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Numlock posted:So like can you level up MS or if you want a lvl 2 Zaku you have to just buy it? No leveling up MS. Treat each level of an MS as a discrete suit. You can get dupes. Dupes reward you with recycle tickets based on the quality/type of item, as well as mod points if it's a dupe MS.
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# ¿ Oct 20, 2019 16:47 |
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# ¿ Apr 28, 2024 09:01 |
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It's a pretty low drop chance even with gold medal and encourages, maxes out at something like 37% with all possible multipliers. It's better for your sanity and patience to treat them as nice treats every so often rather than a daily checkbox to be ticked.
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# ¿ Oct 20, 2019 18:11 |
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Numlock posted:Wait is there team dmg in this game? I’m so so very sorry random pubbie dudes I’ve shot in the back... You can't actually hurt allies with your attacks, but you can stagger them and knock them down, which is usually a really great way to hand the enemy they're fighting a ton of free damage or even a kill. It's something to avoid at all costs. I lost an ace match earlier today in the last 10 seconds of a match because I had knocked down the enemy ace and was about to finish him when an ally accidentally smacked me in the back with a bazooka while trying to shoot the downed ace, thus staggering me and buying the ace time to reach his invuln recovery frames and boost behind cover. This isn't to say that you shouldn't gang up on enemies and pile on extra damage, since you *absolutely* should, but be conscious of your firing angles when using staggering weapons and be conscious of your melee hitboxes when melee swinging in a crowded fight. It's better to give up a little damage than risk boning an ally/saving the enemy. Kanos fucked around with this message at 02:39 on Oct 23, 2019 |
# ¿ Oct 23, 2019 02:36 |
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Lemon-Lime posted:What's the draw for the GM Kai at 200? It's worse than the GM Trainer in basically every way. It has a shield and access to the Double Beam Gun and the Hyper Bazooka[Enhanced]. The Trainer is easier to pilot and get results out of but the Kai isn't horrible or anything.
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# ¿ Oct 23, 2019 22:02 |
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Zushio posted:The Zaku 1 GS they give you is really good, as is the Zudah at low costs. The Zaku I GS has a lot of weird problems that make it a questionable suit compared to competing options. Its toolkit screams "flanking general"(smoke, a panzerfaust, heat sword, a decent-sized shield), but it's slower than many other 300s and lacks melee combo controller to actually leverage having a superior melee weapon. I really don't see any reason to play it besides aesthetics when you have the Efreet sitting right there at the same cost and doing basically the same thing but much better in terms of "stagger and melee" generals, or the HiMo Zaku being a far, far superior shooty suit. The 200-250 raid bracket is very thin on the ground. The Gouf is alright but suffers badly from a terrible machine gun and lacking any form of reliable ranged stagger outside of the heat rod, which is massively difficult to reliably hit with and also paints a giant target on your face during use. The Zaku I lacks maneuver armor or emergency evasion so it's honestly just lacking all around. The Zudah exists at 250 and is good, but is a counter sniper rather than a traditional flanking stabby raid. The Acguy is kind of a piece of poo poo - it's got stealth and solid ranged options but is made of tinfoil and beefs it to blue bazookas for free because all of its actual weapons require standing still. The GM Light Armor is probably the best of the lot, boasting good performance, maneuver armor, and an actually decent ranged poking tool in the rifle, though it does struggle with ranged stagger. Kanos fucked around with this message at 22:52 on Oct 23, 2019 |
# ¿ Oct 23, 2019 22:49 |
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The Psycommu Zaku actually does bonkers insane DPS, though all of it comes from the finger cannons. The Incoms are mostly harassment tools and filler; your big whammy comes from meat shotting people a couple of times with your insane damage finger shotguns and then giving them a 4k+ axe handle with your down melee when they stagger.
