Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The developers decided on a weapon system for the game, and in order to make sense of that endeavor, they arbitrarily decided on five broad categories. While they may have considered the common arsenals displayed by the X series trio, I doubt that was the primary deciding factor in determining weapon categories.
To toss more sand in your ointment, Alia and Pallette specialize in sprayers; neither specializes in machine guns or busters. Therefore, the distaff comparison falls apart.
Not every seemingly neat idea is a good one. In fact, most aren't.
Now, above all, the one feature I consider when picking a weapon is the ability to ignore terrain. Enemy penetration isn't bad, but terrain can become a hindrance for some weapons, as they would not be able to reach enemies unless they have a clear line of sight.
I generally like machine guns more than busters, if only for their rapid fire. If it weren't for the numerous bonuses tied to busters in the game, and how varied their purposes are in-game, I may have agreed with you in a fuller capacity.
I don't think this is true at all, or rather, I do agree that there is a wide range of buster support, but I don't think its heavily skewed either. I find the cards a varied quite well, definitely though with thoughts of pvp still linger in the balancing. You can tell because a lot of the things you're pointing out about that "skew" towards buster and melee, are things that exist for other weapons but the color combinations aren't *quite* ideal. You can tell they really tried hard to make sure you weren't over stacking some of the damage buffs. Busters seem to get away with it because they are generally a weaker weapon.
I'm testing and playing with cards extensively and feel a couple things: if you try to go for maximum efficiency in bonuses, it tends to screw you over. (I.e. if you try to use cards that use 3 color bonuses, making sure that all 3 are "active", you'll find yourself with a weaker overall build). That said, when you're okay with letting a few bonuses be dead, you can ramp up damage even on some of the odd weapons, especially machine gun and sprayer.
The thing that I found most important though is looking at what your specific weapon *does*. you're way better off picking cards that say do extra damage on slow than looking for stacking bonus damage for using a machine gun.
If anything (I'm debating doing it myself because for whatever reason, people online never thought this was important), a spread sheet of what weapons synergize with what card effects would be extremely helpful.
I've been playing around with card combinations as well, in fact I was in the process of making a guide before typing up my original comment. While I appreciate you have taken the time to think these things through, I stand by the card system and cast heavily skewing towards Buster/Melee.
Of the total cast of characters, 30 have some form of buster related benefit, and 31 have some form of melee related benefit. 6 of these characters have benefits tied to using both at the same time, and Harpuia and DiVE Zero benefit from using two melee weapons at the same time. By contrast, there are 20 characters total that benefit from using either machine guns, sprayers, or launchers. Almost half the cast, and nearly 75% of those that benefit from specific weapons, are oriented to either buster or melee weapons.
Also bear in mind that launchers have it especially bad, since both Tron and Vile Mk-II are encouraged to stay in their Ride Armours, especially if you use their exclusive cards and doubly so for Vile Mk-II.
The card builds for non buster/melee builds are generally weaker, largely due to a lack of synergy on par with the Dual Elite Hunter and Twin Heroes/X and Zero build. You either need to run a very specific weapon or a specific character, but buster and melee oriented loadouts can do the same with far more freedom due to how many cards they get in comparison.
Sure, non-buster/melee weapons are not unusable, but the game's systems heavily encourage players to use a buster and a sword because they have a much harder time making the most out of a build otherwise.
I do have a list of debuffs each weapon provides, though, as well as any other advantages they have. If I go through with my card guide, i'll be sure to include it.
It doesn't always happen and it could be that the best combinations and playstyles are in fact already being discovered, but for now I'd prefer to remain open minded that just because Busters seem to have a particular dominance in player builds now, that doesn't mean it will stay that way forever.