Will Gundam Breaker 4 Be Worth The Purchase?

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  • เผยแพร่เมื่อ 16 พ.ย. 2024

ความคิดเห็น • 37

  • @BlitzkriegOmega
    @BlitzkriegOmega 8 หลายเดือนก่อน +9

    I'm hoping EX-Skills are like GB3 where the parts restrictions only apply initially, and you can decouple the skill from its requirements after using them for long enough. My favorite thing about GB3 is that you never had to compromise Aesthetics for functionality so long as you put in the time to level your skills.

    • @MrJhound4
      @MrJhound4 8 หลายเดือนก่อน

      Right. This feature will determine if I play GB4 and go back to GB3, or if I keep with GB4.

    • @CoercitioYT
      @CoercitioYT  8 หลายเดือนก่อน

      EX Skills seemed to be tied directly to your loadout and they seemed to have gotten rid of a lot of the common skills like Quad Slice or Slash Penetrate, but that could just be the Network Test build as well

  • @Nehfarius
    @Nehfarius 8 หลายเดือนก่อน +6

    The part scaling alone's going to be a godsend for people who like using things like Zeong, The O or Nightengale parts, but don't neccesarily want to build a chonker MS like those parts are made for. Or the other way around, for those who DO want to build chonker MS, but find other parts too scrawny to fit in!

    • @Nehfarius
      @Nehfarius 8 หลายเดือนก่อน +2

      That being said, for all of NGB's flaws, it did ONE thing right: letting the player equip weapons in their alternate configurations as normal parts(IE: the Arche Gundam's weapon has sword and gun modes. GB3 let you use the gun if you had the sword, but it was gimped. NGB simply let you use both). I hope they keep this going in GB4.

    • @acepadilla5498
      @acepadilla5498 8 หลายเดือนก่อน +1

      not just that, but also the part elements which you can remove such as zaku arm's shield or the v-fins. imo this would create a lot of build opportunities

    • @CoercitioYT
      @CoercitioYT  8 หลายเดือนก่อน +2

      I also hope the game has native dual sabers as well, currently I was only able to just use a saber in each hand but that didn’t feel like dual sabers just like sabers in each hand lol

  • @GB3F
    @GB3F 7 หลายเดือนก่อน +3

    I thought the game was fun to play because the lack of repair kits created tension. They also got the length of the stages and the HP of the enemies right. They achieved a tight balance for the 3 playable stages, although they did it by neutering all of the hard-to-balance aspects such as Options. BUT-
    Is it ready for release? I personally didn't feel that way.
    There's less combo-experimenting fun than GB3.
    Some of the attack motions felt either bland or unfinshed, even though they are only showing a small part of the game.
    All of the new mechanics so far (unified Option and EX meter, Hit meter, Break Meter) seemed to have the opposite effect from their intended purposes.
    The designers stated that the unified Option meter is meant to free up your part choices because you won't be forced to prioritize the parts with the best Options. I think it will actually make it even more important to equip whichever part has the most efficient Option in the game. This is because the unified meter makes it optimal to keep using only the best Option in your loadout, so your Option power level (so to speak) will solely depend on that one best Option (unless they manage to attain an elusive balance where every Option is different but equally good).
    The hit meter as implemented now doesn't provide an incentive to mix up your combo play. I felt it just made it obligatory to equip specific weapons such as a machine gun and vulcun. I'm sure players will quickly find some kind of optimal routine action to repeat, maybe like: Approach enemy with Machinegun -> fire Vulcun -> melee a few times -> Machine gun again.
    The designers said they hope the hit meter & break meter will induce some type of "emotional fluctuation" in the player. The idea is, the player has to try to keep these meters from dropping a level, and whenever they succeed or fail, they will experience something. They also want to create some type of strategy by having weapons that are good at raising the hit count vs weapons that deal big damage to raise the break count.
    But the decision of "My hit meter is dropping, so I guess I'll shoot my machine gun" kind of feels like a stale, mechanical choice.
    They could try to create some tension or delimma by having the two meters drop more rapidly, pulling the player more strongly in opposite directions ("Now, do I hit more, or do I break more?"). That might create more real choices, but when I try to imagine it, it feels very constricting and not very fun.
    I love the existence of a combo meter and a break meter in GB4.
    GB3 was way more fun when I started trying to land fancy combos, or when I tried to strategize how to defeat the enemies quickly, rather than just mash buttons. These new meters could bring out that kind of fun if implemented right.
    So I just hope they take the time to experiment and get it right before releasing it.
    I don't want to diss on the game or make people not want to buy it. I'm actually feeling the potential for a legendary game that people will play for years, like Minecraft.
    But, comparing it to a car, it's as if one half of it is a Rolls Royce (the Building aspect) while the other half (the Battle aspect) is an unfinished prototype and the designers still need figure out where to take it. It needs both sides to be really great.
    So I hope they won't rush to release it.

