basically for people confused by this A lower reaction speed is better if your build is centered around Beam Blasts. this is due to the attack animation coming out slower, thus giving the beam more time to hit the enemy and accumulate hits. A faster reaction time for Beam Blasts is bad because the animation speeds up, causing you to end the beam blast earlier. A higher reaction speed is better for Missile Barrrage, gattling guns and melee. These unlike Beam Blast all have their attacks come out at once, thus it's not locked to the animation that is being played. You wanted to go faster here because going fast equals less animation lock time which means more damage
@@Nomadic_Gaming okay so loaded question. Injection EX Gerobi? Like Double Sat off Helios? Yes lower RS is MASSIVE damage boost. Injection OP? Like Freedom railgun? The opposite. Higher RS unloads their volley faster.
@@theothermc ah im using the buster legs ex its a single shot tap beam held you can dump bars w so far my reaction was 150 dumped it to 110 didnt see any difference jumped it up 160-170 didnt seem to change it either might be that one is not messed up or maybe my builds off or something i gotta play w it more
so SUMMARY Reaction Speed Stonks up = faster animation = faster movement, faster Close Range attacks, faster combo, faster responsiveness to your inputs, faster barrage (multiple ammo dakka) BUT less time for hitting since beam hits every half second i think Reaction Speed cap is 200, anymore is wasted apparently Reaction Speed Qiqi Fallen down = slower animation = slower in anything including your Beam Blast (Gerobi/Gero Beam/Vomitting Beam/Full Burst) which extends the duration of your Beam Blast and it still hits per half a second, therefore more hits with same cost Reaction Speed lowest seems to be 70, but with reaction speed lower than 100, it kinda makes all performance beside Beam Blast shit including building your Awaken Gauge especially against Giant Enemies To less min max and make where both is still acceptable, Reaction Speed 102-110 (dunno the exact sweet spot) to let you function relatively normal and still do BEAM BLAST like a God ------------------------ one question tho, do Trans AM or any other Hyper Trances increases reaction speed too? might they reduce your final Beam Blast output??
......wow. I hope they change that at some point. Personally I'd of thought that (if reaction speed affected dmg) having a higher reaction speed would mean more of the laser comes out and hits the enemy while the time the skill is used would be the same resulting in more hits and dmg. Weird design choice/oversight there. Unless they did it on purpose.
I think it was done on purpose as this seems familiar to a concept back in the earlier GBs. The idea being "they are in the beam LONGER thus they take more damage. Think about it conceptually: what is going to hurt more? Sitting in a constant stream of fire for 5 seconds, or 10? Because Tick damage is scaled off of time and hit registration, the longer the attack goes on per .25 of a second, the more damage the person should logically take. [Or w/e tick check per second is]
Yea, this is pretty awful. Sure you can get okay numbers, but you have to tank the performance of the rest of your attacks across the board. Not to mention just baseline performance of EX Beams is pretty weak. The gains using decreased reaction aren't insignificant, but also not nearly enough to actually be worth building into imo.
@@theothermc lol i asked on a dif vid if reaction or charge effected them realized im watching at work and could just test when im off lol it def helps them and builds around those parts for dumping dmg which most on their low cooldown is nice also most let u move and use them so def better tested big swords since someone last vid asked left right doesnt effect fists and big bonk sticks they only get dmg off their class and close range dmg left right doesnt effect them at all
If it helps, my reaction speed is at 140%. I'm using one Mega Particle Cannon (21k damage) and a Hyper Mega Launcher (11k per shot (147k almost 148k for all, 13 shots from current gauge levels), or 78k for the charge with two charges available with how my gauge is right now). This is still very much a work in progress build, though I will have a video available soon with these parts (using a Heat Hawk and an MA-M8 Beam Tomahawk for close range, while the 180mm Cannon is the other long range weapon). I did switch out the two beam cannons I had for two 6-Tube Missile pods (I have 4 of those now and three 5-Tube pods). This all is on the Gunbarrel Strike that was released in GB4 colors with the Assualt version of the suit where possible. It did take a while to set positions and rotations for those parts that needed it. My shield is the Combined Shield that has the Gattling Gun, though I may check the shield with the Beam gun (Chobham Shield) later on. I do have a lot of parts I need to build up and fold in. That's all for now.
"it improves the speed of your normal shots" and at that moment it already hit me like a brick. Dude thanks for testing all this stuff I would be way to lazy
thank you for all the great info! also audio is great this vid... so do keep whatever you did to your audio settings! looking forward to more great vids! keep it up!
