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Have you ever tried mapping movement to the D-pad and looking to the face buttons? It feels pretty much just like a modern dual-stick config. Anyway, this is a great game but it always annoyed me that the shoulder-mount cannons are worthless unless you're a tank or quad or human plus. Losing mobility is one thing, but they take so long to equip that by the time you're actually ready to fire your target's just run behind you (and can then just circle-strafe to permanently stay behind you). And what do you mean by "the type of ending" you get? I thought there was only one.
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# ¿ May 30, 2014 08:48 |
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# ¿ Apr 24, 2024 19:47 |
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It's a pity you're not into quads; cruising around blasting everyone with the shoulder-mounted plasma cannon and chaingun is pretty neat. Even moreso with the plasma cannon or tank cannon arms. I beat the nine ball fights my first time through with this build just though sheer firepower. If/when you go on to MoA or Phantasma where they have proper 1-on-1 fights, consider using a lightweight reverse-joint with good boosters, the dual cluster missile launcher part and the quad machinegun arms. This setup puts out so much firepower in such a short time that it will melt a single AC in seconds, but it has so little ammo that you need to make every shot count. Which is easy to do because the arm cannon fire has an extremely high projectile velocity and massive amounts of stun - most enemies will be stunlocked after the first shot if you keep the fire button held down. The Murakumo path ends with the missions to take down the orbital cannon, right? Those were fun.
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# ¿ Jun 5, 2014 13:33 |
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You know, taking out those plane enemies is pretty easy if memory serves me right. The standard medium or large missile launchers should take them out in one or two hits, and seldom miss. Also, if they're available, can you post a comparison of the dual plasma cannon arms and the karasawa?
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# ¿ Jun 6, 2014 15:03 |