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The Cutest World War! Let's Play SD Gundam G Generation World!

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  #271  
Old 01-01-2012, 12:31 PM
Hilene Hilene is offline
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Anyway, the Taurus that my Harrison attacked attacks him back, and gets killed in the counterattack. The rest are apparently too shocked by it to do anything.

Back to my turn, Canard and Harrison dock into the ship, which backs up slightly.



Ellis shows Milliardo the power of Turn X's Shining Finger. He wasn't really impressed, though. Ranalow shoots at Milliardo as well. Athrun and Shinn move towards the north to meet with Harrison.



Domon shows him the real God Finger, though. He was a lot more impressed about that. So much so that he retreats, and gives the God Gundam a level up.



Ford moves to blast some of the new arrivals, but misses two of them and doesn't kill the third. Bernie tries to finish that one off, but doesnt' quite deal enough damage.



So my Shinn does, getting himself a level up.



He then blasts a Heavygun with help from Graham. He teams up with Ryu to blast another G-Cannon, but not enough to kill it. After that, I end my turn.

On the enemy's turn, the Tauruses shoot at the Meteor Breaker, but not enough to deal serious damage. And the G-Cannon and Harrison try to attack Ryu, but he's able to dodge them.

Back to my turn, to the south Ranalow and Ellis destroy one Taurus, and then Ellis Moonlight Butterflies the other two to get their attention. Shinn and Athrun also continue moving north.



The Gaplant got a pretty rad saber animation for what's basically a grunt mobile suit. Anyway, Ryu swords a few enemy units to death, getting the Gaplant to level 3. Then Graham and my Shinn kill another one. Then Ford and Shinn attack another G-Cannon, but don't kill it. I end my turn after this.



Ellis takes on the last of the Tauruses during the enemy's turn, and destroys one with the Bloody Siege attack, which involves the Turn X turning it's body into giant funnels. Back to the north, the remaining grunts attack Ford, but he handles them all. Though only one gets destroyed in the counterattacks.



So, Blast Impulse's range 1 melee attack is the pilot throwing the beam spear. Sure, G Gen. Ok. The Impulse also gets a level up from that.

With the Mother Vanguard beign so massive, it's a bit hard to negotiate into good positions, but I manage to squeeze it into a location where Ford could dock for recharging. I then have Shinn kill the last Heavygun, and then have him, Graham, and Sergei take some shots at the enemy ship. Bernie finishes it off, getting the Mudrock to level 3. I end my turn after that.

Harrison is the only enemy unit left on the map now, so I just ignore him when he tries to attack Bernie. Back to my turn, I dock everyone I can to recharge, since I'm just wasting time now until I can get the dialog from Harrison.



On that note.

With the dialogs done, I have Sergei and Prayer attack Harrison, but not enough to defeat him, so I end my turn. Harrison attacks Sergei, but I have him dodge, because I want Prayer to get the XP from this.



Which he does on his next turn. And with that, the mission ends.



The item unlock from this mission is an Ultra-Sensitive Disc Radome, which increases the range of EWAC abilities on the equipped unit by 3. There's not many units that have EWAC naturally, so this is kind of a useless item.

After this mission, I did another run of A-10 off camera since I didn't have enough evolutions to be worthwhile.



The item unlock from that one is the Super Nanoskin Armor, which gives the equipped unit 10% HP regeneration per turn. Pretty good for only 15000 credits.



First off, the Tallgeese evolves to the OZ-00MS2 Tallgeese II, which is... not really an upgrade over the original. But that's ok. I also put Daguza back in the pilot seat, since Tallgeese II doesn't change into Lu Bu Tallgeese. Much like in the original series, the Tallgeese II is really more of a new paint job over the original, so not a whole lot changes.
  #272  
Old 01-01-2012, 12:32 PM
Hilene Hilene is offline
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Next up, the Freedom evolves to the ZGMF-X20A Strike Freedom, which actually isn't a large statistical jump over the original. It does have some better stuff, but it also has better weapons, making it one of the best sweepers in the game. Unfortunately this is also basically it's evolutionary dead end, so I'll have to give Canard something else soon if I want to continue evolving units. I have an idea, though...