Its actually a very strong EX for big boss and if you can lined up enemies it will be very useful too For big boss you can line up from head to toe for massive dmg, preferably when the boss is down
Gonna need to experiment a bit more still and see what the ideal Reaction Speed for my own build is. It mostly uses rapid-fire and missile weapons, but I did include the RX-93ff backpack because I liked the idea and flavor of using the Long-Range Fin Funnel as a sniper cannon of sorts.
Hi I have a video idea for you. NO one is talking about it from what I have seen and I'm pretty sure I'm the one who found this bug. I've discussed it in the discord several times but no one has a real solution. It involves Full Burst and Perfect Full Burst. Basically, if you are on PC and use the Keyboard to activate Full Burst and HOLD the "G" key while using Full burst, the beam will continue to shoot longer than if you just pressed it and let go. However, if you do the same and hold L3 + R3 on gamepad to use Full Burst, it will cut short as if you only pressed the buttons and not held it. For whatever reason, the game does not register Holding L3 + R3 to extend the Full Burst duration. Even if you change keybinds, etc, nothing on Gamepad works to achieve that extended blast as on Keyboard.
Im convinced Bamco didnt test this game's stats or combat basically at all. Theres a lot of jank in this game, alot of which is due partially to bad translation, but holy shit this is bad... In order to have good beam damage you actively have to avoid taking a stat that SHOULD just be a boost to your overall DPS output. And even then... 10k for 2 bars of EX really isnt much when you can do just as much in like 2-3 melee attacks...
Would you make a video on what skills you should farm and attributes for melee/beam builds at some point, like as an example for beam build for the strike freedom with uptime on EX recharge?
Not really much to something like that. Two attributes you’d want to focus on would be “EX Gauge Increase: When Enemy is Defeated” and “EX gauge Increase: When Enemy is Defeated with EX Skill.” Then for weapon attributes, should be self-explanatory but EX Attack power skills will work better here, allowing you to kill enemies more easily. As for OP skills, you want something that does a lot of hits. Talking things like Micro-Missiles, Double Gatling Guns, Vulcans, etc. If you want, you can also build skills around those as well; stuff like Cooldown Reduction or Attack power skills. As for weapons, I might say twin blade could be good, since it’s held attack does a lot of hits in a short amount of time, but if you’re going for quick kills, then Melee or Greatsword weapons are probably your best bet. Claws and Mace are the two standouts of their respective categories. Hope this helps.
Good info to be aware of. It looks like the damage ticks of beam weapons aren't coorelating properly with the reaction speed improvements so I would view this as a bug or oversight.
What are the chance they actually change this so the beam duration is the same no matter what reaction speed you have? This game really needs a balancing patch, and by balancing I mean fixing things so they work properly
Agreed. A lot of the skills, both EX and OP seem to have really underwhelming baseline performance. You can boost them up to an acceptable place, but takes so much just to make them better than normal attacks.
@@tinfoilmkiv8394 I'm trying out the beam tonfas and my God they just go over the target and miss every hit. Honestly I don't know how they launched the game with skills that just don't work properly. I'm sure there's plenty more skills that aren't usable and I hope those things get fixed before they go working on DLC...who am I kidding, they're already working on DLC
There is no way this is intentional designed to be this way. This has to be one off those oversights by people just not thinking about how their mechanics interact and not having thorough enough playtesting and QA, if there was any at all. I hope it gets changed.
By watching this I wonder what should you recommend for a range build. Like what weapon types would I want. So far my monkey brain just been choosing long rifles as high base damage, but I wi der what is usually the best option.
Since reaction speed effects EX's, does it make funnels shoot faster also? If it makes them shoot faster does that mean they wouldnt last as long or will they still stay out for the same time period?
I refuse to lower my reaction speed. 😅 I didn't know that about movement though, it's probably why I haven't really noticed. 🤷 My dual doberguns still shred enemies stun locked in the air just doing rapid fire blasts (I can still move while firing doing it that way). I also just stopped using beam blast ex's in general, they just haven't been needed in my play style. 🤷 But if I ever decide to make a ranged build, I'll keep this in mind. 👍
i feel like these various interactions should all be reported as bugs. the lower beam blast damage at higher reaction, the unlocked fire rate while dodging, and the ammo consumption without the shot firing.
