EXVSFB/Game Mechanics: Difference between revisions

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Another defining feature of the series is being based upon a Cost system: every MS in the game has a Cost value assigned to it, which when shot down is subtracted from your teams battle gauge:
Another defining feature of the series is being based upon a Cost system: every MS in the game has a Cost value assigned to it, which when shot down is subtracted from your teams battle gauge:


[[File:EXVSFB_battle_gauge.jpg|center|720px]]
[[File:EXVSFB_battle_gauge.jpg|center|480px]]


The default setting for the battle gauge for each team in a match is 6000. MS are then separated into costs of <span style="color:red">3000</span>, <span style="color:DarkOrange">2500</span>, <span style="color:Gold">2000</span>, and <span style="color:DodgerBlue">1000</span>.
The default setting for the battle gauge for each team in a match is 6000. MS are then separated into costs of <span style="color:red">3000</span>, <span style="color:DarkOrange">2500</span>, <span style="color:Gold">2000</span>, and <span style="color:DodgerBlue">1000</span>.

Revision as of 05:40, 22 May 2015

A 2v2 Game

The defining characteristic of the Versus series is that it is a 2v2 rather than a 1v1 game. Players select their desired MS, after which they have not only their own individual health pools, but a team health pool as well called the battle gauge.

Therefore, team formations, assistance, and communication are paramount to succeeding in the game.

Cost System

Another defining feature of the series is being based upon a Cost system: every MS in the game has a Cost value assigned to it, which when shot down is subtracted from your teams battle gauge:

EXVSFB battle gauge.jpg

The default setting for the battle gauge for each team in a match is 6000. MS are then separated into costs of 3000, 2500, 2000, and 1000.

The higher the Cost of an MS is, the better its base stats and general performance are, at the tradeoff of taking away more of your team's battle gauge when shot down.


The winner of a match is the team that completely depletes their opponent's battle gauge first.


If the Cost of your MS is less than the remaining amount in your team's battle gauge, but more than the amount that will be remaining after you redeploy, you will redeploy Overcost. Confusing? Let's look at an example:

You are playing Master Gundam (3000 Cost) and your partner is Gunner Zaku Warrior (2000 Cost) - a pretty standard team combination consisting of a high performance forward guard and a lower cost rear support. If GZW regrettably dies first, it will redeploy at full health, and your team's battle gauge will now have 4000 Cost remaining. If you are to die next, you will not completely consume the remaining cost gauge, but only 1000 Cost will be left on the gauge, compared to the 3000 Cost of your MS.

Therefore, you will redeploy at 1000/3000 (or 1/3) of your base HP (750→250 for Master).


If the Cost of your MS is higher than or equal to the remaining amount of battle gauge and you are shot down, it's Game Over.

Boost Gauge

MS move, and even perform some actions, by spending Boost. Recall from the HUD page that the Boost bar sits center-bottom-right of the screen. Various movements and actions cost various amounts of Boost. To refill your Boost gauge you only have to land on the ground. If you consume all of your Boost before landing you will go into Overheat, preventing you from doing any other movements and forcing you to land to recover the gauge.

The Boost gauge will be discussed in greater detail on the Movement page.

Awakening/EX Burst

Finally, the last feature fundamental to game play is EX Burst. The EX gauge (also often called the Burst meter) sits opposite of the Boost gauge, in the center-bottom-left of the screen. As you deal and take damage during a match the EX gauge will fill, filling more when you take damage than when you deal damage. Units accumulate EX meter proportionally to their health pools.

Once your EX gauge has reached half full you may activate it by pressing [ABC] simultaneously. You of course can also choose to wait until the gauge is full. When the gauge is not full, you can only activate while you are able to perform a free action (that is to say, you can't activate it when an enemy has you in a melee combo). However, a Full Burst can be used at any time and will automatically break you out of any action.


Furthermore, in Full Boost you must select between one of two Burst types:

Assault Burst typically gives a balance of both enhanced damage dealt and reduced damage taken. It furthermore strongly enhances a suit's melee performance (specifically, a melee attack's reach and ????). Lastly, it restores a great deal of your Boost gauge instantly.

A Half-Burst in Assault restores ??% of your Boost gauge, and it lasts for ? seconds. A Full Burst restores ??% of your Boost gauge and lasts for ? seconds.

Blast Burst typically gives a high amount of reduced damage taken, but little-to-no increase to damage dealt. Blast Burst enhances your shooting performance chiefly by allowing you to side-step cancel vernier ranged armaments (called "Blue-stepping"), which consumes less boost than the normally required Boost Dash (these points will be gone over in greater detail in the Movement and Combat pages), and so simultaneously enhances your overall Boost efficiency. However, it restores less Boost instantly compared to Assault Burst.

A Half-Burst in Blast restores ??% of your Boost gauge, and lasts for ? seconds. A Full Burst restores ??% of your Boost gauge and lasts for ? seconds.


Note that all the suits in the game have their own specific damage/defense modifiers for Assault and Blast Bursts, so please refer to their respective pages for specific values.


Lastly, all MS have an EX Attack that can be performed by inputting [ABC] while you are in your Awakened state. In Assault Burst this attack can be used without consuming your EX gauge. However, in Blast Burst, performing the EX Attack consumes all your remaining EX gauge.


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