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- GUNLANCE
- ALL GUNLANCE STYLES
- - Can now backstep/sidestep after a Full Burst
- - Introduction of the Heat Gauge mechanic, which improves the strength of regular attacks.
- o NOTE: A full gauge is measured as 80 units.
- o Three levels:
- ■ Yellow (worst) - 24 units
- ■ Orange – 32 units
- ■ Red (best) – 24 units
- o The gauge can be raised by:
- ■ Standard Shot & Charged Shot (both raise by a little less than 5 units)
- ■ Full Burst (raises by around 5 units per shell; with the Demo Version’s Normal gunlance it took 3 Full Bursts to reach Red)
- o The gauge can be lowered by:
- ■ Regular attack (lowers by 1 unit)
- ■ Simply waiting (lowers by 1 unit after around 7 seconds)
- ■ Wyvern Fire (lowers by around 1/2 of the current heat level)
- • Locks the gauge at the new position for 2 minutes.
- o Going past Red will put you in an Overheated state.
- ■ Drops you to the lowest point in Yellow (might even be weaker than default).
- ■ Locks the Heat Gauge for a whopping 2 minutes.
- ■ You cannot use Wyvern Fire.
- GUILD GUNLANCE
- - Nothing new.
- NOTE: For comparison's sake, below are the "Core Combos" of Guild:
- (the Slams will change for different styles)
- ○ Low Poke -> Low Poke -> Slam
- ○ Low Poke -> Low Poke -> Upswing -> Slam
- ○ Low Poke -> Upswing -> Slam
- ○ Upswing -> High Poke -> High Poke
- ○ Upswing -> High Poke -> Upswing -> Slam
- ○ High Poke -> High Poke -> High Poke
- ○ High Poke -> High Poke -> Upswing -> Slam
- ○ High Poke -> Upswing -> Slam
- After a complete Core Combo:
- Slams can combo into Full Burst, Wyvern Fire, backstep/sidestep
- Pokes/Upswings can combo into Regular/Charged Shots, backstep/sidestep
- Everything except Upswings can combo into Wyvern Fire
- STRIKER GUNLANCE
- - Changes to the Core Combos
- NOTE: Basically, now sets of 3 with no Slams.
- (changes marked with *)
- ○ Low Poke -> Low Poke -> Low Poke*
- ○ Low Poke -> Low Poke -> Upswing (no more follow-up Slam)
- ○ Low Poke -> Upswing -> High Poke*
- ○ Upswing -> High Poke -> High Poke
- ○ Upswing -> High Poke -> Upswing (no more follow-up Slam)
- ○ High Poke -> High Poke -> High Poke
- ○ High Poke -> High Poke -> Upswing (no more follow-up Slam)
- ○ High Poke -> Upswing -> High Poke*
- - The Slam from doing a ledge attack with Advancing Upswing (forward X) has been replaced by a thrust
- - Quick Reload (after a shot) can now combo into a Low Poke (instead of a Slam)
- NOTE: Basically, Striker loses all Slams and thus the ability to Full Burst.
- AERIAL GUNLANCE
- - Same Core Combo changes as Striker
- - Cannot Slam after a Quick Reload (after a shot)
- - Cannot shell in the middle of an Advancing Upswing (forward X)
- - Slams can now combo into a Low Poke as well
- - The sheathed/walk-off ledge attack now does a Slam which reloads one shell (instead of a thrust)
- - Backstep becomes forward hop (thus no Reload after a backstep)
- - When jumping off of a monster/teammate you can:
- o Press A to Shell (from unsheathed only)
- ■ Then press X to Slam (no reload)
- o Press X to do a Slam which reloads one shell
- BUSHIDO GUNLANCE
- - Same Core Combos as Guild
- - Cannot Quick Reload (after a shot)
- - After a successful Bushido Guard:
- o Press X for an Upswing followed by a full Reload (can turn completely around)
- ■ Can then press X again for an extremely quick Slam (can turn left or right 60 degrees)
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