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Miyoko

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Miyoko last won the day on June 30

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  1. I'd rather have a system where I can use coins to buy a specific rare than a rare mission, myself. You know, to find that one bastard item that is just eluding you like a jerk but all of your friends seem to find no problem. Besides there are so many rares in this, trading for the odd rare probably wouldn't hurt, especially if you make them expensive... Or you could just make them Photon Drops and cause everyone to die a little inside when they get one!
  2. Your current luck actually makes a pretty big impact on your success rate. It also depends heavily on the rank of the weapon. With C-rank weapons, level 3 luck ensures at least two guaranteed upgrades on a weapon, but on S-rank weapons, with Lv3 luck, you need to use an S-grinder +9 or 10 to guarantee success. I'm not sure if it's the same odds now but you can take a peek at the old info at various places. PSUPedia has it here http://psupedia.info/Weapon_grinding.html ... I think the JP wiki has ACTUAL values but, I can't remember the site at the moment!
  3. High level rifle bullets are where GMs get their crowd control, due to the knockdown they have. It's been a while since I played -- Is this currently bugged too?
  4. You know that classes can be viable for reasons other than DPS, right? One might opt to play a Fortegunner over a Gunmaster because of higher survivability or better utility. By giving GM grenades, you damage some of fGs utility. Part of what made PSU fun to play (and PSO2 NOT fun) was that it wasn't entirely about DPS. Utility can actually make a notable difference.
  5. Saying laser PAs "only" having 10% more ATP mod than shotguns is misleading. Don't forget to include the weapons ATP itself when looking at this information; Lasers typically have like ~500 more ATP than shotguns.
  6. The fact there are "travel skills" at all is pretty baffling. I distinctly remember them nerfing that one Double Saber PA (tornado dance I think?) on official BECAUSE people were using it as a movement option. If it starts getting used as a combat maneuver to evade attacks during combat then that definitely becomes a potential balance issue, as well. It's tough though because I certainly wouldn't hate being able to move faster between groups though... I think the best suggestion I could make, although I don't know if it'd be possible, would simply be "when not in combat, you move x% faster" so you can get to the next group faster, but I don't think PSU has any sort of check to see if you're actually in combat or not.
  7. I do believe this sort of information was available at some point. It was on PSP2 I know. I mean, that's why we have the title rewards on our vision phone now! I'm not sure if the game is already keeping track of this stuff or not, but if it isn't, it seems pretty low priority which means... Probably won't happen for a while.
  8. Lasers are situational in the situation of "is there more than 1 enemy? Yes? Then lasers are powerful", which is most of the time, but they certainly aren't useful in the situation of "do I need to hit more than one box". But that could just be one of the weaknesses of the class. They can already deal with bullet resilient enemies by switching to techs. Maybe a lack of multi-hitbox damage should be their weakness? I definitely think grenades should be removed from GM though, and I AM one.
  9. Ehh, I don't really agree with that. Rifles and Twin Handguns serve two different functions -- Rifles are for status effect and crowd control, while Twin Handguns, while on the low side, are used for damage and safety. It's a lot easier to back away pelting things with twin handguns than it is trying to manage you distance and shooting with a rifle, especially soloing or in a small group. That being said, I'll admit I'm basing this purely off of my experience playing back on official. With all the changes on Clementine, this could be an entirely different story now. I'm not high enough level to know for sure.
  10. Miyoko

    Buff crea weps

    But they hit one extra target on normal attacks! Think of all that extra PP recovery! ... :v
  11. So this came up in the discord the other day. Instead of typing a big thing, I'm gonna copy and past (and tidy a little bit) up of what I said: Adding PA levels to a cap, even just one, would probably fudge the balance pretty hard. You'd have to do a lot of other small things to compensate, and that would be -extremely- difficult. The first and most obvious part of this is that masters would get the short end of the stick. If you're gonna give all the classes +1 PA, then you need to give masters something to compensate. One of the major draws of the master classes is that they can get higher PAs so... What do you do then? Boost their ATP? IF so, by how much? Do you give them more weapon types? A bigger speed boost? Any one of these you pick, someone might like, but someone else might find useless. An added danger to that is that, for any single one of these changes, PA level cap included, you start stepping on the toes of other classes. It would be dangerously easy to make a class obsolete through one single change, much like how people feel Fortegunner feels due to giving Gunmasters grenades. GAS was nice because it let you work around it to your liking. But without that... It's tough. PA levels are a huge part of a classes draw, so even adding 1 level would be a monumental change. I personally would not want a large sweeping change like this, purely to avoid the homogenization of classes. Part of the joy of the game is that classes feel so different, getting rid of that makes them feel less special.
  12. The range thing is is already in place, actually, but it only goes up the further away you are. I also don't recall LBG and HBG being different in regards to their damage drop off, but rather it being bullet specific? Maybe I'm mistaken. That being said, it strongly depends on your bullet level. On official, Lv41+ twin handgun bullets did substantially more damage than Lv41+ rifle bullets, but I haven't gotten than far on Clementine yet. I only just recently got a couple Lv31+ twin handgun bullets and it DOES make a huge difference at that point.
  13. Materials are already in. Also boards are a good thing to include for a number of reasons: One, from a game design standpoint, they are a smart idea. They give a player a sense of progression; finding the board, finding the materials, and waiting for the synth time to tick down -- It's one of those things that just kind of adds up. The success rate could be done away with though, or at least made 100% for not-store-bought stuff... But, the more important, and practical part, of synth boards, is that it allows you to choose the element of weapon/armor you're creating. Allowing the player to control that helps remove some of the tedium of finding multiple (imagine if you just found 6 of the same element in a row), or lets you pick and choose based on what else is available to you ("I already have a 50% lightning axe so, I can make this spear something else!"). I honestly prefer boards over pure drops, but, I don't mind having both.
  14. Twin handguns SHOULD be the least damaging weapon of the gunmaster's arsenal, due to how highly mobile and safe they are. Early twin handgun PAs definitely feel pretty weak though, but I remember 40+ twin handgun bullets dealing reasonable damage considering their mobility and general ease of use.
  15. Miyoko

    Clementine Area Drops

    Indeed it does for the most part! I was very much curious about the boards part of it, as a lot of people I've talked to seem to never think about the fact board = the ability to choose your element. It absolutely makes sense to me that elemental drops should be more plentiful because you need more of them; boards would alleviate that, but not entirely of course! Good news and information for everyone to have, I think. Thank you!
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