Liquidgaga Report post Posted May 2, 2015 Is there a way to set the arcade machine to single player while im playing? I noticed its always on "Team Free" setting. I'd like to actually be able to play in peace for the events and to find a suit i like without high level dudes ganking me. Share this post Link to post Share on other sites
akai_GO Report post Posted May 3, 2015 Is there a way to set the arcade machine to single player while im playing? I noticed its always on "Team Free" setting. I'd like to actually be able to play in peace for the events and to find a suit i like without high level dudes ganking me. In the arcades the a set of 4 cabs are usually just permanently set up as Team Free (shuffle) or Team Hold. It doesn't matter which one you sit at, if you are just doing an arcade run and someone sits down at a linked cab, they can challenge you to 1v1 if they want :/ It kinda varies place-to-place, person-to-person if they will do a 1v1 or if they will wait for 2 other people to show up for it to automatically go to 2v2. If you do the training mode I think you can't be challenged, but training mode only has like half the stages of arcade mode so far as trying to get the most out of your 100¥ If you are doing Conquest mode, it will simply link you up to other people all over the country also playing Conquest mode, and so you really can't go through that "uninterrupted" That was a lot of information to say: no, you can't put a cab in single-player only mode. You can do single-player arcade, but you can't really do anything if someone else sits down and decides to challenge you. Share this post Link to post Share on other sites
Lewdlord Leslie Report post Posted May 3, 2015 Hello, I've recently really gotten into Extreme Vs. Maxi Boost at my local arcade in Hong Kong, can somebody explain to me, as somebody who does not speak a word of Japanese, how to unlock the Acguy (Haman Karn) special HUD while the event is running? Share this post Link to post Share on other sites
akai_GO Report post Posted May 3, 2015 Hello, I've recently really gotten into Extreme Vs. Maxi Boost at my local arcade in Hong Kong, can somebody explain to me, as somebody who does not speak a word of Japanese, how to unlock the Acguy (Haman Karn) special HUD while the event is running? This is kinda a really loaded question and answer... Well, first of all, to access and use a lot of the customization items you have to register for the 有料コース (monthly membership) through the VS Mobile website (which you should have already seen when you made your Bamco card to be able to play the game). The bad news is, that site is entirely in Japanese, so unless you have a plugin or do a lot of google translate, you're not going to get far :/ After you've set that up, you can buy things (gauges, HUDs, emblems, MS tune-ups?, etc) with Conquest Points. You acquire CP by playing Conquest mode. You also should've gotten a shit-ton of points (like, 50,000) when you first made your Bamco card/VS Mobile account. But more than just getting CP, you have to actually unlock the right to buy customization items by using the MS in-game. Like, you're not just immediately granted access to every emblem and HUD in the game once you sign up for the paid membership...I think (I don't actually do the paid membership, so I'm just telling you what I know from reading through the websites and campaign materials). You're asking about something related to Haman's Acguy, which is one of the EXVSFB DLC units that are only available for limited play in EXVSMB during campaigns. Furthermore, be aware that even after you have unlocked the ability to buy what it is you want, I'm pretty sure you still have to both make the purchase and setup the item through the VS Mobile website; I don't think that system is actually in the game itself... Now, all that said, this is just how the system works here in Japan; I don't actually know if there's an HK version of the VS Mobile site, or even if you guys have the Bamco cards you scan before you can play the game ><; But as you can see, it's actually not at all straight-forward how you acquire and apply customization items in the arcade version of the game :/ Share this post Link to post Share on other sites