The Silhouette Gundam evolves to the RX-99 Neo Gundam, which... isn't really all that great. Depending on how you go through the game, the Neo may be one of the earliest units you get with a Buster Rifle weapon, though, but unfortunately that's all the Neo Gundam is; it's weapons are just a beam saber, vulcans, and it's Lock 3, 60 EN G-BRD attack. Now, the G-BRD is pretty good, but the Neo really falls short compared to the Wing Zero and the Freedom because it just has nothing else to bring to the table as well.



The F91 continues up the evolution chain to become the XM-X1 Crossbone Gundam X-1. The X-1 is a beast, but it's later evolutions are even crazier. However, it really focuses the mobile suit on melee combat vice ranged combat, unlike the F91 and some of it's predecessors. This could cause some problems, but the Crossbone line tends to have enough straight power to make up for it.



Continuing backwards through time, the Mudrock "evolves" into the RX-78-4 Gundam G04. The G04, and it's sidekick the G05 which we'll get soon, are both fairly simple machines, but have their own focuses; the G04 uses a powerful beam cannon, while the G05 uses a really large chaingun. Both are really rad machines, and are among my favourite Gundams. They're just meant to be fairly early-tier units in G Gen World, though.



The Xi Gundam evolves into the RX-104FF Penelope, the rival suit of the series Xi is from. It's not too much different from the Xi, but more importantly it's also an evolutionary dead end. That said, I may use this to evolve back to the Nu Gundam and take the Hi-Nu path instead of using this once to show it off and then buying a new Nu Gundam. Maybe, I'm not sure.



So hey, how do you improve on your transforming mobile suit? Apparently G Gen F said you do so by removing the transformation capabilities. That's what happened to the MAK-005S Gaplant Kai. Now, it has better weapons then the original Gaplant, sure, but it's stats are basically the same except factoring in the flight mode mods by default. Since it's permanently stuck in flight mode. So it's just kind of silly, really.



Speaking of the Wing Zero, it evolves to the XXXG-00W0 Wing Gundam Zero (EW), also referred to as Wing Gundam Zero Custom. This is one of the kings of sweepers in G Gen World. There's another main hero Gundam that's even more brutal of an attacker then the Wing Zero Custom, but it's primarially a single-target attacker. And I'll have to start evolving towards that one soon, too...!

Sadly, the Wing Zero Custom has nowhere else to evolve to. Maybe I'll sit it to the side after I show it off to as to start evolving towards the other busted unit?



And on the subject of Wing units, I buy the Heavyarms that I unlocked the last update, and put it in the squad with Prayer, filling that one out. I'll have to get more units and pilots after later missions to get all my slots filled, but for now this will do. To pilot it, I decide to buy Sven Cal Payang, since I haven't used him yet. 3 more empty deploy slots, and I still need to replace my G Gen Originals. Got a few ideas, though, but I also need to keep myself from just buying all teh guys I used in my PSP playthrough...!

Sven's starting skill Taciturn, which increases the pilot's Defense and the unit's Defense rating.

Also! Poll time. God Gundam is level 4. At this level, it can evolve into the GF13-001NHII Master Gundam. Does folks want to have Domon piloting his master's unit, or do you want to keep him in the God Gundam? Let me know!

And that's it for this update, as well! Thanks for reading, and I'll see you next time!
  #273  
Old 01-01-2012, 04:48 PM
Mightyblue Mightyblue is offline
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Ah, I think that's supposed to be from the first Crossbone manga where the Feddies are tricked into sending Harrison's squad against the Vanguard by Xabine after he goes over to the Jupiter Empire.

EDIT: Also Gai from Astray and Mwu from Destiny!
  #274  
Old 01-08-2012, 01:19 PM
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Welcome back to Let's Play SD Gundam G Gen World!

So, while the previous episodes may not have seemed like it much, the next batch of levels is definately one where you as the player are actually working for villains.



Today's mission is Space Mayfly, based on Mobile Suit Gundam 0083: Stardust Memory. Although to be fair, Cima is only really a villain if you didn't know the backstory, which is reasonable since it was not well displayed in the OAV itself!



Music: Mobile Suit Gundam 0083: Stardust Memories: Full Burner

The mission starts with Cima Garahau on the bridge of her flagship, on route to a secret meeting with some EF officials. Unfortunately, since it was a secret, that meant that when they randomly ran into the MSC-07 Albion along the way, they were mistaken for enemies!



