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Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Release Dates:
JP: June 26, 2014
NA: October 28, 2014
EU: October 31, 2014
PS-TV Compatible

:siren: Play with us on IRC! :siren: #vita on irc.synirc.net

Freedom Wars is a Hunting-Action title, first and foremost. If you don't like Monster Hunter, or God Eater, or Soul Sacrifice, or Toukiden (seriously, you've had your chance to figure it out by now), turn back.This is not the game (or genre) for you. It's also anime as gently caress, so if you can't stand that you should head out as well. What the game itself brings to the table is an incredible amount of 3D Mobility that puts all of the other games in the genre to shame, Gunplay that may or may not compare to God Eater depending on how you view it, and honest to god Player Versus Player combat. It also has an amazing soundtrack.

It is the year 102014 A.D., life on the planet has long since become unsustainable. Unbelievable war, the passage of time, and the Abductors that have taken residence in the Sky Prisons have ravaged the surface to the point of being absolutely unlivable. It is impossible to exist outside, and these creatures execute Divine Punishment upon anybody foolish enough to venture out. Humanity has thus moved to subterranean shelters that were dubbed 'Panopticons'. The struggle to sustain themselves with intense resource scarcity, and additionally contend with researching a means of restoring the surface to something habitable, has created a very dystopian situation. Panopticons are constantly engaged in strife with one another over the limited resources at their disposal, and the raging war against the Abductors is not helping. The only recourse has been to force all criminals to volunteer in the war efforts. Anybody arrested for any reason is now a volunteer, regardless of your innocence or guilt. Newborn life is the most taxing on a Panopticon's resources, so the act of being born is the most heinous crime of all, and the sentence is :siren: One Million Years :siren:


The Weapons
https://www.youtube.com/watch?v=zETCsZ5MyBU
  • Light Melee - Smaller bladed weapons that include shortswords, large knives, small chainsaws, and other such things that could be effectively wielded in one-hand. The strength of this category of weapons is that you are the most effective at piercing the joints on Abductors, and your efficacy is not reduced when attaching yourself to an Abductor using your Thorn.
  • Heavy Melee - Large, two-handed Swords (both the traditional giant-slab-of-metal variety and Tachi) and Hammers. These weapons have much stronger charge attacks that can be charged for longer to deal increased damage, and allow you to pivot your swing as you unleash the charge attack. You are more vulnerable due to the extended charge time, but your range is also significantly increased to compensate.
  • Polearm - Spears, Bardiche, etc. With longer range and increased mobility, including aerial combos, spears make for a decent technical playstyle for people who still want the increased damage of the larger weapons but not be limited by charge times. Has a mechanic where fighting at low HP will increase your damage.

    All melee weapons can be charged for different/stronger attacks, but the power of this varies on the category. As a Light Melee player, your charge attacks are typically used to inflict Elemental statuses as they execute many hits at once, while for Heavy Melee, a charge attack is simply a huge spike of raw damage.

  • Assault Weapons - Compact, low-recoil guns that can be effectively wielded while utilizing the Thorn to traverse the area. If you enjoy spending more time in the air around the monster as opposed to on the ground, you'll likely prefer these.
  • Portable Artillery - Large weapons that can't be used while ziplining with the Thorn. This tends to include heavier rifles and explosive launchers of varying sorts.
  • Autocannons - Typically giant, gently caress-off explosive lasers/cannons that restrict your mobility and have limited capacity, but are very good for temporarily distracting/disabling Abductors. Also includes gimmick launchers for explicitly disabling Sinners/Abductors.

    Anybody who has played God Eater should be familiar with this setup, although the modularity of the guns themselves is significantly less expansive due to each gun type having a specific use instead of a "specialty".

Elements

Similar to most titles in the genre, if your weapon has an element it will deal extra damage with that elemental type. Each element also has an associated Status effect that can be inflicted:
  • Fire - Basically Poison. When you hit a limb enough, it will burst into flames and be damaged over time.
  • Ice - Lowers defense on the limb. Useful for speeding up severing.
  • Electric - Paralysis. Temporarily disables use of the limb. The efficacy of this varies wildly, typically this is most useful against Bipedal Abductors. Things like Quadropedals, Paradoxa, Ramosa, etc. are not greatly inconvenienced by this status unless you manage to apply it to all of their limbs at once.
  • Will'O - If you've played MH3/MH4, this is Slime. When you apply enough Will'O to a limb, eventually it will explode for a big chunk of damage.
  • Impact - While this is not technically an "element", this stat determines how much of your damage can contribute to causing the monster to Stagger. Mostly relevant when attacking legs.

