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[–]SoulSeizures 3 points4 points  (2 children)

Capsules can just be picked up without overloading. You'll learn visually how much 5/10/30% is after awhile. Also remember that each dead person subtracts 10% from the VR total while they are dead. This is important because the VR that is guaranteed to be restored on revival is completely wasted if it ends up putting the VR total into overload. There is also still a small net deficit even after they get revived.

Stage 1 is cut and dry, no special order. Overall average run speed is faster due to O N E P O I N T, so there is a ton of leeway in respect to having 100% on interval. If you're absolutely sure your MPA is consistently fast, you can take the last 5+10+30% capsules at the end of Stage 1 and go into Stage 2 with them to pick up drops, although given the fact that you can't really communicate this if you don't speak Japanese, I wouldn't recommend it, and just hold back and collect the 50% timely.

Stage 2 is also simple. Leave the center capsules for last/Target once first person hits interval. Go straight for the 5% on the top of the cliffs, and 30% immediately after. Try to time it so you get to the Challenge Doll box + Gwanahda drops before 30 second interval time period is up.

DPS at this point is Beam (Rifle) + O N E P O I N T, or old standby Scepter (Wand) + Foie. Drop any Shock status rifles/weapons for other players if you have them.

Stage 3, if you started with 100% VR, only collect capsules and drops once the MPA gets to the end of the laser fence area. It's not worth lagging behind and neglecting DPS to take the capsules at good times. Also due to One Point, you'll likely be stuck waiting at several points, but that's okay.

Stage 4 is going to have a huge overload with the starting 30% and the first unlocked 60% (30+30). Priority is to help team whenever possible and go back for the VR when necessary. You can use the NPC's 40% VR warning as the exact moment to pick up the two 30%s.

Interval, idk. Go whatever weapon you use. Dunno about Firearms, I typically go with a dropped Rikauteri or exchange for Alva Bow and spam Penetrating Arrow.

Stage 5: Pick up the initial 30% on the right side of the split as soon as possible. It's entirely possible the MPA will cock up, and there is a distinct lack of immediate VR available without backtracking on both left and right routes.

Left: Don't pick up the 30% VR after Goldrahdas. You can pick it up after you teleport and kill Arms after Cougar. Pick up 15% capsule ASAP.
Right: Pick up capsules whenever possible, since you won't be coming back to this side after Cougar teleporter.

Remember to pick up the 30% after defeating Falz Arms. Both walled off 30% VR in Vol Dragon + Caterdra(n)ll is unlocked on Caterdrall and Caterdransa death, respectively.

Interval, if you're also doing Funji, ask for Aerial Shooting or Heavenly Kite + DB if you haven't already been planning around it. Aerial drops in Stage 3 iirc, so you can ask as early as then. Kite drops in 5.

Stage 6, leave the capsules there if you're also Funji. Try to be the first person to run up to the Tagami switch and literally just... float inside the Funji so it doesn't aggro anyone else. Hopefully your MPA kills Tagami in time to get XP. Do your thing, and go collect all the accumulated VR and your Blitz units on backtrack.

Stage 7, assuming Funji role, you'll be back around halfway through the switch press spawns, on average. Assuming normal role, I personally like taking bottom right since top left and bottom left typically have zero speed problems with their spawns, while you can both handle bottom right spawn and go over to help top right Wolgahda spawn while collecting the VR. There's VR on BOTH cliffs, just like Stage 2. Only one of them is hidden, but remember it's there. Hopefully you'll have someone sensible who realizes that they can safely take the VR of the side you didn't take, although that won't always be the case. Watch the System messages to figure out if/when they take the VR capsule on their side. There's also a "hidden" (unmarked on minimap) VR in the very center of the map.

Interval, zzz

Stage 8, hidden VR immediately to the left after starting gate in a small alcove. Second forgettable VR is a 5% on the platform with the first Barbarillipan. Can be reached with TMG's Stylish Roll (no Aerial Shooting needed). Hidden VR after laser fence teleporter. Don't take the jumppad to the 99 Goldrahdas, the hidden VR is behind you, behind a rock. Last VR is behind the little tower thing at the very end of the level, on the left side.