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน

      Hmm, I found most of not all the animations attack wise are the exact same as GB3 the only new changes are the combinations between the two weapons. For example, the saber combo is the same saber combo as GB3 Sword Combination III combo. Same with Axe, Katana did seem to have some new moves. In that aspect I’m not really seeing where some moves seem unfinished.
      I do agree that optionals should be changed a bit. I think each optional tab should have their own cooldown so you can use one tab have it be on its cooldown (based on what weapon you used) then swap to another tab and use whatever optional is there.
      We only got to play the beginning of the game so I’m expecting we’ll probably be able to tweak optional cooldowns in some way with merging like you could in GB3
      I never really noticed any time with the hit combo counter where it dropped due to me not being able to hit an enemy or not be able to keep it up. I found as long as I was able to combo I could keep my hit and break counter up. The only times I couldn’t was when I was getting hit too many times and getting staggered which I feel is standard for most action games.

    • @GB3F
      @GB3F 7 หลายเดือนก่อน

      @@CoercitioYT
      Well, I felt some of the Options were unfinished.
      The Builders Part Spike attack was very awkward. Although I like having some wonky moves in games because it's fun to try to find a use for them, I think this one is just unfinished. (It starts with a series of punches. If it goes off in the wrong direction, it doesn't correct course with each strike. Then it's followed by an overly long pause into a knee kick)
      The Unicorn Backpack's booster didn't allow you to boost-approach the enemy and then transition to a melee attack; the boost just carries you past the enemy until you've finished moving a fixed distance. I guess it could be intentional; Maybe they just wanted to force you to launch the booster as a missile first if you want to transition to a melee attack. But I liked having the choice of using it for movement vs using it as a missile.
      The rifles' irradiation modes also didn't seem to work sometimes, although maybe they have some hidden meter that isn't shown yet.
      Besides some moves that I felt were unfinished, I felt most of the new actions as well as actions that were changed from GB3 were bland.
      The GB3 actions were creatively designed and had interesting properties you could play with. I had fun trying to discover what you could do with them. But the NCT attacks just attacked in a plain way and I didn't feel like there was much potential to find uses for them.
      Example: the GB3 6-tube missile launcher could lift the enemy into the air. I also noticed that the EX Killing Shot is likely to score multiple hits when the enemy is diagonally higher or lower than you. So, I liked to shoot a 6-tube missile to lift the enemy high up, then use Killing Shot to break off many parts with a multi-hit. But in the GB4 CNT, the 6-tube missile launcher just hit the enemy, and the enemy just fell down on the ground.
      In GB3, the Two-Handed Sword did a cool wheel-like slash with a long press. I liked trying to carry the opponent high first, and then do a wheel spin so it would deal a lot of damage on the long trip down. The CNT had the Builders Parts Anti-ship Sword (I assume it's the two-handed sword movement) but its wheel-spin motion was replaced with a spinning double slam. It only hits twice, even if you start the attack high in the air.
      In GB3, I liked using Cross Slash on a column of enemies so I can strike through multiple enemies at once. The NCT's Beam Saber EX felt to me like a lazy design because it simply strikes with the Saber a few times. No special properties like Cross Slash's slash waves, or Piercing Slash's wide attack area. I don't think it has much potential for finding neat ways to use it.
      So those are some of the moves I thought were unfinished or could use more work to give them play value.

    • @GB3F
      @GB3F 7 หลายเดือนก่อน +1

      Your idea of having one cooldown meter per option tab sounds interesting. There could be a strategic element in trying to figure out which options to put on which tab. If they can't go back to separate meters for each option, I hope they go with something like that.
      It's just that even with two meters, many of the combos I liked building would be impossible.
      I'm sure that abilities that shorten charge time will be in the game, but it won't help form the combos that I like, such as rail gun -> anchor -> melee option, etc. (Unless it reduces the ranged OP's charge time to like 1 second, but they shouldn't do that for balance reasons).
      I hope they just try to balance missile-spamming some other way while going back to separate meters.

