submitted by freespinsbonus to u/freespinsbonus [link] [comments] Slotland Casino Review & Free Chip Bonuses Get $38 FREE BONUS (no deposit required) when you register your account with Slotland Casino! This casino is available for players from the US, Australia, Canada, New Zealand and Europe. Enjoy Provably Fair Gaming with cryptocurrencies! >> Claim Free Chip Bonuses << About Slotland Casino [REVIEW]Slotland is a highly experienced and enjoyable online casino that specializes in slots and video poker games. They have been in business since 1998 which is extremely impressive and it is clear that they are offering a superior product at this point in time. This popular online casino is owned by Slotland Entertainment S.A. which is a well-known gaming company that also owns their sister site WinADay.Not only does Slotland make their own games, but you will never find these unique titles on any other gambling site. Let’s take a closer look at some of the key ingredients that Slotland is made of and try to figure out why it is that they have been successful for so many years. Reputation of SlotlandPlayers Not Accepted: BY, CN, CZ, FR, ID, IN, KZ, LT, LV, MY, PT, RU, SK, TR, TW, UA and VNEven though they have been in operation since 1998, it appears as if Slotland has made its way onto a couple of blacklists across the internet. When we investigated the casino further, we found that this was simply because their progressive jackpot video poker games play like slot games, and their old roulette games were apparently broken in a way that was unfair to players. With that being said, there are a ton of gamblers who still enjoy their experience with Slotland and they don’t even offer any roulette games anymore. They are licensed and registered by the Government of Anjouan, which we have to admit we have never heard of before today. This might be because the only online casinos that they have licensed are Slotland and their sister casino WinADay. After more research we found that this small island off of the southeastern corner of Africa has apparently licensed more than 300 offshore banks as well, so we feel that they are a relatively trustworthy entity. In addition to this, they also are responsible for issuing brokerage licenses, finance licenses, and insurance licenses. The only red flag that we can find is that there is zero information available on the internet about complaint and dispute resolutions from their operations. >> Claim Free Chip Bonuses << Software and Client at SlotlandThere is no downloadable software to worry about on Slotland since every game is accessible via web browsers such as Google Chrome or Mozilla Firefox. Once you make an account and make your way to the game library on Slotland you simply need to click on the yellow “Instant Play” button that is underneath each game to give them a whirl. Unfortunately, there is no option to practice these games for free like most other casinos offer.Before you begin to play these games you will be prompted to decide whether you wish to allow Adobe Flash Player to open the game. If you do not wish to use Adobe Flash Player, some games will allow you to play the HTML version of the game. Playing on the HTML version will not change the games in any way except that the graphics will be much less impressive. We are shocked at how colorful and clear all of the games are when played in Adobe Flash player since it might be some of the best graphics we have ever come across. It seems as if the best way that Slotland could improve their software is to add in some more games since there are currently only 61 games in total. This is far below the industry standard, but they more than make up for this deficiency with eye-popping graphics and the fact that you can only find these games on Slotland. Slot Games at SlotlandSlot Providers: Slotland Entertainment (Proprietary) Slot Betting Limits: $0.01 to $8.50There are a total of 50 slot games available on Slotland.eu, which is far less than we expected from a casino that has “Slot” in their name. However, the quality of these games and their graphics is extremely high so we will give them a pass for valuing quality over quantity. The number of reels that you will find in these slot games ranges from 3-reels to 9-reels. The number of paylines that you will find ranges from 8 paylines to 40 paylines. Many of these slot games share a progressive jackpot which is also shared with the video poker progressive games. Even the games that are not participating in the progressive jackpot appear to come with a ton of bonus features which keeps the games fun and your potential earnings high. A great example of this would be the Zodiac game which does not have a progressive jackpot but still comes with FOUR bonus features. We are extremely impressed by the innovative nature of some of these games since some of them do not appear to be your usual average slot game. For example, Slotris incorporates the game of Tetris into their slot and your spins determine the shape of the piece that drops next. Another example is the Slot 21 game which incorporates a blackjack mini-game into the slot game. >> Claim Free Chip Bonuses << Table Games at SlotlandIt is clear that Slotland does not feel that table games are an important part of an online casino since they left them out entirely. Whether they are correct about that or not is undetermined, but they do offer one slot game which has a blackjack mini-game built into it.Baccarat at SlotlandSorry, Baccarat fans. You will not find any sort of Baccarat games on Slotland Casino.Blackjack at SlotlandTypes of Blackjack Offered: Slot 21 You will not find any traditional blackjack games at Slotland Casino since they do not appear to be very fond of table games in general. However, one of the slot games named Slot 21 comes with a bonus blackjack game for those who are really itching to test their luck at this popular two-card table game.Roulette at SlotlandIf you are looking for roulette games, you will have to take a spin at another casino since Slotland does not currently offer any.Video Poker Games at SlotlandVideo Poker Games Offered: Jacks or Better, Double Bonus Poker, Aces & Eights, Deuces & Joker Wild, All American, Tens or Better, Joker Wild, Jacks or Better Progressive, Wild Heart, Striking 7’s Video Poker Betting Limits: $0.10 to $25 per handVideo poker games are clearly the second most popular game that you can find on Slotland and nothing else really comes close. While you will find classic video poker games such as Jacks or Better and Double Bonus Poker, you will also find unique games that are tough to find on other casinos such as Wild Heart or Striking 7’s. One of the most exciting parts of this collection of video poker games is that some of them come with a progressive jackpot attached to them. For example, Striking 7’s and Jacks or Better Progressive currently share a progressive jackpot of over a quarter of a million dollars which can only be won by hitting a natural royal flush while simultaneously betting the maximum amount of $10 per hand. However, you should be warned that the odds of winning the jackpot are not the same as the odds of hitting a natural royal flush. Considering the fact that you need a natural royal flush to win the jackpot, this means that the game designers altered the odds to make these video poker jackpot games more like slot games, which is why some review sites have chosen to blacklist Slotland. Specialty Games at SlotlandKeno 101 is the only game you will find on Slotland which is neither a slot game nor a video poker game. This popular lottery-style game simply requires you to pick what numbers you think will be the winners and also comes with a Quick Pick option which will select random numbers for you. You can bet anywhere from $0.50 to $10 per round.Live Dealer Games at SlotlandSorry folks, you won’t find any Live Dealer games in the game library of Slotland. If you can’t live without having a human dealer while you play, you can check out our list of highly recommended brick-and-mortar casinos here.