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# ¿ Oct 24, 2019 07:18 |
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So I'm bored so I figured I'd type up a short guide to free/easy-to-obtain suits for new or lost players to look into. Skills to Look Out For: There's a lot of MS skills, but there's a few that are hugely transformative in how a suit operates and are worth paying attention to if a suit has it or not. Melee Combo Controller: Allows you to string together multiple hits in a combo based on level and also increases melee damage on single hits. Melee is an important tool for most suits even without it, but combo controller makes it much easier and more profitable. Emergency Evasion: Most commonly located on generals, this skill is what enables the dodge roll(double tap boost in a direction) which gives you invuln frames. This is super important because it's pretty much the only way to escape a combo if somebody beans you with a stagger and goes in for melee. Level 1 costs your whole boost bar and overheats you, Level 2 costs about 80%. A suit without EE has to be extremely careful about engagement ranges to avoid being stagger comboed. Maneuver Armor: Most commonly found on raids, this skill lets you shrug off a single stagger while boosting(NOT a dodge maneuver, a sustained boost). This is what allows skilled raid players to punch in to generals and deny supports the ability to defend themselves; read their bazooka/cannon shot and maneuver armor through it, leaving them helpless to resist your own stagger combo. Forced Injector: Starts appearing from 300 cost up. This is the slick maneuvers skill - it lets you cancel boost movements directly into other boost movements, allowing you to do unpredictable zigzag movements or double dodges that allow you to gently caress with enemy predictive targeting. It's definitely hard to get a handle on because it's easy to overheat yourself if you use it willy nilly, but it's pretty gross once you get a handle on it. AMBAC: Only relevant in space, but it's a really big deal there. A suit without AMBAC in space has to kind of brake to a halt after every movement, making your movement kind of halting and juddery. AMBAC nullifies that need, allowing you to move completely freely without delay. Assuming equal speed and boosters, a suit with AMBAC has a huge maneuverability advantage over a suit without in space. Suits to Look Out For: I'll be sticking to suits that you can get from the DP shop at Corporal or below or that are given out for free, since gacha is evil and fucks some people over(like me) really badly. If a suit is solid across multiple tiers by buying leveled up versions, I'll try to include it. 200:
250:
300:
Above 300 you start needing decently high ranks to buy stuff in the DP shop, so I think I'll stop here. I can go on with my musings on that stuff if people want, though.
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# ¿ Oct 24, 2019 14:16 |
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Numlock posted:What is a bluezooka? A slang term for a General(blue class) suit using a bazooka. "General with a Bazooka" is the most common archetype in the game so it's a contraction that gets used a bunch.
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# ¿ Oct 24, 2019 16:08 |
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There's a few different types of beam weapons. The most common type are beam rifles such as the Ground Gundam's, the Gundam's, and the Gelgoog's; these normally fire a modestly powerful shot with good range, perfect accuracy, and high projectile speed that does not stagger. However, you can hold down the button and "focus" the rifle until the crosshairs close in; this dramatically boosts the power of the shot and allows it to stagger. These kinds of rifles give you a lot of precision damage and stagger ability at the cost of rate of fire, since they need to be charged. They also tend to lose badly to bazookas in close quarters, since eating a stagger kills your charge(and thus your ability to stagger the opponent), so they want to play at further ranges most of the time to take advantage of their accuracy and projectile speed. Beam snipers like the Guncannon's and the GM Sniper's tend to be variants on this model of rifle, usually gaining more range at the cost of mobility. The second most common type, Beam Spray Guns, are simply fire and forget damage dealers with no stagger ability. Their DPS tends to be extremely high but doing damage is -all- they're doing and their range tends to be mediocre, meaning that they require some finesse to use.
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# ¿ Oct 24, 2019 17:19 |
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^^ The Juaggu is loving great at 400, IMO. It's absurdly tanky and does huge damage and breaks legs like whoa. It's a little map dependent, though; it suffers badly on any map with super long firing lanes like city or desert. It likes midrange skirmishes like Impact Site and C point on port base. It also suffers badly if your teammates are complete dinks and ignore raids that get up in your grill, but the same can be said of many supports. Your gameplan is to lead with the beam cannon to stagger, down punch them to knock down, then blow their loving legs off with rockets when they go down. You're also super great at picking up on allies downing targets. Pretty much no general's legs will survive a full load of Juaggu rockets. ^^ If you buy a suit with the level 1 version of that weapon as its default armament, yes, it unlocks it. For example, if you buy the Dom Tropen level 1, you unlock the Raketen Bazooka which you can then put on your Zaku I GS. This of course means that it's sometimes economical to buy a suit to get a weapon, such as buying the Dom being a very efficient way of unlocking the Giant Bazooka. Don't worry too much about custom parts for a while. When you get around to buying them, ranged/melee boost parts, leg armor parts, melee resist parts, and +HP parts are all big buys that are generically useful across almost all suits. Bronze recon crates can give DP or one star drops, either suits or weapons. Silver can give recycle tickets or two star drops. Gold gives 3 tokens or three star drops. You can't sell unwanted stuff. Dupes are automatically trashed for recycle and mechanic tickets. Kanos fucked around with this message at 19:45 on Oct 24, 2019 |
# ¿ Oct 24, 2019 19:36 |
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Raid is hard to play in unrestricted because there's an insane number of ridiculously powerful generals and relatively few supports(and one of the supports is the GP-02 MLRS, so lol).