    • @GB3F
      @GB3F 7 หลายเดือนก่อน

      My writing is convoluted, but what I meant with my comment on the hit counter was this:
      I agree that the hit counter was very lenient at this point. It is not dropping too quickly now.
      My main gripe with the meter is that it leads to monotonous play.
      The Combo Rating in Devil May Cry makes you want to perform flashy combos. It makes you want to keep switching up your attack strings.
      The Hit Meter just counts the number of hits you made so it's not about flashy or varied combos. It just makes it better to equip a Machine Gun and vulcun. One guy on twitter commented he just repeated a loop of Machine Gun into Vulcun and it was boring, and I agree.
      The current meter doesn't necessarily "force" you to use a Machine Gun. But the bonuses are strong, and also it's better to get the bonuses earlier than later. So I think as long as they keep using a simple hit-counting system for this meter, it will lead to monotonus play.
      I didn't want to dismiss it out of hand though. I tried to imagine a case where it doesn't lead to monotounous play. This is the second half of my earlier comment about the hit meter.
      So, the hit meter will make you want to fire the Machine Gun. That part, by itself, is just a simplistic decision and not a deep or interesting decision. It doesn't spice up the moment-to-moment play decisions like Devil May Cry's Combo Rating system does.
      But what if the other meter (the Break meter) made you want to hit with a different class of weapons - slower and powerful ones like an Axe? Even if both meters were simplistic, there could be some deeper choice-making if the meters were balanced in such a way that I have to keep choosing my attacks carefully to keep both meters up. (For this style of game balance, both of the meters would have to drop harder.)
      The reason I thought of this what-if scenario is because of a designer interview on Famitsu. They didn't say exactly what I described above, but they said they want to contrast weapons that are good at dealing large damage vs. weapons that are good at dealing a lot of light, rapid hits (like the machine gun) to raise the hit count. They also said they want to create some kind of emotional fluctuation in the player by having the players try to keep the meters up. So I tried to picture what kind of balance they are going for.
      So I thought, yeah, IF they were to adjust the meters to drop harder (they didn't necessarily say that), the hit meter and break meter can pull the player in opposite directions. That could create deeper decisions, sort of. However, that will probably feel constricting and not very fun.
      Overall, I don't think the hit-count system will lead to better gameplay. If they keep it at the drop speed it was in the NCT, it won't be too hard to keep up the meter like you said. But it will make it almost mandatory to equip a rapid-fire weapon if you want to raise the meter to a high level quickly (and with the current bonuses, you should). It will make it optimal to keep doing a monotonous loop like Machine Gun -> Melee a few times -> Vulcun.
      They need to make it work differently other than just counting the number of hits. That might take a lot of experimentation, but it would be worth it because having a good meter system would make everything else (parts selection, strategy, combo building, etc.) in the game more fun.

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน +2

      @@GB3F I’m not gonna lie to you, I see your point on the combo system and I agree. The combo system was not similar to DMC’s where DMC forces you to do different moves because moves stale out (stop building as much meter) in the combo chain. I would love to see that in this game because it would make comboing way more fun. I also see why they made it the way it is because they want us to just be able to spam missions and get a lot of parts. They did say that in the Dev stream, so having a combo system similar to DMC where you need good combo structure to build the meters might not be a good thing long term for a casual player. Though me personally I would love to see it in the game and I think having a mode where a combo system like that is in the game would keep me playing for a long long time.
      As far the builder part combos the tracking being wonky on the melee builder parts and optionals in general is also a thing in GB3 the melee kicks and fist optional attacks that aren’t the Jigen Haou moves seem to just not track at all and need really specific spacing to hit the full moves. After playing GB3 I got used to hit but it’s definitely weird and since they ported over a lot of animations from GB3 the tracking is still wonky on them.
      The Dual Saber ex move seems to be the same as the normal dual saber optionals grounded combo from GB3 you’re just not able to control the combo. I would love to see them make a change to that where you’re able to press the button multiple times or hold it to do the full combo or part of the combo.
      The change to the two handed sword air heavy slam seems to be their attempt at changing the way it worked from GB3. In GB3 you could get multiple hits if you started it from really high but I found that I had to reset the animation because I would fall to fast or sometimes it could just miss. In GB4 I found the opposite to be the case where the slam hits more consistent because of the change but because of how floaty enemies are now the main hits of the combo chain don’t hit sometimes.
      The missiles not launching enemies anymore I did find odd but considering that melee attacks/EX Skills launching and stalling enemies for so long it seems they want people doing melee combos more than using Missiles and other optionals to launch enemies. Missiles were really good at keeping enemies in the air because enemies fall pretty fast in GB3 but not so fast in 4.
      I didn’t get to try Irradiation beams in the CNT since I didn’t get any Buster Rifles but they also felt a bit weird in GB3 and I also feel times where I’ll be using a GN Bazooka and the Irradiation doesn’t come out on a hold press.
      It seems like a lot of the wonkiness in the game atm is still from GB3 with some more wonkiness because GB4 is on a different engine.
      I really want to play the full game and see if things change down the line as we get different parts. But I’m not expecting all the game’s new systems to be really flushed out considering how much they’ve flushed out other parts of the game. It seems they knew they wouldn’t be able to flush out a lot of the combat so they supplemented it with Diorama mode and other customizations. We’ll see if they are really fun as well

  • @MagnumBarrage
    @MagnumBarrage 7 หลายเดือนก่อน

    Im looking forward to making decent looking grunt suits.