Lewdlord Leslie Report post Posted May 3, 2015 This is kinda a really loaded question and answer... Well, first of all, to access and use a lot of the customization items you have to register for the 有料コース (monthly membership) through the VS Mobile website (which you should have already seen when you made your Bamco card to be able to play the game). The bad news is, that site is entirely in Japanese, so unless you have a plugin or do a lot of google translate, you're not going to get far :/ After you've set that up, you can buy things (gauges, HUDs, emblems, MS tune-ups?, etc) with Conquest Points. You acquire CP by playing Conquest mode. You also should've gotten a shit-ton of points (like, 50,000) when you first made your Bamco card/VS Mobile account. But more than just getting CP, you have to actually unlock the right to buy customization items by using the MS in-game. Like, you're not just immediately granted access to every emblem and HUD in the game once you sign up for the paid membership...I think (I don't actually do the paid membership, so I'm just telling you what I know from reading through the websites and campaign materials). You're asking about something related to Haman's Acguy, which is one of the EXVSFB DLC units that are only available for limited play in EXVSMB during campaigns. Furthermore, be aware that even after you have unlocked the ability to buy what it is you want, I'm pretty sure you still have to both make the purchase and setup the item through the VS Mobile website; I don't think that system is actually in the game itself... Now, all that said, this is just how the system works here in Japan; I don't actually know if there's an HK version of the VS Mobile site, or even if you guys have the Bamco cards you scan before you can play the game ><; But as you can see, it's actually not at all straight-forward how you acquire and apply customization items in the arcade version of the game :/ Oh, no, it all works. I've already got a card and an account set up, and I managed to figure out the basics of the site to the point where I've set up my customisation options, favorite machines, HUD skin and such. I signed up for the monthly membership and tested it at the arcade, where I confirmed that it works. I pretty much have everything down except this page: http://web.vsmobile.jp/mb/playbonus/top.html?param=VxaJDQWQYru7muhQ5sHm6XRNP4Mv3xF4zWC0adcxjkE703176 If anyone here is familiar with the arcade game or Japanese, could you please translate this for me? I think this event ends soon and I'm desperate for the special HUD skin of the aquatic MS, I just need to figure out how to get it. Share this post Link to post Share on other sites
akai_GO Report post Posted May 4, 2015 Oh, no, it all works. I pretty much have everything down except this page: http://web.vsmobile.jp/mb/playbonus/top.html?param=VxaJDQWQYru7muhQ5sHm6XRNP4Mv3xF4zWC0adcxjkE703176 Ah well cool, glad to see you got as far as you did! Regarding the webpage, there's actually really not a lot of important stuff there, it's mostly just fluff and saying things you probably already know. It says the play campaign lasts until 14:00, 5/19, and you have until 23:59, 6/18 to buy your items. You have to be a paying member to get the items. Furthermore, you can buy GP Boost tickets in quantities of 2000, 5000...and use them. The red banner box is How To Acquire Items During the campaign press the 「参加する」 button that appears and play the game. There are 4 types of "gasha tickets": GP/Boost, Emblem, Gauge Design, and MS Play license. When acquired these tickets are saved to your profile so that you can use them on VS Mobile. It won't give you the tickets for Emblem. Gauge, or MS Play more than once, and if you have collected all 3 of those for a particular MS, it will just give you GP/Boost tickets. (note: according to the wiki page to get these special Gasha tickets you have to both (1) be in a "Platoon" - which you can form up from the VS Mobile site - fighting a raid boss, and (2) be killing the boss for a second time or more. Otherwise just GP or skills will be acquired) Underneath that, Important Points: This campaign is only for paying members You must press the 「参加する」 button and scan your Bana Passport card before playing the game to get credit. (It's only necessary to press the button once though, you don't have to keep pressing it afterwards) The play period for "one day" is actually 2:00 AM of the Day to 2:00 AM of the next day. (This may vary with arcade's business hours though) The campaign time for acquiring is from 4/10~6/18. After this time you can't get or use the tickets (note: this is in conflict with the top of the page where it says the campaign lasts until 5/19, but you have until 6/18 to use the tickets, so...) Man...to tell you the truth, I really had no idea this was all so damn complicated...I always thought you just had to play conquest mode with the suit and after that you could buy whatever as long as you had enough CP/GP for it :/ Share this post Link to post Share on other sites