Music: Mobile Suit Gundam 0083: Stardust Memories: Assault Waves

With Cima's hostility shown, the Albion launches it's ace mobile suit squad: The Immortal 4th Team, consisting of South Burning, Bernard Monsha, Alpha A. Bate, and Chap Adel, three in RGM-97N GM Customs, and one in RGC-83 GM Cannon IIs. In addition to the Immortal 4th, the Albion also launches test pilots Chuck Keith in a GM Cannon II, and Kou Uraki in the RX-78GP01-Fb Gundam Full Vernian "Zephyranthes". Two of Cima's troops deploy in MS-14F Gelgoog Marines, while she herself launches in a MS-14Fs Gelgood Marine Commander Type. In addition to these, the EF fleet also has it's own squads of RGM-79C GM Kais.

I guess we should help her.



The Break Trigger here is to have Cima defeat Kou. The Challenge Mission is to defeat the Albion before Cima defeats Kou. Both of these are very easy objectives.

An interesting note about my ships' deployment into this mission: Unlike most levels where you deploy next to the Guests, this time I actually deployed slightly behind the Albion fleet, as if I was working with them. I think that's a pretty interesting shift for this level.



Unfortunately, the mission deposits you directly on top of an asteroid field, which greatly limits your move speed. It'll take a few turns before my ships can clear it, but thankfully they're still close enough to the starting enemy forces.



So, just like the anime, the Tallgeese II is basically the same as the original, just with a new helmet and paintjob. Daguza has some help from Mark to kill one GM Kai, and just blasts another for damage without killing it.



So, the Neo Gundam. Neo Gundam has a problem where the mechanics of the game it's in conspire against it to make it less useful. The thing about the G-BRD weapon is that it's not unlike a VSBR, but works off of an internal and seperate reactor, so it's a self-contained weapon. Since G Gens use EN for everything, this means that the game basically made it the same as a Buster Rifle, where some other games would make it use ammo instead of EN (like what the Simulation Chamber does). As a result, the only edge that the G-BRD has over other weapons is lost, making the Neo a pretty terrible mobile suit, even if it does have very strong stats.

Oh, back to the game itself. Harrison kills the weakened GM Kai, and massively punches the rest in the face for about 90% of their life.



So he vulcans one to death, and then swords the other.



Canard, on the other hand, is loving his new ride. Doesn't kill the last northern GM Kai, though.



The Wing Zero Custom is basically the same as the Wing Zero, but with a HELL of a lot more stats behind it. Being as it also has the Zero System, it does still have the same thing that Wing Zero did, in that Ford is down to Low tension right now, but the raw stats behind the Wing Zero Custom are enough to make up for it. I mean, he one-shots three GM Kais right out of the gate.



The Penelope launches out and swords one of the remaining GM Kais with help from Ford. While the Penelope looks completly ridiculous, it is a very powerful mobile suit. I won't be keeping it, though.



Prayer then beams the last southern GM Kai, but doesn't kill it.
  #275  
Old 01-08-2012, 01:21 PM
Hilene Hilene is offline
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I have Sven launch out to finish it off. Sadly, the base Heavyarms is terrible in space, so I won't be using Sven a whole lot in this mission. Thankfully poor terrain adaptation just affects movement in World.



Ryu now launches out and blasts the southern Salamis for a massive chunk of it's life.



And Sergei shows off the Crossbone X-1 by finishing off the ship. He also levels up as a result.

Back to the guests, I dock the generic grunts, and move Cima and her Zanzibar II up just a little bit, to taunt the enemy aces forward. I then dock Ford back to recharge, and have Sergei take a potshot at the Albion just to reduce it's HP a bit. After that, I end my turn.

The enemy aces act just as expected, with the GM Customs moving towards Cima, while the GM Cannons move towards my guys, and South and Kou stay where they are.



And then the last GM Kai critically hits Canard for 88 damage, and gets sworded in the face for his troubles.

Back to my turn, since Cima didn't have dialog with Monsha, I try attacking Chap to see if he does. There isn't, so there's only going to be dialog with Kou and South. With my forces, I move my ships more towards the Albion, though not by far since the asteroid field is still greatly limiting movement. Mark, Harrison and Daguza dock, and I have Ranalow pop out to blast the last Salamis for a good chunk of it's life.