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# ¿ Oct 25, 2019 17:08 |
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Zaodai posted:So does this mean that low level but high rarity drops are kind of poo poo? I actually came here to ask this, as I had enough tokens for the 10 pull for 15 tokens and my three star from that was a level 1 Pezun Dwadge (400 cost). It's a neat thing, though it seems entirely burst from medium range focused (which is fine), and so if I can't put any upgraded guns on it because it's level 1 and there's no way to raise it in levels simply having to get lucky to get a higher level one some other time, then it doesn't really seem like there'd be a point, which is where my confusion is. You don't upgrade guns or suit levels. A Pezun Dwadge level 1 with level 1 weapons is operating at 100% output for a 400 cost Pezun Dwadge. Higher level weapons are strictly to keep higher cost versions of suits relevant in new cost categories; if you pulled a theoretical Pezun Dwadge level 2(which would be 450), it could equip an upgraded version of its bazooka to help keep it relevant with natural 450s. For example, the humble Zaku II is a base 100 with poo poo skills and stats. You can field a Zaku II level 4(which is 250 cost, +50 cost per level), and it still has poo poo skills. Why would you use it? Because the Zaku II level 4 can use level 4 weapons so it can do a bit more damage to compensate for its deficiencies. The Pezun Dwadge is a murderous 400 machine. The beam bazooka is a no-charge beam weapon that staggers on hit, which is a vanishingly rare ability shared by very, very few weapons. It hitting for low damage is very odd and I'm curious if you were shooting against type or hit a shield or something because it should be doing titanic damage. Your optimal play is to whap them with the beam bazooka and then give them a two hit melee combo(neutral melee to down melee) and then follow up with further melee.
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# ¿ Oct 27, 2019 00:48 |
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To elaborate a little, activate EXAM(Blue Destiny suits, Efreet Custom) or HADES(any Pale Rider) by hitting the touchpad. You'll do a cool pose and turn invulnerable while it activates(which can actually be used to dodge attacks!), and a timer will pop up on the side of your screen showing how long you've got. Here's the actual numerical boosts they provide based on the JP wiki:The Numbers for EXAM posted:Lvl 1 The Numbers for HADES posted:HADES EXAM level 1 and HADES last 60 seconds, EXAM level 2 and HADES-E last 90 seconds - this is why EXAM 2 and HADES-E are a little weaker. Once the timer runs out, the mode ends and your head and legs(or back, in space) are immediately destroyed. They CAN be repaired, so if you're coming to the end of your super mode with a good amount of HP and you can get to a safe spot, it's a good play to go hide and pop out to repair instead of suiciding. Another cool feature is that your legs/back/head are repaired to full HP the instant you pop your super mode, even if they are currently destroyed, making popping your super mode a wonderful "oh poo poo" button in case somebody blows your legs off. So what does this mean in practice? Well, both EXAM and HADES turn you into a shitwrecking powerhouse with insane mobility. How you use them depends heavily on what suit you're playing. Something like the BD-1, the BD-2, or the Efreet Custom really wants to pop EXAM as a prelude to going in because it allows them to dance circles around their opponents while cutting them to bits. As a contrast, the Pale Riders are more neutral, shooting-oriented suits; typically they use HADES reactively, as a way to turn a bad fight("hey my legs aren't broken anymore eat poo poo") or if the situation demands they make a powerful push. Kanos fucked around with this message at 16:04 on Oct 27, 2019 |
# ¿ Oct 27, 2019 16:01 |
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Zaodai posted:The other question I have is what's the optimal thing to use your Tokens on? I put basically all my tokens to that discounted 10 pull that got me the Pezun Dwadger, so that seemed like a given with it being half off and a guaranteed high rarity (if not necessarily good, but I lucked out) pull. Is it just make sure you bank 15 for when the discount cycles in and otherwise just save for 10 pulls of whatever the big bundle deal is? If you're absolutely paranoid about maximum bang for your tokens, every third week of the month is a step up(first 10 pull is 15, second and third pulls are full price but have big bonuses attached, like a guaranteed 3* MS). Other than that, you can just do random pulls for suits that seem interesting or suits that fill cost/type holes in your roster. They add at least one new suit every week.