akai_GO Report post Posted May 7, 2015 Rising Gundam PV https://www.youtube.com/watch?v=E8Z1P4nL5ww Share this post Link to post Share on other sites
Hakko Report post Posted May 7, 2015 Haha... I still can't stand Rain's voice after all these years xD But Rising is more interesting than I thought. Move list from Japanese wiki: Normal Mode: a: Beam Machine Gun CSa: Sekiha Love-Love Tenkyoken b: Beam Bow ab: Rising Arrow ac: God Gundam Assist bc: Mode Change Mobility Mode: a: Head Vulcans CSa: Rising Finger (Gerobi) b: Heat Naginata ab: Rising Finger ac: God Gundam Assist bc: Mode Change EX: Point-Blank Rising Arrow Share this post Link to post Share on other sites
akai_GO Report post Posted May 7, 2015 There's things I still don't understand between the video and the wiki... The video starts in Mobility Mode with head vulcans Main and the shield equipped, but the ammo gauge for it isn't decreasing...so damage-based?? Does it have Barrier priority then like similar armaments??? Ammo for Rising Arrow Sub only appeared after God assist, so followup only?? Oh wait, I see, she mode changed after that assist and that's why it appeared. So I guess really there's just the one thing I don't understand lol Share this post Link to post Share on other sites
Jinhimwu Report post Posted May 8, 2015 Heard rumors of more DLC for FB Share this post Link to post Share on other sites
GundamSFS Report post Posted May 9, 2015 Here's the upcoming DLCs: http://gundamguy.blogspot.com/2015/05/playstation-3-gundam-extreme-vs-full.html Share this post Link to post Share on other sites
omgitsgodzilla Report post Posted May 9, 2015 Sweet Share this post Link to post Share on other sites
ChexGuy Report post Posted May 9, 2015 there's also the Full Boost discussion thread just below this one with patch notes :P Share this post Link to post Share on other sites
Hakko Report post Posted May 14, 2015 Rising Gundam gameplay video (Warning: don't expect high level play) http://www.nicovideo.jp/watch/sm26252439 Share this post Link to post Share on other sites
akai_GO Report post Posted May 23, 2015 So it was announced during the tournament that 00 Seven Swords and a new Red Frame are both being added with next week's update for the Summer Battle campaign http://www.4gamer.net/games/234/G023420/20150523003/ Share this post Link to post Share on other sites
Hakko Report post Posted May 23, 2015 7 Sword/G and Red Dragon PV:https://www.youtube.com/watch?v=MKM4YVEKG08https://www.youtube.com/watch?v=mVyomhsYyik Share this post Link to post Share on other sites
altairdooder Report post Posted May 26, 2015 Anyone got something to say about this? Share this post Link to post Share on other sites
Hakko Report post Posted May 28, 2015 Tallgeese II burst attack is Libra cannon firing to the stage with Lady Une in Wing Gundam getting Treize out of the way. Share this post Link to post Share on other sites
akai_GO Report post Posted May 28, 2015 I can't believe that is real...well, more specifically, I can't beleive he is being added as a 2500 Cost suit when Zechs is already 2500. And right on the heels of that OTHER 2500 Cost Red Frame, Bamco wtf is this... Share this post Link to post Share on other sites
akai_GO Report post Posted May 28, 2015 2015/05/28 Update source Rising Gundam, Gundam 00 Seven Swords/G, Astray Red Dragon Released Suit Adjustments Thanks @adnqt for helping me tackle this behemoth update Global Changes 2500 Cost Tier: guts factor improved? (the translation is when health falls below a certain point 掛かる performance is improved, but this an extremely braod verb with a number of meanings, so I'm not totally sure. But, I don't think it is mobility as there are other words they always use for such) Melee counters: startup improved Nu Gundam CSb: charge time -0.5s, proration lowered, enemy's float condition after being hit by dummy balloons changed to be easier to followup, dummy balloons' travel speed improved Sub: reload rate -0.5s, funnels' movement speed improved AC: 1hit dmg 104→109, startup speed improved BC: If you have less than 5 funnels on your back when you use this ability, the funnels will be recovered and the barrier will deploy. Furthermore, now carries prior movement momentum through. 