Some Abductors have an associated element. In this case, the chain is (Fire > Ice > Electric > Will'O > Fire) for which element will deal extra damage to a target.


Weapon Manufacturing (Most helpful thread about this info)

This is probably the most bullshit part of the game by far. Upon first glance, the weaponry is essentially diablo-esque in that it's random upon manufacture/seizure. For all intents and purposes this is mostly true. Aside from upgrading, it is not worth trying to make specific weapons until Code 8/Post-Game. However, for a huge investment of time and resources, you can eventually craft out a peak-efficacy weapon exactly how you want it to be. This is going to be the 'short' version of the steps required to achieve this process.

Step 1: Manufacture the base weapon of choice in a maxed out Weapons Facility until you come out with one at Rarity 8 with the lowest possible starting Power value (a variance of 0-10 from the lowest value [but depends on weapon as well, refer to the colored column in this spreadsheet for the cutoff Power value for each weapon] is acceptable in this case).
Step 2: Modify it using any weapons repeatedly until the base Power and Impact stat stop raising. If you intend to raise an Element, refer to 3b.
Step 3a: Upgrade your weapon, repeat Step 2 until it asks you to manufacture an Advance Model. Always pick the first option, the one for raw damage/impact, as it increases the base minimum cap for the impact stat.
Step 3b: Upgrade any weapons to an Advance Model, and select the relevant element for your weapon in 3a. Ensure that it only has points in the element you intend to raise. Begin modifying this into the weapon until the desired Element stops increasing. (Total caps out at 100 of any combination of elements)
Step 4: Repeat Step 2/3b again until weapon is fully upgraded and all relevant values are capped out.
Step 5a: Farm missions where you can seize sinner weapons and start hoping you get the mods you want.
Step 5b: Begin collecting Entitlement Points and as many Will'O-nites/Seleniums as possible.
Step 6: Modify your weapon with the weapons from 5a and the resources from 5b. It costs 5k EP to remove mods you don't want, do this at the Cell Garden at 6-F140. Repeat this until you have the desired collection of modifications on your weapon.

Congratulations! It has been two weeks and your beard touches the floor. You have now completed a single perfect weapon. Now do it again, For the Greater Good!


The Thorn
https://www.youtube.com/watch?v=eNbQVtrHr0w

The Thorn is the primary gimmick to the gameplay in Freedom Wars. If you've played Toukiden, it's very much reminiscent and an expanded upon concept of the Kusarigama gameplay. If you've played Lost Planet, imagine if your grappling hook could be used anywhere on the terrain or against any of the enemies/bosses. If you're familiar with Attack on Titan, it's pretty much literally the 3D Maneuver Gear. The Thorn is your primary means of traversal on the surface and a highly important combat utility. If you don't think this is the coolest poo poo, I don't know what to tell you.

While all usable Thorns have the same kind of movement options, they are divided into three classifications for their additional features:
  • Binding - This Thorn type is primarily used for disabling Abductors. It is the most efficient at Dragdowns, and gives your team members an attack boost while attached. The primary function is almost exactly like a trap out of Monster Hunter, except it only works on Sinners. The secondary function works from a distance and will disable Abductors for a short time.
  • Shielding - This Thorn is for keeping your team safe. When attached to allies, it gives them a defense boost. The primary function gives yourself and everybody close to you a defense boost. The secondary function creates a large wall that impedes the movement of and blocks attacks of Abductors and Sinners.
  • Healing - This Thorn is for healing. When attached to allies, it heals them over time. The primary function cleanses debuffs and heals from yourself and allies around you. The secondary function lays down a healing thicket (that is vulnerable to attack from everybody).

Another important detail is that you can pick up items/parts and REVIVE YOUR TEAM MATES FROM A DISTANCE by shooting them with your Thorn. The reticle will turn green to indicate one of these targets.

Your Accessory

(They're the ones in the trenchcoats)

Volunteers cannot be allowed to simply leave to the surface unsupervised, so each one is assigned an Accessory. In-game, this will function as a permanent AI partner that you can customize to an amazing degree and is functionally Your Second Character. They will even accompany you online in multiplayer. While you can equip a set of two weapons, Accessories can only handle one. In Japanese, this used synthetic vocal technology to allow you to program in things for them to respond to your orders with/address you by, but I have no idea how it'll work in other versions of the game (The answer is it didn't so it was cut, but supposedly we may see DLC voice packs instead). Part of the game is making strategic use of your Accessory, so if you play solo it is very important to ensure they are able to support your playstyle for the variety of mission objectives.