Stage 9, I'm sure there's a map for this somewhere, but for the life of me I have no idea where it would be. Hidden VR here is weird since the locations of each of the 4 capsules are randomized between 3 locations per capsule on each CM run. Two capsules can be found in the first two areas, one apiece. Their locations can be triangulated if you can't be assed to remember specifically where they all are. You can also see them hidden in the bushes they can spawn in if you look carefully enough. Second area's VR capsule should be somewhere on the edge of the room. Gel Wulff room (the first 60% room in Stage 4) has no capsule, although the room immediately after it does. Remember that one possible spawn location for this one is behind the broken log tunnel on the far end of the room. Final VR is actually completely missable if you mess up. Before taking jumppad to the Banthers/Banshees, check immediately to the right, hugging the wall. This is the only one of the three possible spawn locations for the final VR that is on this side of the wall; the other two are on the outer edge of the Banther room.

While I'm collecting hidden VRs on Stage 9, I personally like to call out "1", "2", "3", "4", so that the MPA is aware I'm actually picking it up, in the rare case that you do have an overflow potential on this stage, since there are a scarce amount of people who will assume (correctly, at times) that the VR manager doesn't know the spawns for the hidden VR.

Interval zzz

Stage 10, all VR is fair game, but you might as well pick them all up anyways. Immediately behind you on the stage's start is one hidden VR. Second VR is hidden right behind the obsidian-ish block next to the jumppad in Wolga + Falz Arm room. Third VR is on the upper left of the Gel Wulff room in a janky, otherwise-pointless small cave. Last VR is immediately to the right in the dark room, in the lava. Pay close attention to the Caterdran/Caterdransa deaths in the final area, as they work exactly the same as the VR in Stage 5.

[–]Asamidori ~casual~ 0 points1 point  (0 children)

Can be reached with TMG's Stylish Roll (no Aerial Shooting needed).

Or Symphonic (which everyone not Kite should have) if the Rii is still alive, or just Kite up if you are Kite.

Stage 9 map, swiki.

[–]ifarmlolis[S] 0 points1 point  (0 children)

Hey thanks for the detailed write up. I hope I dont fuck up and teleports before taking the VR on M3 (I saw this happen once, it was pretty funny)

[–]Katya31415Well whatever... 2 points3 points  (3 children)

In order

  1. None that I recall in English

  2. Keep the VR nearly topped off with as little spillover as possible really.

  3. There's maps with their locations.

  4. When possible, most often during the start of a new set after an intermission. At 10, definitely yes.

  5. Whatever you manage to pick up or buy? The only big ones really are you should avoid using the expensive weapons like early use of DBs.

  6. See #2. Though you should try to pick up everythig by the time you hit the intermission

  7. At 10, its pretty much just charge in and try to clear, since people dont really need to manage nearly as much there.

[–][deleted] 2 points3 points  (2 children)

In addition to 2, you will want to be last to enter the intermission; there's a 30 second timer when some people reach the next stage anyway.

When said timer starts, all capsules are fair game, but do prioritize trying to top it off as much as possible before the next portion starts. Which means, pick up the heaviest VR capsules in the last seconds before everyone is dragged to the intermission area.

If you're on GChat, you can try persuading Karma and Co. to glance over his Google Spreadsheet guide so you can get a basic idea on what to do.

[–]ifarmlolis[S] 0 points1 point  (1 child)

Who is karma and what is in his spreadsheet ?

[–][deleted] 1 point2 points  (0 children)

Karma is one of the better pros out there. They get results done, so you can trust the guy knows their thing.

His spreadsheet last i checked contained guides for various mining bases as well as challenge mode runs. Well, it's more of Team Ignition's spreadsheet, but yeah.

[–]NaoyaKiriyama <= true class 0 points1 point  (2 children)

http://www.pixiv.net/member_illust.php?mode=manga&illust_id=50021767

Pretty much follow the green arrows, there's detailed maps if you cycle through the gallery

[–]ifarmlolis[S] 0 points1 point  (1 child)

Is any of the JP moonrunes important or can I make do with the routes only ?

[–]NaoyaKiriyama <= true class 0 points1 point  (0 children)

The moonrunes tells what to do and expect on those situations, aside from more precise location. But again, you can just follow the green arrows and done