Amusingly, due to the weapon limit in World, Strike Freedom is missing some of it's more obvious weapons. Like using the rifles seperately, or the ridiculous beam cannon in it's stomach. I'm fine with this, though, since Strike Freedom has a GREAT weapon selection.

Oh, and Canard kills the Salamis, and then Pinpoint Attacks the Albion for a good chunk of damage. Prayer follows up with his beam rifles, as well.



And then Ryu finishes the Albion off with a missile spray, forcing it to retreat. Ryu also levelups from that.



BEAM CUTLASS. And the X-1 shows that it's also incredibly mobile by managing to dodge Chap's saber counterattack at a decent dodge rate.



Ryu finishes Chap off, forcing him to retreat. This also gives the Gaplant Kai a levelup! After that, I end my turn.



On the enemy's turn, Monsha and Alpha miss Cima, and then she gets her dialog with South. This video also has Kou's dialog, even though it's recorded in the next turn. Other then that, Keith tried to attack Ranalow, and got punished for it.



Canard defeats Keith, forcing him to retreat, and giving Canard a level up.



He then All Range Attacks the rest of the Immortal 4th, but doesn't defeat anyone. Does a huge amount of damage, though.



To the south, since the only person in range to attack someone is Sergei, I dock everyone else and have the X-1 advance, where he forces South to retreat.



He then shanks Alpha, forcing him to retreat.
  #276  
Old 01-08-2012, 01:23 PM
Hilene Hilene is offline
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And to finish off the murder spree, Sergei blasts Monsha with a grenade, forcing him to retreat, and giving the X-1 a levelup. After that, I end my turn.

On the enemy's turn, Kou decides to attack Sergei instead of Cima, which is kind of strange for the AI. But that's ok. And since he's the last remaining enemy unit, his turn is pretty quick!



Because of a chance miss from the warship, Kou manages to survive this attack, requiring me to pass another turn before I can trigger the Generation Break. I use the opportunity to move my ships out of the asteroid field, and to dock Canard to recharge.



Kou once again targets Sergei, which is fine with me, and on my next turn I have Cima finally finish him, getting me the Generation Break.



Music: Mobile Suit Gundam Side Story: Space, to the End of a Flash (No Link Found)

With the Albion fleet in tatters, it seems that Cima will get away now, except another Pegasus-class ship has just arrived to the rear: the SCVA-72 Throughbred along with some more Salamis. They quickly launch a squad of RX-77-2 Guncannons, as well as their own aces: Luce Kassel in the RX-78-4[BST] Gundam Unit 4 "G04" [BST], and Ford Romfellow in the RX-78-5[BST] Gundam Unit 5 "G05" [BST].



The next Break Trigger is to have Cima defeat Luce and Ford.



And for sinking the Albion before defeating Kou, I get the secret unit! This time, it's Def Stallion, in the F90 Gundam Formula 90 Full Equip. Def is actually a really strong pilot, and I used him in my PSP game. The F90 FE is also a beast, as we've already seen. Thankfully he's stuck behind the asteroid field, so it'll take him a looooooooong time to reach my guys!

Anyway, I move my ships towards the Throughbred, and have Cima dock and the Zanzibar rotate to face the other way. I then end my turn.



On the enemy's turn, the Guncannons move forward a bit, but Luce manages to get close enough to open fire with his beam cannon. While the regular G04 and G05 are pretty unremarkable mobile suits, their [BST] forms both come with a very powerful specialty weapon: G04 has a mega beam cannon, and G05 has a giant chaingun. These weapons hurt, but both of the Gundams can't use them very much because they have tiny EN pools: The mega launcher takes about half of Luce's EN as it is!

Back to my turn, Sergei docks to recharge, and my ships move forward while Cima's ship moves back. I want to draw Ford and Luce in more before I get their dialog, as well as wipe out the Guncannons to prevent them from interfering.



To that end, my Ford launches out and blasts two of the Guncannons with the Buster Rifle, allowing Ryu to come and Chance Step through those, and then shoot the third Guncannon.



Canard then launches to funnel the last Guncannon to death. He also had a 100% chance to hit, even with the Guncannon using Avoid for defense.



Cima then launches and attacks Ford, to trigger his dialog event. This video also has Luce's, because I get him later. I end my turn after this.

