A basic guide to tuning your units for beginners.
This guide covers the basics of tuning and some sample builds.
소개
This guide explains the basics on how to do tune ups for beginners.
To start performing tune ups you first need to locate a Cosmos Pot, these can be found in the Central Area, Ground Area, Angel Force Base and Angel Academy.
Once entering the Cosmos Pot you can select one of your units in your active team and select a part with open tune slots, once you select a part you can proceed to choosing a tune up you want to apply.
Ofcourse to perform a tune up you need materials, there are several ways of getting these materials, the most reliable ways of obtaining these materials is trough Unexplored Planet Arcantus and Tune Up Sets.
If you lack the materials you need but have loads of other materials or useless parts & weapons you can trade them for the materials you do need at the Material Point Exchange in the Ground Area.
Also when tune ups keep failing it may be a good idea to use Cosmo Harmonics, these can be obtained from the Arena Coin Exchange, the ingame Shop, Events and the Battle Pass.
When it comes to selecting tune ups for your units it is best to first look at your units and see what they can do, and select tune ups that help them perform better in what the unit is good at.
When checking what tune ups are usefull on a unit you should check the units type, stats and weapons, for example if a unit has high TEC but low STR then it is a good idea to build it as a gunner rather than a melee unit.
If you made a mistake and want to remove a tune up from a part you can do so by entering the Reset Pot located next to the Cosmos Pot.
In order to remove a tune up select the part you want a tune up removed from and select your option, removing tune ups require Cosmo Regret tickets and the options available depends on which type, Cosmo Regret ALPHA only removes tune ups while Cosmo Regret OMEGA refunds all materials used for the removed tune up.
Cosmo Regret tickets can be obtained from the ingame Shop, Events and the Battle Pass.
일반 팁
Here is some info that could help you improve your unit builds.
When a stat is at 10 points it grants no performance changes, while anywhere above Positively affects performance of that stat while anywhere below negatively affects performance of that stat.
Some of the highest value and most Cost efficient tune ups for unit stats generally tend to be High Alpha, High Beta and High Gamma tunes, as these tune ups tend to give you more of the stat you want while reducing the stat you dont need at a reduced Capacity Cost increase compared to most other high or great unit stat tunes.
When Tuning for HP it is usually recommended to try and get to 500 HP on your unit to ensure it can take a few big hits without going down, this may not be needed on all units but it is a standard that can lead to situations where your unit survives as a result.
When Tuning for STR or TEC it is usually recommended to get the stat as close to 40 (맥스) as you can since this stat directly impacts your weapon’s damage output, 하지만, if your unit has low STR or TEC stats then 30 as a minimum should still get you good results.
Lovering STR or TEC to 0 will have severe negative effects on damage output and most Wonder Bits that are stat dependent, however Wonder Bits with fixed performance values are unaffected by changes in STR and TEC, so if you plan on lowering STR or TEC to 0 then it is advisable to change to a Wonder Bit with fixed performance or a Wonder Bit like the Pillbox Unit that are not affected as much.
When Tuning for WLK or FLY it is usually recommended to get the stat as close to 40 (맥스) as you can since this stat directly impacts your units mobility, but if your unit has low WLK or FLY stats then 30 as a minimum will do aswell, but bringing along 1 or more mobility options (Dash Actions, Sub Abilities, 등) is advisable.
Lowering WLK to 0 will have severe negative effects on ground speed and also increases landing lag, while lowering FLY to 0 will severely decrease flying speed and slow down altitude gain, it is highly recommended to not reduce either WLK or FLY to 0.
Tuning for TGH as a main stat is usually not recommended despite its usefull effects of reducing damage taken when being attacked by multiple enemies and increasing stun resistance, as its effects wont be of much use if you ignore the units other stats since the damage reduction is not instant, there are only few units that can make good use of the TGH stat such as Mighty Byne, but outside of those units its better to not focus on TGH.
However reducing TGH to 0 has severe negative effects such as no longer getting any damage reduction and having no stun resistance, making it very easy for enemies to dive onto you and turn you into target practice, so it is highly recommended to leave TGH untouched.
Down Below are some sample builds that could be usefull to beginners.