If your Accessory is KO'd and you don't revive it, it will be captured by an Abductor (either the one you are fighting or a Mobile Carrier will appear to take it). If you are unable to rescue it within 3 minutes, it will be lost and you will have to undergo a special rescue operation to retrieve it (while being saddled with a lovely, uncustomizeable spare).


Abductors


The main goal of the game is to dispatch these weird things that more or less dictate battle on the planet now. Unlike any other Hunting-Action title, often your goal here is not to specifically destroy the target, but to disable it, rescue the civilian resource it has abducted, and return them safely to the Panopticon. Failure to complete this typically results in your sentence being extended. Abductors will also often come in pairs (sometimes more), and there are a multitude of variations on any individual Abductor type. Utilize your equipment and your allies to complete the objectives and earn your freedom.

Abductors have a variety of AI modes. The primary will be self-preservation, which is basically like any regular hunt. It will prioritize targets that are actively severing limbs or attempting Dragdowns. One is retrieval, where after you have broken a pod and taken a captive Citizen to try and reclaim. It will chase the Citizen at the expense of anything else. The last mode is a panic mode, where it simply attacks twice as fast and hard to try and remove all threats.

There are 7 main archetypes of Abductor:
  • All-Purpose - These are the most common. They are the humanoid-esque builds with a single Pod in their chest. These typically have shoulder-mounted and arm-mounted artillery.
  • Carrier - These are the ones explicitly meant for Citizen transportation. These have two Pods in their chest and one in their back.
  • Artillery - These are the UFO-looking builds typically with a large cannon on the top. They have a single Pod underneath the cannon.
  • Ramosa - This is the pictured one on the far right, with the wings and claws. They are fond of pouncing attacks and long-range beam/bomb weapons. They contain a Pod under their chest.
  • Paradoxa - Essentially a Spider-Tank. Has two cannons for spreading web traps everywhere (these can be broken out of if you are attacked by anything, including allies) and loves to spin. All of the legs have outer armor that must be removed before the limb can be severed.
  • Dionaea - loving Dragons. Loves to fly around spew bullshit everywhere. Disabling of its wings is priority one.
  • Peltatum - Basically an AI-core with jet engines attached. Each of the engines can be broken (though this does not disable its flight) and it comes with a number of detachable Chains that will seek out combatants. Disabling the Chains when they are detached should be your primary concern, otherwise you wont be able to handle the fight.


Media
https://www.youtube.com/watch?v=iuR9zVQUiNE https://www.youtube.com/watch?v=TcGDRGZ960s


If there's anything you want added to the OP, post/PM me/whatever.

Emalde fucked around with this message at 03:12 on Nov 5, 2014

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Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

When you say "anime as gently caress" do you mean like Dragonball or that game where you rub your Vita to strip monster girls or what

all of it. there is no "kinds of anime", there is only anime. this game is anime.


RentACop posted:

They fixed those ranged, stunlocking dudes right?

Reportedly toned down, but still listed as an annoyance in anything you'll read about the game.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

The guns remind me a little of EDF, which is always good. Are there any giant hordes of little monsters to mow down or is it all big huge things?

The smallest you get are direct engagements with other human panopticon residents, there is absolutely nothing resembling hordes in this game.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Volt Catfish posted:

Wait, I can't even kill the drat things? That's a bit disappointing.

You definitely can, it's just not your usual objective.


oblomov posted:

How is SP content on FW? My play times can be weird and in spurts so I can never rely on having a steady times slot to play handheld games.

It's like any Hunting-Action title, where you can more or less do the entire thing solo and the experience simply improves with more people. This game is definitely on the hard side for Solo play, but with appropriate use of your equipment setup and Accessory, the entire game can be cleared.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

polish sausage posted:

Uuuuh so just FYI, The game makes you join a patpicon from a list of various cities. apparantly this will be the town your fighting for in pvp, and i guess the server you'll be on? It's also a "paid service" to switch. sooo yeah maybe we should get some consensus on what place to roll on if we are gonna play together. I just picked the Houston Patpicon since thats the closest city I live near, but I can change if need be. Kind of outta left field for me though.

Yeah this has pretty much no bearing at all on your experience in the game.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Armor-Piercing posted:

Are there options to edit/rename your character or accessory after creation?