2B: dmg 80→90, chase performance improved, hit behavior changed to be easier to followup BD melee: Down value and proration both lowered EX Attack: dmg 320→333 (During EX) Main: dmg 75→80 (During EX) CSa: dmg 130→140 WZEW Mobility increased Main: Down value lowered Sub: reload -2s [5Sub]: the spot at which Talgeese appears has been changed, its beam thickness has been increased, max hit number 8hit→10hit, proration and Down value both lowered [4/6Sub] (3-shot BR assist): beam tracking improved AC: attack alingment performance improved (different from muzzle correction?) (while standing still) BC: decreased the amount of time before movement actually begins (while standing still) [Dir-BC]: decreased the amount of time before movement actually begins 4/6B: Stage 2 dmg 75→85, and its hit behavior changed to be easier to followup EX Attack: startup speed improved [2ABC] Attack: attack alignment performance improved Reborns Shared Changes HP: 720→750. EX accumulation rate decreased accordingly. BC: transformation speed improved Gundam Mode Overall mobility improved, and falling speed in particular has been improved. Turn-around Main: startup speed improved Sub: reload -0.5s AC: reload -2s 4/6B: chase performance and attack tempo both improved Cannon Mode Boost consumption from BD and step decreased. Main: →Sub, →AC cancel routes added. Beam travel speed and tracking both improved. [2A]: this is now the attack that was previously Main while the large Fangs were deployed via AC. Dmg 125→130, beam's travel speed and tracking both improved, and its hitbox enlargened AC: beam thickness increased [Dir-AC]: Dmg 125→137, length of time gerobi channels increased, beam thickness increased, the arrangement of the large Fangs around the target have been changed, and the travel speed of the large Fangs has been improved. 5B: hit now has →BC cancel route. Down value lowered as well. Extreme Leos II Shared Changes Bug Fix: fixed an error where ammo recovery during S Drive was too fast. Normal Mode CSa: now carries prior movement momentum through, →Sub cancel route added, and dmg 110→120. Lastly, when you change into Boost Mode via BC, the charge state is maintained and continued. AC: startup speed improved BC: reload 18→16s Melee: there is some confusion and discussion about what happened here; see the following post. 5B: attack tempo improved and Down value lowered 4/6B: attack temp improved and Down value lowered 8B: attack tempo improved and Down value lowered. 2B: now carries prior movement moementum through, and dmg 80→85 EX Attack: hitbox enlargened, attack tempo improved, and chase performance improved Boost Mode Main: dmg 75→80 CSa: now carries prior movement momentum through, →Sub cancel route added, dmg 110→120, and finally, when you revert back to Normal Mode the charge state is maintained and continued. BC: chase performance improved BC~8B followup: attack tempo has been adjusted (does not say "improved") BC~2B followup: total dmg 189→229 5B: both attack tempo and chase performance improved 4/6B: both attack tempo and chase performance improved 8B: both attack tempo and chase performance improved 2B: now carries prior movement momentum through, range increased, dmg 80→85 (cancel use 45→50) BD melee: attack tempo improved and Down value lowered EX Attack: hitbox enlargened, attack tempo improved, and chase performance improved Zeong Main: ammo 8→10 CSa: attack alignment performance improved Sub: the reload method changed to now be ? ammo/?s. Furthermore, cancel use dmg 70→90 AC: dmg 199→211 BC: now has its own ammo icon and no longer consumes Main ammo when using the ~A followup. Furthermore, reduced the length of time between when the attack ends and the arms return to Zeong's body. 5B: reduced the length of time between attack ending and arms returning. Quebely Commands have been rearranged. Hamma Hamma + R-Jara assists are now [bC], Pressure is now [2B], and [AC] now once commands the funnels to fire after they have been deployed (as was the case in EXVS) Overall mobility has been improved, and in particular falling speed has been improved CSa (forced Down dual beams): now carries prior movement momentum through, dmg 55→60/hit, and beam travel speed improved CSb (funnel barrage): →Sub cancel route added, and total dmg 116-120 → 120-130 Sub: startup speed improved. Furthermore, after the funnels have deployed, the speed at which they fire (after AC input) has been improved. EX Attack: dmg 271→287 Gottltran MS Mode Mobility improved Main: →BC cancel route added CSa: →AC cancel route added CSb: hitbox enlargened AC: →Sub cancel route added BD melee: chaser performance improved, and adjusted the position of the barrier MA Mode Mobility improved CSa: →AC cancel route added AC: →Sub cancel route added Heavyarms EW Mobility improved B: ammo 30→40 CSb: dmg 41→45/hit Sub: →AC, BC, 2B, 8B cancel routes all added AC: final hit changed to a