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 [EVENT] Cyberstep vs Heroes Guide

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Courius
rei_hunter
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rei_hunter
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[EVENT] Cyberstep vs Heroes Guide Empty
PostSubject: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 8:04 am

Cyberstep vs Heroes Guide

I. What is "Cyberstep vs Heroes"
Its a monthly event held by GMs in order for players to fight for "chances" in-game. For example, the most common reward for beating the entire event, the UC to RT Conversion.

II. What are the rewards usually?
Cosmic Break Japan offers its players the ability to charge UC to get 50RT for the next month the event was held on. But, among its prizes are Level 5 Limiter Removals at 10,000 UC, Level 8 Limiter Removal @ 30,000 UC and Aile (Mate) sold for 10,000 UC. There is also a 3X UC Arena Drop Rate (For Fighting Union Wars, Shuffle Rooms & Epoch).

Cosmic Break English Server offers its players the ability to charge UC to get 50RT for the next 30 Days (Unlike Cosmic Break Japan, they do it right off the bat.). This event, by popular demand, extend Super UC Garapon's time in the Garapon Series.

Cosmic Break Korea has had its recent Cyberstep vs Heroes, and I am currently unsure as to what their prizes are...

III. How do I participate?
Go to Ground Area, and wait for the scheduled time before the event. Make sure you've checked your commandoes right. Create a Room (You Solo no matter what.) and Join any of the rooms created.

The event lasts for 1 Hour, and you must defeat all the GMs/Robots in various areas.

Cosmic Break Japan hosted a Cyberstep vs Heroes event before, for 2 Hours. Their record for beating GMs is 40 minutes. Their usual number of Robots to defeat is 15.

IV. Battle Mechanics
The game style is Arcantus, meaning, you have access to your 5 and 6 Item Menu.
> You will also see a HP, ATK and WB Boost Gauge above your HP Status and WD Gauge.
> All _naturally_ spawned mobs will +100% Drop an item or Boost, long as they are killed.
> All "spawned" mobs will _probably_ be a Large Chibi, good for being a HP Tank for you to hit on to charge your WB.
The maps all go around and around, so you can go back to other areas... ex
A001 -> A002 -> A003 -> A004 -> A005 -> Outpost -> A001 etc....
Without losing your buffs/boosts, so long as you dont enter the Yellow Gate
> Yellow Gates will make you exit the battlefield, along with your Buffs/Boosts.

V. GM
The GM Robot varies in all sizes, there's not a lot of difference in between servers BUT
- GM Robots cannot be Stunned, Slowed, Shell Drained or Shocked.
- GM Robots have TGH Reduction
- GM Robots have Innate Crimson Veil, basically, you can't chain combo them with Melee to stunlock them.
- GM Robots will have "Eternal" Tunes on each of their parts, so you can't break their parts (aside from their Shields/K-Shields)
- GM Robots will use Wonder Bits. They're easy to take out though.
- GM Robots will have 40 FLY. Or an amazingly long boost gauge. Try to keep up.
- GM Robots will be weak to their respective types... ie Artillery GM Bots take +50% More damage from Melee Attacks.
- GM Robots will have Back Weakness (+50% More Damage), so if you're chasing, you actually damage more if they're just running away without shooting back.
EN GMs will as much as possible, troll the players.
JP GMs will run around, attack a few, stop for a few... and do the cycle again.
KR GMs will attack as much as possible, run around, stop a few, and cycle again. One of their GMs will probably support the players by dropping Shell Supplies.

GM Summons
- GMs will summon large hinderances on your way...
- Omega Hipporoid(s)
- A Large Set of Mobs with Destroyer Swords (Swords that'll destroy your parts w/ 1 Slash)
- ARKs (Wizdom, Bladine and Dosrex)
- Chibi NPCs
- Deka Chibi NPCs
- And Experimental Weaponry.
- And other inhumane things

VI. TIPS
Okay here is my Guide, a more comprehensive one than my earlier post... I'll first list what's actually available "For Cheapness" from each server that's actually useful.

LANDS
CB-EN : Red Squealer (ATK), Shino X-Road, Jikun Long/Hu (ATK), Accel Saber (ALLROUND)
CB-JP : Red Squealer (ATK), Accel Saber (ALLROUND), Jikun Long/Hu (ATK)
CB-KR : Sharhead (MOBILITY), Red Squealer (ATK), Blazed Barron (ATK), Mighty Byne (ATK), Hound Dog, Shino X-Road (MOBILITY), Hatigarm (CAPA)

