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回報翻譯問題
It was also quite a bit slower paced than even the later Rengou Vs Zaft and the original Gundam Vs Gundam, neither of which had Boost Dash Canceling (although RvZ2 had it, after a fashion, with one of the awakenings, though that was more broad-spectrum). It made you rely on being very cagey about planning your actions, in some ways even more so than vanilla EXVs and FB- because if you made a mistake and didn't judge how much boost gauge you had left, you were gonna take a lot of damage- be it from melee or just BRs. You didn't have a lot of room for error, even though you generally had more health than you do in FB.
Granted, you also had a lot more variability in unit cost - not just 3-4 categories - and you had things that were frankly total bullpucky like the Revive-Awaken, which would ressurect you if it was full while you died, at the cost of some of your max health and a limb (which was pretty representative of Mobile Suit Zeta Gundam, as MS took a lot of battle damage in that series). For the EXVs and FB players out there, think of what happens to the Zeong, Hyaku Shiki, and Exia if they get killed when it would otherwise end the match (but slightly less restrictive). And you could do that pretty much any time, with any unit.
Additionally, due to the pacing and mechanics, Funnel/Bit users were borderline godlike. There weren't many of them, to be sure, but the ones that were there... yeesh. Friggin' Qubeley, man. Yowza. So if any dedicated funnel users turn up in RoI... there could be some balancing issues.
All that said, I STILL go back and play GVsZG from time to time. I got pretty good at Next Plus and still like it a lot. I love Full Boost. I also am really enjoying Rise of Incarnates. I do agree that it needs... SOMETHING... but I don't know that adding stepping would do it. It couldn't HURT, certainly, and it makes at least as much sense as Flying and Hovering. I think that people's suggestions of more fleshed out melee is a good one, though I am really enjoying the simplicity of it. I really, REALLY like the Tag Attack system - it promotes good co-operative teamwork, and I feel it would even be a good addition to the Gundam Versus series. There mostly just needs to be more FLUIDITY.
I do agree with the people saying that having a more complex system is not a bad thing - people will learn it. People will get really good with it. But I don't feel that making RoI GEXVs Fast is the way to go - keeping it slower paced gives it a more unique identity. The pointers it DOES need to take from GEXVs are in the fluidity of its combat. Keep the current pace, but give it that fluidity, hell, don't even give it Rainbow stepping/cancelling - just make it so you can BDCancel a lot more animations than you currently can, like Next Plus. At that point, I think they'll really have a winner.