>> Claim Free Chip Bonuses << Mobile Games at SlotlandThere is no mobile app available on Slotland, but you can access the casino through your mobile web browser. All you need to do is download Google Chrome or Mozilla Firefox to your phone, visit www.slotland.eu and then log into your account to begin playing.The devices that you can use to access their website include iPhones, iPads, Android phones, and Wii consoles. 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We are extremely impressed with the effort that they have put into giving back to their regular players and highly recommend getting involved with as many of these promotions as possible. VIP ProgramThe VIP Program on Slotland provides frequent gamblers with a way to win extra match bonuses, a subscription to the VIP newsletter, higher chances in the weekly draws, and special VIP customer service. The three VIP levels that currently exist are Bronze Level, Silver Level, and Gold Level.Unlike other casino VIP programs, you will not belong to any VIP level when you first sign-up on Slotland. Once you have deposited at least $3,000 they will consider adding you to the Bronze Level, although this is not guaranteed to get you in since they use other unspecified criteria to decide who qualifies. The final level, otherwise known as the Gold Level, will provide you with 15% cash back, a $200 welcome bonus, a 200% match bonus in addition to all the other perks that Bronze Level players receive. >> Claim Free Chip Bonuses << Newsletter BonusesSlotland is smart to realize that most people do not read newsletters that come from online casinos, so they decided to add some incentives to get people to do so. By checking out the monthly newsletter that is posted right on their website, you will be able to find out what the game of the month is and exactly what perks come from playing this game.Usually, the prizes for this promotion include a match bonus that you can claim twice per day using the code “GOTM” as well as a random cash drawing. For every 100 rounds you play on the game of the month, you will receive a ticket into the random cash drawing where $600 is up for grabs among the four players whose tickets are chosen. 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These playthrough requirements appear to range anywhere from 1X to 18X, which is EXTREMELY easy compared to other casinos. In fact, this might be the easiest playthrough requirements that we have ever seen since most casinos set their requirements between 30x and 60x. There also appears to be a very lenient timeframe in which you have to complete these requirements since 90 days is more time than most casinos will give you.However, just like on most other online casinos, not every game will contribute equally towards clearing the playthrough requirements for each bonus. In fact, the only type of game which will count 100% of your wagers are slot games. Keno will contribute 50% of your bets towards the wagering requirements, video poker games will contribute 20%, and roulette games will contribute 1%. One strange clause in these terms and conditions that we have not seen before is that any players from the countries of Argentina, Azerbaijan, Bangladesh, Brazil, Hungary, Poland, Romania, South Africa, Tanzania or the United Kingdom will have playthrough requirements that are 5x as hard as normal. For example, if the playthrough requirement for a specific bonus is originally 10x, players from these countries will need to wager 50x their bonus amount before they withdraw funds. Customer Support at SlotlandCustomer Support Options: Email, Live ChatThere are two ways to contact the customer support team at Slotland and the only key ingredient they seem to be missing is a telephone contact method. However, the Live Chat feature works INSTANTLY whenever the Live Chat button is yellow and says “Live Support Online”. Despite the fact that they advertise 24/7 customer service, this button is sometimes grey and says “Live Support Offline”, so you will need to use email in those instances. 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While it is normal to see Bitcoin on the list of deposit options for an online casino these days it is equally abnormal to find sites that accept Litecoin or Bitcoin Cash. All deposit methods will be completed instantly and free of charge. They also have the exact same minimum and maximum limits. The only real difference between the cryptocurrency methods, e-wallet methods, and the bank card methods is that your bank might charge an international transaction fee of up to 10% if necessary since all transactions are processed in U.S. dollars. If you plan on taking advantage of any of the deposit bonuses that we listed in the promotions section above, you will need to enter your bonus code BEFORE making a deposit. You can do this by clicking on the “Bonus Code” option on the side menu once you access your account cashier. Once you are ready to withdraw the funds that are in your Slotland account there is a total of seven methods that you can choose from. Each of the methods that are available to players from the U.S. comes with a minimum withdrawal limit of $100, which is a little high considering the fact that the minimum deposit is $25. Players from other countries will be able to withdraw a minimum of $25 by using Neteller or Skrill. When you choose Bitcoin, Litecoin, or Bitcoin Cash as your withdrawal option, your transaction will be processed the very next business day. This is much faster than the check or wire transfer withdrawal methods which will take 5-10 days to process and receive. Therefore, we recommend using one of Slotland’s supported cryptocurrencies so that you can take advantage of the high level of efficiency that these three coins offer. On the other hand, players from other countries will be able to take advantage of the 24 to 48-hour processing times of Skrill and Neteller. 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Welcome to part 2 of the General tips and tricks for the Average player. For part 1 go here. Since part 1 has an introduction already let's cut to the chase. submitted by kite21 to magiarecord [link] [comments] Index
Mirrors are a mostly optional thing, unless you want those 10 monthly gacha tickets that is. You are pitted against other players who are controlled by an AI, this works to our advantage as the AI is quite predictable so we can exploit that.
First we have their Rank, Rank 100, well it's a little below my own Rank which is 110. And they only have A-1 Rank in mirrors (the golden A icon to the left of their Rank). I am Rank B-3 I think, so we are really close to each other. If we look at the numbers, their team power is 183,058, I just reached 190,000 myself. And then we have the bonus multiplier which is actually below 1.0 meaning the game deems this team to be of lower quality than mine, hence the lower multiplier. Also they have 2 aqua and 1 fire unit while I use 2 light and 1 aqua, I have the elemental advantage on at least 1 instance. All of this, in paper, seems like an easy win! In practice though... Did ...did she just one shot my Ult. Madoka with her magia?!
Supports have been a staple of magia record since like forever. As previously mentioned, unlike other games where you have to send friend requests to other players and wait for the to reply in order to use other units, Magia record just let's you add them without them accepting.
Not all phones/tablets are created equally and Magia Record is notoriously picky about what kind of device you can play it on. This is because the game is quite resource heavy. All of those pretty Live 2D models and animations come at a price. So if you have a potato phone you may wanna keep reading.
