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the stun/throw is good for throwing off unaware enemies or a charging barbatos (you could say that it is the counter for barbs), as for the damage, they do this odd thing of having damage fall off especially for beam weaponry, so you should get to close-mid range fights with it.
Pop your head out, start blasting. If you get shot and damaged, duck and regen. If you took a ton, grab a heal kit as well. Normal kits become full kits for you. If you apply constant endless pressure and hang at mid range, they have no choice but to deal with you. Either someone has to specifically snipe you out or you have to be rushed. Don't be afraid to pop around a corner to heal yourself, it's not made to be used while being shot at as it's heal rate is too low.
Type A is a hit and run marksman capable of doming people for 80% of their health in a single blast for light classes. If you see someone not paying attention who's on half health? Unless they are a sazabi/Gun tank/Dom trooper or anyone with 1200 or higher, you are probably going to one tap them if you hit their noodle. Don't sit there slugging, you don't have the damage sustain unless you are stupidly accurate nor do you have a shield/defensive option. If they push you, fall back and maintain the heat.
The rifle is pretty obvious. The only thing you might not know is that you can keep it fully charged while dashing, sprinting, and jumping. Makes it easier to open up fights with a big chunky shot.
I got no tips on the grab, I don't know how to use it yet either. So far I've just been last ditch baiting people around corners and hard punishing Barbatos when they miss.
Throw is not always a free kill, Outside of Niche situations. Turn can't even charge fast enough to get a killshot on his own after unless you somehow managed to get your hands on a Zaku or something with lower HP and with a pilot that has the awareness of a dead lobster. or the units took damage before hand. Its also very short ranged and easy to dodge.
It is however a decent defensive tool against Barb and 'probably' Exia if they charge you down. (Most good Barbs will Avoid and fight away from Turns because of this) Or you see one inside of grab range and your team is around for follow ups. Its also got a few uses against slow shieldy bois. But should 'ONLY' be used in the capacity of it being safe to do so even if you whiff. IE in most situations where you're team was going to win anyways.
Turn should always stick to Mid range pressure. Close enough to Disengage back into or Around your team, and Far enough away to be outside of brawling range. And only really ever push into Brawling range when the your team already has the upper hand to -maybe- support with a grab.
The grab is AWESOME, but it's a MELEE ATTACK that just happens to have a couple steps of range to it. Ideally you want to throw yourself into someone and pop it or catch them around a corner, because anyone you hit with it takes a big chunk of damage and is stunned long enough for you to get up and shoot them a few times in the body/head. Only Sazabi can really tank that kind of damage and survive at all, and his shield's broken/down to boot. This works on GM, Gundam, Saz, and Barb the most, because it breaks shields AND pins them for like 1.5 seconds. It's an eternity under fire from your team, and then you once you stand back up. You also get invincible Super Armor during the run/grab animation, so it's a hard counter to anyone who wants to be/is all up in your face. Honorable mention goes to Zaku II, he's the best at baiting/dodging it but if it hits him he's DONE.
I've been playing Turn A a lot since the latter part of the net test/launch, and while he seldom takes me to MVP he definitely shuts down the slew of Barb mains who insta-lock him because they heard about the easy two-button instakill. The smarter ones are learning to avoid Turn A entirely.
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On the long-range side, people aren't *wrong* about the gun being pretty mid-tier, but I view him as a semi-independent skirmisher. The self-heal allows you to peck at people close up with the mid-range fire or take a measured support-marksman role with the charged fire. He doesn't have as much pinpoint damage as Gundam, nor the DPS of Guntank, but he's solid in between and can switch modes/roles instantly. He won't be the "core" health of your team like GM or Saz, nor will he be the DPS monster like Guntank or Pale Rider, but he *contributes* from the middle-edges of the fight filling in where other suits are ill-equipped to fight at a given range. The fact that he can hard-counter Barbatos or surprise a Sazabi is a nice bonus.