Yeah. It's pretty much right after the tutorial for your player character, accessory re-editing comes later.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Eponymous posted:

Also, what is Impact Damage and is 15 of it worth more than 30 in an element on a weapon's evolution thing?

Depends on the weapon and your playstyle. As far as I can tell, Impact damage is essentially something that contributes towards causing the monster to stagger. On something like a light melee, which has very low power, having a percentage of it being dealt as impact when half the time you aren't even attacking the abductor's legs is a waste of time (and you're better off with elemental damage on something you attack with rapidly anyway).

For something like heavy melee or polearm, where you're dealing significantly more damage per hit and not necessarily spending much of your time thorned into its various joints, it's definitely a solid route (especially as most impact damage upgrades are essentially the "raw power" upgrade path as well).

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Policenaut posted:

So is there any way to make module installation not random? Because it's a huge pain in the rear end to set up a weapon fusion that's like OK I want Power Up (M) and Arm-Component Damage Up (M) on a weapon with 2 free slots then wind up somehow not getting either module because the game decided to transfer a different module and somehow created a module out of thin air when I didn't put any resources in to module creation. It feels like playing old SMT games, I have to upload my save to PS+ then pull it down again when the facility gives me a poo poo result.

Certain items are literally 'inherits positive mod from chosen weapon'

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
On the same topic of that, http://www.gamefaqs.com/boards/715590-freedom-wars/70458067 this thread outlines some of the oddities with weapon manufacturing/modification.

It's a good thing, because I was getting genuinely frustrated with how it seemed to be serving up random diablo-esque bullshit garbage which is not what I want in my hunting titles. :(

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

DrManiac posted:

When should I bother with the weapon stuff outside of just upgrading? I'm code 4 and the stuff I can actually make is pretty much on par with what I can buy

Between Code 6-8, after you've played around with everything and decided upon a weapon set you really like. It takes a lot of time and effort to fully upgrade a weapon.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Policenaut posted:

edit: Never mind, gave it a try on a weapon I was using just to upgrade a facility. Lets you upgrade to a new model of the same weapon with your choice of either a straight power ceiling upgrade or branch out into an elemental version of that upgraded weapon. Seems kinda neat.

If you read the GFAQs thread I linked to, these upgraded models are also the quickest way to cap out your weapons during modification.

I intend to flesh out the OP to be actually comprehensive tomorrow, now that we've got a handle on the entire game.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Sakurazuka posted:

THE GREATER GOOD


Now that the marathon of cutscenes is over the only thing in the game I'm not really keen on (other than the finicky camera but, eh, hunting games) is manufacturing items and upgrades taking multiple real life minutes. At least the timer still runs in sleep mode so I can just turn it off and do something else for a bit.

Basically just grind Code 8 Citizen Rescues while waiting for your timers to run out, and just cycle those. Getting a weapon buffed out takes literal hours, so you may as well be doing something in the meanwhile.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

animaCartographer posted:

I think I am either missing something, or the game is missing a codex or something, because jesus christ I cannot tell what missions have the exact mk version of what I need, and I have no idea what piece or requirement will get me pieces of materials that I need for upgrading and it is infuriating. Anyone know how I can tell what missions will give me the exact stuff I need?

Press Select when highlighting the mission. If you've completed it, it lists all possible enemies and resources you can gather.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Epsilon Plus posted:

Ya'll are making this sound fun as gently caress. I can't check a lot at work but I wanna ask two questions.

A. What's the game speed/lethality like? Is it like MH where the enemy can kill you very quickly if you gently caress up?

B. What's the "post-game" like? Is there a slew of ridiculously hard co-op stuff to do?

A. It's worse than MH honestly, everything is hyper lethal because typically there are 4 people/4 AI (or any combination of that 8) running around who can revive you. You can also be revived from a very long distance by other players using the Thorn online. They don't pull punches at all.

B. Yes.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
Updated the OP slightly, please post about what else you think should be included.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Penis Vanguard posted:

I thought I was past all the "run all over the place without doing missions" bullshit but then the game makes me run back and forth like 6 times and then do 3 "sneak through the cell garden" sections in a row ahhhh!!!!!!!

