Alternatively, http://www.fulldive.nu/2016/05/12/ps...leship-yamato/ for more information. And a video!!
Part 1:
A CG cutscene will play showing ARKS doing fancy stuff in AIS.
They will then dismount AIS for no reason and decide to waste time fighting ground mobs on foot.
You can skip the CG cutscene.
To be honest, I've never bothered to watch the whole thing.
Hordes of Tokyo enemies will spawn, over and over. They're the same as before, possibly with more health.
Defeat them and the wall will clear, allowing you to move forward. Exciting, I know.
If the wall isn't clearing, there are enemies scattered about that nobody has noticed.
Usually a stray zombie or bird. Cycling through targets (default key: tab) help find them.
Red bullseyes will designate incoming missiles. Don't stand in the bullseyes.
Missiles will leave flames on the ground. Don't stand in them, or you'll catch "Fire AIDS" (term coined by a friend).
After a few walls, you'll encounter Hagrid Femto Hagit Phemut.
He will be surrounded by about 4 helicopters. They will try to fly away and waste everyone's time.
Try to down them before they run off. Beat up Hagit to proceed.
From this point on, the Yamato will fire lasers at the multi, ala Big Vardha.
These are designated by red lines, followed by laser beams. Don't stand in them. Depending on your defenses, they hit for about ~500 damage on XH.
As you get closer to the Yamato, you can avoid the lasers by standing "under" them.
Note that the lasers will only hit once. Even if you get knocked down and get up, they can't hit you again.
The same applies for if you dodge through them once.
After defeating Hagit the first time, there'll be some speed pads and a brief running/jumping portion.
Right route leads to an elevated platform that lets you jump kick a row of helicopters.
Left route reaches the next area a little faster, but stays on the ground.
More Tokyo enemies will spawn. Try to down the helicopters before they fly off somewhere and waste time.
Don't just wait at the wall, because some enemies will spawn behind the multi.
At the end, you'll be next to the Yamato.
Hagit will spawn again. He will use some attacks that panic/stun nearby players, and can teleport, which will remove your lock-on.
Two tank minibosses will also spawn. Take them out before they can launch nuke missiles.
If you look up, you will see a huge Genki Dama falling slowly from the sky. You can attack it to destroy it.
If you do not destroy the Genki Dama in time, it will blow up and usually kill most of the multi.
There'll be a bunch of stray zombies spawning around the area. Cycle through targets if you can't find them easily.
When all enemies are down, a jump pad with a huge arrow will allow everyone to board the Yamato.
Very convenient.
The Yamato will shoot missiles onto its own deck, and set its own deck alight. Avoid all of these.
Ignore Hagito, as you'll only do 1 damage to him here. Don't get hit by his missiles. He can still apply panic here.
Look at the map and destroy the turrets indicated. There are huge, medium and small turrets to destroy.
They will all be highlighted by a green ring aura, and placed along the center, side and back of the ship.
Once they are destroyed, you can ignore Hagito until the cutscene plays.
You can skip the cutscene.
Part 2:
All your hard work was for nothing. Femto takes off, and all the turrets respawn. Joy!
Everyone hops into AIS for some AIS action. Even though they were using AIS during the prerendered CG cutscene.
Why they didn't just AIS the ship from the beginning, I don't know.
AIS controls:
1 = Photon Cannon. Use this as often as it's available, but make sure you don't die during it.
2 = Freeze. Used for the big turrets while the shield is down. You'll see a huge ice block appear on them if successful.
3 = AIS high-boost (aka. speed-up). Toggle fast movement. Use this to get back into position quickly. Grants invincibility while moving upwards.
4 = AIS vertical boost. Easiest way to get into position vertically is to use this and then drop down.
5 = AIS heal. Same as with Magatsu AIS, AOE heal with a long cooldown.
Dash = has invincibility, but consumes PP. You can use this to avoid incoming attacks, but the vertical boost is safer.
No AIS weak bullet. AIS has faster PP regen than before. Regular attacks are the same as other AIS EQs.
On XH, melee attacks hit for about 200k, missiles (grenades) hit for about 70k?
Shift+Right click (the dashing 180 degree slice) hits 3 times for around ~140k each. Seems the best option.
Recommended combo: Regular shot -> Regular shot -> 180 degree dashing slice.
Be wary that the Yamato can move out of cannon range in mid-shot.