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# ¿ Oct 28, 2019 23:54 |
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It goes into your promotion mission requirement(all promotions require you to grind out an amount of experience), but once you finish your promotion exp mission it's all wasted until you finish your other missions and actually promote.
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# ¿ Oct 29, 2019 00:07 |
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Your rival is whoever the game determines is the closest MMR to you on the enemy team. Due to this, it's possible for more than one person to have the same rival, and for the person who is your rival to not have you as a rival(say if you're at 1558, your rival is at 1560, and there's someone else on your team at 1561, for example).
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# ¿ Oct 29, 2019 00:57 |
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Space is actually really fun once you get a feel for it, but it's enormously overwhelming to play initially and it has a lot of quirks that ground combat doesn't. The importance of movement in space combat means that speed and thruster advantages are multiplied to an astounding degree, to the point where if you're playing a fast space unit with AMBAC vs a slow multi-purpose without AMBAC it feels like playing a completely different game. I've had some loving amazing cinematic battles in space where I'm dueling a player one on one and we're both dashing around space wreckage and ambushing each other from all angles trying to get an advantage and it goddamn feels like Char vs Amuro or some poo poo. But, given that getting used to the quirks of ground combat is already pretty overwhelming for new players, I don't really blame them for being put off by space. Personally, I keep my space rating deliberately low so that I can knock my space dailies out ASAP, because finding high rank space players outside of JP peak hours is almost impossible. I know a lot of other people do this too, which probably contributes to space feeling cruddy as a new player - a huge portion of the D and C rankers you see in space aren't actually D and C rank level players. Kanos fucked around with this message at 15:32 on Oct 30, 2019 |
# ¿ Oct 30, 2019 15:21 |
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LuiCypher posted:You have a much better handle on the game than I (so please correct me) but I think High-Spec AMBAC starts showing up at the 350 cost level? I believe the easiest suit to get that has it is Rick Dom II, with some others including Act Zaku, one of the Gelgoogs, and maybe a few GM variants I can't think of right now. The lowest level suit with it is the Gigan at 200, but it's kind of slow. The Act Zaku and the 350 Gelgoog don't have AMBAC. In terms of the DP store, the High Mobility Zaku Late Model and the Early Production Gelgoog at 400 have it. The Gundam has it as well. The Rick Dom II is indeed pretty easy to get since it's a 1*, and it has AMBAC, Forced Injector, AND Space Specialization, so piloting it in space feels like a dream. Of note is that if you can't get AMBAC, having a shitload of thrusters and Forced Injector accomplishes much the same role. What AMBAC does is make your movement more precise and efficient; if you have a giant pile of boost to play with and can cancel boosts into each other, AMBAC is less necessary to dance around. The Psycommu Zaku doesn't have AMBAC but it's one of the fastest and most maneuverable units in space. Kanos fucked around with this message at 15:43 on Oct 30, 2019 |
# ¿ Oct 30, 2019 15:33 |
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The Gyan is kind of a limited suit. Its melee damage is utterly unmatched in the game and it's wickedly fast and agile, but its weapons loadout lets it down a lot; it has no real setup for its own attacks because the needle missiles suck and take too long to stagger and the hide bombs aren't really active combat weapons(though you can do some sneaky poo poo with them in narrow places like alleyways and the HLV platforms on port base). It has some hidden advantages. Its shield is always held facing forward, and its weapons both utilize the shield so even while you're shooting it will always be in front of you. Learning to play the Gyan means getting good at baiting tackles so you can raw melee into people without setup. This means you need to play aggressively with your maneuver armor and make them scared, and how effective this is depends on the skill level of your opponents. It's a tough skill to learn and way more difficult than simply playing something that can set up for itself with a ranged stagger like a shotgun or a bazooka. I don't think it's a terrible suit, per se, but if you're looking for a 400+ raid to learn there's options that are much easier to wring performance out of(Efreet Custom lv2, Proto Gundam lv2).
