
  4. What makes you think Regelg assist has poor guidance? The guidance seems great; the problem is that the projectiles move quite slowly. I would also like to point out that his 8b has great priority(ie beats god 5b) and his csB gives him the movement capabilities of a 3k, approximately.
  5. By the way, Blueframe csA only seems to guard against beams, not BZs. I guess it is ok vs someone poking with BR while they overheat..?
  6. Strangely enough, during legless mode he acts like a ground runner, so you can do the C->ground sidestep trick out of boost dashes. Boots fire seems to move faster to me than hangar fire, but I may be mistaken. It seems that you generally want to use hangar fire since it is nice for fastfall and your movement afterwards is better, despite armless A verniering. One time, I hit him during plane mode with blue frame's super, and the super didnt finish comboing because he was too small lol
  7. New 8BC is great. High priority, goes active early unlike normal melee attacks, feels like a new key tool in his arsenal.
  8. In normal mode, BC is nice for fastfalls off A and you move in the direction you indicate, which is great for having some extra movement while you fall. She reloads ammo between modes, so use your assists regularly. Chaos assist from afar, poke with A and use AB for confirms. In MA mode, her A is kind of ass since it verniers, but csA is nice since it keeps momentum and knocks down and AB is quite good, so primarily focus on csA/AB/looking for moments to melee and BC i suppose. I didnt check if she had any good brakes, but for any ground mech there's a nice trick you can do: While running, tap boost very briefly to start jumping, then input sidestep. If you do it quickly, it lets you ground sidestep out of boost dashing basically which recovers pretty quick. You normally cant sidestep out of boost dashes, but you can while jumping, so you start jumping but you cancel the jump into sidestep before you actually go airborne.
  9. Some information from testing/matches: -BC does actually go forward faster/more boost efficiently than normal movement. -Her AB is amazing, similar to gouf's in quality except it actually reloads. -Her melee assist actually goes slightly faster than normal 2ks. MG assist is decent at punishing boost hops when you're on vector and out of AB ammo. -A is amazing at close range of course, great for shutting down mashy melee.(stephop A seems quite effective) Amazing muzzle correction. I was worried it would be hindered a lot by crossbone beam cloaks, but that does not seem to be too much of a problem. -I find that doing 6BC/4BC and then cancelling into stephop A can be effective.(as long as you're not too far away, of course) Similar to wing players doing melee->step->A i suppose. -Her melee seems pretty good in general but I'm not an expert at evaluating melee. -8b is a great defensive melee attack. Good at beating things like god 5b. -A lacks cancels, aside from A-BC-A which is too slow to combo.
  10. 2AB may be more useful when done at higher altitudes. Like when you do 2AB-A during a runaway boost hop. It seems more useful during that in videos.
  11. The mantle absorbs beam attacks without causing hitstun or anything, so you can use it to safely land or be aggressive. You can also cancel things like A into it for fastfalls to help you get a boost advantage or whatever. Without the mantle you are faster.
  12. X divider got nerfed, he is not godlike anymore. The tier list has meaning to it, even if it shouldnt be treated as concrete. Haha, i felt the same way when i first saw it.
  13. Melee is useful, but situational. You have to learn to recognize situations where melee is a good choice depending on what option they pick. 6b in particularly can definitely be very useful for many mechs, because they often "curve around" which allow you to dodge shots while still getting close to the enemy and hitting them. If they're doing beam rifle->boost dash->beam rifle->boost dash at you(like, boost dahs in direction of 7/9), 6b can be an amazing answer to that once they get close from that reckless barrage. Besides defensive ones like that, you need to wait for the right situation to use melee- like when they're cornered and low on boost. With most standard 6bs, you want to 6b or 4b->sidestep cancel into that same direction->another 4b/6b. 5b is mostly used for raw speed, sometimes reaching and punishing. Boost dash 8b is mostly used for reaching and punishing, but for some mechs they're high priority and thus are mostly used for defensive sort of purposes. Melee definitely has value in this game, but its tough to learn and some mechs shouldn't bother with it unless the situation/read is really clear. http://pastebin.com/FjmHqFVj This may help some. By the way, rx-78-2's 6b has a particularly massive hitbox, which can be quite nice once you've gotten close.
  14. quatre's MG looks vernierless, unlike normal WZTV. his melee may also be better i guess? but yeah, those two seem rather disappointing considering the other 90+ mechs in the game.
  15. That is interesting and unusual that it is does not reload assists. I wonder which burst she should pick. Assault's raw boost gauge recovery and speed improvement may be a lifesaver in desperate situations and allow you to seal some punishes with higher damage. Plus, it makes you have more burst left over if you use it to escape a combo. But blast would be useful for the extra increased reload rate over a longer period.(assists back in ~10 seconds instead of 20.. also, keep in mind that stealth field wont get the reload buff while its still on cooldown before recovering) The improvement in boost consumption, redlock and defense would be good for helping keepaway too. I suppose blast would be more logical unless you feel like you really need the extra boost recovery from assault to survive (inevitable?) desperate situations.