Do you mean 'builder parts' and OPs? During Full Burst, anything that doesn't require moving the head, torso, arms, legs and backpack can be used currently. Why? Because those MS parts are locked into their firing animation position until the attack ends or you get hit (if you want to attack after being hit you can.) The game locks you out of your EX Skills as well, until the Full Burst ends or, as I just said, you get hit during the Full Burst.
Not sure if my testing is just wrong but it I have found going under 145% or less doesn't really seem to help? Mostly focusing on my rifles and not EX skills admittedly. For example, replacing a head slot with a level 1 and thus dropping the Reaction Speed to 110% instead of over 140% didn't change my damage per beam blast. I didn't test at what point do you start losing damage but as far as I can tell, you can have a 'normal' reaction speed range and not be nerfed? In fact, as I wrote this comment up I loaded up a quick test and I think the ability cartridges might just be bugged. Adding any positive reaction speed decreased the damage done per beam blast while doing any negative reaction speed just reset me back to my usual range as if I had zero extra ability speed via cartridges. Would be great if someone else could do a similar test to confirm. Edit: To be more specific, it didn't seem to matter what value the positive reaction speed was. Adding 18% was the same as adding 5% in terms of nerfed damage.
Could you guide me to a source of information that explains "extra" abilities? There are so many buffs, categories, etc. and the game fails to explain them. I'd love you for it.
this "problem" shouldn't happening if they makes reaction speed stat adjust damage tick speed "properly"... I consider this as unintended behavior because leveling up Head parts increases it's basic reaction speed. leveling up parts in this game system is should works as purely good-thing to player, not a single downside...
Tbh the Gerobi attacks in 3 were WAY too powerful. SigMaxis was literally the only thing to use in end game, wasn't even worth the time to use EX actions
@fantasticfoil92 got a Gerobi hold alt fire. And it’s always been my favorite Late UC weapon. Really happy Cluster Gundam, the thing it was originally developed for, is recently getting some manga love.
Does this also affect Option attack animation speed, or Funnel damage? Also, do Trance / Awakening speed increases negatively offset this, or can they be used to bypass the speed loss limitation without hurting the damage?
While "MC Shooting" is fitting, I think Quick Draw fits better for the rapid fire after a dosge or jump. That or I just like adding western influence into things. 😊
basically for people confused by this
A lower reaction speed is better if your build is centered around Beam Blasts. this is due to the attack animation coming out slower, thus giving the beam more time to hit the enemy and accumulate hits. A faster reaction time for Beam Blasts is bad because the animation speeds up, causing you to end the beam blast earlier.
A higher reaction speed is better for Missile Barrrage, gattling guns and melee. These unlike Beam Blast all have their attacks come out at once, thus it's not locked to the animation that is being played. You wanted to go faster here because going fast equals less animation lock time which means more damage
Missiles, Gatling, & Melee? I have all three 😆 Wait, so what kind of hand-held gun would benefit from high reactions? Railguns count as beams?
so it is not worth doing a hybrid build?
Thanks for the info.
@@dylanfrancis5996any non beam blast.
something I've done is use the damage awakening for beams and trans-am for otherwise, you get best of both worlds
Oh also BTW high reaction tanks Pull-In Range. Because the cable animation plays faster and thus pulls shorter distance
REALLY that is a bad interaction
because reaction for att speed is king imho
also also does this effect injection skills or just beam skills
@@Nomadic_Gaming okay so loaded question. Injection EX Gerobi? Like Double Sat off Helios? Yes lower RS is MASSIVE damage boost. Injection OP? Like Freedom railgun? The opposite. Higher RS unloads their volley faster.
@@theothermc ah im using the buster legs ex its a single shot tap beam held you can dump bars w
so far my reaction was 150 dumped it to 110 didnt see any difference
jumped it up 160-170 didnt seem to change it either
might be that one is not messed up or maybe my builds off or something i gotta play w it more
ah no wonder early on the tail blade is great but after some levelling up it it only pulls halfway
so SUMMARY
Reaction Speed Stonks up = faster animation = faster movement, faster Close Range attacks, faster combo, faster responsiveness to your inputs, faster barrage (multiple ammo dakka) BUT less time for hitting since beam hits every half second i think
Reaction Speed cap is 200, anymore is wasted apparently
Reaction Speed Qiqi Fallen down = slower animation = slower in anything including your Beam Blast (Gerobi/Gero Beam/Vomitting Beam/Full Burst) which extends the duration of your Beam Blast and it still hits per half a second, therefore more hits with same cost
Reaction Speed lowest seems to be 70, but with reaction speed lower than 100, it kinda makes all performance beside Beam Blast shit including building your Awaken Gauge especially against Giant Enemies
To less min max and make where both is still acceptable, Reaction Speed 102-110 (dunno the exact sweet spot) to let you function relatively normal and still do BEAM BLAST like a God
------------------------
one question tho, do Trans AM or any other Hyper Trances increases reaction speed too? might they reduce your final Beam Blast output??
