----...And how exactly does THAT work?----
In any number of ways. For ALL weapons. As for mapping the attack on the controller/mouse, there are 2 methods i know of:
Method 1
PSU does not use every button on the gamepad. I would suggest the L2/Left Trigger button (used to check mission data/recieve partner cards), but its already in use. However, since its barely used in that aspect, one could toggle between Normal / Extra attack by holding down the left trigger (when not in pallet switch mode). The Left Trigger/L2 function can be switched to the D-pad, since its only really used like once every few missions.
Method 2 -- Instead of remapping...
Make the Extra Attack function Toggle Only, map it to the Up, Left, or Down Dpad. This wouldn't really work well / at all, as it wouldnt really allow for mixing combos since you have to take your hand off the analog stick to reach the Dpad.
----...(This is the "GET TO THE POINT!" / TL;DR section.)----
Im going to take this space to make something clear to everyone. REPETITION IS ~NOT~ DIFFICULTY. Monster that take ages to kill, experience that takes weeks to get, and levels that take eons to finish are NOT difficult. Difficulty (in THIS game) is determined by the Percent Chance of you and your team being wiped out, and that can be very easily adjusted. If they wanted to. Im just pointing that out before I continue. Making the player feel more powerful does not make the game boring. Enemies that dont adjust make the game boring. Im not covering that, so just imagine S4 missions with enemies that frag lv 200 characters in 3 hits.
The Extra Attack could work multiple ways in PSU, and used to MANY advantages of already existing systems. Ill explain them here.
-Adding additional use for Blast/SUV Gauge -- Giving one to Humans/Newmans-
Finally, a system that can give Humans/Newmans usage of that grayed-out gauge under their HP bar.
When you synthesize a weapon, that weapon can be given Photon Blast ability. NO, this does NOT mean your human/newman summons a dragon from the sky. It means, it can give your weapon a skill that uses this gauge for its special ability. These abilities can be reserved for A-rank + weapons only.
For instance, lets say you aquire a weapon with the ability Haste. As you play, your Photon Blast (SUV/Nanoblast) gauge goes up, just like it would a beast or cast. Your weapon allows you to hold down the Extra Attack button, and for cost of that gauge (Just like a PP counter), you are able to activate special attributes of that weapon.
For instance, special abilities may include :
Haste - While button is held down and you have more than 20% of your gauge filled, your attack speed increases. For every registered hit, the gauge is decreased by 20%. It does not have to be full to use, rather you can save for tight situations. At max, you can hasten 5 combo hits. *So for instance, if you hasten Jarboga and hit a dragon, say bb to 40% gauge.) Works for Technics and Bullets.
Sharpen - While button is held down and you have more than 20% gauge full, you gain +2 hitbox targets per hit for whatever weapon/technic/bullet you're using. A successful hit per combo decreases gauge by 20%. Technic and Bullet able.
Massless - While button is held down and more than 20% gauge full, your attacks damage the opponent but do not slow your attack down, as if you were swinging at air. Decreases gauge by 20%. striking only. (likely an ability for an Axe or Sword, or katana)
Accuteness - While button is held down and more than 50% gauge full, if your in your attacking animation and you collide with an enemy attack, you will automatically block that attack, but take 5% of would-be damage. Gauge is decreased by 50%. Technics and striking weapons only.
Pierce - While button is held down and more than 75% of gauge is full, your attack is not hindered by any enemy, and damages every target and hitbox it comes in contact with. Bullets and Technics only.
Im not sure how you would get these specifically on your weapon. Perhaps through extra slot? Or maybe you can use the system im about to describe below.....
-Adding depth to the Synthesis System -
An Extra Attack system could add an ENORMOUS amount of depth to the Synthesis system, which really only lets you customize the element of your weapon. An array of New Items could be added. When combined with your weapon synthesis, they could give the chance of adding a specific Extra Attack, without altering the Success rate of your synthesis. The choice of adding absolutely any extra biomaterial ingredient to your synth should be given, to add a sense of exploration to the current system. The grade of the ability should be based on the star count of the weapon. For example :
~STRIKING WEAPONS~
Donoph's Soul + Non Elemental Weapon = Chance of Sacrifice Ability (Give 8% HP to increase attack power of your attack. )
De Ragnus (part) + Fire Elemental Weapon (ban photons) = Chance of high fire elemental attack
De Rol Le (part) + Non-Elemental Weapon = Chance of high Poison Ability
Love Letter + anything = Chance of HP Absorption ability
Brand Reactor + Elemental Weapon = chance of higher Elemental %, chance of OverCharge ability (Sacrifice 7% PP to unleashed a stronger attack)
Dulk Falkis Core + Dark Elemental Weapon = Chance of higher elemental %, High chance of Incapatication ability.
Possible combos are endless. As for Technic and Ranged weapons (Nope, i leave NO class behind!)Your abilitys differ slightly, as you attack in different patterns. However, they have their quirks as well.
~FORCE/RANGED WEAPONS~
Donoph's Soul + Technic Weapon = Chance of Sacrifice Ability (While holding down trigger, a technic cast )
De Ragnus (part) + Technic Weapon = Chance Flame Inheritent ability.( While holding down the trigger, you cast has a slightly larger delay, but all Foie Grade attacks get a boost in elemental % strength + increased chance of infliction. If used with opposite element, your attack is weakened.) Strength increase depends on level of ability.
De Rol Le (part) + Technic Weapon = Chance Ice Inheritent Ability. (same as Flame)
Love Letter + anything = Chance of HP Absorption ability. (While holding down Extra Attack button, casting is slightly longer, but attacks absorb a % of enemy health.)
Brand Reactor + Technic Weapon = chance of Spirit Enhance ability (Sacrifice % more PP per tick to unleashed technics with increased base attack)
Dulk Falkis Core + Technic Weapon = Dark Infuse ability (Same as Flame.) Or Berserk ability (Sacrifice larger HP %'s (like 10%+) + increase delay time to greatly improve strength per tick)
**When using a technic/ranged weapon with no elemental attributes, the Elemental Inheritence temporarly changes the element. Opposite elements may counteract/negate effects. No benefits from other elements.**
**Ranged Weapons work generally the same as Technic weapons. Instead of delay of cast, perhaps it can be slower rate of fire, or decreased accuracy, or both since rangers are so effing overpowered. However since Rangers use bullets, the Elemental effects can still apply.**
But what about Fixed-Element weapons?
Yeah, you become screwed in your choices, since different elemental combos will become impossible because they'll already have them in their synthesis ingredients. and your stuck with Stacking element abilities or Absorbing / halving / charge / sacrifice abilities.
Which brings us to....
USEFUL KUBARA WEAPONS?! NO F**KING WAY.
Way. If a system like this was implemented, you would FINALLY have a reason to own a kubara weapon -- the ability to customize it however you see fit. A Twin-Headed Ragnus with Freezing abilities? No problemeo. They can even give Kubara Weapons the ability to synth more than one ability on to itself, to REALLY make them interesting. Perhaps still not as powerful as the original, but definately worth something in battle even if you have the original.
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