God Eater 2 Detailed Analysis of Bullet Effects Bullet Research Graphics and Text Experience

Sep 18 2024

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Detailed analysis of bullet effects in "God Eater 2" Bullet research graphic and text experience 1. Introduction to simple bullet editing principles Enter here, and we can see the various initial rationed bullets. The left side is the bullets you have, and the right side is the bullets you are currently equipping. Different types of long-range weapons in GE2 can only be equipped with corresponding bullet types. Since I am currently equipped with a sniper rifle, you can see some of them in the picture. The slender bullets are highlighted, while some are darkened. When the bullet does not correspond to the type of gun, it cannot be equipped without bullets. But no matter what your current equipment is, we can make a new one here

Detailed analysis of bullet effects in "God Eater 2" Bullet research graphic and text experience

1. Introduction to the editing principle of simple bullets

Entering here, we can see the various initial rations of bullets.

The left side is the bullets you have, and the right side is the bullets you are currently equipping. Different types of long-range weapons in GE2 can only be equipped with corresponding bullet types. Since I am currently equipped with a sniper rifle, you can see the picture Some of the slender bullets are bright, while others are dark.

When the bullet does not correspond to the type of gun, it cannot be equipped without bullets. But no matter what your current equipment is, we can make a brand new bullet of any series here and there is a special test range for you to test the effect of the bullet (press the start button)

Press the △ key on a blank grid to bring up the editing menu. We select "Make New Rules" and select the type of ammunition that needs to be edited (the functions of the editor for each type of ammunition are different) , you can enter the editor.

As for the other functions of this menu, they are: copying bullets, changing bullet names, changing bullet icons, deleting bullets, and equipping bullets

First select an initial bomb (there are four long-range weapons in GE2, among which sniper rifles and assault guns must use specific bullet types as initial bombs, while heavy artillery and shotguns do not) as the carrier for all subsequent bullets. Bomb

We can think of bullets as a kind of assembly line, which will automatically run according to the rules we set.

The initial bullet of the sniper rifle is a sniper bullet, which is a long-distance, non-delayed bullet that can hit Aragami instantly

After selecting the initial shell, it will let us enter the detailed attribute editor of this initial shell

This cursor is the activation time of the bullet (since it is the initial bullet, it must be activated by pressing the launch button)

Here is the bullet launch angle setting

Icon of angle setting~

On the far right is a new element added to GE2: mutated blood bullets. Its function is to add various special abilities to the bullet, such as making a bullet that does not have the ability to penetrate through, or preventing a bullet with large-scale damage from hitting one's own side... etc.~ Every Each ranged weapon has its own blood bullet, which can be upgraded and unlocked by using this ranged weapon to shoot Aragami

After setting the initial bomb, we can imagine the subsequent content by ourselves~ Here I chose Explosion. I want the initial bomb to explode after hitting Aragami, causing a second damage.

The string of OK or NG on the right side of the picture represents whether after selecting this type of bullet, you can continue based on this type of bullet

But just choose the burst? Of course not, as shown in the picture above, the activation time of the second burst is "1とsimultaneously", which means: the burst is activated at the same time as we activate the initial bomb. This What will be the consequences? The consequence is that the explosion will occur at the muzzle of our own gun, rather than where the initial bullet hit the Aragami. Therefore, choosing the timing of activation is a top priority.

As shown in the picture above, I chose "Activate when 1 comes into contact with anything", that is: after firing 1 (initial bomb), 1 may hit Aragami, or it may hit the sky. When it hits Aragami, this The burst will activate the moment it hits; if nothing is hit.

Then this burst will not be activated. This is the choice of activation time, so this simplest bullet is ready~ We can press the "start button" immediately to test it. This is the bullet test site It has all the elements, allowing you to immediately understand the performance of this bullet in all aspects.

The results are out. You can see that after the bullet hits the target, two damage values ​​pop up. One of them is the damage of our initial bullet, and the other is the damage of the subsequent bursts. The damage counter on the right will Show the source of the damage in detail.

The initial bullet has a penetration attribute, with a value of 787, while the burst has a shattering + fire attribute, with a shattering value of 393, and a fire attribute damage of 138. The OP slot at the top can also display your bullet more intuitively. How much is the consumption, so this is the most basic bullet method!

Let’s try a bullet from a heavy artillery. Heavy artillery in this game is famous for its complex bullets, high consumption, and high power. Since it has no initial bullet limit, we can start with any bullet~

As always, choose new rules and choose heavy artillery bullets~

This bullet has a total of 4 parts, but different editing methods can make them have more than 4 attack effects!