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# ¿ Oct 30, 2019 18:42 |
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Space Fortress was actually added to the game because the more open space maps basically invalidated close ranged play.
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# ¿ Oct 30, 2019 22:26 |
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Dirty Deeds Done posted:Uhhh so the welcome bonus login thing, with the increasing amounts of tokens, I'm fairly sure it didn't give me my 3 tokens today, still got the DP from the regular login bonus and daily missions updated but when I logged in after that screen popped up I had 0 tokens still and nothing to collect at the rewards guy. The welcome bonus thing isn't actually every day. There are gap days.
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# ¿ Oct 30, 2019 22:33 |
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The close range game is honestly what gives the game a lot of depth. The shooting mechanics in this game on their own are pretty shallow and incredibly simplistic, and the threat of close combat engagement is what makes a lot of the different suits and tools the game gives you actually worth using. Without close combat threats the game would pretty much be MGs and beam rifles sniping from around corners all day forever(which is what you often see on Dark Space and Resource Satellite). I'm generally a ride or die shooty player who finds ecstatic joy in going belly down on a building with a 180mm and popping legs all day, but if that was all the game was I would have gotten bored of it in a week.
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# ¿ Oct 31, 2019 00:37 |
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Bazookas would be flatly inferior to beam rifles and MGs without stagger even with increased damage, and many of the one-off gimmick weapons like the Act Zaku rifle and the Pezun Dwadge bazooka would go from "powerful" to "literally the best options possible because they still provide snap stagger" instantly(and if you removed stagger from those, too, they'd become useless without a huge overhaul because of their ridiculous overheat). Nerfing general melee damage isn't really an answer either, because the majority of generals are mostly meant to play just as close as many raids, many of the maps demand close quarter fighting, and most of the good raids have just as easy access to stagger/melee as generals. Making generals suck rear end at melee would just shift the meta to raid piles instead. You seem to have an internalized idea that Raid = Melee, so raids should automatically be the best at melee, when that's absolutely not the case. There's plenty of dedicated general melee suits(Efreet, Zogok, HiMo Ground Type, etc) and there's quite a few shooty raids(Zudah, Gundam Unit 5, Gelgoog Marine, etc). Kanos fucked around with this message at 12:05 on Oct 31, 2019 |
# ¿ Oct 31, 2019 11:58 |
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drrockso20 posted:It mostly comes down to the fact that stun is an inherently unfun thing to deal with(at least when it's as omnipresent as it is in GBO), and yet it is such an unusually persistent thing in Japanese developed PvP games I actually agree with you wrt the chainstun meta - pretty much nobody likes being vortexed from 100 to 0 - but the game and all the suits/weapons are built around the mechanic as it stands and it would require a massive ground-up rehaul to change in a way that didn't just break everything. Like it's beyond "we patched bazookas so they don't stun but do more damage, have fun!" because there's a ton of assumptions in suit and equipment design made around bazookas stunning. A compromise on the issue I think might work without utterly breaking the game is if you noticeably buffed bazookas(i.e. a bit more damage and most importantly faster travel speed) but removed the stagger from the splash and only made them stagger on direct impact. This would achieve the assumed goal of "less random stuns" and incentivize aiming and ranged play a little bit more.
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# ¿ Oct 31, 2019 18:29 |
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Numlock posted:Maybe some mechanic that lets you break out of a stun lock? You become unstunable for a few seconds so you can run away from a dog pile at the cost of all your boost and a overheat. This is basically what Emergency Evasion does. If you eat a stagger you can mash out with EE before they can follow up(provided the stagger comes from outside of basically melee range).