On the enemy's turn, Ford and Luce decide to attack Canard instead of Cima. Hm, the AI in this level doesn't seem to have the same priorities as other levels. Thanks to PSA, Ford's chaingun isn't all that dangerous.



Cima teams up with my Ford and Ryu to try and finish off Luce, but doesn't deal quite enough damage.

To the south, Prayer deploys to attack the Salamis there and taunt it to release it's cargo of GMs. And after that I end my turn.

On the enemy's turn, Ford and Luce decide to team up to vulcan the Gaplant Kai. Uh, sure guys. Whatever floats your boat.



Cima once again teams up with Ford and Ryu, and defeats the enemy Ford, giving Ryu and the Gaplant a level up. This is the level I want the Gaplant to be at, so I dock him, and have Cima work with Ford to finish off Luce. And this triggers the Generation Break!
  #277  
Old 01-08-2012, 01:24 PM
Hilene Hilene is offline
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Music: Mobile Suit Crossbone Gundam: Crossbone Gundam

On another map level, the Mother Vanguard arrives, and launches it's contingent of XM-08 Zondo Geis (one piloted by Umon Samon), as well as the XM-X1 Crossbone Gundam X-1 piloted by Kincado Nau, and the XM-X2 Crossbone Gundam X-2 piloted by Zabine Chareux.

I can ignore them for now, because there's nothing else on that map I need to concern myself with. The Crossbone Vanguard will move towards me over the next few turns, so I have time to finish off the Throughbred and it's escort.



On that note, Sven teams up with Prayer to destroy the southern GMs, and then Prayer shoots at the Salamis to soften it up.

Cima docks in her ship, which moves forward a bit as well. Ford also docks to recharge. Then the Freeden II moves towards the north Salamis, and Ranalow pops out to shoot at the ship. After that, I end my turn.

On the enemy's turn, the Zondo Geis drop down to my map, but don't otherwise move even though they could, and the Salamis releases it's contingent of GMs.



Though it's an incredibly inefficent use of EN, Sven uses the Heavyarms' missiles to destroy the southern Salamis, teaming up with Prayer. They both dock afterwards, though the Heavyarms gets a level up. My Mother Vanguard turns around, preparing to meet with the oncoming Crossbone Vanguard.



The G-BRD just plain ruins these poor GMs, critically hitting them for over their HP. This pushes the Neo and Harrison up a level. With that done, I dock him back in the ship.



Canard destroys the last Salamis, and gets the Strike Freedom to level 2. Canard, Ranalow, and Daguza all take shots at the Throughbred to soften it up. After that, I turn the Zanzibar around and end my turn.

The enemy turn is uneventful, as most of the enemy forces are nowhere near me, so they spend their time moving into position.



Daguza thinks he can finish off the Throughbred with his saber, but doesn't deal quite enough damage.



Even though Umon is the only important Vanguard pilot, the other two Zondo Geis are piloted by named characters. This one is Yona, and she's unimportant.



Cima attacks Umon to see if there's dialog, but there wasn't. So Sven finishes him off, forcing him to retreat.



Ford launches out to attack the last Zondo Gei, but not enough to destroy it. I end my turn after that.



On the enemy's turn, the Throughbred tries to attack Daguza, but he counterattacks with his sword, dealing enough to defeat the ship.



Kincado and Zabine both have dialog with Cima, though only Kincado attacked her this enemy phase.

Oh, and Def FINALLY made it within range of my guys.



Back to my turn, Cima teams up with Sven and Prayer and attacks Zabine for his dialog. Also defeats him easily. Sven and the Heavyarms also gets a level up! And Cima docks after that, since she is no longer required for this mission.



So, I get that Heavyarms is a lower mid-range mobile suit, but the F90 Full Equip isn't a top tier one. So having Sven punch him in the face with the gatling for only 3500 on a Super Critical? That's... That's a lot of defense! That's why the F90 is really awesome given how quickly one can get it. Prayer teamed up with the ship to attack Def, and only did about 6000 damage in total. Though both attacks combined are now most of the F90's HP.



Oh, right. Bernie's in this mission too! So, yes. Bernie in my own G04 pop out to finish off Def! It also levels Bernie up to 20! He goes back into the ship, though.

Ford takes a shot at Kincado, and after that I end my turn.