Try firing without doing anything... The result... Why? Because now the activation time of the four bullets is to press the launch button, so the equivalent of four offensive bullets will be fired at the same time at the muzzle of the gun. The angles rush out together, which is not allowed in the GE series. The result is... they cancel each other out, and there is nothing left...

Method 1: Change the injection angle

We use the angle editor to change the directions of the four bullets, as shown in the picture above, two bullets each at 30° and 60° in the left and right directions, and the other places remain completely unchanged

Let’s try the firing effect. As shown in the picture above, the bullets are shot in 4 directions without any offset. So everyone can see the importance of angle. Often different angles will cause earth-shaking changes to the entire bullet. So when your bullet cannot achieve the effect you want, try changing the angle. It may give you inspiration!


Method 2: Blood Bullet Mutation

As one of the signature new elements of GE2, blood bullets often allow your bullets to produce various miraculous effects. In response to this situation of mutual cancellation, we can choose the new mutation skill obtained after heavy artillery LV9: "Cross Destruction Release" < /p>

Its function is to offset the conflict between attacking bullets so that they will not offset

Note: Only offensive bullets will offset each other. The way to identify offensive bullets is to see whether they can give the target or Aragami the effect of "hitting the bullet", regardless of whether it can cause damage (0 damage is also counted as a bullet) ), as long as the target displays a value, it means that the bullet is an offensive bullet and will conflict with other offensive bullets.

So let’s test fire~ As shown in the picture above, the 4 injuries are clearly displayed, and they are at the same time~ This is the magical effect of blood bullet mutation


Method 3: Activation Time & Bearing Basis

Just like the bullets of the sniper rifle we just demonstrated, we changed the activation time and activation steps so that the bullets will not conflict with each other

So after editing, can you see how the bullets operate? While pressing the launch button, the first bullet is fired. When the range of the first bullet reaches the limit, the second bullet is fired, and the third bullet is fired. The same goes for four...

The effect is as shown in the picture above. The dot in the picture represents that the range of the first bullet has reached the limit, so it activates the second bullet while disappearing, and this continues until the fourth The range of a bullet reaches its limit. However, if the third bullet hits Aragami, will the fourth bullet be fired?

The answer is no, this is also a limitation of the activation time, because we set "the range reaches the limit". If the third bullet hits the Aragami and disappears before the range reaches the limit, it will not count. This condition is met, so the fourth bullet will not be activated and wasted.

2. Types and uses of bullets

The first is the classification of the caliber and attributes of bullets. In the world of GE2, the attributes of all bullets are divided into 9 types: fire, ice, thunder, god, poison, paralysis, god, reply, and no attributes; each The calibers of seed bullets are divided into 4 types: S, M, L, and LL. Of course, those who have played the previous game will know that there is also a special small bullet with SS caliber, but it has not appeared in GE2 for the time being. I regret it but also feel sorry for it. I have some expectations for the content of the DLC.

Of course, not every caliber or attribute has the same number of bullets. In addition to the existence of bullets unique to a certain caliber, everyone will also encounter situations where there are no favorite types of bullets in some attributes; Below I will introduce some of the most basic types of ammunition:

First, the most basic type of ammunition: projectiles

Like most bullets in the real world, projectiles have extremely simple properties: after being launched, they contact the enemy and cause damage. Everyone is familiar with this performance, even the projectiles in GE2 are also Various, but its basic attributes will never change; GE2 will only make some changes to its [range], [caliber], [flight mode], and [hit effect] to make it have different Just the usage.

For example [Range]: You can choose the length of the range yourself. The longer the range, the smaller the range.The greater the consumption

For example, [Caliber]: The larger the caliber, the greater the power. This is obvious (of course, the consumption will be greater)

For example, [Flight Method]: Sometimes you may use projectiles that fly in a parabola like you "throw a stone"

For example, [Hit Effect]: Some bullets hit family members instead of Aragami, and the hit effect is to restore physical strength instead of causing damage. This is to change other aspects without changing the basic properties of the projectile. The purpose of diversifying the editing system is achieved. However, the biggest role of the projectiles is not to attack the enemy, but as a load-bearing projectile for some more powerful types of projectiles.

Often some bullets with powerful destructive power do not have the ability to fly and hit the enemy. For example, if you use burst alone, it will explode directly at the muzzle of your gun, and only you will be hit. It's just me. In the menu for selecting projectiles, we can see that the column labeled "Sub-Continuation" in the upper right corner is all "OK".