Thank you for reading this "guide" for a lack of a better word. As I mentioned before I just wrote this as I went along so there are things that I may've missed. I can't promise you I'll put them on later or anything but hey, this should be more than enough, right?. Maybe just correct one or two grammar mistakes if I find them. Writing something like this has been on the back of my head ever since the first year anniversary. It took 2 years, but I think all the accumulated experience was a good trade off o3o. The 3rd year anniversary is upon us, I wish you all luck and may you get the girl you are rolling for! About the author Non-stop Magia Record player for 3 years now. Playing on a potato phone for most of that time at that. Not my first gacha game but the most lasting one. Homura fan, potato aficionado and Kazumi enthusiast. |
submitted by TheMACSPicks to SportsReport [link] [comments] Use Promo Code - THEMAC 9/27 - TOP RATED NFL PLAYS + SPECIAL RELEASE BETTING ACTION & GAME BREAKDOWNSWebsite: RedAlertWagers.comContact: [[email protected]](mailto:[email protected])Phone: THE RED LINE - (Toll-Free @ 1-844-334-2613) The Red Line - (Toll-Free @ 1-844-334-2613) - Text The Red Line to get a free exclusive release prediction. Follow The MAC on Social Media: Twitter.com/RedAlertWagers Facebook.com/RedAlertWagers Reddit.com/useTheMACSPicks Instagram.com/RedAlertWagers MAC Media - Find Betting Bonuses and Free Deposit Matches from MyBookie and other top rated sports books on the Reddit Media Pages! The Reddit Sports Report The NBABETS Sub-Reddit MAC's Stock Market Tips \*Exclusive Offer*\ - Join The Gambling Report Free for 90 Days - Consensus Reports, Online Casino Offers, Vegas Specials, Betting News Updates, Inside Information, In-House Game Reports, Interviews with Local and International Bookies, Gambling Groups, and Top Earners** - MAC's Gambling Report Free on SubStack ($39.99 Value) RedAlertWagers.com MAC's Week 3 NFL Update & Game Predictions - Below Week 2 in the National Football League was as wild as it gets. The Cowboys provided one of the greatest comebacks in history, and the injury bug hit the San Francisco 49ers. MAC has 3 Top Rated NFL plays today plus his exclusive 2x NFL parlay. The MAC has been riding the magic bull, special release plays going 4-1 in weeks 1-2-3 and today will be a true bookie smasher day. MAC is making bankrolls fat again for his Patreon Clients and Gambling Report subscribers have been reporting record earnings since the start of the newsletter! Today's game releses are courtesy of the RedAlertWagers.com team as well as Roland "The Roarin MAC" McGuillaman - The Odds Maker Assassin and International Sharp Betting, A True Sports Betting Professional! Get Today's NFL Hush Money Move + MAC's Late Info Action only on Patreon - $7.00 Get's all MAC's Special Release Action & Top Stock Picks and Options Moves for 1 Month. Guaranteed to make you a fatter bankroll!! - MAC's Picks MAC's Week 3 NFL Update & Game Predictions -Week 2 in the National Football League was as wild as it gets. The Cowboys provided one of the greatest comebacks in history, and the injury bug hit the San Francisco 49ers.2021 Super Bowl LV Odds
There’s a good likelihood the Niners sit both players even if either is ready to go. San Francisco is 1-1. Their next division game is in Week 6. That’s the battle coach Kyle Shanahan should circle for Mostert’s return. Garoppolo should be ready by Week 4. When it comes to Bosa and Thomas, other defenders must step it up. The 49ers have a good defense, but they lost Richard Sherman in the first week. The Giants, Philadelphia Eagles, and Miami Dolphins are there next three opponents. But, after that, the Niners play the Rams, New England Patriots, Seattle Seahawks, Green Bay Packers, and New Orleans Saints all in a row. Things could get tough for the SF defense unless a couple of players step it up. Cowboys provide amazing comeback against Falcons - At halftime of Sunday’s win against the Atlanta Falcons, the Dallas Cowboys were down 29-10. Not only did the Cowboys come back and win, but they came back to win 40-39. The Boys got an onside kick, unheard of in today’s NFL, and then converted a field goal. What’s interesting about the onside kick is that instead of pouncing on the football, Falcon players waited for it to go out of bounds. That makes absolutely no sense and is the reason the Cowboys were able to notch their first win of the season. Atlanta’s defense is the worst in the NFL. Coach Dan Quinn is on the hot seat because of it. Boneheaded plays like the one that led to the loss at home won’t help Quinn’s case to keep his job. Ravens and Chiefs on collision course in NFL Week 3 - There were other Week 2 highlights. The Las Vegas Raiders opened Allegiant Stadium with a solid 31-24 win over the New Orleans Saints while the Seattle Seahawks and Russell Wilson beat Cam Newton and the New England Patriots 35-30. Also, both the Ravens and Chiefs won their respective games. The Baltimore Ravens beat the Houston Texans 33-16 while the KC Chiefs required overtime to beat the Chargers 23-20. Los Angeles quarterback Justin Herbert played exceptionally well. Coach Anthony Lynn said Herbert would remain the backup if Tyrod Taylor were healthy enough to play in Week 3. We’ll see how long Lynn sticks with that plan. Next Monday night, the Chiefs and Ravens battle. Baltimore looks like the team to beat in the AFC. They were the team to beat last season as well. It will be interesting to see how the Ravens’ defense handles Patrick Mahomes. MAC's Top Rated NFL Picks and Parlays - NFL Odds at MyBookie09/27 - 01:00 PM - Houston Texans vs Pittsburgh SteelersPlay: Pittsburgh Steelers -4 09/27 - 01:00 PM - Chicago Bears vs Atlanta Falcons Play: Over 47 09/27 - 08:20 PM - Green Bay Packers vs New Orleans Saints Play: New Orleans Saints -3 09/27 - MAC's 2x NFL Parlay 09/27 - 04:25 PM Detroit Lions vs Arizona Cardinals Play: Over 54.5 09/27 - 01:00 PM - Washington Football Team vs Cleveland Browns Play: Over 44 Promo Code - THEMAC Join XBet and claim a $300 Sign Up Bonus - UFC Odds |
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Updated Nov. 28, 2019: Fixed image embedding. Added two match videos by Daosiying which show off good all-around GM Striker play. Updated thoughts on the 100mm vs. Bullpup. Updated thoughts on 400 point play. Added Gogg to bad matchups list. submitted by RMS-099RickDias to GBO2 [link] [comments] Updated Oct. 21, 2019: Updated the Skills section to cover "SHIELD TACKLE", which was added in a balance patch. https://preview.redd.it/o8e1h8qsdh141.jpg?width=214&format=pjpg&auto=webp&s=71c9ab14fb7c52a4c45a83472bf56a9ea3eeadcf Several new players have asked for insights on this melee-oriented mobile suit, discovering that it looks awesome yet is difficult to pilot. As a player with hundreds of rounds spent in the GM Striker, I’m here to teach you how to use it! This guide will cover most of what there is to know about the Federation’s polearm-wielder, teaching you how to use its impressive reach and lengthy melee combos to pin down enemies. This guide is meant for new players, and is fairly long because I presume the reader has only basic knowledge of the game (as in, "Joined during