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akai_GO

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About akai_GO

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    Universal Century Purist

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    Kyoto
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    akai_GO

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  1. That makes me happy that having a tournament at Evo got the game some more exposure You can find all the DLC on the official webpage here. It's in Japanese, but you can just click the different dates at the top to see them all.
  2. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    2015/07/22 Update (source) Perfect Gundam Released E Course added to Arcade Mode Suit Adjustments Unicorn Gundam Unicorn Mode HP 750→780 (EX accumulation rate decreased accordingly) Mobility increased Sub: hit effect from cancel use changed to be easier to followup AC: reload 8s→7s BC: reload 33s→30s, active time 23s→24s NT-D Mode Mobility increased Main: ammo 20→30, and the travel speed and guidance of the beams both have been increased 5B: startup speed and chase performance both buffed 4/6B: startup speed buffed 2B: →Sub cancel route added Qan[T] Normal Mode EX accumulation rate increased (HP has not been changed) Main: ammo 5→6, reload rate now 1 ammo/3s (-1s) BC: reload 15s→13s for full reload (-2s) Trans-Am BD melee: final stage damage 257→279 (281→303 if Buster Sword is equipped), and its hit effect changed to be easier to followup Quantum Burst Mode Main: reload rate now 1 ammo/3s (-1s), and →8B/BC cancel routes added BC: reload 15s→13s The O Mobility increased Red lock range extended Main: ammo 5→6 Sub: reload 10s→9s, and hit proration lowered 2B: Stage 1 damage 50→55, Stage 3 damage 80→90 CSb: made The O's own hitbox smaller during the pre-shooting motion? Melee followup chase performance improved. Gaia Gundam (Waltfeld Custom) HP 620→640 (EX accumulation rate decreased accordingly) Main: dmg 70→75 5B: Stage 1 dmg 60→65 4/6B: Stage 1 dmg 61→65 ~8B melee followup: dmg 72→85, and →BC cancel route added EX Attack: total dmg 319→321 RX-79[G] Gundam 180mm MG Mode Main: will now continue to reload while in 180mm Cannon mode Sub: will now continue to reload while in 180mm Cannon mode Gatogoog Main: dmg 65→70, ammo 5→6 Tallgeese II Main: dmg 80→75 CSb: projectile speed and chase performance both nerfed AC: reload 10s→12s BD melee: chase performance nerfed (both in normal mode and during Super Vernier) Red Dragon Sub: now carries through less prior movement momentum, attack range reduced, and proration increased AC: movement speed nerfed (this change has been similarly applied to when you are in Limiter Release powerup), and chase performance when canceled into out of melee nerfed 5B~2B followup: dmg 300→286 4/6B: dmg 70→65 2B: shooting barrier width reduced Strike Freedom Mobility nerfed Sub: reload +2s, dmg nerfed (BR dmg 12→11, "Xiphias" 18→17, "Claidus" 24→21, Dragoons 19→18) BD: chase performance nerfed Rising Gundam Normal Mode Main: ammo 70→60, max rapid fire count 14→12 Sub: startup speed and projectile speed both nerfed AC: reload 12s→14s 2B: startup speed nerfed Mobility Mode CSa: startup speed nerfed Sub: chase performance nerfed, and the stagger time from a hit has been reduced? Furthermore, the Summer Festival continues with additional suits being released in the near future: Marasai+Gabthley: 7/29 Nightingale: 8/5 Qan[T] Full Saber: 8/25
  3. akai_GO

    [FB] General Discussion Thread

    I'm just dropping in real fast to say that SSOSunhawk posted in the ABC Facebook group that he came across something pretty odd and lame, and I confirmed it in the fine print of the official EXVSFB website about the v1.08 update: any replays that have Banshee Norn or ReGZ in them from prior to v1.08, for some reason you will no longer be able to view them :/ It's only replays that have those two MS in it, but I'm betting it's not a stretch at all that a lot of replays feature those S Tier suits ><
  4. akai_GO

    [FB] General Discussion Thread

    Yeah, that last thing has been in since the beginning, it's just automatic update. Like yesterday, if you had that setting set to "off", it wouldn't have automatically updated the game when you started it up, you have to go to maybe the catalog or something to trigger a dialogue to update the game? (this happened to me with last summer's update)
  5. akai_GO