......wow. I hope they change that at some point. Personally I'd of thought that (if reaction speed affected dmg) having a higher reaction speed would mean more of the laser comes out and hits the enemy while the time the skill is used would be the same resulting in more hits and dmg. Weird design choice/oversight there. Unless they did it on purpose.
I think it was done on purpose as this seems familiar to a concept back in the earlier GBs. The idea being "they are in the beam LONGER thus they take more damage. Think about it conceptually: what is going to hurt more? Sitting in a constant stream of fire for 5 seconds, or 10?
Because Tick damage is scaled off of time and hit registration, the longer the attack goes on per .25 of a second, the more damage the person should logically take. [Or w/e tick check per second is]
Yea, this is pretty awful. Sure you can get okay numbers, but you have to tank the performance of the rest of your attacks across the board. Not to mention just baseline performance of EX Beams is pretty weak. The gains using decreased reaction aren't insignificant, but also not nearly enough to actually be worth building into imo.
Twin buster for life ^^
I don't have that one yet but I have 2 gnx and gnx iii rifles and they hit good 🤣
Oh yes, 300k+ damage is love
twin buster rifle supremacy :3
My friend 🤝🏻
barrage skills benefit greatly from reaction being able to dump their bursts faster
I’m so happy “Barrage” is now being identified correctly
@@theothermc lol i asked on a dif vid if reaction or charge effected them realized im watching at work and could just test when im off lol
it def helps them and builds around those parts for dumping dmg which most on their low cooldown is nice
also most let u move and use them so def better
tested big swords since someone last vid asked left right doesnt effect fists and big bonk sticks they only get dmg off their class and close range dmg left right doesnt effect them at all
If it helps, my reaction speed is at 140%. I'm using one Mega Particle Cannon (21k damage) and a Hyper Mega Launcher (11k per shot (147k almost 148k for all, 13 shots from current gauge levels), or 78k for the charge with two charges available with how my gauge is right now).
This is still very much a work in progress build, though I will have a video available soon with these parts (using a Heat Hawk and an MA-M8 Beam Tomahawk for close range, while the 180mm Cannon is the other long range weapon). I did switch out the two beam cannons I had for two 6-Tube Missile pods (I have 4 of those now and three 5-Tube pods). This all is on the Gunbarrel Strike that was released in GB4 colors with the Assualt version of the suit where possible. It did take a while to set positions and rotations for those parts that needed it. My shield is the Combined Shield that has the Gattling Gun, though I may check the shield with the Beam gun (Chobham Shield) later on. I do have a lot of parts I need to build up and fold in.
That's all for now.
"it improves the speed of your normal shots" and at that moment it already hit me like a brick. Dude thanks for testing all this stuff I would be way to lazy
thank you for all the great info! also audio is great this vid... so do keep whatever you did to your audio settings! looking forward to more great vids! keep it up!
Its actually a very strong EX for big boss and if you can lined up enemies it will be very useful too
For big boss you can line up from head to toe for massive dmg, preferably when the boss is down
Gonna need to experiment a bit more still and see what the ideal Reaction Speed for my own build is. It mostly uses rapid-fire and missile weapons, but I did include the RX-93ff backpack because I liked the idea and flavor of using the Long-Range Fin Funnel as a sniper cannon of sorts.
Hi
I have a video idea for you. NO one is talking about it from what I have seen and I'm pretty sure I'm the one who found this bug. I've discussed it in the discord several times but no one has a real solution.
It involves Full Burst and Perfect Full Burst.
Basically, if you are on PC and use the Keyboard to activate Full Burst and HOLD the "G" key while using Full burst, the beam will continue to shoot longer than if you just pressed it and let go.
However, if you do the same and hold L3 + R3 on gamepad to use Full Burst, it will cut short as if you only pressed the buttons and not held it.
For whatever reason, the game does not register Holding L3 + R3 to extend the Full Burst duration. Even if you change keybinds, etc, nothing on Gamepad works to achieve that extended blast as on Keyboard.