This means that it can "tie" other types of projectiles to its body and take them out to kill. This is the ability of the projectile.


The second most commonly used type of ammunition is: laser (Japanese: レーザー)

Different from projectiles, this is the "killing" part of many bullets. Its basic properties are not much different from those of projectiles, but more importantly, lasers have a "penetrating" effect.

The penetration here refers to: after hitting the Aragami, the bullet will not disappear and can continue to move through the Aragami. If it hits another Aragami again on the way, it can also cause a secondary kill with undiminished power, but the same bullet Ordinary lasers cannot kill an Aragami twice.

Unless some special conditions are added (such as blood bullet mutation) and the laser cannot be used as a load-bearing bomb, you can see that the "sub-continuation" column in the above picture is all "NG", which means that the laser can only be used as a final projectiles are fired.


The third type of bullet: control & ball

The first thing to note is: Control and ball ammunition are unique to the "M" caliber. You cannot find them in the list of other calibers (except: there will be one in the "L" caliber list). There are several "balls", but this is the only one left)

So, what is the general use of this round gadget? Control and balls are also used as load-bearing projectiles for large-scale anti-personnel projectiles. Different from projectiles, these two types of projectiles have " The ability to "exist in the air" means that they can remain motionless in one place and exist for a long time, which makes more tactics possible.

For example, a control stops in front of an Aragami and continuously fires lasers at the Aragami. At this time, you are free and do not have to shoot one shot at a time like a projectile. You must have seen this. I also understand the basic usage of these two types of ammunition.

So what is the difference between the control and the ball? The characteristic of the control is "completely stationary and untouchable", that is, after it is launched, neither humans nor gods can affect its existence. Let it run as programmed until it disappears on its own.

But the ball is different. The ball has the property of "hitting". It can "hit" Aragami and cause damage, so it is an "attack" type of bullet and will offset other attack type bullets. .

So what are its advantages? Its biggest characteristic is "adhesion". After Aragami touches it, it will cause damage and adhere to Aragami at the same time. I don't need to say more about how this kind of performance is used in actual combat: group killing , part killing, tracking coordinates, etc., all use balls, and balls also have non-adhesive types. This type is the best choice for making traps.

Touching other objects will trigger subsequent programs in the body. We can set them on the path that Aragami must pass, and then all we have to do is wait and harvest.


The fourth type of ammunition: burst & radiation

Has always been the final program of various GE series bullets. The destructive power of burst and radiation is always the strongest among all bullets of the same level. Of course, it has advantages and disadvantages. Neither burst nor radiation will escape by itself. Therefore, the carrying capacity has become the biggest constraint on the ability to use these two types of ammunition.

First of all, the characteristics of the explosion are "instantaneous and large-scale". Just like a grenade, once activated, a powerful explosion will be carried out at the activation point, killing the surrounding Aragami all the time; as for radiation, it has "continuous ", point-to-point" characteristics, like a welding gun, can cause damage to multiple Aragami at the same point within a certain period of time.

However, it is worth noting that whether it is burst or radiation, it will only cause damage to the same Aragami once. This must be taken into consideration when making bullets


The fifth type: decorative bombs

The role of this kind of bullets is not just to look good. Since they have no lethality themselves, the cost of loading live ammunition is extremely low, but they have some of the advantages of all other bullets.

Such as [Flight Mode]... and more importantly, regardless of whether the "life" of this bullet can be connected to other types of bullets, in addition to the instantaneous process of bursting and emitting, decorative bullets, even lasers, can Can be used with other new types of ammunitionFor the follow-up structure, that is, 99% of the "Sub-continuation" column is "OK".

Since decorative bombs do not have the effect of "shooting", the timing of activating the follow-up program is limited. The general method of use is to activate the follow-up when in contact with the terrain, or wait for it to disappear naturally. time to activate subsequent procedures.

The biggest advantage of doing this is that the bullet will not hit the Aragami and disappear due to your own operational errors, causing all subsequent procedures to be wasted. The most common use is as a launch carrier for satellite cannons. Bullet, because you don't need to hit anything when you lift off. If you encounter an Aragami who is taller than yourself, you won't be blocked by his body.

Therefore, the role of decorative bullets is very wide. After making a bullet, you will often consider replacing some useless bullets with decorative bullets. This not only increases safety, but also greatly reduces OP consumption. .

3. The effect of blood bullets

Sniper rifle


ブラスト(Heavy Artillery)

ショットガン (shotgun)


アサルト (assault gun)

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