The Mother Vanguard deploys some more Zondo Geis, this time piloted by faceless mooks. It'll be useful to capture one, so I'll be trying to leave someone alive before I destroy the Mother Vanguard.

Sergei and Prayer destroy one of the mook Zondo Geis, and my ships move a bit closer to the enemy.



The last of the original Zondo Gei pilots, Jared, has something to talk about before he retreats. After that, I have Prayer shoot at the enemy Mother Vanguard, and then end my turn.
  #278  
Old 01-08-2012, 01:26 PM
Hilene Hilene is offline
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Sergei kills a Zondo Gei to push himself to Super Critical tension, and then swords the Mother Vanguard to death. With the ship gone, I capture the last grunt Zondo Gei, as well. And this pushes the Crossbone to level 3!



Prayer tries to finish off Kincado with the Penelope's Funnel Missiles, but just barely doesn't do enough damage.



So Ford swords him, bringing the Wing Zero to level 2 and ending the mission.



The unlock from this mission is the Vector Engine, which increases the equipped unit's Unit Attack and Defense by 5.



Hey, and my profile completion finally reached 45%, as well! This earns me Selene McGriff, one of the main characters of Mobile Suit Gundam SEED C.E. 73: STARGAZER. Selene's not a terrible pilot, but she takes a while to get going. Her stats don't start off very good for piloting, but there's definately worse pilots that I currently have. I used her for a while in the PSP game, before I switched her out.



Anyway, once again I ended a level with hardly anyone ready to evolve, so I quickly did another run of A-10. I also swapped out a few of the units that I was not planning to evolve so as to complete a few other branches, and reach some units I really want to get.

The unlock for this level was the Thoughts of Lalah, which give the unit 10% EN Regen. I don't know how that works, but whatever.



Anyway, we already saw the M1 Astray, so I evolved one offcamera to the MBF-P02 Astray Red Frame. It's unfortunate the World is missing most of the upgrades and stuff for the Red Frame (though not AS terrible as the ones missing from Blue Frame. Grrrr...!), but at least it's still a pretty reasonable mobile suit. Fairly low tier, though.



Next up, the Crossbone X-1 evolves to the XM-X1 Crossbone Gundam X-1 Kai, starting the line of hilarious names for the ever upgraded X-1. In terms of improvements, the X-1 Kai isn't a whole lot over the base X-1, mainly swapping one weapon for another. Still a very powerful melee mobile suit, though.



We've already seen it, but the Penelope returns to the Nu Gundam to try a different path. Sazabi, or Hi-Nu this time...?



The Gaplant Kai evolves to the NRX-044 Asshimar, which is a pretty beefy mobile suit in it's own series, but isn't quite as fortuante in World. Don't have very many Titans mobile suits to step through now, it seems.



I also bought another Phoenix Gundam to evolve up to the GN-001 Gundam Exia (Basic). There's really no ifs, ands, or buts about it: G Gen World gave a lot of love to the Exia line, making it one of the most powerful mobile suits in the game. However, they also counterbalanced that by making it need to have a LOT of different evolution levels, some of them silly incremental ones, in order to pad things out.
  #279  
Old 01-08-2012, 01:27 PM
Hilene Hilene is offline
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The Heavyarms evolves up to the XXXG-01H2 Gundam Heavyarms Kai. The biggest improvement over the original is that it now has a real space adaptation rating, making it usable everywhere. Other then that, it mainly serves the same role.



So, since Mightyblue's been asking, I pick up Mu La Flaga (C.E. 73). His starting skill is Spatial Awareness, which is basically the same as Newtype. Sadly the C.E. 73 version of Mu gets a worse unique skill then his C.E. 71 version: Hawk of Endymion gives -MP Cost for Awaken weapons, while Man Who Makes the Impossible Possible gives -10% damage taken and bonus Unit Attack/Defense/Mobility while under 50% HP. A state you generally won't be in.

That said, last time I looked it seemed like C.E. 73 version had good stats, so I'm sure he'll work out well.

Now, what to have him pilot? Looking around at some of the units I want to acquire soon, I found a path that will work out well, so I bought the Hazel Kai again, and will start leveling that up for a different evolution chain.