Im convinced Bamco didnt test this game's stats or combat basically at all. Theres a lot of jank in this game, alot of which is due partially to bad translation, but holy shit this is bad... In order to have good beam damage you actively have to avoid taking a stat that SHOULD just be a boost to your overall DPS output. And even then... 10k for 2 bars of EX really isnt much when you can do just as much in like 2-3 melee attacks...
It was actually doing considerably more than my melee on that build. I didn’t display the stats but they were pretty low level jank
Would you make a video on what skills you should farm and attributes for melee/beam builds at some point, like as an example for beam build for the strike freedom with uptime on EX recharge?
Not really much to something like that. Two attributes you’d want to focus on would be “EX Gauge Increase: When Enemy is Defeated” and “EX gauge Increase: When Enemy is Defeated with EX Skill.”
Then for weapon attributes, should be self-explanatory but EX Attack power skills will work better here, allowing you to kill enemies more easily.
As for OP skills, you want something that does a lot of hits. Talking things like Micro-Missiles, Double Gatling Guns, Vulcans, etc. If you want, you can also build skills around those as well; stuff like Cooldown Reduction or Attack power skills.
As for weapons, I might say twin blade could be good, since it’s held attack does a lot of hits in a short amount of time, but if you’re going for quick kills, then Melee or Greatsword weapons are probably your best bet. Claws and Mace are the two standouts of their respective categories.
Hope this helps.
Ive been selling all my negative capsule things. Except for -hate.
Now I have to keep minus reaction too. Thanks
Personally I would make beam blasts have more damage ticks with the same duration as normal with a higher reaction speed
Good info to be aware of. It looks like the damage ticks of beam weapons aren't coorelating properly with the reaction speed improvements so I would view this as a bug or oversight.
This reminds me of the big bulky Gundam that specialized in range combat compared to the faster close combat Gundams.
I always used beam blasts I didn't even know they took a specific build until after I used Burning Build's EX kick attack
What are the chance they actually change this so the beam duration is the same no matter what reaction speed you have? This game really needs a balancing patch, and by balancing I mean fixing things so they work properly
Agreed. A lot of the skills, both EX and OP seem to have really underwhelming baseline performance. You can boost them up to an acceptable place, but takes so much just to make them better than normal attacks.
@@tinfoilmkiv8394 I'm trying out the beam tonfas and my God they just go over the target and miss every hit. Honestly I don't know how they launched the game with skills that just don't work properly. I'm sure there's plenty more skills that aren't usable and I hope those things get fixed before they go working on DLC...who am I kidding, they're already working on DLC
I'm a full beam blast guy in the first place which means this helps alot I mean I go around with a pair of buster rifles I'm a beaming fool
So my understanding is, ranged laser builds use a lower reaction vs melee builds using a higher reaction?
Seems like if ur beam blasting with skill or holding down the shot button with a rifle u do less over damage with a high speed
There is no way this is intentional designed to be this way. This has to be one off those oversights by people just not thinking about how their mechanics interact and not having thorough enough playtesting and QA, if there was any at all. I hope it gets changed.
All that just to be out DPS’d by a single barbatos mace combo
Nah m8 properly build full bursts can max out the training room damage counter. Kinda goofy
I’ve never really though the beam blast did bad damage my usually tick for like 1,000 to 2,000 per hit
By watching this I wonder what should you recommend for a range build. Like what weapon types would I want. So far my monkey brain just been choosing long rifles as high base damage, but I wi der what is usually the best option.
how do you maximize your beam damage without being too slow??
Since reaction speed effects EX's, does it make funnels shoot faster also? If it makes them shoot faster does that mean they wouldnt last as long or will they still stay out for the same time period?
They do not. Double triple checked the # of shots per activation before I made this.
@@theothermc# of shots would be the same but would they do it faster is the thing
@@Nomadic_Gaming but if the duration doesn’t change and they shoot faster than I should have more shots during the duration….feel me?
@@theothermc ok so yeah no my thought process was if they shoot faster it would end sooner and if it doesnt it means they didnt got ya
I refuse to lower my reaction speed. 😅 I didn't know that about movement though, it's probably why I haven't really noticed. 🤷 My dual doberguns still shred enemies stun locked in the air just doing rapid fire blasts (I can still move while firing doing it that way).
I also just stopped using beam blast ex's in general, they just haven't been needed in my play style. 🤷
But if I ever decide to make a ranged build, I'll keep this in mind. 👍
How would you suggest to make pistols (rifles) do more damage? Just the basic capacity and attack boost abilities?