Ofcourse these builds are not perfect and feedback on how to improve these builds and the guide in general is highly appreciated.
Land Units
Land units specialize in ground based combat and usually prefer close range fights.
Land units highly prefer WLK over FLY, while STR and TEC is dependent on which stat is higher and the weapons they have.
Here are some sample builds.
Jikun Long
Jikun long is one of the 6 starter units you can choose from, with Leg parts that have a built-in melee attack and the ability to rush straight into a enemy she is perfect for learning the basics of melee combat.
Jikun Long’s ability to quickly close the distance between her and a enemy can be very useful but make sure to check you surroundings for unwanted attention first, taking a shield with you allows you to block enemy projectiles while a standard Beam Gun may be able to give you a chance to stun rival land units and escape.
Hound DogHound Dog is one of the 6 starter units you can choose from, with arm parts that have built-in melee weapons he is perfect for learning the basics of melee combat.
Equipping a shield can benefit Hound Dog due to its ability to block enemy projectiles from the front giving him more survivability, as a second option you can equip a low cost gun for fighting enemies that are out of reach or when getting close is not possible but if you prefer something more useful a second shield or a stat stick will do the trick.
Air Units
Air units specialize in Aerial based combat and usually prefer to strike from above.
Air units highly prefer FLY over WLK, while STR and TEC is dependent on which stat is higher and the weapons they have.
Here are some sample builds.
Seraph Crimrose
The evolved form of Crimrose, one of the 6 starter units you can choose from, with the ability to temporarily grant infinite flight and launch explosive beam attacks she can effectively target multiple enemies at once.
The Gamma Lightning Gun is a weapon with high force that ignores most shields, making it a powerful and effective choice to bring with you, especially against land units.
Aquila
Aquila is one of the 6 starter units you can choose from, with his build-in homing blaster and boost restoring dash ability he is perfect for learning the basics of air units.
Aquila’s build-in weapon is effective at taking down enemies one by one, as additional equipment a Beam Gatling for more firepower and a shield for more survivability can be of great use.
Artillery Units
Artillery units specialize in powerful guns & Explosives and usually prefer long range fights.
Artillery units usually highly prefer TEC over STR, while WLK and FLY is dependent on which stat is higher or what option you prefer.
Here are some sample builds.
Lily Rain
Lily Rain is one of the 6 starter units you can choose from, with a built-in 4-way psy gun and a dodging move that launch psy slicers she is perfect for learning the basics of artillery units.
Due to the Mini Blast Bazooka’s low capacity cost and high damage output it is a good option to equip to increase your firepower, but if you prefer some more survivability or stats then replacing a gun with a shield or stat stick should be good alternatives.
AmateusAmateus is one of the 6 starter units you can choose from, ~와 함께 2 powerful built-in explosive weapons and a useful Solar Buster he is perfect for learning the basics of artlillery units.
With his Solar Buster you can cause a explosion on the targets location without giving away your location, with Amateus already having good build-in weapons you can choose to equip a shield for more survivability but if you prefer even more firepower adding a Mini Blast Bazooka is not a bad idea.
Support Units
Support units specialize in supporting the team and usually prefer to stay in the backline.
What tune ups are usefull on Support units is dependent on their role, healers prefer tune ups that increase their survivability, jammers prefer tune ups that enhance their ability to disrupt, and combat supports prefer more traditional tune ups comparable to what Land, Air and Artillery type units want.
Here are some sample builds.
Medicball
Medicball is a unit available in the shop for UC, it comes with multiple built-in ways of healing allies and a self defence method.
With its build-in repair gun you can heal allies from a distance while its shock bazooka enables you to defend yourself by disabling enemy sub weapons, it can also enter standby to allow a ally to mount the unit to quickly heal (L size units wont fit) and having a Mini Repair Bit as its default wonder bit can help heal multiple allies at once.
TarantulicTarantulic is a unit available in the shop for UC, with a build-in web gun that slows enemies on hit it can make escape difficult.
To enhance its disruptive power equipping it with 2 Draw Guns allows it to pull enemies closer, this enables you to slow and pull enemies with alpha strikes, with this you can easily displace defending enemies or hold back enemy divers and adding Paralyze tunes to the Draw Guns may even make escape impossible.
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