> UC : Red Squealer AMs can go thru enemy shields and have good tracking for Small Fast GM Bots. For Larger ones, it also works. Just have the BD you put it on with Bump Absorbers.
> UC : Red Squealer AMs can hold weapons (Bazookas, Vulcans or Melee Weapons) and makes them good combatants for GMs. They also give large relatives for TGH and STR making them even more deadly for Melee Types.
> UC : Sharhead - Sharhead has a large WLK and FLY Base, making him perfect for Vulcans, especially Great Supply Tuned Eight Vulcans.
> RT : Sharhead - Sharhead equipped with a Double Gatling lets him fly above the crowd and shoot from the skies with Air Run/Boost Run.
> UC : Shino X-Road - She can either Melee or Tracking. Her Tec and WLK are high, and her capacity is good. Her LGs lets her add more speed to her. Eight Vulcan, Custom Shotgun, or Blasters work.
> UC : Mighty Byne/Hound Dog - Basic Melee Combo, bad for Small GM Robots, but fantastic for Gigantic GM Robots due to Mighty Byne's TGH Stat + HP. He also has a large capacity base to equip heavier weapons... but his WLK Stat is pretty bad.
> UC : Jikun Long/Hu - Their Warping Abilities let them hit a GM for 50+ Damage. They have a large STR and WLK base for a cheaper alternative. They're quite common in JP.
> RT : Red Squealer - Daedalian AM2 is good for slapping out everything on the ground around you with boost swing. Not to mention mega damage since Dae AM2 + RS BD + GM Bot Weakness and hit from behind has a base damage of 200. Think how much damage you'll be doing with a 5 Star ATK Boost.
> RT/UC(KR) : Domiclown - Arm as wide enough to go thru your teammates. Good Melee, Bad Interval, but you can attack from a distance.

LAND WEAPONRY [LONG RANGE]
> Bazooka [Tuned for Force or Supply]
> Custom Shotgun [Tuned for Force or Supply]
> Eight Vulcan [Tuned for Force or Supply]
> Machine Guns [Tuned for Range]

LAND WEAPONRY [CLOSE RANGE]
> Mighty Byne Bunker + Hound Dog AM Tonfa
> Sharhead LG Board Attack
> Great Sword
> War Hammer [Tuned w/ Grappler x3]

AIRS
CB-EN : Seraph Crimrose (MOBILITY), Thoarla Nimbus (ATTACK), Izuna Kamui (ALLROUND)
CB-JP : Seraph Crimrose (Mobility), Izuna Kamui (ALLROUND)
CB-KR : Seraph Crimrose (Mobility), Izuna Kamui (Allround), Thoarla Nimbus (ATTACK), Mecha Jetter (ALLROUND), Brickgale (Mobility), and others

> UC : Seraph Crimrose (Non-Melee)... Beam Machine Gun a GM's bot in, or Blaster up everything else. Wide Beam Gun also works.
> UC : Seraph Crimrose (Melee)... Seraph Tackle all the way, w/ 40 STR. Much as possible give her a secondary Weapon.
> UC/RT : Seraph Crimrose (Melee)... Seraph Tackle all the way, w/ 40 STR, this time with a Ripper Scythe
....

I'll add more later.
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Courius
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PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 8:26 am

imma help a bit...

-any melle actually fine, only problem is the reach... you dont want get smashed randomly by those GMs, seriously, it not goin funny. good example for wide swipe weapon is Haku Sword...

-something with lot lot of ammo, you gonna fight for long anyway... but not really recommended using machine gun type since those gonna vanish when struck on allies.

-something that ignores allies obstacle example : pierce gun, beam rifle, blaster, EVE charged cannon , malice purple beam.

-something that pretty big explosion, zoka type ussualy would do

-chibis!! especialy the blue circle one ... doing great favor replenish allies, also resupply yourself...

-optional : grind, yes, grind!! make at least you have 1 star on atk or WB, that gonna help alot... especialy if you using something that rely on WB like nicole malice
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CapeMike
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PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 2:50 pm

I was thinking, it'd be helpful to have a loose 'team' of Chibi's dedicated to healing/circle-dance/'kiss'ing anyone within reach...perhaps even 2 or 3 teams of such....

...of course, if a GM catches on and tracks that group down, it'll get ugly...good idea? Smile
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Intet
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PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 3:37 pm

Sharhead can't equip double gattling, as he is M sized.
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Malphes
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[EVENT] Cyberstep vs Heroes Guide Empty
PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 3:48 pm

pretty much every machinegun after smg has obscene amounts of ammo
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Fireflywater
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PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 3:53 pm

Try a Beam Gatling.

Handheld / Gwyain AM2
11 force / 12 force
1000 ammo / 1400 ammo
240 INT / 300 INT
4 Minutes / 7 Minutes of constant fire not counting charge time and cool down.
Should work.
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Malphes
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PostSubject: Re: [EVENT] Cyberstep vs Heroes Guide   [EVENT] Cyberstep vs Heroes Guide EmptySun Sep 25, 2011 4:00 pm

and the loser of longest ammo duration goes to military gun

forty seconds.
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