Down effect BC: →AC and →[Dir-BC] cancel routes added 2B: startup speed improved, Down value from MGs hitting increased, →8B cancel route added EX Attack: the length of time the explosions linger has been increased, and the startup now immediately cuts enemy weapon tracking Freedom Mobility improved CSa: hit behavior changed to be easier to followup, and now carries prior movement momentum through Sub: beam travel speed increased [2Sub]: startup speed improved, dmg 90→100 (cancel use 50→60) AC: startup speed improved, reload -2s BC: Reload type has changed to now be ? ammo/?s BC~2B followup: hit float changed to be easier to followup 5B: Stage 1 dmg 65→70 4/6B: Stage 1 dmg 60→65 8B: startup speed hastened 2B: Boost consumption reduced and chase performance improved BD melee: chase performance improved EX Attack: total dmg 310→356, and chase performance improved Providence CSa: hit effect changed to a mid-air Down Sub: attack alignment performance improved BC: Down value lowered 5B: chase performance improved 4/6B: chase performance improved, and the final hit can now be followed up. 8B: chase performance improved 2B: chase performance improved BD melee: attack tempo improved Infinite Justice MS Mode Main: →5B~BC cancel route added CSa: beam travel speed increased Sub: enemies are now Downed when hit AC: →5B~BC cancel route added 8B (Fatum attached): dmg 95→105 8B (Fatum unattached): dmg 80→90 2B: startup speed improved BD melee: startup speed and chase performance both improved melee~AC followup: attack tempo improved melee~BC followup: chase performance improved, and final hit can now be followed up MA Mode Sub: →Main cancel route added, and attack tempo improved 5B: total dmg 146→157 Arios Gundam Mode Main: →[2Sub] cancel route added CSa: dmg 60→65/hit Sub: total dmg 110→127 (cancel use 86→104), tracking and effective range both improved, and the beams no longer scatter during rapid fire. [2Sub]: startup speed improved, dmg 130→136, effective range increased, and the beams no longer scatter during rapid fire. AC: missile travel speed improved, internal stiffness reduced, and →MA Main and →MA Sub cancel routes added. BC: →[2Sub] cancel route added 4/6B: chase performance improved and hitbox enlargened 8B: total dmg 119→133, and the float effect has been changed to be easier to followup BD melee: chase performance improved, final hit has had →8B and →5B~BC cancel routes added 5B~BC followup: Stage 2 dmg 23→25 EX Attack: total dmg 303→327 MA Mode Main: beam firing interval adjusted and attack range widened Sub: beam travel speed increased, and hit effect changed to mid-air Down AC: missiles' travel speed improved and their range extended. Furthermore →Main and →Sub cancel routes added BC: Stage 2 dmg 23→25 Arche When using an attack with an →A cancel route, the input window has been widened to make all actions easier to do Sub: reload -0.5s, attack alignment improved. Furthermore, the arrangement of the Fangs around the enemy has been adjusted, and their effective range extended. Finally, it is now easier to land followup attacks after a hit. AC: internall stiffness reduced [4/6AC]: This attack has been changed such that even if you have 0 AC ammo when you use it the movement will still take place. Internal stiffness has been reduced as well. [4/6BC]: dmg 90→100, and the chase portion can now be canceled into →Sub 5B: Down value lowered 4/6B: total dmg 161→171 2B: Down value lowered, and the float effect has been changed to be easier to followup. BD melee: the first two stages' hitboxes have been enlargened. Down value and proration have both been lowered as well. melee~AC followup: dmg 90→95 EX Attack: total dmg 321→331 Crossbone X1 Main: ammo 5→6 CSa: startup speed improved CSb (ABC mantle re-equip): startup speed improved, reload 40→33s, charge time 3.5→1.5s Sub: boost consumption after hitting reduced [4/6Sub]: hitbox enlargened AC: reload 20→18s BC: startup speed improved, no longer consumes boost after hitting, chase performance improved, hits beyond Stage 2 have had their proration reduced 4/6B: chase performance improved 8B: final hit changed to non-ukemi Down 2B: will no longer just pull out your sabers if target is out of red lock, and the startup speed has been improved EX CSa: nuke explosion dmg 194→228 Extreme Xenon Stage 1 Evolution gauge growth rate increased 2B: changed the use behavior such that the length of time until the attack actually hits has been reduced Stage 2 Evolution gauge growth rate increased Near-Ground BD: changed to a ground run Stage 3 Near-Ground BD: changed to a ground run Extreme Eclipse Stage 1 Evolution