Greetings, sinners!
Welcome to the Panopticon. We're glad you're with us. In exchange for all the comforts provided by the 'Con, you are expected to contribute to the Greater Good.
Here's what we have in store for you:
- Fight huge, biomechanical Abductors, massive war machines built for destruction.*
- Find and upgrade new weapons and items to help you become a better, more productive sinner!*
- Rescue citizens who have been captured against their will.*
- Earn entitlements that grant you extravagant privileges, such as the ability to sleep in a horizontal position!*
- Cooperate with fellow sinners online and adhoc to complete difficult missions.*
- Battle other sinners from rival panopticons to damage their GDP and raise your own!*
- Buy clothes and other aesthetic entitlements. You aren't going anywhere anytime soon, so you may as well look good.*
- GRAPPLING HOOKS (aka Thorns)*
*Failure to comply may result in an extended sentence.**
**Extended sentences may result in even further extended sentences.
Posts
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XBL:Phenyhelm - 3DS:Phenyhelm
According to the project manager (Nick) , the DLC for this week is out?
I started following Nick's twitter after I bitched to him about the Accesory voice editor being removed. ............... don't judge me.
The concept reminds me of the 2nd episode of Black Mirror.
Only the sniper rifle beats it for range.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I also have the flare knife so I can always be cutting. It's a little slower than using a light mêlée weapon but it's much more satisfying to have extra damage output when I need to hack away. I am one-shotting enemy sinners by using my run+square attack.
Also sticking with the combat thorn, because I play support or medic in every other game and for once I want to be an engine of destruction my own self.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The other three are a combat item set, a healing item set and two weapons.
XBL:Phenyhelm - 3DS:Phenyhelm
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
https://store.sonyentertainmentnetwork.com/#!/en-us/search/f=^freedom+wars
XBL:Phenyhelm - 3DS:Phenyhelm
XBL:Phenyhelm - 3DS:Phenyhelm
// Switch: SW-5306-0651-6424 //
Incoming cosplay in 3, 2, 1...
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah, you're mainly grabbing the thorns for the support effects (don't forget the 'Linking' effect which is attaching your thorn to someone else)
Binds (Red) can put down snare traps against other sinners or players and the quantity increases over time... I guess that can be useful in PvP? Or a trump card immobilize against Abductors/sinners. VERY handy! There's a no small number of times where I wish I had the Binds thorns to shut down an abductor for a short period of time. The link effect magnifies the drag down effect of another sinner, but I'm not sure if it's worth linking them or joining in on the drag party.
Healing (Green) is a short ranged big heal + status effect removal. The amount healed with the first charge increases with levels to be pretty much a full heal given HP doesn't increase much and only if you augment for it. Second charge is a handy healing tree that's very very fast. Linking someone else will gradually heal them. Handy for long ranged heals or if it's a little dangerous to chase them to heal them.
Defence (White) is probably my go-to thorns at the moment. First charge is a small PBAoE buff to defence. The duration increases with thorn levels but the defence buff is noticeable. You CAN survive the bellyflop attack from a boosted attack abductor if you're buffed up and have the rank 1 health augment and it significantly increases your time to live when being shot at by sinners. I haven't seen many people use this, and even the AI doesn't buff defence so I normally run it to be extra useful. The second charge I haven't figure out how to use properly. You're supposed to be able to shoot through it, but I haven't seen that yet. Linking someone increases their defence for the duration.
Also increasing levels to the thorns increases the range (minor) but at certain breakpoints, increases the gauge length which is VERY VERY important. You're going to be using the thorns like a mad man, especially if you're ressing people. Add Thorns Economy or Thorns Recovery and you'll be in a position where you don't need to worry about running out of Will'O energy when things get hairy.
Basically, all the thorns are useful IF the person uses them to the maximum effect. I want to see healing trees, links being tossed around. Defence buffs, abductors interrupted with a charged bind. Some of those abductors get really hard to drag down and even if you do, the time they're on the ground is so tiny initially like the Type-T and Type-S abductors. Binding them gives a good window to get some charged attacks in and blast off a part or two. For all the people running the Binds thorns online, I don't see a lot of 2nd charge binds being used.
And close up of my newly updated Accessory .
I love him so. I only wish he would love me back someday. Or, y'know, acknowledge me. *dramatic single tear*
Yeah yeah, only Code 2, can't think of anything cool to say on there yet.
Stop making me irresponsible!
The EZ Katze is a great PDW. Good rate of fire, very big magazine size and deals decent amounts of damage. It's probably the best for shooting down missiles coming towards you as well as a general spray weapon. It's effective range is painful though. My best version of this weapon has Will'O on it, which makes armoured small abductors pop with just a small burst on them.
The Pulsar looks like it's a direct upgrade to the EZ Katze, but that's false. Smaller magazine, slower rate of fire. Really fits the spot between a close combat weapon and a long ranged support weapon though. I think this is going to be my accessory's primary weapon for its versatility.