NA launch, has only recently completed the tutorials"); I'll be going into extra detail to make sure you're not lost on anything that comes up here. If you're a veteran player, this might not be as useful to you. That said, let's begin! Table of Contents A text search for the section’s code (‘S1’, S2’, etc.) will quickly bring up the relevant section. S0. The Most Important Rule S1. Combat Roles / Strengths / Good Matchups S2. Weaknesses / Bad Matchups S3. Ranged Weapons S4. Melee Weapons S5. Melee Theory S6. Skills S7. Combos S7a. Shorter Combos Are Valuable Too! S8. Custom Parts / Builds S9. Differences Between 300, 350, and 400 Point Play for GM Striker S10. Match Videos to Study S11. Conclusion S0. The Most Important Rule https://preview.redd.it/ir4bwhfich141.jpg?width=360&format=pjpg&auto=webp&s=1b260f50123fdd2b9f2a4e7d773e8c6ed81ec368 This will surprise most new GM Striker players, but it is true: Most of your damage output will be from your machine gun. It is your main weapon, not your spear. The vast majority of the time, you need to stick with your team (or at least be roughly in the same area as them) and pester targets with your machine gun until you see a genuine opening to go for melee. Don’t rush in just because the enemy is close; unless they are truly distracted (stunned, not looking at you, etc.), this is a good way to die. Use your machine gun. A lot. Only go for melee when you are likely to succeed. Just because you’re a ‘melee suit’ doesn’t mean you have to constantly be in melee. Good GM Striker pilots spend most of their time shooting, and only go up close when the time is right! S1. Combat Roles and Strengths Your loadout is designed for close and mid-range combat, leaving you suited to the following tasks: Stun-Locker: A high Thruster stat plus two separate melee weapons will allow you to do very long melee combos (anywhere from 6 to 10 hits), which can stun opponents in place for your teammates to shoot. This might not sound as fun as killing them on your own, but it’s more effective; your team scores extra points for ‘Assist’ kills where two or more people work together! More points means more victories, meaning more rewards! Capture Point Grabber: At the start of the round, you’re probably the fastest unit on your team. It’s your job to grab the capture point closest to your team’s spawn at the bare minimum, and if the situation permits you might want to grab the second one from there (only if the main fight is going very, very slowly). DON’T go overboard with this; your team needs some forward spawn points but they also need you in the fight! Grab just the first spawn (and the second one only if both sides are being very cautious/slow to engage), then get ready to start hitting the enemy. Bodyguard: If your team has well-entrenched Supports who have plenty of cover and a wide open field of fire, chances are the enemy will be coming toward them. In that case, consider staying near your Supports and engaging anyone who gets near them. Your Supports will stun targets, which you can then lock down with lengthy combos and give the Support time to finish it off! The above strategy is map and team-formation specific. If your Support is hanging VERY far back from your Generals, go with your Generals! Leaving them down a player on the front line is a good way to lose. In this case, memorize the Support’s player number while you join the front line fight as well. If you see him say ‘Support Me!’, be ready to turn around and run to them at best possible speed to save them. This is common on maps like Port, with huge open firing lines and rooftops; it’s normal for the Supports to stay very, very far from your Generals there; you’ll just have to be ready to run between the front-line and the rear to protect whoever needs it at the time. Area Denial: A GM Striker with teammates nearby is essentially a wandering ‘bubble’ of stuns; any enemy nearby has to weigh the risk of being caught in a lengthy combo that will almost certainly mean their death. You can use this near bottlenecks, chokepoints, and other ‘high traffic’ crowded areas to make it difficult for enemies to even stand there! Support Hunter: You’re not ideal for the job due to your lack of an instant-stun weapon or any sort of stealth equipment, but you’re still a Raid and still get huge bonuses for attacking Supports. So long as you see a genuine opportunity to get to them, go for it! Your machine gun will do good damage on its own, and if you get a chance to land a combo you can kill the Support in very short order. Just be ready to run if their Generals turn back to help their Support. S2. Weaknesses / Bad Matchups The GM Striker has a few problems worth noting. Among them: No Instant Stun Ranged Weapon: Much of the game revolves around ranged weapons that stun the opponent in one hit. You don’t have any. The best you can do is inflict a stun after about 15-20 machine gun bullets hit the same target in a row, which isn’t as good as what most people get. If you’re facing an opponent with an insta-stun gun, you’re at a disadvantage and will have to be very good at managing weapon ranges in order to win. Huge Melee Range Makes You Vulnerable to Counter Tackles: You cover a tremendous area with your melee weapons. This is normally a good thing, except for one problem; this also makes you easier to Counter Tackle. Low Gun Range: You max out at 250 or 200. Bazookas tend to reach 300 to 380 range, while heavy cannons and sniper rifles reach 400+. Meanwhile, you only barely outrange most shotguns (range 150). You’re going to have to be very good at positioning and using terrain to protect yourself. You also struggle with the following foes: Efreet and Efreet (DS): These two carry Shotguns, which are still able to Stun you despite your Maneuver Armor. They also have good melee capabilities, various equipment to hide their approach, and the standard Efreet has Type Advantage over you (it’s a General). 1 on 1, either of these units will absolutely mulch you unless you get lucky. Your best bets are to try to out-range them (your gun has Range 200, theirs has 150), vulcan them while dashing away, surprising them from an angle they can’t see you at, doing a tackle just before they fire their shotgun (the invincibility frames should get you past it), luring them toward your teammates, or just saying "Nope" and running the hell away. Don’t feel bad about losing to an Efreet; they’re by far your worst matchup. Do your best, but accept the worst if it happens; it’s natural. GM Cold Districts Type: Like you, the GM Cold Districts Type relies on a machine gun for its damage output. Unlike you, it has an extremely high rate of fire on its machine gun and has Type Advantage to boot. A competent GM Cold Districts pilot will stun you with their weapon’s built-in grenade, knock you down, then empty its machine gun into your legs (and this might be enough to disable your legs outright). Treat it like you would an Efreet; it WILL kill you unless you take it by surprise or have help. Generals with Bazookas: The most common unit type in the game happens to be a bad matchup for you. Keep your distance, pepper them with your machine gun at maximum range, and be prepared to do sudden boosts of movement so your Maneuver Armor protects you from bazooka splash. Try to lure them toward your teammates if you can. Gogg: The Gogg is built to take advantage of most of the things you would want to do. It ignores most forms of stun, including low-end melee stun. Your down-slash (which it DOESN'T ignore) is slow and can be Counter Tackled on reaction. It does far more damage per hit than you do, and is more durable. Thus, you have four real options. 