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Mobile Suit Gundam Versus PS4 (Not Maxi Boost On)

Keasar

Member
CyVTNCSUkAAY6Uv.jpg

Gouf <3

Just need my Gouf Custom and I am good.
 

ponpo

( ≖‿≖)

The Gematsu article was updated:

Boost Dive
An action where you fall at high speed from your current state in the sky, which can be triggered by cancelling all of your actions. Since you can land instantly, you can shift the timing of your landing and reduce the number of openings after using a weapon.

Striker Select
Strikers are allies that you can select and call upon them at any time. During the closed alpha test, players were able to select two from three Strikers for each mecha. As time passes, your Striker Gauge will build up, allowing you to call upon your Striker. Screenshots in the magazine show GM, Ball, and Thunderbolt GM appear as Strikers.

Awakening System
You can choose from two types of gears, “Blaze Gear” and “Lightning Gear.” Blaze Gear is an instantaneous-type awakening. When triggered, it has effects such as increasing your melee combat following ability. Lightning Gear is a continuation-type awakening. When triggered, it has effects such as increasing your lock-on range.


Read more at http://gematsu.com/2016/12/gundam-v...kyrios-tallgeese-barbatos#9IRpSOBV7TEop83t.99
 
The boost dive seems to be the free fall mechanic from previous games, with the difference that all suits can use it now.

Striker Select sounds like a reworked version of assists from gundam vs gundam, but gauge based instead of ammo based.

The awakening system appears similar to MBon, but without Extended burst.
 

Shouta

Member
Having freefall on all units is a huge deal as that's one of the big reasons, though not the only one, there's such stratification among the suits in previous games.
 
Scans floating about from the Famitsu issue thanks to gamefaqs Full Boost thread - http://www.gamefaqs.com/boards/731138-kidou-senshi-gundam-extreme-vs-full-boost/74351752?page=39


  • Boost dive looks like Tallgeese's SV.
  • RX-78-02 no longer has "assists" in its move counter, probably due to universal Assists being a thing now.
  • Each assist has their own bar. Guessing each will have different charge times based on their attack/buff/etc.
  • You can see your teammate's health now.
Anybody who can read moonspeak see anything else come up that hasn't been mentioned before?
 

ponpo

( ≖‿≖)
http://gematsu.com/2016/12/gundam-versus-closed-alpha-version-gameplay-report

Screenshots ^

New System: &#8220;Boost Action&#8221;
By filling up your &#8220;Boost Gauge,&#8221; you an perform quick actions and action cancels called &#8220;Boost Actions.&#8221; The Boost Gauge refills when you land, and in the closed alpha version, using it all up enters an &#8220;overheated&#8221; state that prevents you from taking any action until you land back on the ground. You may put yourself in a difficult situation if you don&#8217;t use it correctly, but it is a unique system that can be used to your advantage if you know how to operate it. Famitsu tried three actions in the closed alpha version, introduced below.

Boost Step
When triggered during a melee attack, you can cancel the attack action and move on to the next action. Since it&#8217;s possible to use to shake free from the opponent, you should use it to outwit the enemy when in close-quarters combat.

Boost Dash
Move at high speed for as long as the Boost Gauge remains. Since all actions are canceled to trigger it, you can use it between hit-and-aways and long-distance shooting to perform actions such as consecutive fire.

New: Boost Dive
A new action that in Gundam Versus where you fall from an airborne state at high speed. In previous games, the Mobile Suit that ends up airborne by jumping or other actions will fall freely unless actions such as Boost Dash are performed, and are often targeted when they land. However, by using this new Boost Dive system, it is possible to shift the timing of your landing. Since it&#8217;s possible to cancel from every action and trigger a Boost Dive, it should be difficult to read the enemy&#8217;s next move while they&#8217;re in the air.


New System: &#8220;Striker Select&#8221;
In previous games, certain Mobile Suits were able to call upon other Mobile Suits to attack as one of their weapons. In the closed alpha version of Gundam Versus, before selecting a Mobile Suit to play, players select two from three ally machines known as &#8220;Strikers&#8221; that can be called upon to attack at any time during battle. However, doing so consumes the &#8220;Striker Gauge,&#8221; which is built up over time. When a Striker is called upon, it attacks the enemy and quickly disappears, but various tactics such as diversionary actions and confinement are possible based on the player&#8217;s choices.


Select from Two &#8220;Awakening Systems&#8221;
While there are some differences in its name and content, the series&#8217; familiar &#8220;Awakening System&#8221; will also be implemented in Gundam Versus. It is a system that offers a temporary power-up by consuming the &#8220;Awakening Gauge&#8221; that builds up as you receive damage. It also lets you perform a powerful &#8220;Awakening Technique.&#8221; In Gundam Versus, you&#8217;ll select from among two types of Awakening Systems with different effects before heading into battle. It should be noted that whichever you choose has the effect of recovering your partner&#8217;s Boost Gauge when in use.

Blaze Gear
An instantaneous-type awakening. It doesn&#8217;t last long, but has explosive power, and is most useful when you want to shoot everything at once. It also has effects such as increasing your melee following performance and mitigating the revision when combo damage reaches a certain amount or greater.

Lightning Gear
A continuous-type awakening. Its effects last for a relatively long amount of time, and is useful when fighting to make full use of your tactics.
 

Shouta

Member
Oh, so the game is 5 button now? Interesting! Well, 6 including Coms.

Gameplay looks super solid and I really like Boost dive so far.
 
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