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# ¿ Oct 31, 2019 19:54 |
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Zaodai posted:How much of a dick am I being if I'm cherry tapping kills away from people? Normally I'm fine with taking assists if I've knocked an enemy to like 50 HP and they're already fighting a teammate, I'll just let the teammate finish the job and move to another target. However, one of the halloween missions requires me to get 3 kills in a game 5 times so I sort of have to step in at SOME point and swipe finishing blows to get that done in a timely manner. I'm not likely to get and then win 3 1v1s in any given match. My #1 rule in every format except ace match is to just take any kill that you can. You don't know if your teammate's gun clicked dry and he's on a reload cycle, or if he's overheat and can't cancel into a melee finish, or if an enemy is about to bean them with a bazooka and save their victim - it's way better to secure the kill than risk the enemy standing up invuln and either escaping or taking someone down with them. It's a little annoying to have a kill sniped out from under you, but it's a lot more annoying to lose the game. Ace match is, of course, different - you want to actively avoid killing enemies while your ace is present and instead tap them down as low as possible. The only times I'll take a kill for myself in an ace match when I'm not the ace is if I'm going to die if I don't take it, if my ace is dead/way too far away, or if the enemy is going to escape to an inaccessible location/behind his team immediately if I don't.
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# ¿ Nov 2, 2019 01:45 |
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It would be really hard for supports to actually keep up with raids to kill them if the raids were intelligent about using the maps. Raids tend to be the fastest and most maneuverable suits on the field and supports tend to be slow, chonky fatasses reliant on range - if supports had to close to knife fight to deal with the raids sneaking through cover they'd get mulched by the generals who they're now weak to. Also there's a fair number of generals with decent beam rifles that would loving wreck supports trying to hang back and snipe if the triangle was reversed. Kanos fucked around with this message at 19:37 on Nov 2, 2019 |
# ¿ Nov 2, 2019 19:24 |
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Anora posted:Why would the supports have to knife fight the raids? Because the maps in this game aren't gigantic flat plains and there's plenty of ways to choke fire lanes and block LOS, especially when you're super fast like most raids tend to be. You can't effectively snipe someone who you can't see. The Gelgoog J is a support - you probably mean the Marine, which has a good beam rifle but is hardly a ranged powerhouse.
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# ¿ Nov 2, 2019 22:42 |
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Maneuver Armor means that competently played raids can roll through the majority of staggers without caring, which is a big part of how they bully supports and fight generals.
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# ¿ Nov 3, 2019 00:38 |
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OxMan posted:It's a tricky thing to balance for sure since they need that to catch up to generals. I feel like it should work only against bazookas not cannons, at least that way it would still make supports with cannons (a lot) scary in a 1v1 while still allowing them to chase and harass generals. (I have no generals with cannons but I don't know if there are any that have them) I think I lost the thread of the conversation somewhere? You said "a competently played support can stagger kite a raid forever" and I replied with "maneuver armor prevents that from happening". A well played raid basically mulches supports 1v1 almost for free, since the entire matchup for the support basically boils down to a guessing game of landing a counter(possibly more than once, depending on the specific support).
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# ¿ Nov 3, 2019 01:12 |
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To sum up the stagger mechanics, there's 3 levels of stagger in the game:
Maneuver Armor effectively gives you minor super armor for one hit while you're using boost movement(not dodge moving, sustained boosting in a direction). This means you can no-sell one light stagger attack like a neutral melee swing or a bazooka hit or most cannon shots - you'll take the damage but keep on trucking as though nothing hit you. Multiple staggering hits or a heavy stagger hit will overwhelm the MA and stagger you as normal - this is why shotguns own the poo poo out of raids). Since the Gogg just came out and will be a common-ish sight, the Gogg's passive stagger resist works a little differently. Based on my friend and my testing, it basically gives you 3 hits of maneuver armor *all the time*, meaning heavy stagger will still own you, shotguns will still own you, and down melee will still own you, but you'll walk through bazooka shots and most cannons like rain. The only light stagger attack we could find that put out enough rapid staggers to actually stop the Gogg was the High Mobility Zaku's Simplified Missile Launcher, which only staggers the Gogg on the fourth direct missile hit in a row.
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# ¿ Nov 3, 2019 01:42 |
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Zaodai posted:I managed to stagger it at some point with one of the gundam beam rifles (I think the 350 Ground Gundam) but I'm not sure how. Maybe it was hit by an additional stagger from an ally or something? And it's not immune to the build up stagger hits from machine guns which if you're on something fast you can just kite it backwards and pump rounds into it forever. It's not immune to build-up stagger, but it has Damage Control level 3, which massively increases the amount of shots it takes to stagger it. Kiting the Gogg is the correct option in all cases, though, since it's a fat piece of poo poo that can barely move but will kill you if it touches you.