Code 7-8 is probably the worst in the game. It's definitely more annoying than the bit in Code 3-4 before you get Quick Travel.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

MotU posted:

CODE 5 Spoilers: I have actually been using both Hal and Ann so having to choose is kinda lovely :(

Mechanically this is such a non-thing that it's amazing they wasted the time to include it in the scenario.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Twibbit posted:

so your accessory watches you at all times... bathrooms have to be a disturbing venture.

animes dont poop

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
I now require infinity of all abductor materials, if you want to hunt with me just join the IRC.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
THE BIG GUIDE TO UPGRADING BEASTLY WEAPONS FOR REAL THIS TIME

Thanks to Ivalsetto digging around and finding some hardcore tables that actually outline this system, we now have a 100% complete understanding of how to make optimal weapons. It's going to look really complicated and seem amazingly esoteric, but the system is actually much more forgiving than what it initially looks like as you can "correct" most things about your weapon at any upgrade stage.

There are a number of things to account for on the surface of the weapon.
  • Rarity - Rarity determines the number of module slots on the weapon. At R8, you have the maximum of 12 slots. There is no reason not to have as many mod slots as possible. During Modification, you can only force your base weapon to Maintain/Inherit 7 of its existing mods. The other 5 slots are based on the resource material and/or randomly generated. Mods can be deleted for 5k Entitlement Points per mod at the Cell Garden in 6-F140

  • Power - Your attack damage ofc. At level 1, this is the most important value to take note of as it will determine whether your weapon even has the capacity to become an optimal variant. This table, in the highlighted column, shows the maximum Power value for the highest Class of the "Late-Bloomer" Growth type. The takeaway from this is that when you craft a new R8 weapon, you want it to be either at or below that highlighted value for the respective weapon.

  • Growth Type - There are four Power curves for all weapons, divided into four categories by japanese fans into "Late-Bloomer", "Irregular", "Flat", and "Early-Peaker". For short, we can refer to these as "G1", "G2", etc. G1's curve is such that at level 1, your weapon will have the lowest possible power, while at level 10 it will have the highest possible power. In all cases, you want a G1 weapon.

  • Growth Class - If you're familiar with the deeper mechanics of Pokemon, this can be directly compared to the IV system. In short, upon crafting/seizing a new weapon and when remodeling level 5+ basic weapons into advanced models it is assigned a random Class, and the Class of the weapon will be reflected in its Power. It can be C1 (the highest possible) all the way down to C21 (the lowest possible). Every weapon is assigned a Class upon generation, and a C21 weapon is typically hundreds of points worse than a C1 weapon in Power. Again, in all cases, you are aiming for a C1 weapon. However, the bright side is that you can directly increase the Class of a weapon at any time! More on that slightly down. You can check the full list of power curves by Class by just selecting your weapon from the dropdown and hitting the button. They are sorted by Growth class in descending order, so G1 G2 G3 G4.

  • Element - It should be noted that if you want to pump an Element into a weapon, there's no reason not to just shoot for the maximum base value for the entire Element pool, which is 100 (that is to say, you can only have 100 base points of any combination of elemental damage. 99 fire 1 ice, 25-25-25-25, etc). Most weapons typically have a few random points of Elemental damage anywhere, but do not worry as this can also be modified directly.

Now, all of this looks dumb and complicated, and it is! Your Rarity and Growth are fixed values, so you should definitely first spend time seizing/manufacturing an R8G1 weapon of your preferred base. The calculator in the bullet for Class can help you figure out what growth curve your weapon is on if you seized it at higher than level 1. Then upgrade and remodel it to your desired model (which should be the primary one that adds impact damage, it being objectively the best, as the others simply tweak elemental values which you can do by yourself). Once you've done that, you should use that same calculator to determine what Class it is. If it's a C1, congrats, you're already done with the hard part and can go hog wild using the misc elemental point resources (google translate works perfectly for material names in this case) to raise/lower your elements to the desired points.

If you didn't end up a C1 weapon, you need to find/make one to use as an add-on during modification, and it will instantly bring your weapon to C1 permanently. Weapons can not decrease in Class, only increase, so what this means is that if that japanese calculator scares the poo poo out of you, you can just mash in random garbage weapons for hours on end until your weapon doesn't seem capable of getting any additional Power increases. However, it's much more efficient to troll through your weapons and check the Class tables on the calculator and see if you don't happen to have one at C1. An "easy" way to get your hands on some guaranteed C1 weapons is during the post-game campaign: Join the path of the Alliance and you will receive 8 C1 weapons (that also happen to have decent modules, though this will likely not end up mattering if you're just looking for a quick jump to C1).