I prefer using double hold beam range attack than use ex beam attack
It's great vs giant boss with tons of breakable parts
I'm feeling super concerned a about my dual gatlings now. I've been stacking reaction to make them shooting fast as possible
And that’s okay!
i feel like these various interactions should all be reported as bugs.
the lower beam blast damage at higher reaction, the unlocked fire rate while dodging, and the ammo consumption without the shot firing.
Bandai games always have problems based on animations
Which part/skills can be triggered with full burst and similar burst actions?
That’s my next visit to the asylum
Do you mean 'builder parts' and OPs? During Full Burst, anything that doesn't require moving the head, torso, arms, legs and backpack can be used currently. Why? Because those MS parts are locked into their firing animation position until the attack ends or you get hit (if you want to attack after being hit you can.) The game locks you out of your EX Skills as well, until the Full Burst ends or, as I just said, you get hit during the Full Burst.
So high reaction speed bad for beam blasters and pull ins but good for everything else?
Try to upgrade the lvl on the beam charge it has 8k per damage.
Im curious, what is your left long range weapon in this video?
F91 Beam Launcher
@theothermc oh ok, thank you. I thought it looked familiar but never knew the name lol
Not sure if my testing is just wrong but it I have found going under 145% or less doesn't really seem to help? Mostly focusing on my rifles and not EX skills admittedly. For example, replacing a head slot with a level 1 and thus dropping the Reaction Speed to 110% instead of over 140% didn't change my damage per beam blast. I didn't test at what point do you start losing damage but as far as I can tell, you can have a 'normal' reaction speed range and not be nerfed?
In fact, as I wrote this comment up I loaded up a quick test and I think the ability cartridges might just be bugged. Adding any positive reaction speed decreased the damage done per beam blast while doing any negative reaction speed just reset me back to my usual range as if I had zero extra ability speed via cartridges. Would be great if someone else could do a similar test to confirm.
Edit: To be more specific, it didn't seem to matter what value the positive reaction speed was. Adding 18% was the same as adding 5% in terms of nerfed damage.
Could you guide me to a source of information that explains "extra" abilities? There are so many buffs, categories, etc. and the game fails to explain them. I'd love you for it.
Example of one? Just to be sure what you’re referring to
@@theothermc Never you mind! You uploaded a video 9 hours ago explaining everything I needed!
Thank you!
this "problem" shouldn't happening if they makes reaction speed stat adjust damage tick speed "properly"... I consider this as unintended behavior because leveling up Head parts increases it's basic reaction speed. leveling up parts in this game system is should works as purely good-thing to player, not a single downside...
Would this affect beam blast primary weapons?
You see me use the F91 beam bazooka in that very vid
I know it's silly to be a Char stan at this day and age, but I'm going for a zero shiki - sazabi hybrid and my beam blast sucks
Does this affect the beam hold down long rifles like the Hyper Impulse Long-Range Sniper Rifle? I assume it does but not sure
Sure does. Which is why I showed off the Beam Zook’s alt mode.
@@theothermc awesome thanks!
its og xcom framerate bug all over again
Now with integrated mechanics!
Tbh the Gerobi attacks in 3 were WAY too powerful. SigMaxis was literally the only thing to use in end game, wasn't even worth the time to use EX actions
That and Buster's oversized rifle
that sounds like a bug
what weapons are those?
On that build? F91 Rifle and Zook
@@theothermc I've been rocking the gn bazooka but that Zook looks cool
@fantasticfoil92 got a Gerobi hold alt fire. And it’s always been my favorite Late UC weapon. Really happy Cluster Gundam, the thing it was originally developed for, is recently getting some manga love.
Won't this also tank melee speed?
Yeah but shooty tooty.
What’s that chest piece you have equipped?
@@joelhuff2086 that’s Darilbalde
Game brokey lmao.
Tanegashimas will absolutely tank dudes with that fast firing method.
What a silly bug. It should increase the tick rate and the animation speed. Goofy
Does this also affect Option attack animation speed, or Funnel damage?
Also, do Trance / Awakening speed increases negatively offset this, or can they be used to bypass the speed loss limitation without hurting the damage?
Reaction is something at affects attack animations, but not funnel damage
@@theothermc Thanks!
Seems like a bug if you ask me.
While "MC Shooting" is fitting, I think Quick Draw fits better for the rapid fire after a dosge or jump. That or I just like adding western influence into things. 😊
Yeah but my name isn’t on that one : 0
U build it wrong beams blast is slower reaction time for more dps. U didnt play any gundam breaker did u