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Winty

CB2 loketest notes

Feb 15th, 2015
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  1. bonus damage from type: GONE. DONE. NO MORE.
  2.  
  3. walljump is not good evasion. Tried to GunZ and dodge with it, died badly. Mainly used as climbing. Done by pressing space while in air against wall. Only assault/panzer type?(could not do it on buster type)
  4.  
  5. Rank system: Leveling up increased rank sometimes. I assume when parameters(hp etc) reach a certain value, triggers rank up. Not sure what it MEANS. Got moe from A->S via leveling, mech from B->A via leveling.
  6.  
  7. movement: by the end of the 3 hours, I liked movement. Feels very natural, just a bit slower, like playing untuned units. which these were(if tuning is to be added?)
  8.  
  9. controls: Felt more or less the same. Sometimes accidentally pressed shift to bring up weapons switch menu and randomly used shift action. Oops.
  10.  
  11. Ammo regen: Scales with weapon ammo. High ammo weapons regen faster. Shift abilities have between 2(escape) and 5(offensive) ammo, and regen at slow to extremely slow rate. High ammo weapons regen very fast, things like railgun regen at moderate rate.
  12.  
  13. Item drops: ALL ITEM DROPS WERE BITS. There is no "pickup," upon last hitting the container the item would be revealed, then added to inventory.
  14.  
  15. BOOST GAUGE: takes longer to refill.
  16.  
  17. Bits:
  18. - Press to turn on. Gauge starts depleting. Press again to turn off. Gauge stops depleting.
  19. - instant activation/deactivation. No invulnerability?
  20. - can reactive again without gauge filling up(it doesn't fill.) can use as many times until depleted(or destroyed? didn't pay attention)
  21. - pretty powerful
  22. - types I saw: chiv shields, dual slayers, single slayer, dual spike, dual missile
  23.  
  24. Customization: (see video when i get my camera to work right)
  25. - there are customization for parts, but the lists are all empty atm. There is a shop menu for parts, but also empty. Pre-alpha build ok.
  26. - no skin screen that I could find yet. probably to be added later.
  27. - weapons still locked by type
  28. - LOTS of carts. Not sure what they all do. Can't read japanese.
  29.  
  30. Knockback/tumble mechanic:
  31. - melee has "knockback stun", special animation.
  32. - can be used from behind to push people into your team, off cliffs, etc. lots of tactical uses. Seems really fun.
  33. - when hit by heavy attack(both melee and projectile) robot sent in opposite direction of attack, in special tumble animation. Length varies depending on attack strength. some VERY long, others less long. happened when hit by Toybox missile, only real projectile I remember having that effect. Other times only melee triggered it for me.
  34.  
  35. - unit HP: varies from unit to unit
  36. - most attacks don't seem to do more than 30 damage at once.
  37. - easy to evade ranged attacks when focusing on it, game is about outmaneuvering opponent.
  38. - cover is ample, part of dodging is using cover well to evade long range attackers.
  39.  
  40. - wasn't even arena system set up. GM would use console to enter players into "combat mode" from lobby, which had no BP and would only end when he entered a command to end it.
  41. - commando size: Seems there are multiple sizes for different game types? 5 unit commando was tagged as "event." was also 3 unit and 4 unit sizes.
  42.  
  43.  
  44.  
  45.  
  46. lunastasia (panzer type sword girl)
  47. - Shift ability: jump/lunge thing
  48. - Doesn't really go far unless you use melee during it.
  49. - high cooldown on melee
  50. - big knockback
  51. - Tons of tracking
  52. - had boost run dash cart.
  53. - can run normally, input dash to switch to boost run. Very fast.
  54. - gun is kind of weak, but rapid fire.
  55. - sword takes up both hands. Apparently can't equip one-handed weapons? Who knows, other types may use this as well.
  56. - All swords(that I tried) would do the same attack animation, properties change based on weapon though(speed force etc)
  57. - Two hits. Lots of startup, lots of travel, heavy damage, heavy stun.
  58. - First hit inflicts heavy knock back, second hit won't combo unless against wall. Probably NOT intended(should be second hit that knocks back).
  59. - when equipped with hammer, only does first hit.
  60. - melee has long cooldown, can't really spam. Gun is used while melee is on cooldown.
  61. - If meleeing at close target, melee will NOT fast execute, meaning you will do the full travel time in place, so you can take 3 hits before you do one.
  62. - bad air tracking. With gun being poor, very helpless against aerial opponents. Needs sneak attack against fliers.
  63.  
  64.  
  65. Crimrose(aerial type)
  66. - Shift ability: dive/bounce(will dive into ground and bounce up afterwards.)
  67. - did not check about canceling into melee(sorry!), mainly used to melee -> shift to evade -> melee
  68. - melee is 3 hits, good tracking, good combo, not huge stun, but still cooldown.
  69. - has two guns.
  70. - one gun is dual beams, mounted on shoulders, semi-rapid fire. short range.
  71. - other gun is slower shooting, larger projectile, slightly better range, still mostly short range.
  72. - has short boost and air loop.
  73. - air loop travels faster than normal flying, normal flying feels REALLY slow compared to CB, like 25-28 fly.
  74.  
