User blog:LittleBigEater/God Eater 2 Rage Burst Guide

Note this guide is in development.

Getting Started - Character Creation
Hit "Start" & select New Game. You will be taken to a screen that lets you Input a name and a Code name, while being able to select your gender.

On the next screen you will create your avatar, then afterwards you pick your save slot... simple, right?

When you start the game - after a intro cinematic, you will wake up in the first Hub area Friar Lobby, with no memory of your past life as a God Eater... I Jest, but its worth noting that progress from God Eater Burst or God Eater Resurrection dosen't carry over into God Eater 2 Rage Burst.

Getting Started - Equipment & Bullets
Before you head over to Fran or to the Elevator. Open up option by pressing start and change your control setting to match your style. '''Personally i prefer Type-B controls. '''Next head over to the "Terminal" found to the right of Fran and press X (cross) to open it up.

Before doing anything... Hit "Save" and save your game. Now head over to Loadout. here you can change your equipment. The game provides you with 1 of each of the different types of weapons & shields. We'll cover them later-on so choose which ones you wanna use then scroll down and enter the Bullets section. There you will find aa handfull of premade bullets, however you'll soon want to start making you're own bullets. Navigate to an empty Bullet slot and press Triangle to bring up a menu and create a new bullet... Select Blast Bullet.

Mini Bullet Editor Guide
At this point you may find you're self lost and completly clueless. So i'm gonna guide you into making a simple '''Blast Bullet. '''It wont be the best bullet, but it should give you a glimps at how the bullet editor works. (You can also take alook at the premade bullets to see how their set up).

Firstly we need to select your first module. Press X and you will see a list of Elements and Module sizes. Elements: B = Blaze, F = Freeze, SP = Spark & D = Divine (there are other elements but we wont need them atm). Size: SS = Super Small, S = Small, M = Meduim, L = Large and LL = Extra Large.

Select "B - SS" and navigate to "Deco Laser:Straight/Point Blank." - A "Deco" bullet is a bullet that dosen't do any damage - in other words, its just for show. Once you've placed the bullet, select it again and select the bar that has [↔ 00º ↕ 00º O 00º] on it and change the "↕ 00º - up/down angle" to ↕ +60º by tilting the left stick upwards and comfirming it with X.

Now Press Start and Test the bullet with Square, it should show a laser firing upwards. Press O to return to the modules and navigate to "new module." This time you need to select a "Control module" - this module will give your bullet a command. Select "B - M" and navigate to "Control: Aim at Foe/Normal Time" and select it. Next move the module into place so it falls under the first bullet and the words "Lock On button press" changes to "With 1."

"Module 2" will now fire at the same time as "Module 1." We need to change that, so select the Module again and change the command "With 1" to "When 1 fades." This will make module 2 fire after module 1... '''at the point module 1 faded. Which is good because that what we want, but just remember every new module usually starts where the first module ended''', as long as their connected. Change the Up/Down value to '''↕ -50º. '''

Should look something like this:

Now when you test your bullet you won't notice any change from the last test. That is because you need to add a new module that will do something. This time add "B - SS: Shot: Straight/Long." and push it right untill it says "With 2"... then change "With 2" to "0.2 sec. after 2." it should now look something like this:

When you test it now, you should see your Deco laser fire upwards then fire a bullet back down at the target. Next lets add a couple more shots by duplicating Module 3 two times by pressing triangle - copy - then paste under 3, so you get this:

Now test your bullet and press Square... And you will see your bullet fail with an error message! This is because modules 3, 4 & 5 all tried firing at the same time causing them to clash with each other. To fix it, Select Module 4 and change it to fire "0.5 sec. after 2" & select Module 5 and change it to "1 sec. after 2."

This is how the bullet should really look:

To finish up, lets add 1 more module. But before you do take a look at the OP Cost of the bullet. (OP - Oracle points, this is shown as the green energy bar). You may notice its getting quite high, so you may or may not want to add this next module as may require an "OP cost cutting" skill which you won't get till later on in the game. Another thing you might want to do is change the element or size of an module. You can do this by pressing Triangle and selecting a different element & size. Remember: the Bigger the Size the greater the OP cost (and bigger damage).

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