And with that, we mark the end of this update! Thank you for reading, and I'll see you next time!
  #280  
Old 01-08-2012, 06:05 PM
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Quote:
Originally Posted by Umbaglo View Post
The unlock for this level was the Thoughts of Lalah, which give the unit 10% EN Regen. I don't know how that works, but whatever.
Exactly how it sounds, 10% of your suit's total energy regenerates at the beginning of each of your rounds. Fun fact: It stacks! I just discovered this last night while I was grinding up 0079 Amuro for the White Devil skill. So if you, say, have DG Cells equipped as well, the suit regenerates 15% of it's total EN every time. Hell, it may even stack with itself, making for a maximum of 30% EN regen every round. Which is pretty much a license for infinite run time. As for in-game explanation for why it works, maybe she's a battery. Alternatively, magic space teen bullshit.

Speaking of, sticking 0079 Amuro in the Hi-Nu and 0079 Char in the Nightengale with White Devil and Red Comet maxed makes two excellent suits some of the best in the game. Kind of terrifying, actually.
  #281  
Old 01-08-2012, 07:16 PM
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No, the point is the item is THOUGHTS OF LALAH. How that equates to 10% EN Regen is bizarre.
  #282  
Old 01-13-2012, 05:22 PM
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Next update is still on schedule, but I just wanted to post to mention that just this past week I received my copy of G Gen 3D, the new game for the 3DS. And since I was importing a 3DS to play it anyway, I figured I might as well go all the way, I got the Char's Custom 3DS.

It's doubtful that I'll be covering this game when World is finished, but I do want to just say that even if 3D is much smaller then World in terms of unit count (which, really, was to be expected), it really is a great game.

Battle formulas seem to have been changed, which makes the Tornadoes and the Phoenix Zero you start with pretty nerfed over World, making the start of the game pretty hard.

Levels seem to be based on anime episodes like in World, but there's a bit more underlying story like in Advanced or DS. Still has Generation Breaks and the like, though. Sadly it doesn't look like it's been picked up as broadly as World or Wars was, probably to do with the 3DS' region locking, which is a shame. I've seen some guide for early levels, but nothing further. I'll probably have to fumble through myself and write something down regarding it.

It's been hard to get my footing in the game so far, since enemies are pretty adept at ruining your starting forces, but every little gain I make is making it easier and easier. And even some of the starting evolutions lead directly to powerful mobile suits: Tornadoes go right to V and Exia, for example!

Anyway, just wanted to mention this before the next update!
  #283  
Old 01-15-2012, 02:36 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

So hey. This update ended up being kind of a mess. Whoops!



Today's mission is Undrowning Space, based on the Mobile Suit Gundam: M.S. IGLOO OAV series.



Music: Mobile Suit Gundam MS Igloo: Advance!

After the Zeonic defeat at Operation Odessa, the remaining forces are trying to escape into space. The 603 Technical Evaluation Unit, the focus of MS IGLOO, responded to distress calls from the HLVs that are under attack as they escape the atmosphere. The MS-06J Zaku II Ground Types that the HLVs are carrying are unable to do combat in space, and so they're defenseless. A group of RB-79 Balls can easily destroy them, let alone the squad of RGM-79 GMs that are approaching from the front.

Thankfully, the 603 have space capable mobile suits: The experimental EMS-10 Zudah. Squad leader Monique Cadillac launches with Hideto Washiya, one of the test pilots, to provide cover for the HLVs until they can escape.

And we should help them!



The first Break Trigger is to have the an HLV survive for 4 turns. The Challenge Mission is to have ALL HLVs survive 4 turns. This is easy, as long as you remember that killing all the enemy forces means an instant end to the level.

I also forgot that the Asshimar can't be used in space. Whoops.



Right off the bat, Daguza critically hits a Ball and gets the Tallgeese II to level 4, which is where it needed to be to evolve.



Even a critical from the Red Frame's sword couldn't kill the Ball. The Ball retaliates by clubbing Canard with the arm of the Zaku it just killed.



Harrison finishes it off, though. He then attacks the third one to waken it, and Ranalow kills it to get the V2 to level 4.



Kind of unsurprising, but the Heavyarms Kai's animations are basically the same as the Heavyarm's. Just with an extra gatling gun and larger shoulders. Sven kills one Ball by himself, and then teams up with Prayer to kill the last two. They both dock after clearing that group.



