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Release Dates: JP: June 26, 2014 NA: October 28, 2014 EU: October 31, 2014 PS-TV Compatible Play with us on IRC! #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 One Million Years The Weapons https://www.youtube.com/watch?v=zETCsZ5MyBU
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:
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:
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. 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:
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 |
# ¿ Oct 28, 2014 00:35 |
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# ¿ May 21, 2024 10:25 |
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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.
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# ¿ Oct 28, 2014 02:04 |
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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.
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# ¿ Oct 28, 2014 02:38 |
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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.
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# ¿ Oct 28, 2014 04:24 |
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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.
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# ¿ Oct 28, 2014 14:40 |
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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.
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# ¿ Oct 28, 2014 23:24 |
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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).
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# ¿ Oct 31, 2014 07:23 |
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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'
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# ¿ Oct 31, 2014 23:55 |
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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.
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# ¿ Nov 1, 2014 00:50 |
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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.
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# ¿ Nov 1, 2014 05:13 |
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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.
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# ¿ Nov 1, 2014 18:15 |
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Sakurazuka posted:THE GREATER GOOD 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.
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# ¿ Nov 2, 2014 01:38 |
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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.
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# ¿ Nov 2, 2014 01:59 |
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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. 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.
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# ¿ Nov 2, 2014 02:14 |
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Updated the OP slightly, please post about what else you think should be included.
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# ¿ Nov 2, 2014 04:23 |
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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.
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# ¿ Nov 3, 2014 00:35 |
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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.
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# ¿ Nov 3, 2014 01:26 |
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Twibbit posted:so your accessory watches you at all times... bathrooms have to be a disturbing venture. animes dont poop
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# ¿ Nov 4, 2014 01:45 |
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I now require infinity of all abductor materials, if you want to hunt with me just join the IRC.
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# ¿ Nov 4, 2014 03:51 |
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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.
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 Emalde fucked around with this message at 08:08 on Nov 5, 2014 |
# ¿ Nov 5, 2014 08:06 |
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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.
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# ¿ Nov 6, 2014 05:57 |
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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.
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# ¿ Nov 6, 2014 18:38 |
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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 |
# ¿ Nov 7, 2014 17:43 |
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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.
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# ¿ Nov 8, 2014 08:54 |
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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.
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# ¿ Nov 8, 2014 19:03 |
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Really Pants posted:How do you get your accessory back from a Ramosa? I've never been able to even attach to their pods. 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.
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# ¿ Nov 9, 2014 03:26 |
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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.
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# ¿ Nov 9, 2014 03:28 |
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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.
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# ¿ Nov 9, 2014 05:40 |
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If you're going for Lv8+ weaponry you're going to end up grinding the hell out of Retributions anyway.
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# ¿ Nov 12, 2014 01:15 |
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Really Pants posted:Good. I was all "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.
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# ¿ Nov 12, 2014 11:38 |
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animaCartographer posted:I'm on Toronto, can't say the same for everyone else. After Code 6, in the Cell Garden at 6-F140. Costs 5k EP per mod.
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# ¿ Nov 12, 2014 18:26 |
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List of trades that you can make with Citizens arounds the Panopticon
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# ¿ Nov 17, 2014 21:50 |
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Really Pants posted:Can you find Ruined Cable: Ultra-High Quality in the Cell Garden? It is in two retributions, 100 and 101 IIRC.
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# ¿ Dec 1, 2014 23:31 |
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# ¿ May 21, 2024 10:25 |
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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 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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# ¿ Jan 5, 2015 11:52 |