gauge growth rate increased Stage 2 Evolution gauge growth rate increased 0 ammo Main: startup speed increased CSa: dmg 100→110, startup speed increased Stage 3 0 ammo Main: startup speed increased Sub: cancel-prorated dmg 35→50 AC: dmg 228→240 BC: missle tracking improved [8BC]: Eclipse Cluster movement speed and tracking both improved. Missile travel speed also improved. [2BC]: missle tracking improved 2B: startup speed improved BD melee: startup speed improved Extreme Aios Stage 1 Evolution gauge growth rate increased Stage 2 Evolution gauge growth rate increased Main: ammo 7→8 CSa: charge time -0.5s Stage 3 Main: ammo 8→10, dmg 75→80 AC: reload -2s, dmg 154→172, internal stiffness reduced BC: reload -2s [5BC]: →Main cancel route added. Dmg 72→82, and hit behavior changed to be easier to followup. [4/6BC]: length of time between when funnel sets up and the beam fires reduced All melee attacks: chase performance improved Black Qubeley Normal Mode Overall mobility has been improved, and in particular falling speed has been improved CSa: dmg 110→120, beam travel speed improved, and the attack now carries prior movement momentum through CSb: length of time before you can use →Main cancel reduced Sub: funnel's movement speed and movement range both improved. Dmg 20→25/hit. BC: length of time before the armament is put into effect +3s 2B: dmg 70→80, startup improved, chase performance improved Newtype Power Mode CSa: →BC cancel route added Nobel Normal Mode Mobility improved Main: now carries prior movement momentum through 5B~5B followup: proration decreased 5B~4/6B followup: proration decreased 5B~2B followup: proration decreased BD melee: total dmg 117→134 Berserker Mode Mobility improved CSa: startup speed improved 5B: total dmg 78→83 4/6B: dmg 65→70/hit 8B: dmg 70→75/hit 2B: dmg 65→70/hit BD melee: total dmg 103→123 5B~4/6B followup: proration decreased 5B~2B followup: proration decreased Gaia Shared Changes HP: 620→640. EX accumulation rate decreased accordingly. Normal Mode Mobility improved Red lock range improved CSa: when changing into MA mode the charge state of CSa is maintained and continued. Furthermore, →MA AC cancel route added. Finally, beam travel speed improved. Sub: total dmg 130→141 BC: transform speed improved and internal stiffness after transforming reduced. [Dir-BC]: transform speed improved, internal stiffness reduced, and the distance moved during the transform has been increased. 8B: →MA AC cancel route added MA Mode Mobility increased Red lock range increased CSa: when changing into MS mode the charge state of CSa is maintained and continued. Furthermore, →MS BC cancel route added (so allowing you to immediately return to MA mode). Finally, beam travel speed improved and total dmg 106→120 AC: ammo 1→2, but reload +2s in exchange. BC: transform speed improved, internal stiffness reduced, and the distance moved increased. 5B~8B followup: →AC cancel route added Red Qubeley Overall mobility improved, and in particular falling speed improved CSa: beam travel speed improved, hitbox enlargened, and hit behavior changed to be easier to followup Sub: funnels' movement speed improved BD melee: chase performance improved Zaku III Shared Changes Main: ammo 5→6 CSa: total dmg 90→100, beam travel speed improved, and now carries prior movement momentum through Sub: now carries prior movement momentum through, and internal stiffness after attacking reduced BC: chase performance improved BC~AC followup: attack tempo improved BC~5B followup: attack tempo improved BC~2B followup: attack tempo improved Normal Mode Mobility improved CSb: can now be used at the start of a match, but the amount of time before the armament is put into effect +2s AC: startup speed improved Power-Up Mode Umm, there's a few typos in this section, so I'm going to wait before posting it. In essence, mobility and melee damage improved, but which attacks and how much I can't be totally sure. Banshee Norn [5Sub]: reload +2s (so now 10s after +1s from previous patch), and tracking nerfed [4/6Sub]: hit no longer floats the enemy [2Sub]: reload +2s (so now 11s) EX Attack: total dmg 360→337 Dreadnought Mobility nerfed AC: reload +2s 8B: chase performance nerfed BD melee: chase performance nerfed Tank Shared Changes Sub: shooting recoil reduced AC: time until a magazine reloads after using the armament reduced -8s. Armament reload rate itself +8s. Mobility Mode Red lock range decreased Tank Mode Red lock range decreased ReGZ Shared Changes HP: 480→450. EX accumulation rate increased accordingly. BWS Mode Time until BWS automatically purges shorted by 1s (so now ?s) Red lock range shortened Main: mega beam cannon dmg 90→80 GP01Fb Bug fix: fixed an issue where under certain conditions using 2B would return the beam saber to the backpack Rising Gundam Mobility Mode Bug Fix: AC: fixed an issue where under certain condtions God Gundam would grab the enemy twice Bug Fix: Melee~2B followup: fixed an issue where under certain conditions the camera change would make it difficult to see anything Share this post Link to post Share on other sites