  16. https://docs.google.com/spreadsheet/ccc?key=0An9IcTip4EjwdGV5b3RtSy1IZ0VQY0lSLW1GdTZlMVE#gid=0 can someone make an updated version of this for full boost?
  17. Is there a specific logic to why Side 7 is so heavily preferred? Is it just because it's the default? I mean, there's other tame stages without sharp elevations and no large buildings. Is there really anything that gives special competitive merit to Side 7, or is it just what people are used to so they consider it more competitive?
  18. You should probably post things that are actually interesting comments. Like, if you wanted to say "his long ranged gameplay looks very simplistic and shallow compared to other mechs" that'd be fine because it'd have, you know, some substance to it. boring "wow so exciting redframe has a katana!1111" comments aren't good either. And why having no pilot impact whether or not he's fun/interesting or boring? That has no impact on his gameplay, and his canonical human pilot is garbage. A.L.I.C.E. is actually competent, which may be why they decided to go pilotless. Anyway- having such a slow 3k is an interesting decision. I doubt he'll actually be good for traditional 3k front play, but maybe I just underestimate his ability to force damage. His 2b parry should help vs melee rushdown, but non-melee tools that are threatening at mid range may give him a lot of trouble. More incom users also helps diversify the game(especially put on a 3k instead of a 2k), although i'd really have to get hands on with him to judge how his is incoms are aside from really obvious far range overheat sniping. csA looked really useful in other vids. I also wonder whether the nuclear explosion on his super is actually ever useful in an attempt to nuke/zone the other enemy, or if it is just too telegraphed and such like zaku3's suicide explosion. Yeah, it sort of reminds me how in vanilla EXVS qubeley funnels could be used to punish someone from greenlock range, but obviously more damage etc haha.
  19. please refrain from making useless comments.
  20. Command dash is step cancellable. Seems faster than boost dashing, will measure how much when i get my copy. You can do command dash->a for fastfalls. Yoooo ammoless version of amecancels! Can chain MG into everything else. MG seems about BD-1 quality..? Grenades seem decent for anti-melee and for some punishing/zoning. Bazooka seems like a pretty typical missile attack. Everything reloads once completely empty and everything takes about 5 seconds to reload, so he shouldnt have much ammo problems.
  21. Keep in mind this tier list is not based on opinions or analysis or whatever, but based on win percentages for those mechs in tourneys at Kansai and Sportsland. So, they are very likely affected by the player populations there, which means there is significant randomness involved probably. V2 has been dropping recently. After its recent nerfs it didnt drop much, but since like.. october? It dropped a lot, from A to B. Providence indeed jumped from B+ to A+. GP02 went from A- to B-. Impulse is up from B+ to A. Qubeley and Zeta swapped places. Kshatriya, Delta, and Hambrabi have been gradually gliding up. IIRC blue frame has also been rising. A LOT of B- 2ks are now B+s or Bs. Zaku3 is now the only B- 1k, several others were in that spot before but not any longer. The population of skilled 1k players may be rising gradually since the 6/25 update. Acguy, Zaku2, Tank all rose a bit. V1 and Gouf have been falling slightly. My time frame for remembering the course of these changes is since like august, by the way. Not talking super long term. The "bottom" was just B- before anyway, which is better than the majority of vanilla EXVS units. I really wouldnt worry about these that much, except that the S ranks are scary and the C+ mechs need extra luck/effort and careful team composition, I suppose.
  22. This is a great question. You may wanna ask some of the prominent youtube uploaders. I think.. snarf or whoever posted a list of tracks that commonly get flagged once in the description for one of his vids.
  23. A bunch got added down the line in EXVS. Like units in Full Boost(GP03, for example) ended up being DLC units for console EXVS wayyyy after launch. They made the first 6 into a pack you could get for cheaper, too. I dunno how many were on the disc, but it couldnt have been the majority. And yeah, the DLC is really just icing. We already got lots of great shit. The specter of additional content not being very worthy is just "oh, that doesnt bring much" instead of making the game less fun/valuable.
  24. I am not sure what the question here is. "Deserves a chance"? Why wouldnt it? What do you mean by "come out of japan"? Do you mean more sequels, or do you mean localization? It is an extremely solid game. Very fun, good learning curve, lots of depth, lots of content. I dont know what there would even be to debate. Gamefaqs is full of idiots who whine about the dumbest things("wah wah these leaked units like AGE never actually ended up as console exclusives so my hype is dead regardless of everything else") and don't even seem to actually play it.
  25. I wonder if some of the units aren't actually new units, but just pilot/model skin swaps for other units. Just like the costume swaps for pilots. yeah, because it doesn't really matter in the end if the dlc is mediocre when the game itself is amazing lol. disappointing but oh well. besides, they may still do things to distinguish them gameplay wise, we dont know what extent to which they are "clones".
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