    [FB] General Discussion Thread

    oh, man, I totally misread that... :<
  6. akai_GO

    [FB] General Discussion Thread

    1500 GP for losing?? Well that's a hell of a lot better than the rewards for playing a Heroes of the Storm match XD I remember in the PV it showing piloting Kamille's Mk II as being 100,000 GP?? If you lost every single match it would take 67 matches to reach that amount, which, if you average 3 min/match, is 201 min (a little under 3.5 hrs) of play needed to take out a suit with GP.
  7. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    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.
  8. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    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
  9. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    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...
  10. akai_GO

    [FB] General Discussion Thread

    Just posting a notice that if you go to the wiki the pages for the 4 DLC MS dropping today are all posted. They're...pretty much done, just missing one or two things that I needed to test/confirm in-game. There's like no combos or Burst values though, so if you feel so inclined as to add that data, please do.
  11. 1) I'm not sure what the specific numbers are, but I know there are some players in NY and up in Canada, as well as the Southeast, that I think are who are considered the "East Coast" scene. 2) Split screen isn't insufferable I guess, but it's not very satisfying either; it cuts a LOT of your peripheral vision. At any rate, it's not used in tournaments or competitive play anyway, because playing online requires the Online Pass, so only one account/console can be logged in at a time. So yeah, even for local 4v4, online matchmaking is required and requires 4 separate consoles and screens. I mean...I remember seeing somewhere someone talking about how to try to get around that, but it was a little complicated... 3) Yeah, obviously wait for The Best and import it if you want to save money. Buying the digital version is still full price.
  12. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    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/
  13. akai_GO

    [FB] General Discussion Thread

    Ahh, that makes sense now that I go back and re-read it, thanks! And I'll reword the other things to better articulate those points.
  14. akai_GO

    [FB] General Discussion Thread

    So according to 4gamer, May 28 EXVSFB is getting a version update as well as some new DLC! Here is a quick writeup of the page: May 28, 2015, Ver 1.08 Update New DLC units will be added: Full Armor Unicorn, Avalanche Exia, Char's Zaku II, and Sandrock. New Mission Mode missions will be added with them. GP Points have been added to the game (this is something that is used in the arcade version currently). GP can be acquired from playing Arcade (Online only), Ranked Match, and Player Match. The first time you login to one of those modes you will be given a 1 time/day login bonus. The amount of GP earned from a match will appear on the results screen following the end of a match. Apparently, by spending GP you are allowed to use DLC units you haven't purchased online (but only units from the first 8 DLC batches). Basically you are allowed to "test pilot" a suit by spending GP, and as long as you keep winning, you can keep using it. But if you lose, or if your connection is cut from a match, you will have to re-buy the license to play the units? GP can also be used to permanently acquire customization options such as gauges and player navis it seems. Room settings have been updated, adding an option to save or not save "war record" has been added to the settings. Custom messages have also been modified, adding an option to not receive custom messages - you will only receive HP status messages accompanied by some pilot phrases. Note that this will be the default setting after the update, and you will need to change it to receive messages if you want. You can now store up to 6 favorite MS (up from 3) You will now be able to see the deployment #, win #, win% of ALL MS from the Favorite menu (instead of just the 3 you had favorited) A new camera option was added to replays. Norn and ReGZ will receive adjustments: Banshee Norn Mobility decreased HP 680→620 (EX accumulation rate increased accordingly) 5Sub (MGaAP - "blue balls of death"): 1hit dmg 90→83 (full hit 149→138) 4/6Sub (Anti-Air Missiles): 1hit dmg 35→30 [bC]: startup speed and chase performance both nerfed ReGZ Both Modes HP 320→300 (EX accumulation rate increased accordingly) BWS Mode BWS automatically purges 5s sooner now Mobility nerfed, particularly with regard to its altitude (the higher its altitude the lower its mobility) Main: ammo 8→6, and main beam cannon's dmg 90→80 [AC] (BWS Purge): dmg 182→172 MS Mode [AC] (Leg Grenade Launcher): 1hit dmg 76→71 (total 166→152) [bC] (Dummy Balloons): reload +2s Some other things It says that Sandrock's Zero System is 1 use/deployment, but doesn't say anything about WZTV's being changed to that as well Just reiterating, the uptime of Norn's Sub armaments hasn't been changed, the damage of two of them has just been nerfed some. If somehow someone here still hasn't bought the game, the PS3 Best Of edition comes with a download code for Ex-S, as well as some Haro HUD swag and 100,000 GP (though it's been pointed out these are for use only in MB cabs). Tell your friends?
  15. akai_GO

    [MB] The Maxi Boost General Discussion Thread

    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
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