1: Shoot it with your machine gun. 2: Hit it with vulcans while dashing away. 3: Down-slash it if its back is turned and it's not aware of you. 4: Get teammates to shoot it. Beyond that... do not try to do extended melee combos to a Gogg. It can and will hit you out of them! S3. Ranged Weapons You have three ranged weapons; head vulcans plus your choice from one of two main handheld machine guns. Here’s what you need to know about them: https://preview.redd.it/okbhuhy3dh141.png?width=99&format=png&auto=webp&s=bb08be00237686777984f3ee3d8fd539b6f3262e Vulcans: 50 Power, Range 150, Ammo 30, High Firing Rate, CAN FIRE WHILE BOOSTING – Some GM Striker pilots like to turn these off. I recommend leaving them on. While it’s true that turning them off enables faster weapon-switches during melee combos, you can compensate for that with practice. Either learn to tap ‘switch weapon’ twice, or use the hold+button weapon swap method to go right to your beam saber after your spear attacks are done. Leaving your vulcans enabled gives you two important benefits. First, you have a weapon you can use while dashing/boosting. Their damage is low, but it can be used to chase down nearly-dead opponents in order to finish them off. Also, it gives you a ranged attack to use while your machine gun is reloading. Doing a little extra damage instead of no damage during the reload is obviously a better idea. Note that vulcans on their own cannot inflict a stun, but they do build ‘stun points’; if your target is also being hit by someone else's machine gun at the same time (and thus taking ‘stun points’ from it as well), your vulcans could be just enough to stun them! Vulcans won’t score you many kills, but the few you do get will be enough to justify keeping this ‘inconvenient’ weapon enabled. https://preview.redd.it/tfj05w16dh141.png?width=300&format=png&auto=webp&s=a324252eb297dab1a2d3b2ad5819c94a2ce0b5c4 100mm Machine Gun: 148 Power, Range 250, Ammo 40, Low Firing Rate – The default ranged weapon on the GM Striker, and its usage is map/formation specific. Its low firing rate and relatively long reload time means it does about 25% less damage than the Bullpup (see below), but the extra range can be useful on maps like Port or Impact Site where it's common to have longer, wide-open areas to shoot through. There are legitimate reasons to use the 100mm, but be aware there is a higher-damage option open to you with the Bullpup. https://preview.redd.it/uonhbybbdh141.jpg?width=980&format=pjpg&auto=webp&s=8c47a575bdefdb963da6183ddd01e8bec4e1000e Bullpup Machine Gun (aka ‘90mm Bullpup’): 146 Power, Range 200, Ammo 35, Medium Firing Rate – On paper, this looks like the worse weapon; it has less range, less damage, and less ammo. However, it actually does more damage overall! This is due to its faster reload (roughly 4.2 seconds, versus the 100mm’s 5 seconds) and notably higher firing rate. The exact math is beyond the scope of this guide, but the bullpup does roughly 20-25% more ‘damage per second’ (“DPS”) than the 100mm does, and this is enough that you have a genuine trade-off to make here: Do you want more damage but less range (Bullpup), or more range but less damage (100mm)? I recommend trying both; most players prefer the Bullpup but there are times where the 100mm is useful, so you'll want to make your own informed decision on it. S4. Melee Weapons The GM Striker has four awesome-looking melee weapons, two of which are built into the suit and two of which you can choose between. They are: https://preview.redd.it/cae2eq2fdh141.jpg?width=301&format=pjpg&auto=webp&s=ff531454f4de24174d660a16952489f4ea0b00c2 Spike Shield – Part of your Shield, Built-In, Always Equipped (Part of your Tackle): The spikes on your shield aren’t just for show! Whenever you do a Tackle attack, it will deal double your tackle’s normal damage if your shield is still intact. There’s no special animation for the spikes, but they are dealing damage! Note this drains your entire Boost gauge, so only use it if you know what you’re getting out of it; it’s invincible (when GBO2’s garbage netcode lets it work properly, anyway), and stuns enemies. This can be useful if you expect the double damage to be just enough to kill an enemy, or are about to die regardless and want to get in what damage you can before that happens. Note that Spike Shield stops working if your shield is destroyed. At that point, your tackles do normal damage. They’re still useful in all the same ways, but will do less damage than if the shield was intact. Due to your spear’s hitboxes having trouble hitting downed opponents, a Spike Shield tackle can be a decent combo ender. If nobody is going to punish you for it (this does consume your entire boost gauge, after all) and the damage will be just enough to score a kill, consider using Spike Shield when you’d normally down-slash an opponent that has been knocked down. It’s not always a good idea (and is often a bad idea), but it’s one option you have. https://preview.redd.it/uht4w0modh141.png?width=366&format=png&auto=webp&s=ed34a1b6f8a95248428703d513de8131f22c02fe Beam Saber – Power 1400, Built-In, 2-Hit Combos: A fairly typical Federation beam saber, this one works like most of the others you’ve seen on other GMs. Its only major difference from them is its lower power (1400 on the GM Striker, where most of them have 1600 or more). It’s easier to hit with up close, but has less range overall. Get used to switching between it and your spear (or scythe) for powerful melee combos! Moving on, let’s discuss the two choices you have for an unga stick: https://preview.redd.it/m0212bcwdh141.jpg?width=640&format=pjpg&auto=webp&s=1e7091e2dbac3c71d3eb6b7cd8ae853411e23449 Twin Beam Spear – Power 1800, 2-Hit Combos: Your default selectable melee weapon, its main advantage is its tremendously long reach in front of you and to the sides. A dashing side-slash can catch many foes at ranges they wouldn’t expect, letting you begin your series of melee combos! The side swing has so much reach that it can sometimes hit things ever so slightly behind and beside you, while the neutral swing hits high, mid, and low in front of you; it can be used to do a single attack to enemies that your beam saber can’t reach. If you’re just starting out with the GM Striker, I recommend going with the spear first. Most of its combat design is based on the assumption you have the spear instead of the scythe, and there are big trade-offs involved in using the scythe. Note that it’s possible for some enemies to escape your spear combos; the weapon only inflicts normal melee hit-stun, and some of its animations are slow enough that opponents might be able to dodge-roll out of your combo. Be ready for this, and be ready to chase them with a quick boost and switch