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน

      Same I didn’t make any in GB3 time to do some in GB4

  • @hrgaming4plebs570
    @hrgaming4plebs570 8 หลายเดือนก่อน +4

    would be fun if you could turn your backpack upside down to create something similar to gundam lovelance/helios

    • @CoercitioYT
      @CoercitioYT  8 หลายเดือนก่อน +5

      You could do that since you can rotate all parts now

  • @Srsgaming_1234
    @Srsgaming_1234 4 หลายเดือนก่อน

    Im really hoping Gundam breaker 4 will have somewhat like space battles but where you can move around freely. Sort of like Star Fox "all range mode"

  • @vinzseika9826
    @vinzseika9826 8 หลายเดือนก่อน +3

    I think a lot of people doesn't like the shared cooldown of the optional parts, but for me, i think it's a good thing as the shared cooldown give us a limit so we can't spamming a overpower skill and make the game ”easier". It's the same with the cost for skill, all of it make us strategize a bit rather than spamming skill. Well, i only ever play NGB and Breaker Mobile, so i can't say much, but from my GBM experience, spamming makes the game much ”easier & boring”, especially when you're the one who got spammed by other player Gunpla AI on pseudo PvP mode. But i'm sure there will be a passive skill to make the shared cooldown faster, so having shared cooldown is not a bad thing. I hope we got a release date soon, i'm gonna bought it on PC and depending on the price and what we got for the DLC, maybe i'll buy the deluxe edition

    • @CoercitioYT
      @CoercitioYT  8 หลายเดือนก่อน +2

      Yeah in Breaker 3 you just put on the broken optionals like Missile Pods and spam them whenever it’s off cooldown. In Breaker 3 I find myself spamming way more often than I did in Breaker 4 I found myself comboing way more often

    • @BlitzkriegOmega
      @BlitzkriegOmega 8 หลายเดือนก่อน +2

      As much as I enjoy my missile boat, I am perfectly okay with Option Parts having a shared cooldown. I do wish that Melee Option Parts were exempt from this though, or had a very short cooldown so I can combo my held Melee weapons into my optional Melee weapons.

    • @TheRibbonRed
      @TheRibbonRed 7 หลายเดือนก่อน +2

      Spamming "makes it easier & boring" because the enemies weren't properly balanced against it. If they were more active in dodging, or use their own abilities (shields, barriers, etc) to counteract your spam, it'd have been much more exciting than limiting the player's capabilities.

    • @vinzseika9826
      @vinzseika9826 7 หลายเดือนก่อน

      ​@@TheRibbonRedwell, it could be interesting but it also can be annoying, especially with how Gundam Breaker game is a different type of game, where we fight against quite a lot of enemy at once. Just imagine the enemy being more active that not only they can counteract our spam, but they can also spam and gang up on us, i'm sure it will be annoying. Not to mention we need to replaying the mission just to get the drop thay we want, fighting a bunch of enemy like that over and over again must be tiring and annoying. Well, it's just my opinion though

    • @TheRibbonRed
      @TheRibbonRed 7 หลายเดือนก่อน +1

      @@vinzseika9826 due to the PvE aspect, I doubt NPCs would spam at players often unless it's the hardest difficulty or the hardest bosses. Else, someone messed up balancing big time.

  • @ZefoniusLinestraf
    @ZefoniusLinestraf 3 หลายเดือนก่อน

    Im just exited to play i already pre ordered it

  • @skylordianandy2644
    @skylordianandy2644 7 หลายเดือนก่อน

    I pre ordered the game so it BETTER BE GOOD.

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน

      If you love Gundam you’ll have fun

  • @frostfang3280
    @frostfang3280 8 หลายเดือนก่อน +1

    Yes it will be worth buying it

  • @tagukami
    @tagukami 7 หลายเดือนก่อน

    My only gripe is that the funnels/bits seemed very slow, i would like if they were more “zippy” like how they’re usually portrayed but thats a minor nitpick

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน

      Yeah everything in game felt slowed down. Feels like a middle ground between GB3 and New Gundam Breaker in terms of speed

  • @alfinga-10isop70
    @alfinga-10isop70 7 หลายเดือนก่อน

    1 question can you pilot the sd?

    • @CoercitioYT
      @CoercitioYT  7 หลายเดือนก่อน

      Not in the CNT but they did say Fumina was in the game so who knows if we can in the full game

  • @zephalion7386
    @zephalion7386 6 หลายเดือนก่อน

    So is the combat good at all?

    • @CoercitioYT
      @CoercitioYT  6 หลายเดือนก่อน

      Yeah it’s mad good, the devs mad changes to make it more like Breaker 3 too