I've gotten my Gunner up to lvl 21 now and leveling pretty quickly I may add. Just got my Spartian machine guns (which i may add, im slightly disappointed at the bullet effects. Not as flashy as the AI version).
So I really started applying and trying to see how practical and effective these Mechgun Pa's REALLY ARE. Im a little lazy right now so bare with me for not having the exact name for each PA I mention.
So here is my take:
Pros:
-Stylish
-Agile, Good Invinciblity Frames when Dodging
-Gunkata
-Matrix Slow-mo Effects
-Ranged
-PA's Damage Potential
-Chain Damage Potential
Cons:
-Mechgun base attack seems a little weak, considering no weak bullet (Spartan Mech +8, 17 light, shoot +30 = 388 ATP
). Hits 12 times with full combo, compared to 9 the assault rifle gives, even tho its more powerful.
-Gunkata keeps you stationary while performing. This is more a stylish effect for it does not give invinciblity frames while shooting from different positions. Prefer being able to move while shooting.
-Triple dodging leaves you open for attack at the end of slow-mo
-Slow-mo slows YOU DOWN.....and not the ENEMY. Breaks in between are too long, which opens a very clear chance for the enemy to break your Mechgun Gear Damage Boost. *<------
-PA Damage Inconsistent when used against Mobs of enemies.
-Chain is easly broken by cheap AI mechinics. You get hit, you lose it. If the enemy jumps out of shooting range...your screwed. Bosses do this
alot.
*Note: I actually have an Idea for the slow-mo. I know there are client server issues with "real" slow-mo. So i can understand the psudo effect. My idea is, make the enemies stagger...or pause in the attack coding when a player does slow-mo. Make it look like the AI is goin "wow...hes moving in Sloooooowww...mooooooooo" It can be like..a mini stun effect on the enemies while you slow down. Otherwise in its current state...it just gives the enemy more time to hit you after the slow-mo. I imagine this effect will compound negatively when "Very Hard" and "Ultimate" modes come out.....
Now I know there are people that main this class, and are really good at it. So my experience might not apply to someone's view. However, im not really head over heels about this class. At face value, the class seems pretty badass. You get a pair of Mechguns, really cool Matrix Pa's, and some nice dodges.
But...the reality is that the mixing of ranged attack mechanics, with PA's that only pratically land hits when extreamely close...kinda defeats the purpose of using mechguns if you ask me. And on top of that, you cant really move while your shooting. You have to dodge cancel, to avoid enemy attacks. Now for some this is not a problem, and adds to the stylish aspect of this class. Still, i find it more pratical to use the Gun Slash for range and melee, than my current level of mastery over the Mechguns. Also as a veteran rifle user...i cant really say the mechguns offer better mobility when i can move and shoot at the same time with the assault rifle. Not to mention its dodge cancellable as well. The saving grace with the dodging in this class is that you can shoot while your rolling in midair. But to me..its hard to just-attack into them...and they really dont do much damage. Not to mention it leaves you open after the third roll that induces the slow-mo..which makes it even MORE LIKELY TO GET HIT...at its conclusion.
The PA's i must say...look awesome. But they dont really work well with mobs. There are a few exceptions. The leg spinning PA's reminds me of the double sabers spinning action. Its actually very good at what it does. It even has a chance to stun enemies. I really think it is one of the best PA's for this class. Next is the chargable rising Leg Kick PA. This PA, hit like a TRUCK. Very powerful, and has the ability to hit multple targets. But its more of a finisher. At the end it leaves you high in the air. This leaves you with very few options. Use a PA that rains bullets, fall to the ground. Which brings me to the bullet rain pa. Seems to only work when the enemy...again is extreamly close. There really is only one other noteable PA i wish to mention, and thats "Messiah Time". This is the "matrix" PA that slows you down while you perform various matrix moves. This pa has the potiential to hit many times...thats if you have a turbo controller. But even then, you will find yourself mashing away, and praying that those bullets which have such short range....and have a predetermined direction.... TO ACTUALLY HIT SOMETHING.
In summary, i really like the way this class looks. But i dont feel that it is very pratical against enemy hordes. This effect is compounded if you solo a lot. The PA's stort ranged melee attacks defeats the purpose of having twin automatic machine pistols. I wish this class had more PA's that enhanced the capabilites of the Mechguns, this would balance out the close ranged melee attacks. Prime example would be like the assault rifles' PA that unleashes a 12 round burst of daisy pushing goodness....
I'll continue tinkering with the class, see if i can make it work better. I came up with a few combos that work well. Disco Kick > Charge Rising Kick > Bullet Rain seems to work moderately well. I have "Messiah Time" on its own pallette, and I just-attack into them with my turbo controller and "Pray" that i hit where i "Spray". Without the crutch of the turbo..i have a hard time making that PA work without destroying my controller...or my mouse's right click button aswell......>_<
Many newbies will jump into this class, spaming "messiah time" and floating in the air hoping to hit stuff. But after a while, they find that this class is not very good at mob control. And even with some bosses...its easy for the bosses to move out of the range of your attacks... Then there gonna try to use the Chain Starter to compensate for the lost hits....and find that by the time they get to 50 hits and land some serious damage by concluding it.... the boss has jumped clear across the map....or morphed into a tank and drives away from you, etc etc. Really the only sure win with Chain Starter, is using it on Stationary targets. Good example is on Varda's exposed Core. Anything else...pray that your lock-on does not fail you. Like it does for me soooooo many times >_<.
So...Im gonna say that this class is an Advanced class, with great damage potential and very defensive dodging. Very good at fighting only a few enemies. Great potential for cross classing when the sub classes come out. However, it is a class that will...indeed...take some time. Much tinkering is needed to figure out what to use, at the right time, in very specific situations. Only then does this class seem to shine with the afterglow of Neo's Aura......
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