to your beam saber to keep swinging at them! Also, the side slash has a blind-spot right in front of you. If the enemy is right in your face, extremely close up, it’s very possible your side-slash will outright miss them. Be careful about this, and know when you’ll need to neutral slash instead. Your down-slash generally won’t hit enemies that have been knocked down. There are ways to make it work (targeting the legs on particularly large mobile suits such as Doms, or knocking them down on a slope so that they’re slightly elevated, etc.), but generally speaking your down-slash can’t hit prone foes. If you’re not confident the down-slash will hit a knocked down enemy, use a side-slash instead. Bizarrely enough, the side-slash usually will hit prone foes despite the animation coming nowhere near them! https://preview.redd.it/ndrveagxdh141.png?width=470&format=png&auto=webp&s=4e6956d39dd07496f0c72084a54535fd9a9d74d8 Twin Beam Scythe – Power 2000, 1 Hit Only, INFLICTS STAGGER (aka ‘Heavy Stun’): Unlike what Gundam lore would suggest, the GM Striker in this game can’t switch between spear and scythe modes; you equip one mode before the match starts and your polearm stays in that mode for the entire battle. This is unfortunate, because the scythe has some valuable functions but also some major limitations. The scythe’s main benefit is that all of its attacks inflict Stagger, a lengthier and stronger form of Stun that makes it extremely easy for you to switch weapons and finish your combo; if the scythe hits, it’s going to be very difficult (and often impossible) for the enemy to escape the rest of your attacks! However, this power comes with drawbacks. Among them: - Scythe is slower to draw (about 2 seconds, compared to roughly half a second for the spear), so you’ll have to use the beam saber as your ‘quick response’ weapon if an enemy surprises you in close combat. - You can only do one scythe hit, shortening your combos. - The scythe has a longer cooldown than your spear, further limiting combo potential. - You have much less forward reach. On the other hand, you do gain two nice things. One, the scythe has no ‘blind spots’ like the spear does; if they’re in range, you can hit them. Two, it does all its damage in one hit. If you’re in no position to stick around for a lengthy combo (such as having multiple enemies shooting at you), doing a scythe hit and running away makes a lot of sense. This is especially fun if you manage to sneak up on a Support; a single scythe down-slash can do hilariously high amounts of damage to them, and you can still do a beam saber combo afterward. I personally prefer and recommend the spear, but I also think you should try out several matches with the scythe. Doing so will help you understand what the spear’s benefits truly represent, and… it is genuinely possible you might wind up liking the scythe more. If so, great! There is no ‘one true style’ for GM Striker, and there are legitimate reasons to favor the scythe. S5. Melee Theory Normally, you would expect to run right up to an enemy and hit them with your unga stick. The Counter Tackle complicates this, punishing you for doing this if the enemy is aware of you. This results in melee actually being a ‘mix-up’, where you need to cycle between options in order to confuse your enemy. Consider the following moves: Dash Up to Enemy, Wait for Their Tackle: This option will cause you to be stunned and take a little damage, but you’re now in on the enemy and they’re out of boost. If they have a melee weapon already in hand, you can simply tackle them back; you’ll either stun them, or do a successful Counter. Either way, you’re now free to melee combo them! If they have a ranged weapon readied instead, you can just melee them outright and keep your boost gauge intact. Move In, Melee Immediately: Once the enemy has learned to quit throwing out preemptive Tackles (due to you doing the above to them), you can start hitting them as soon as you’re in range. Note that some foes might not actually learn, so this becomes something of a guessing game; in that case, just keep waiting for their tackles and hit them afterward. This makes it a matter of psychology, much like a mix-up in fighting games like Street Fighter. There is no guaranteed correct choice, but you can condition your opponent to make the decisions you want them to make and defeat them more often than not! If the opponent is very low on HP: Just shoot them! Don’t risk eating a Counter Tackle, just back up and hit them with your machine gun or vulcans. You’ll lose a little HP from them shooting you back, but you’ll lose far less than you would have if they managed to Counter you. S6. Skills The GM Striker has a mix of Skills to help it do its job, so let’s go over useful notes for each. Quick Boost Lv. 1: You take 10% less time to fully charge your jump. This is nice on maps like Mountain, where you’ll need to jump onto the upper ridge area pretty often. High Performance Balancer Lv. 1: You can end Boost recovery, landing from high places, and similar movement with an immediate melee attack or Tackle. Get used to this, as a dashing side-slash with your spear will be one of your most common tools to chase enemies with! Melee Combo Controller Lv. 1: Allows each melee weapon to do 2-hit combos. This applies to your spear and saber, but not your scythe. The scythe only does one hit, despite you having this skill. Maneuver Armor Level Lv. 1: While in the middle of a full boosting animation (it doesn’t seem to be as effective during the ‘short dash’, the early part of your boost animation), incoming Stun effects from ranged weapons (not melee) are reduced by one level of severity. StaggeHeavy Stun becomes regular Stun, and regular Stun will often be outright ignored. It’s possible to still be stunned by regular Stun, but it usually takes more effort. Note the following: - Direct hits from bazookas still Stun you. - Shotguns deal Stagger, so even with Maneuver Armor you’re only downgrading it on degree of severity; an Efreet’s shotgun will still Stun you outright. This is a big part of why they’re so dangerous to you! - Most ‘heavy artillery’ weapons such as shoulder cannons, hand-held long cannons (180mm Cannon on Gundam Ground Type, etc.) deal Stagger, so they’ll still Stun you. - Repeated hits from a machine gun can still Stun you. Anti-Explosion Armor Lv. 1: You completely ignore Stuns caused by nearby mobile suits exploding. This also applies to explosions from non-MS vehicles, such as tanks and hoverbikes. It’s a relatively minor benefit overall, but still very nice to have! Reactive Armor Lv. 1: Reduces stun caused by ranged-attack explosions, unless it’s a direct hit. This, combined with Maneuver Armor, lets you generally ignore being splashed by bazookas aimed near your feet. However, heavier cannons might still stun you... so be careful about that. SHIELD TACKLE Lv. 1: (Yes, it's written in all caps in-game, "SHIELD TACKLE". Presumably you are supposed to shout that phrase in real life while using it) This 'Skill' actually does nothing the suit wasn't already doing. It was added in the Oct. 30-31 2019 update to make explicitly clear how your Spike Shield weapon works, what its effects are, and