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Aelphasy

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About Aelphasy

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  1. Aelphasy

    PS5

    What conditions my purchase of a console is essentially the Japanese video game. The 360 had many advantages that ps3 did not have at its beginnings (I think of Blue Dragon, Vesperia and of course PSU) but for this generation, it is rigorously the opposite. So, if the PS5 is in the continuity of the ps4, it's certain that I take it. But you're 100% right: I think it's too early. The games are very beautiful (what was done with RDR2 is really very impressive) and I feel that it gonna start with a PS5 that only offers a "60fps" version of games like FFXV or TW3, at least at the beginning.
  2. You can buy them at Dallgun viewing plaza (Clyez). You can but you probably can't, until you are rich.
  3. For the first one, it's not freezing everytime it hit as it should be (100% freeze, but one hit only) For the seconde, known issue but just a reminder : it don't drain your hp to inflict huge damage as it should. That aside, I feel that their rate leveling isnt correct, but maybe I'm wrong for that point. Good luck.
  4. replied by mistake, you can delete this one
  5. 1) Four party, no informations about the mission played : http://www.noelshack.com/2019-20-7-1558227060-psu20190519-024736-000.png 2) When I tried to join, "You cannot depart..." : http://www.noelshack.com/2019-20-7-1558227092-psu20190519-024758-002.png 3) By twice at least, "noobmaster68" joined the party I think it's safer to report it Good luck.
  6. Those with the highest DPS are 46% (bagan, diga ...) at 41+ Those with the lowest, 44%. I think it's correct. The only thing weird I've noticed is that Baga have it SE at level 3, the others all level 2. I think they was all level 2 on OG, but maybe im wrong.
  7. 200 hits on monsters level 70-75 and above with incapacitate level 2 with no one-shot is not a surprise : with the Killer Shot, I had to reach lv21+ to unlock incap lv4 and have good result in mission like Sinner's Banquet A/S. I think this whip must be insane on Unsafe Passage B.
  8. You can see in the types list from player information menu that GM access to the GL. I suggest you to focus on that : For shotgun : every elemental, because its your main DPS (the very first thing as gunner you should do is level them all to 21+, for the fifth bullet) For rifle : Freeze shot (help your team) & glorious killer shot (because its glorious) I sell one which is 50 in my shop, if you want to save time. For laser : since its very situationnal, do as you feel. I leveled the fire prism to 31+ for SE 3 to DoT time to time. But I plan to grind level them all on real game. Anyway it takes time to level, so if you dont want to "waste" time (considering the soon or later wipe), just focus on that can help your team (fire/freeze/ arguably mayalee) For twin handguns : lol For GL : same idea as laser, plus not certain that it will stay for GM forever (more or less a testing phase for now). But since its one of the best gunner weapon for boss, go for the dps one just to be a bit more efficient at WB&CoM and every popular mission that have a boss to kill
  9. 80/gm20/pa41+ desta+hard power charge & agtaride, about 900 per bullet, 1200+ per critical. Knowing that everything is better (or almost) than Desta in terms of S shotgun and since I've not used yet grinding feature, I feel that's a bit too much. edit : To be more precise, my PA are between 43-47, so it's normal that it hurts, but I think it would be good to have a slight reduction. edit 2 : taking consideration of the HP boost when playing in a group, probably it's a correct boost... I think we have to wait for better weapons and a better level for a fairer opinion.
  10. Some thoughts and feedback about guns and gunners changes (11th May 2019s update) : - The idea of impacting our power through gameplay is excellent (+distance,+dps and the CHR boost when close with shotgun). It's really a concept to highlight and keep in mind for the future. It must be kept. - Changes about Killer Shot are good too. 32% chance of OS was a bit too high and leveling it a bit too long. The balance seems ok. - Regarding the grenade launcher, although I appreciate the weapon, I think it should remain for the fortegunner, which is a class as interesting as the gunmaster, with its own qualities. The gunmaster is probably not the best class against bosses, but I think it's better to work on the laser cannon and remove let the grenade launcher. - Let's be fair : the shotgun PA raise is too high. Divide by two the boost you gave, or go back to the Elemental Pourcentage or ATP (dunno which, the EP maybe) of the OG should be perfect. What would be interesting to see : About Laser Cannon - Allow it to multihit multi parts ennemies, especially bosses (ofc useless if you plan to let GM use grenade launcher on real server) - Make it less situationnal by increase the laser hitbox (something like 20-30% should be enough, it's not pleasant at all to not hit the enemy who is not exactly on the line) About twin handguns - The PA lvl rate seems a bit excessive : my lv27 twin freeze gain only 17% by emptying 3 hyper viper with cati bullet pp save. I suggest a small rate boost, like 15%. - Give the elemental PA a decent boost (to both Elemental Percentage and ATP) Even if I do not know what is possible to do in terms of gameplay/mechanics, I propose some ideas : - When ennemies, expect bosses, have HP<90%, twin hgs gain an important damage boost (make the weapons good to finish trash mob ejected by fighter for example, and clear room a bit "smoothly") - When the player has all his life, the twin handgun gain a small damage boost (like +5%), it forces you to play the weapon correctly, concentrating just as well on the dodge as on the attack.
  11. Some thoughts and feedback about guns and gunners changes : - The idea of impacting our power through gameplay is excellent (+distance,+dps and the CHR boost when close with shotty). It's really a concept to highlight and keep in mind for the future. It must be kept. - Changes about Killer Shot are good too. 32% chance of OS was a bit too high and leveling it a bit too long. The balance seems ok. - Regarding the grenade launcher, although I appreciate the weapon, I think it should remain for the fortegunner, which is a class as interesting as the gunmaster, with its own qualities. The gunmaster is probably not the best class against bosses, but I think it's better to work on the laser cannon and remove let the grenade launcher. - the shotgun PA raise is a bit too high. Divide by two the boost you gave, or go back to the Elemental Pourcentage or ATP (dunno which, the EP maybe) of the OG should be perfect. edit : To be more precise, my PA are between 43-47, so it's normal that it hurts, but I think it would be good to have a slight reduction. edit 2 : taking consideration of the HP boost when playing in a group, probably it's a correct boost... I think we have to wait for better weapons and a better level for a fairer opinion. I hope that sounds to you constructive. Good luck for next. (I update my topic, and add to this post some idea for a next update)
  12. Glad to see that this idea was finally chosen. Thank you for your work, good luck for the future.
  13. On specific PA, we can surely find a way to change things, so why not. For the debuff I don't know maybe, but I have already heard that resta is painful to leveling indeed The point is that not all PA need to see their rate increased.
  14. The title and picture say everything. http://www.noelshack.com/2019-19-5-1557499553-psu20190510-163948-000.png
  15. You don't have to hitting the same ennemy over and over to level a PA, you have to do it to level your character, find a specific stuff you need, play with your friends. And so, the PA will up. You have to play smart, and make things level together.
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