An additional tip but mainly for continuous beams is *lowering your reaction speed performance* to *increase* the *duration* you're beaming someone. This game's translation and counterintuitive makes me go crazy.
Yup, the lower the reaction speed the more dmg but the ex/op animation before shots are fired is extremely disgustingly slow, it's best to get reaction speed around 100
@Xerthird23 Just do some testing, some weapons are better with shooting mode attack and others are better with "long range gauge cost" or "long range gauge recovery speed"
beam and injection beam attacks do more dmg w lower rate of fire (reaction speed) this goes for ex op and basic gun beam modes so dont have the skill on ur head unit and throw on a chip to bring it down slightly to taste its due to more rof faster animations and the beam animations skip hits if you have too much rof
I think the implementation of the shooting mode could have been way better. The lock on is terrible, and the camera often fights against you. Using awakening in the mode, for instance, rotates the camera behind you so that you need to rotate it to realign back to where it was when you triggered it. Also, the camera feels too close behind the gunpla. A real shame, since my favorite types are ranged.
I need some boosts for melee and shot damage because my build, the Defiant Freedom Gundam, is very dependent on “high speed low drag” play. Build consists of Full body of Strike Freedom Gundam HG (can’t convert to MG until I level my MG parts up to match my current ones) M421-KF Beam Rifle on the left and right (Strike Freedom beam rifles) GN Beam Saber (00 Diver) left and right. Builder Parts Uchigatana (paired left and right.) Beam Rifle Shorty (paired) GN Drive (Solar Reactor) Anti-ship Railgun (paired) And I use the Super DRAGOON and Trans-Am in tandem to launch a high speed assault and lower my reloads as well, so I can either rush them down with a melee blitz or go guns blazing with shortened cooldowns giving them no time to rest.
Ok, so im not tripping. The movement also benefits from this mode as well.. dodging becomes more impactful and look baddass PSA, realizing now that i was thinking of the soft lock display and movement😂😂😂my bad Edit: so I e realized the camera suffer from the division 2 problem as when the camera is too close, it looks as if your movement is sluggish and messes with dodge timing, if distance is increased it looks as if the movements actually mean something... Again apologies for the misunderstanding, your testing lead me to testing and info got mixed during explanation... A thing to note is this info works for hard lock and soft but mainly is useful for hard lock
An additional tip but mainly for continuous beams is *lowering your reaction speed performance* to *increase* the *duration* you're beaming someone.
This game's translation and counterintuitive makes me go crazy.
That's insane, I gotta try it!
Shoutout to TheOtherMC for making a video on that, and also testing what a bunch of other confusing and poorly translated skills do.
Yup, the lower the reaction speed the more dmg but the ex/op animation before shots are fired is extremely disgustingly slow, it's best to get reaction speed around 100
Thank you, I had completely missed that full burst was an option for my strike freedom build!
There’s full burst and perfect full burst.
And then mighty strike freedom was teased recently. It might come out soon and be an option too
i needed this, thanks a ton!
also, nice FreeDom haha
That’s so cool. I gonna make the long range gunpla with this shooting mode. Thanks for information!
@Xerthird23 Just do some testing, some weapons are better with shooting mode attack and others are better with "long range gauge cost" or "long range gauge recovery speed"
I'm going to use this tips on my Double-X backpack. My ''Quattro Satellite Canon'' going to be an instant kill for sure!
Thank you.
They really need to buff beam attacks
beam and injection beam attacks do more dmg w lower rate of fire (reaction speed) this goes for ex op and basic gun beam modes
so dont have the skill on ur head unit and throw on a chip to bring it down slightly to taste
its due to more rof faster animations and the beam animations skip hits if you have too much rof
This is all true. You could also just increase gauge and decrease gauge consumption and simply spam.
I think the implementation of the shooting mode could have been way better. The lock on is terrible, and the camera often fights against you. Using awakening in the mode, for instance, rotates the camera behind you so that you need to rotate it to realign back to where it was when you triggered it. Also, the camera feels too close behind the gunpla. A real shame, since my favorite types are ranged.
@00Spiral007 Yeah it doesn't even seem like you can adjust the shooting mode camera, it kinda sucks but we just gotta live with it for now.
I need some boosts for melee and shot damage because my build, the Defiant Freedom Gundam, is very dependent on “high speed low drag” play.
Build consists of
Full body of Strike Freedom Gundam HG (can’t convert to MG until I level my MG parts up to match my current ones)
M421-KF Beam Rifle on the left and right (Strike Freedom beam rifles)
GN Beam Saber (00 Diver) left and right.
Builder Parts
Uchigatana (paired left and right.)
Beam Rifle Shorty (paired)
GN Drive (Solar Reactor)
Anti-ship Railgun (paired)
And I use the Super DRAGOON and Trans-Am in tandem to launch a high speed assault and lower my reloads as well, so I can either rush them down with a melee blitz or go guns blazing with shortened cooldowns giving them no time to rest.
Im too fast pace for shooting mode 😢
understandable, have a nice boost speed +200%
Thanks
can you make a guide for newtype difficulty
>shooting mode
HELLLLLLLLLLL No.
Ok, so im not tripping. The movement also benefits from this mode as well.. dodging becomes more impactful and look baddass
PSA, realizing now that i was thinking of the soft lock display and movement😂😂😂my bad
Edit: so I e realized the camera suffer from the division 2 problem as when the camera is too close, it looks as if your movement is sluggish and messes with dodge timing, if distance is increased it looks as if the movements actually mean something... Again apologies for the misunderstanding, your testing lead me to testing and info got mixed during explanation... A thing to note is this info works for hard lock and soft but mainly is useful for hard lock
Trainer😂😂😂