its limitations. It's just "your tackles do double damage while your shield is intact", in effect. It's clarification text, not a buff or nerf. S7. Combos Finally, the fun part! Being a good GM Striker player requires learning how to string together several melee attacks, and your combos are weapon-specific. This section is going to be long, I'm presuming you're very new to the game and don't understand how to do repeated weapon cancels yet. The basic idea is that you do one or two hits from your current melee weapon, then Boost-cancel it (just tap Booster in the direction you want to go and immediately release the BoosteThruster button) while swapping to your other melee weapon. Do one or two hits from it, Boost-cancel while switching back to your first melee weapon, and keep repeating this cycle until you’re out of Boost gauge. In other words, it looks something like: “Two spear hits -> Boost cancel -> Two saber hits -> Boost cancel -> Two spear hits -> Boost cancel -> Two saber hits, etc.” until the target is dead or you’re about out of Boost. You'll have to be quick about it, taking too long to do the weapon switch or the boost cancel will let the enemy escape. Try to end your combo with a hard knockdown, such as the down-slash, unless this will also hit an ally. In that case, end your combo with a neutral or side-slash so they can safely continue pounding on the enemy. Better to stun a teammate for a second than to leave them prone for 5-6 seconds. They’ll probably survive a momentary stun. Being knocked prone will get your teammate killed! Remember that you can’t do two of the same move in a row. That means you can’t do two neutral slashes in sequence, but you can do a neutral and a side, weapon swap to do another neutral or side, etc. Also, left and right slash are technically different moves. You can use both in sequence. I call both of them ‘Side Slash’, but you can do two side slashes if one is left and one is right. Dual side-slashes work extremely well you’re simultaneously comboing 2 or more foes; you can stun both of them! So, how many hits can you do per combo? This varies by weapon and by your Thruster stat. If you’re using the spear and default Thruster stats (60), you’ll probably get 4 hits per combo and can sometimes get at 6. Additional Thruster parts can let you regularly get 6 hits, sometimes 8, and rarely 10 hits! Note that 8-10 hit combos aren't common (usually the opponent escapes or you run out of boost gauge), but it's possible. With the scythe, you only get 3 or possibly 4 hits no matter how high your Thruster stat is; the weapon cooldown and draw times ensure this. Bear in mind opponents can escape non-Scythe combos with Tackles or Evasion Rolls (aka ‘dodge rolls’). Watch for this, stop your combo, and chase after them to restart it while their Booster gauge is now depleted; this time you’ll land the full combo! That said, here are your combos; I'll define 'OTG' a little further into this section: Scythe Combo, no Ally Nearby: Neutral Scythe OR Side Scythe -> Neutral Saber OR Side Saber -> Down Saber -> OTG. Scythe Combo, Ally Nearby: Neutral Scythe OR Side Scythe -> Neutral Saber OR Side Saber -> Whichever of Side or Neutral Saber you didn’t use previously. Don’t do a down-slash or OTG. Boost away and let your teammate finish the combo. Spear Combo, no Ally nearby: Neutral Spear OR Side Spear, Neutral OR Side Spear -> Neutral Saber OR Side Saber, Neutral Saber OR Side Saber -> Neutral Spear OR Side Spear, Neutral Spear OR Side Spear -> Repeat until low on Booster gauge -> Side Slash OR Neutral Slash -> Down Slash -> OTG. NOTE: Spear Combo may be started with Beam Saber if you have to. Starting with Spear is usually better, but you can swap the saber and spear’s places in this combo if needed. That is, Saber -> Spear -> Saber -> Spear works! Spear Combo, Ally Nearby: As above, but omit Down Slash and OTG. Instead, end on Neutral Slash or Side Slash and boost away to let your teammate continue the combo. ‘OTG’ in a combo means “On The Ground attacks”, and refers to your choice of hits that will damage enemies you’ve knocked down. OTG List: (Pick one of these in any combo where I list 'OTG' at the end) - Neutral Spear + Side Spear - Neutral Spear + Down Spear if the target is on a slope above you or has large legs. Otherwise Down Spear will miss! - Neutral Saber + Down Saber - Neutral Scythe OR Down Scythe - Machine Gun/Vulcans - Tackle if your Shield is intact. Remember that the spikes on it do extra damage in Tackles! Tackle is extremely high risk, as it will eat up your entire boost gauge. Nonetheless, it can be worthwhile in some cases if you NEED to score a kill right now and are about to be hit out of your combo by another enemy. Be sure to do OTG hits whenever practical, since they maximize how much value you get out of your combo! It does take a few days of practice to get good at the GM Striker’s melee combos, so don’t be discouraged! You’ll develop the muscle memory for it gradually, until eventually you’ll be doing full combos! Be sure to check out the match videos section to see what these combos look like. S7a. Shorter Combos Are Valuable Too! When you watch the match videos at the end of this guide, you’re going to notice something: The players in them only occasionally go for long combos. Most of them are satisfied with Neutral Spear (or Side Spear) -> Down Spear -> Neutral Saber -> Down Saber. They have a good reason for it. They’re minimizing how long they’re standing still and how long they’re tossing out melee attacks, because it’s very easy for another enemy to shoot you during your long combo or Tackle you so they land a Counter. Remember, any enemy in range can Counter Tackle you, not just the one you’re intending to hit! Thus, don’t feel like every combo has to be a 6+ hitter. It is perfectly fine to settle for 4-hit combos. You get most of the same damage a long combo would (not AS much, but close), while minimizing your risk. Go into Free Practice mode and train your 6, 8, and 10 hit combos. Know how to use them, and have them in your arsenal. They’re valuable, and can cause an enemy to be killed in a single attack string if your allies take advantage of the lengthy stuns you’re handing out. Yet at the same time, be comfortable accepting 4 hit combos; they’re often far safer to use than your longer ones! Pick the combo based on the situation; it’s better to do a 4 hit combo that ends safely than it is to go for an 8 hitter that ends in you being Countered (because you’ll probably die while you’re knocked down). Practice both kinds of combo, and use both kinds. Each are useful in different situations, and a good GM Striker pilot picks the right combo for the task at hand! S8. Custom Parts GBO2 has a ton of custom parts to sift through, and you might wonder which ones matter most to the GM Striker. Fortunately, I can make it easy for you. Thruster Parts BEST. HP Increases VERY GOOD. Leg Durability Parts GOOD, but not as important as the above two categories. Shield HP Increases GOOD, but only after you’ve satisfied the above three as best you can. Put as many Thruster parts on as you can. The higher your Thruster stat, the higher your Boost gauge… and the longer your combos can