Once you've modified your weapon with a C1, it will now also be a C1 forever. This can be done at any level of Upgrade, and the same applies for Elemental modification. At R8G1C1, your weapon will have the maximum possible Power at level 10 and you can then spend the rest of your miserable days trying to get the right combination of Mods on it (which will end up costing you tens of thousands of EP). This poo poo is so dumb, but at least you can't be specifically screwed either :negative:

Emalde fucked around with this message at 08:08 on Nov 5, 2014

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Improbable Lobster posted:

Man, can I just say that most of the female versions of the clothes are hella disappointing and not nearly as good as the male versions.

You can, but I think most people would disagree and say that you're completely wrong. Nearly all of the male clothing is some variant of Generic <X> Vest.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

mrEkli posted:

Are there any deeper melee tactics / techniques I should be aware of? Things like chain combos, timed hits, cancels? Just curious.

Timed Hits. There are certain timings for using Heavy attack that will make you execute an instant level 1 charge attack.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Policenaut posted:

So if I pull the absolute worst Late Bloomer ATK for a Barbara, I can just fuse said Barbara with one of the C1 weapons that Simeon gave me and then it'll be a bonafide R8 G1 C1? Can I fuse it at any time or do I wait until I upgrade it to the advanced model Lv.1 THEN do it?

I'm pretty sure you can do it at any time, but it's likely safer to wait until you remodel it first.

E: vvv There were reports of that, but then with my own personal experience it does not actually seem to change growth class upon remodel. I could just be getting lucky and rolling C1 upon remodel, though.

Emalde fucked around with this message at 17:52 on Nov 7, 2014

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

dPB posted:

Whelp so the warren streetwear dlc is just a colour palette so I guess gently caress you Sony for making me waste a buck fifty on that with a really bad DLC description.

Did they really charge for it in EU? Wow.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Policenaut posted:

So I randomly got one of the hoverboards as loot for an online Retribution mission, I completely forgot these things even existed. Has anyone messed around with them? Are they any useful?

No. They're funny as hell though.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

How do you get your accessory back from a Ramosa? I've never been able to even attach to their pods.

Not that it matters now. My reclamation target was a Mk 1. :laugh:

You can fit underneath them to thorn up and attach to sever the pod, but if you find that too difficult, when you break their inner wings they lie upright and are open for gauge breaks.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

What does Gauge Break do, exactly? I've seen that pop up a few times, but I think I keep doing it wrong. Is it supposed to instantly smash the target pod?

Correct.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Schneider Heim posted:

I got a bunch of clothes up for unlock upon reaching CODE 8, some of which are insanely expensive. Are there more?

A swimsuit for achieving 0 years sentence.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
If you're going for Lv8+ weaponry you're going to end up grinding the hell out of Retributions anyway.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

Good. I was all :downs: "I'll just get four or five R8G1s, how hard could it be!?" before, but now I think I'd never want to touch this game again if I did that.

Getting R8G1 is honestly the easy part, it took me a single afternoon to get four of them. Grinding out the EP necessary to affix the 7 specific mods you want, actually getting weapons with the mods you want to affix, and getting the rare retribution-only field items to go from LV7->10 are the actual drags.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

animaCartographer posted:

I'm on Toronto, can't say the same for everyone else.

Also does anyone know if I can remove negative attributes on weapons? Or just in general? I finally got a rarity 8 late bloomer weapon and it has "Elemental Damage Down (s)" or something like that.

After Code 6, in the Cell Garden at 6-F140. Costs 5k EP per mod.

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.
List of trades that you can make with Citizens arounds the Panopticon

Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

Really Pants posted:

Can you find Ruined Cable: Ultra-High Quality in the Cell Garden?

I'm guessing no. I've never even seen it in Retribution loot lists.

It is in two retributions, 100 and 101 IIRC.

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Emalde
May 3, 2007

Just a cage of bones, there's nothing inside.

A Bystander posted:

I got this game last month as a gift and I'm having a blast with it so far, certain situations with the AI pathfinding notwithstanding. I just passed the CODE 7 exam and I'm moving on up. A quick question about element types, though. Is it better for the weapon to be focused in one element or is spreading them out a viable option?

You either want one element or a perfectly even spread of all elements. The former is easier, but depending on how :spergin: you are it might compel you to make a handful of extra weapons you otherwise wouldn't.

Depending on your weapon preference, I would suggest either Ice (will help compound damage) or Elec (the paralysis is really useful and this element is most effective against the majority of the "default" abductors since they're considered Will'O)

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