Phase 1 (100% health):
The Yamato will open by spawning a huge device underneath it with a revolving laser attack. It will always start from high up and move downwards.
As soon as you gain control, start moving upwards and then use AIS vertical boost (invulnerable while moving upwards) to get above the rotating lasers.
During this phase, the Yamato will have a glowing weak point on both sides of its base (two in total).
DO NOT stay above Yamato's deck height, or the turrets will make very short work of you.
Thin lasers will shoot out from next to the weak points. If you hug the weak points, they shouldn't be able to hit you.
However, the Yamato will sometimes try to distance and reposition itself so that the lasers hit you.
You can dodge the lasers by using dash or vertical boost's invulnerability.
Hagit may mention "danmaku" and large electric balls will home-in on players.
Simply dodge these.
The Yamato may occasionally repeat the rotating laser during this phase. It'll be obvious because the Yamato always flies high into the sky to do it.
Hagito will always announce it with a specific voice sample. I forget the first part, but the second part sounds like "zange no jikan da!".
Note that the Yamato's glowing weak points may sometimes vanish suddenly for a few seconds.
It looks like a bug, but it seems to be intentional. You will lose lock-on if this happens, so be careful.
Destroying the initial weak points will destroy the Yamato's force-field and start phase 2.
Note that in all phases, the Yamato will dive into the sea if it reaches the edge of the map.
It'll usually re-appear in an empty space opposite the position it exited.
As soon as you see it dive, turn around and use the AIS high-boost to get back into position quickly.
However, on approach, watch for criss-crossing lasers from the sides, or cannon shots if it summons a huge double cannon appendage.
Phase 2 (~75% health):
AIS can now board the Yamato. Don't hang around the mid area, because turrets will shoot you down.
The Yamato will launch homing missiles at players. Dodge these with dash or vertical boost.
Two large glowing circles will appear on the front and back deck. Everyone seems to go to the back one first.
There are two large turrets next to those circles. Freeze them and attack the one closest to the weak point.
Destroying that turret makes it much easier to focus on the weak point.
There are also some weak small turrets surrounding the weak point. Feel free to destroy them.
It's best to group with other AIS so that AIS can heal each other. Don't solo a weak point because you're more likely to die.
There is a desync issue where sometimes the Yamato will appear at a different place on your screen than anyone else.
You can tell this by looking at the map. Everyone will be miles away. Don't worry, your damage will still count. Just don't expect any heals.
If you do die, don't worry. You'll respawn in five seconds.
At around 50% health, the Yamato will unleash a fleet of aircraft as it resurfaces.
They will fly around and shoot players. You can shoot them down, but they are kind of a pain to chase.
Around the time you destroy both weak points, Yamato will go into phase 3.
You may need to destroy extra turrets to trigger phase 3.
Phase 3 (~30% health):
At around 30% health, Sierra will radio you about detecting an energy increase, and the Yamato will submerge.
The Yamato will re-enable its shield, reposition itself to the center of the map, and call down 8 missiles from the sky.
They will be placed in a circle around the map, and change the sky color to a darker blue.
As soon as this starts to happen, multi should get into position to counter the missiles.
Watch the map to see where everyone is, and try to cover areas nobody is at.
Players need to boost to maximum height and destroy the missiles before they fall low enough to blow everyone up.
You won't be able to see them as they spawn unless you are maximum height.
The Yamato will shoot lots of lasers out during this. They can chain-stun and destroy you instantly, so be very careful not to let the lasers touch you.
Note that you can only use melee attacks on the missiles. Ranged only does 1 damage.
Use high-boost to get into position, then regular rifle shot to cancel high-boost, and then just attack that into the saber attacks.
Don't use high-boost into saber, because there's a high chance of missing and placing you in some weird position past the missile.
A single combo of the second two saber attacks destroys a missile.
Regular shot (high-boost cancel) -> saber -> saber.
Be warned that the missiles will suddenly drop at a faster speed just before they detonate.
If you fail, don't worry. You can just respawn in 5 seconds.
If you manage to destroy all 8 missiles in time, the Yamato will be stunned for a very long period of time.
This allows everyone to focus fire on the command tower. It's the tallest part of the ship, and glowing. You can't miss it.
When the command tower is destroyed, the Yamato will crash and burn, allowing ARKS to board it for a photo opportunity and phat loots.
Yes, that was the end. Sudden, I know. Grats!
Credits:
- The kind people posting info in this thread.
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