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# ¿ Nov 3, 2019 03:22 |
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After a few days playing against it, I can honestly present the Gogg as a really goddamn good example of why the current stagger mechanics are pretty important to the game's current balance and design. Since the Gogg largely ignores all forms of light stagger, there's a ton of suits that can't actually meaningfully stop it from doing whatever it wants. The only possible strategy most suits have against it is to run away and kite it(which is frequently not possible due to the Gogg having teammates or the map simply not allowing a sustained retreat). Supports that are traditionally built around traits like their strong self defense, like the Ground Gundam WR, can't even interact with the thing. Many of the generals that you would rely on to counter or stop it can't really stop it from doing what it wants; they can shoot it, but it's going to either ignore them while it chases their supports around or just turn around and chase them instead. If the choice is between "stun meta" and "running away constantly trying not to get slapped to death by stagger-immune raids", I think I'll take the stun meta. (The flip side of the Gogg is that the suits that counter it counter it so hard it might as well not exist. Efreets and the Gouf VD make hash out of the thing to the point where it's a joke. Thjs actually sucks really hard because it strangles the 300 general meta even more than it already is since your team is kind of hosed if the enemy team pulls out a Gogg or two and you have no counters.)
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# ¿ Nov 4, 2019 00:34 |
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Zaodai posted:I don't know that I've lost a game at 300 due to an enemy Gogg. We pretty much always just wear it down form range and then Rodney King it if it surrounds somebody. It's so fat that its pretty easy to have multiple people meleeing it without hitting each other. I don't think the Gogg is a super great suit - it's very beatable and has clear weaknesses and hard counters. It's just a walking example of how much stagger is an important part of space control in this game, and how removing the ability to stagger dramatically shrinks the list of "good suits" and grows the list of "bad suits". (That said, the real threat of the Gogg isn't the Gogg itself. It's that if the Gogg's teammates aren't total potatoes, they're taking advantage of you and all your friends dogpiling the walking death egg for ten minutes to flank and kill you - and if you peel off the Gogg to deal with his friends, the Gogg can close to optimal distance. One Gogg down slap can destroy a support's legs at 300.)
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# ¿ Nov 4, 2019 03:01 |
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Most maps don't give you infinite kiting room like that. If you continually give ground to avoid engaging the Gogg, you'll lose map control and a decent enemy team will eventually bottle you up. Using Impact Site as an example, control of the C/D points is absolutely vital to maintaining a foothold on that map - if you back up to kite a Gogg and let the enemy team take your respective point, you get bottled into your spawn very quickly and poo poo can go very bad. Mountain is similar. Port City and Deserted City provide enough wiggle room to kite, so that's a viable approach there if you have to do it. Ruined City is a fuckpile where kiting someone at range is generally difficult. The actual optimal way to deal with it is to just play one of the suits that kills it for free, like an Efreet, Gouf VD, or Efreet DS. The Zogok and Gatsha also wreck it one-sidedly if you spot it at 350.
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# ¿ Nov 4, 2019 03:16 |
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The Psycho Zaku has double zooks. The G-3 also does next to no damage with its double bazookas despite having a significant ranged mod. They're pretty much just a setup weapon.