be! That means Thruster keeps you alive (mobility is life!) and increases your damage output (by letting you do more hits). Your HP is purely average for your point cost, so improving your durability helps. Keeping your Shield intact longer also helps keep you alive, and preserves your Shield Spike weapon (your Tackles do extra damage so long as you have your shield). After that, improving your Leg Durability is helpful just because you need your legs! You might only be able to fit on a Level 1 leg part at this point; that’s okay, do it. Even a tiny bump to leg durability helps! Only use other parts once you’ve satisfied all of the above as best you can. If you don’t have enough slots to add Shield HP or Leg Durability, fine; toss in whatever other parts you can. Nonetheless, improving Thrusters and your suit’s HP is your absolute top priority. Thrusters are more important than parts that add Melee Damage. I know that sounds unintuitive, but it’s true. Melee parts add +X% damage, where X is the part’s listed value; a +2 Melee Damage part adds +2% melee damage per hit. Even if you max it out, that’s about +15 to +17% per hit… but this isn’t as good as just outright landing more hits in a longer combo. Longer combos do just as much (or more) damage, stun the opponent for more time, and mean you have more Booster gauge to maneuver with. Basically, Thrusters let you do more hits (more damage) AND live longer (easier to evade enemies); melee parts only grant damage. The choice is obvious. Sample Builds: These builds presume you have done enough Hangar Enhancement to get the extra Custom Part slots! If you haven’t, you may have to adjust these builds slightly. 300 Point GM Striker: Thruster Control System Lv. 1, 2, AND 3. Strengthened Frame Lv. 5. Anti-Melee Armor Lv. 1. Enhanced Melee Program Lv. 1. 350 Point GM Striker: Thruster Control System Lv. 1, 2, AND 3. Strengthened Frame Lv. 5. Special Leg Armor Lv. 1. Anti-Melee Armor Lv. 1. Shield Reinforcement Lv. 1. 400 Point GM Striker: Thruster Control System Lv. 1, 2, AND 3. Special Leg Armor Lv. 3 OR Reinforced Frames + lower-level Leg Armor (your choice). Enhanced Melee Program Lv. 1 if slots remain. New Players: Don’t worry if you can’t do the full builds above right away. It’s going to take time to get the custom parts for it, and that’s okay. Substitute other parts while you gradually buy the parts you need; just do your best. You’ll get the full build eventually! S9. Differences Between 300, 350, and 400 Point Play for GM Striker Each of these point costs has different mobile suits and design trends worth noting, so let’s go over them. I’m going to presume you bring the right version to each tier, e.g. a 300 point GM Striker to 300 point rooms, 400 point GM Striker to 400 point rooms, etc. 300 Point Play: This is what the GM Striker was built around, and where it does best! You have to worry about Efreet, Efreet DS, Gundam Ground Type (General), GM Camouf, GM White Dingo, Gouf (VD), High Mobility Zaku (esp. ones with the Simplified Rocket Launcher), and GM Cold District, but you do quite well in this tier of play. While you face numerous difficult matchups, you also benefit from many popular supports being 300 points.! This includes the Gundam Ground Type (Weapons Rack), Guncannon Mass Production Type, and Desert GM… all of which you’re well equipped to destroy! 350 Point Play: You’re still relevant, but are facing increasingly more powerful threats. In addition to all your problems from the 300 point bracket, you also have to deal with Pale Rider Cavalry’s long-range, high damage, stun-dealing beam cannon. Additionally, Gundam Ez8 is a major threat to you in melee combat. Gelgoog and Act Zaku are also moderate problems, though not as severe as some others. On the other hand, in addition to the 300 point Support list… the popular Guntank and Guncannon sees regular play at 350 points. As a Raid, you do very well against these! 400 Point Play: Frankly, playing GM Striker in 400 point games is a huge challenge. It’s possible to do well, but 400 points is where you see many units that are just plain better designs than the GM Striker. Try it if you want, but be aware you you’ll be going up against stronger machines like… G-Line Series: All three of these are flat-out better than you. G-Line Light Armor is faster and has better guns, G-Line Assault Armor has better guns and a melee weapon that is almost as good as your spear. G-Line Standard Armor can easily stun you with its beam rifle, and do tremendous damage with its gatling smasher. Pezun Dwadage: It's fast enough to keep you out, and has two stun-capable beam weapons it can use in tandem. Blue Destiny Unit 2 and 3: Your unga stick’s long range might help keep them away despite their EXAM System, but they still outgun you. GM Sniper II White Dingo: Have fun getting stunned three times in a row at long range, plus a type disadvantage. And that’s just the ones I could remember off the top of my head; many other 400 point MS simply have capabilities the GM Striker can’t match. That said, you are well suited to take on the popular GM Cannon II. You’re also not a terrible choice for attacking the Assault Guntank and Hidolfr, though you’re not ideal for the job either. I’m not going to say you can’t play GM Striker in 400, but be aware that it’s very difficult and you’re going to have to make the most of every opportunity. If you’re not confident in your ability to do this, then 300 and 350 point play are where the GM Striker truly excels in any case; stick to using it in those tiers and play something else in 400; I recommend the G-Line Assault Armor if you want 'GM Striker, but better.' S10. Match Videos to Study If you want an uncurated list, copy and paste the following text into a Youtube search; It’s the Japanese text for “GM Striker BatOp2”, with ‘BatOp2’ being what they call GBO2: ジムストライカー バトオペ2 This will get you nearly everything the Japanese GBO2 community puts up on Youtube for the GM Striker (and the GM Striker Kai). Look for ones with high view counts (several hundred or even a few thousand viewers); those are usually from players known to be skilled. If you want some videos I think are especially good, check these out: Match 1 of 2 by daosiying , featuring good all-around play: https://youtube.com/watch?v=jqen_evXUQM Match 2 of 2 by daosiying , also a good all-around display: https://youtube.com/watch?v=f_yN0q9F_IM Good all-around, and shows off excellent short combos: https://youtu.be/x0mDyEDEcDk?t=73 Excellent scythe use. Also notice the part at around 1:40 where this player baits a Guncannon into wasting its Tackle, THEN melees it: https://www.youtube.com/watch?v=n1eFoqxeOJE Good all-around play, though note it’s using an uncommon rules-set where kneeling heals HP: https://www.youtube.com/watch?v=LZtzunY_o2o Mute the audio: https://www.youtube.com/watch?v=HuVu5wqp0nQ S11. Conclusion As you can see, there’s a lot to learn about the GM Striker. Nonetheless, it’s a powerful mobile suit when mastered and incredibly fun. Consider it high-effort, high-reward. The unga stick is one of the more enjoyable weapons in the game, and hopefully you’ll like it as much as I do! |
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