Arisaka is a very nice shock weapon. The three round burst can put a lot of damage on and my current best example of this weapon is packing 750 power but it can be a little difficult to use in close quarters because you really have to make sure you've got them in the sights when you pull the trigger. This is probably my accessory's alternate skirmish weapon since it's probably a lot better at aiming than I am.
edit:
I'm still lamenting the lack of the customised voice options for the accessories. I wanted a tsundere accessory dammit!
Which of the two autocannon machine guns would benefit more? (The other stuff in the class doesn't get anything from accuracy up... though I'm tempted by the thought of a phalanx with that warm up XL, not that it needs more ammo)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
https://www.youtube.com/watch?v=p8LGobb8Glo
What the fucking hell were they thinking with the third one. I mean, really. I finally have all the non-boss threats down. I think I can finally go to town on it to take its last 30% in the remaining 12 minutes.
It revives like 6 of the adds. What the fuck. What the fucking fuck. They are of course all over the place and promptly begin large-area attacks... everyone goes down. I'd already lost 4/5 lives to their crap, because they're all fucking small targets (so my only real option was flying spear assaults... which to be fair are quite effective on them but there's just so much AoE flying around that when I land it's a crapshoot)
On the plus side, I have a really, really nice rarity 7 hyuga for poking things. I'm just really pissed at that. I decided to bring my blaster in, not knowing about the tiny deadly adds (or I'd have brought a massive MG to just fill the air with hot lead from a safe distance).
It looks like it might be possible to prevent them coming out if I break the boss parts fast enough? Not entirely sure. Still, reviving them is just a completely dick move, since they're hard enough to handle 2-3 at a time but 6? Just a fucking slaughter.
So yeah... on CODE 7, on the third fight in a row (I mean, you'll KNOW when you're going in for this), be sure you can unload lots of damage really fast that won't miss small targets.
I do have a Nambu Mk 26 I could break out for this too... or at least put on my accessory, because unlike most fights the giant rocket launcher isn't going to hit squat in this one (but filling the sky with homing rockets...)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Unless I need a really specific part, the first, first(1st) thing I do with a spider is remove the two web launchers from the top. They actually don't really have that much health so you can remove them pretty easily.
Do not, do not remove the rotating sensor cluster from the top of the spider. If you do, they go crazy and jump around significantly more frequently.
Got a NICE Rarity 7 Hawkshadow that's in the workshop as well as a brand new Moonshadow spear (not great, but it'll do for now) which I'll be including for my anti-sinner loadout. Light melee and heavy melee are nice and all, but after getting juggled by a damn spear and trying out the charged attacks, yeah, I'm grabbing a spear for man to man combat.
And CODE 7!
Did a bit of mucking around with my augment loadout for general abductor combat. Attack, Attack: Abductor, Defence, Thorn Recovery and Anti Howl. I'm considering moving Attack out and putting in Last Legs because the delay until you're forced to respawn is really really small at the higher levels so a few extra seconds can make a big difference. And after doing some focused farming, finally got the materials to make my Anti Howl to prevent those damn Type Ts from interrupting my heavy attacks. It only costs 1 point too! Grade 3 augments include an interesting one that increases the range? of your thorns and doesn't take any points so coming up with a spare slot for it will be interesting.
Thorn Recovery + Thorn Economy is absolutely nuts though. You can attach to anything and slowly regenerate thorn gauge!
Leaning for a nitro+ themed pair (from Full Metal Daemon: Muramasa, Demonsbane, Dra + Koi, etc.)... but I'm also tempted to make a Type Moon (Fate, Tsukihime/Melty Blood, etc.) based pair, or a Le Fruit de la Grisaia based pair.
// Switch: SW-5306-0651-6424 //
You know, I just noticed you had ONE second to take that screenshot. haha
It takes two of a material to "lock" the resulting item range in a medical facility, and only 7 Non-Existent Non-Resources after that to fill it to 100%. Grab a bunch of rarity 6 items(7-8 is fantastic for this because two spiders and three bots, or 8-1 if you're that far ahead) to start, and dump materials in there at a ratio of 2:7 Parts:Non-Resources.
If you're fast you can do three garden runs before the medical facility finishes, which on average will give you enough NENRs to cover at least three medical facilities and still come out slightly ahead. You'll eventually stack an obscene amount of Consumable+ items. Not counting the other items you'll end up with, just a stack of ~35 Regenerator+ alone after some light farming(30 minutes or less) is about 1,200 EP and 1200 years.
Alternatively once you finish the main story you can take a team into 7-3, push to the last few rooms where the enemies start dropping weapons and farm weapons for 25 minutes. You can end up with 100 to 200-odd weapons of various rarities(yes they drop rank 8 weapons - mostly Barbara's and Aftershadows) and just end up with some significant rewards for turning all of that in. (though on average the GPP for a weapon is going to be lower than Consumable+ items)