  75. Fiona(buster type railgun girl)
  76. - Shift ability: back/up step. Shoots you upwards/backwards, uses boost gauge. fails when out of boost.
  77. - has dash action: float dash. noticably faster than both walking and flying.
  78. - due to float dash being fast and flying being slow, shift ability not very good for escape, plus doesn't work when out of boost.
  79. - has slide boost air action. Can dash sideways in air, not forward or backwards.
  80. - Has two main weapons: missiles/rockets/"psyguns" and railgun
  81. - psyguns shoot only once(quad shot) per click, then short cooldown. Feels wrong, like they should shoot more times. Good up close, except for 1shot thing. probably error.
  82. - railgun has charge time, then one shot with blast behind, like blast railgun in CB but smaller AoE. Heavy tracking, but won't hit people who are deliberately trying to avoid it. doing 22-23 damage.
  83. - railgun blast would hit through thin walls, doing 10~ damage.
  84. - subweapon: hip-fires 4 shots from rifle, home in on one target. Slight start up, tracking doesn't seem that strong. I didn't like it, mainly used only after connected railgun shot. Often target would move behind cover during startup, making attack miss completely. Good damage.
  85.  
  86.  
  87. playable mechs:
  88.  
  89. Big moutaiz(fortress type?)
  90. - shift ability: STOVL. Can click once for short raise, or hold down to charge for longer boost.
  91. - no subweapon
  92. - no dash that I remember?
  93. - when you let go of space bar while flying, goes into float mode, like ramdiver BS, allowing him to hover around without wasting boost.
  94. - Had default weapons: SDC, grenade launcher
  95. - SDC: completely different. Single shot, arcs, high cooldown, big damage, short range.
  96. - grenade: shoots 3 shots in quick succession, felt really unwieldy, but also good damage. Had large vertical range.
  97. - Fortress types seem to want to float over an area and bombard it.
  98.  
  99.  
  100. Destructor(buster type)
  101. - shift ability: backstep. Like ragna. Maybe has a blast? not sure.
  102. - dash action: float dash
  103. - subweapon: missile barrage. Switches to top-down aiming mode, select location.
  104. - note: top down aiming cannot move map, only move mouse inside fixed area, so know range before you use.
  105. - very surprising first time I used, probably easy once you get the hang of it.
  106. - has destructor arms, but they shoot single missiles instead of heatguns.
  107. - missiles are single shot, moderate CD. could rapid fire by switching after each shot.
  108. - missiles...really bad turning, AI crimrose circled me and I COULD NOT hit.
  109. - good "tracking," would follow a target well on ground.
  110. - very much NOT "anti-air"
  111.  
  112.  
  113. Tarantulic(jammer type)
  114. - shift ability: slow field. Top down aiming, fires like squidol EV field.
  115. - slow is no longer super hampering. looked more like 50% reduction on movement rather than 75% reduction. or something like that. Units could still move, but a slowed enemy was unable to catch up to me when I was running away on fiona, when before it could.
  116. - same note from destructor applies to top down aiming mode.
  117. - came with a handgun of some sort, forget what exactly. Decent damage, short range.
  118. - also had bind gun, didn't get to use it much.
  119. - also had web. Didn't get to use that much either.
  120. - very low hp, I died fast. (lol!)
  121.  
  122.  
  123. Sword Wing(aerial type)
  124. - shift ability: decoy dash. Like shana(unmounted) dash, leaves decoy behind, goes forward. quick.
  125. - having a hard time remembering weapons. Had a melee that was like 4 hits before knockback, good damage for in-fighting. Had some gun that was also close ranged. Good for getting in and beating people up.
  126. - didn't have a HD gun.
  127.  
  128.  
  129. Katana max(Assault type)
  130. - Shift ability: Anchor. Couldn't get it to hit enemy. Very sad. Did not use much.
  131. - had short boost. I think.
  132.  
  133. Zero Saber(assault type)
  134. - Shift abiity: zero step. Much further than CB version. still good tracking.
  135. - had short boost.
  136. - came with varying weapons. Tried a dual spear/halberd/something setup, pretty good air tracking. Tried melee+custom magnum, custom magnum felt pretty good.
  137.  
  138.  
  139. Pawnger(assault type)
  140. - shift ability: block. Blocks damage for short duration(think like chain guard), shows shield effect. not spammable due to CD.
  141.  
  142.  
  143. Not playable(AI would get):
  144.  
  145. Mighty Byne
  146. - rare, did not see much. Seemed like "classic" CB mighty byne.
  147.  
  148. Some thing with vanguard HD
  149. - had two blades. No gun.
  150.  
  151.  
  152. Alba
  153. - killstealing fuckwad
  154. - floated a lot
  155. - seemed to have same shift as mountaiz, probably floats the same way. Float likely across all fortress types
  156. - AI that spawned on alba often took first place
  157. - had AoE weapons
  158.  
  159.  
  160. Brickgale
  161. - rare, did not see do anything. Some on my team, didn't really sit back to watch them fight. Sorry.
  162.  
  163. Toybox
  164. - had cruise missiles.
  165. - when i ran at cruise missiles, would inflict "knockback stun" if I was hit. Not "easy" for melee to just "run at" artillery, so with KB mechanic on melee have to repeatedly move in.
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