akai_GO Report post Posted May 28, 2015 As I mentioned, there's a few things that are not totally clear: 1. What exactly was the performance buff to low health 2500 Cost MS As I said in the post itself, the verb used is very broad with numerous different meanings. I guessed Guts because even though one of the uses of the word can be "handling", they typically employ very exact words for "mobility" and "turning", and also that it included the same word that is used for attack proration. I know in this game Guts slightly lowers the damage you take, but I can't remember if it also slightly bumps the damage you deal. 2. What has changed with normal Leos II's melee. Until now, Leos II has very basic attacks in it's normal mode. In Boost Mode the attacks are tottaly the same, but all have 1 extra attack added to the end. The translation of this note is "from all final stage melee hits, have been changed to have melee derivatives (followups) similar to Boost Mode's final stage hits, and these have been readjusted." It's not really clear here what has been "readjusted", and also, if Normal Mode now has the same 4 stage attacks as Boost Mode, or what. 3. Attack alignment vs muzzle correction There's a specific kanji that is used for muzzle correction that is not used in these patch notes in all the places they talk about the "alignment performance" during the startup of an attack being improved. I'm not sure if these are somehow different things or if someone just used different wording. 4. Need to confirm what exactly Freedom's BC and Zeong's Sub reload types/rates were changed to, patch notes don't specify. Share this post Link to post Share on other sites
adn Report post Posted May 28, 2015 2500 Cost Tier: guts factor improved? (the translation is when health falls below a certain point 掛かる performance is improved, but this an extremely braod verb with a number of meanings, so I'm not totally sure. But, I don't think it is mobility as there are other words they always use for such) 掛かる does have quite a few usages but basically the most common sense of the verb is when something is placed upon something else. Generally that means "placing" or "investing" time or money into something, but it can extend to pretty much anything that you "put" on top of something else in any physical or abstract sense. That's where the verb's massive number of English translations come from, because while Japanese gets by with one verb for this concept, English prefers to use a number of different verbs depending on the context and situation. And I would even say all of the definitions you find in a dictionary for かかる do not cover the extent of what that verb can mean in English. In this case I feel like it refers to the amount of upwards performance compensation that is being "placed" on the unit. Basically in my opinion the clause 掛かる性能補正 means "the performance compensation (that the unit) is subject to". Amazingly I found an example used with roughly the same noun while looking at Zeong's wiki page for his reload type, you can see it here "C補正がかかると..." http://www4.atwiki.jp/arcgundamexvsfuvo/pages/30.html As for the reload question I'm not sure either. It's very vague and I can't tell if they changed the reload TYPES themselves (from a time-based reload to a when-empty reload) or they just altered some aspect of the reload. For Leos II's "readjustment"-- what I am thinking is going on is that you are correct and what they've done is modified Normal Mode's melee routes to be identical to Boost Mode's melee routes, except perhaps they have readjusted the damage/down/proration values on them to be appropriate for his non-powered up mode. Share this post Link to post Share on other sites
FlyGuy01 Report post Posted May 30, 2015 Are 2500 cost suits not used in tournaments where they felt the need to buff them? Share this post Link to post Share on other sites
KillaKincaid Report post Posted May 30, 2015 Knew Treize would get in. Surprised it's a 2500 though. Wonder if Wing will get a 1000 suit at some point. Still waiting for Epyon's buffs : ( Share this post Link to post Share on other sites