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# ¿ Nov 4, 2019 04:58 |
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Blisster posted:I have been on a big mecha kick lately so this is good timing to discover this game! Seems cool so far, I have only played a few matches but I have a Gyan, a Pale Rider Cavalry and a lvl 4 Desert Zaku. Been most successful with the Pale Rider so far, it seems super versatile. The Gyan is tough to play and a little awkward, but it's fine, especially at low ranks when players are less good at defending themselves. The Level 4 Desert Zaku is....questionable; it's got a decent kit, but it's slow as molasses for a general so it has some trouble in furballs. The Pale Rider Cavalry is a sublime work of art that is one of the best mobile suits in the game at both of its cost ranges(350 and 400). It can lay down a barrage that makes a lot of supports blush by cycling weapons constantly, has HADES-E for "it's go time, baby" moments, and the beam spear melee is awkward but extremely damaging once you get used to the ranges. Lemon-Lime posted:If anyone has 11k-ish DP spare and likes to play around at 250-300 points, pick up the Cold Districts GM. It has a very unique gun that absolutely shits out damage (you'll take 50-70% of most suits' HP off in 5-6 seconds) and is really fun to use as a result. I play Cold Districts near-constantly at costs from 250-350(I have the level 2 and 3 as well) to the point where I'd class myself as a Cold Districts "main", and I agree that it's a really goddamn good suit but I don't think it's a great investment for a brand new player because it's honestly a bit of a special snowflake. It needs to play super close to utilize its strengths, but lacks emergency evasion and melee controller and has to rely on maneuver armor(which it has for some reason despite being a shoot-focused general) to avoid getting slaughtered by the wall of general bazookas you'll be fighting at that cost. I bought it super early because I was like "machine gun, gently caress yeah!" and absolutely hated it for ages because I wasn't comfortable enough with the game to really make it work. It's definitely not impossible to learn, but I think new players are probably better served playing less weirdo suits to help them pick up transferable skills. Totally brand new players looking for a new 250 general are probably best served with the GM Command, which is an all-in-one superstar which is basically "what if GM Trainer but better in all ways". Kanos fucked around with this message at 20:15 on Nov 5, 2019 |
# ¿ Nov 5, 2019 20:12 |
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You can't get the Armored GM in the DP shop.
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# ¿ Nov 5, 2019 20:42 |
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The Efreet is so good, is so cheap(20k dp), and comes in so early(lance corporal 5), that I honestly think pretty much everyone should have one unless the thought of close combat makes them want to faint. It's a top tier suit at a bargain basement price. To sum up its gimmick: you've got a shotgun, the godking of close ranged stagger weapons, which punches through every form of stagger resistance(including maneuver armor and the Gogg's thing) and is also basically hitscan. You've got a big sword with great vertical melee attacks and a huge melee bonus. You've got smoke canisters that make you disappear off radar for 10 seconds. All of these tools combine to make you a nightmare in close engagements. By sticking to tight terrain you can force the enemy into your zone of influence and either bowl them over with your superior close-in tools or fake them out by popping smoke and flanking once they lose LOS on you. You also make a loving fantastic bodyguard because there is no raid in your cost class that has a snowball's chance in hell at beating you in a fair fight. Basically the only place where the suit is totally useless is at long range engagements, but this weakness can be nullified by playing the terrain - every map in the game has areas where knife fighting is mandatory and long range shooting is difficult. It's a fairly relaxing suit to play because your tools are simple and brutally effective and you have a very clear gameplan that your suit is very good at. The player skills it leans on(close combat aiming, melee fighting, emergency evasion/tackle usage) are all universal skills that every single suit relies on to some degree, too, so it's a good trainer suit. (It also helps that it wrecks the living poo poo out of the Efreet(DS), which is the scourge of the cost tier in terms of raids.) Kanos fucked around with this message at 20:58 on Nov 5, 2019 |
# ¿ Nov 5, 2019 20:56 |
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# ¿ Apr 28, 2024 09:01 |
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Oh god please please please don't run the Efreet as a machine gun suit. It has absolutely trash ranged boost so your MG will hit for peanuts and the grenade launcher MG is a piss poor alternative for staggering to utilize its incredible melee if you remove the shotgun, making it good at precisely nothing. That and you'll probably end up rope a doping your teammates a bit because they'll see you on Efreet and assume you're planning to hold a frontline and pick accordingly and it turns out that whoops you can't do that. If you want a Zeon machine gun suit at 300, run the High Mobility Zaku or an up-ranked Zaku II Kai or even an up-ranked Zaku Cannon; all of these suits have a ranged stat worth mentioning, access to the same machine guns, and more HP to work with. The entire reason to use an Efreet is the shotty. Oh Snapple! posted:The only thing I dont like about the regular Efreet is that its shotgun feels so weird to use coming from the g-line assault, whose shotgun fires faster and has more ammo. I might experiment with the MG as an alternative. The G-Line's shotgun requires multiple shots to stagger, which is why it fires faster and has more ammo. The Zeon shotgun used by the Efreets and the Kampfer is a one-and-done stagger machine. Kanos fucked around with this message at 00:31 on Nov 6, 2019 |
# ¿ Nov 6, 2019 00:21 |