To the north, the Mother Vanguard approaches the right group of GMs, Shinn launches to attack one GM, and then Mu flies out to finish it off.



Sergei beats up another GM, but not enough to kill it.

On the left side, I move the Freeden II up towards the HLV and launch Domon to act as a distraction. I then end my turn.

Domon works well, drawing the GMs to him instead of the HLV. He also damages them decently in the counterattacks. On the right side, the remaining 2 GMs attack Sergei, but he kills them with help from Mu. The ship shoots the HLV instead of my guys, though, and then launches it's complement of Balls and GMs.

Back to my turn, 4 more GMs deploy: 2 to the north, and 2 to the south. Canard, Harrison, and Daguza arn't close enough to attack the new GMs, but Daguza moves close enough to hopefully act as a decoy and draw them away.



So, the difference between the X-1 and the X-1 Kai is that the Kai replaces the grappling claw with a whip that has a drill on the end. It also loses the grenade attack, but that could be a G Gen thing. The screw whip is a very powerful weapon, being 5000 base rating, considered "non-sword melee", 2~3 range, and 26 EN. So while the X-1 Kai is very short-range oriented, it's VERY POWERFUL in that range. Sergei and Mu make short work of a the Balls and GM. The Hazel gets to level 2 as a result.

They then team up with Shinn to destroy the Salamis. Sergei docks after that, but Mu doesn't have enough move to reach it.



Meanwhile, Prayer takes out the GMs that attacks Domon, who then flies up to sword the Salamis. Prayer then finishes that Salamis off with his funnels, and gets the Nu to level 2.

After that, I end my turn. During the enemy phase, one of the southern GMs does get distracted by Daguza, but the other attacks the HLV. Not enough to be worrisome, though.

Back to my turn, 6 Balls deploy; three on each side to the north, next to where the Salamis used to be.



Canard destroys the two GMs to the south before they become an issue. I then move the Freeden II to the south to make it closer so they can dock inside later.



Ford jumps out and tosses some beam daggers at a GM that Shinn injured earlier, killing it. Sven then hops out to try and weaken a Ball for him, but kills it instead. Sven then attacks another Ball and brings it down to a managable HP level, but it's too far away for Ford. Shinn tries to weaken a different GM, but kills it as well, getting him a level up. So Ford just docks away.

Canard funnels the left side Balls to death, getting him to level 13, and then starts movign back to the ship to recharge. Not wanting to kill off the rest of the enemy units, I end my turn. During the enemy phase, Sven kills a Ball, getting him to level 3.

Back to my turn, 4 more GMs deploy, two to the middle left and two to the middle right.



One of the Zudahs gets into range of a GM, and I attack to see if they have generic quotes since there's no named enemies yet. They don't.

Prayer docks to recharge, as I move the Mother Vanguard into a central position. After that, Sven misses a Ball, and Ford launches to attack it but doesn't kill it. And then I end my turn.

On the enemy's turn, the left side GMs attack Domon, while the right side ones attack Monique. And when my turn comes around, the HLVs clear the area, triggering the Generation Break!
  #284  
Old 01-15-2012, 02:37 PM
Hilene Hilene is offline
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Music" Mobile Suit Gundam SEED: Impatience

With the HLVs clear of the area, we now have the Archangel trying to break through TOWARDS Earth. However ZAFT is blocking their way with a fleet of ZGMF-1017 GINNs, as well as the 4 stolen Gundams: the GAT-X102 Duel Assault Shroud piloted by Yzak Joule, the GAT-X103 Buster piloted by Dearka Elsman, the GAT-X207 Blitz piloted by Nicol Amalfi, and the GAT-X303 Aegis, piloted by Athrun Zala.

Music: Mobile Suit Gundam SEED: Gundam Shutsugeki

The Archangel isn't defenseless, however, as it launches Kira Yamato in the GAT-105+AQM.E-X01 Aile Strike, and Mu La Flaga in the TS-MA2mod.00 Moebius Zero. They need 5 turns to be able to make their descent, so they need to be protected until then!



The next Generation Break is to have a Master Unit defeat Athrun. And this is where I totally zone out on the objective!



Aw, come on. We just saw this guy LAST mission. Oh well, the Secret for this one is the XM-X2 Crossbone Gundam X-2 piloted by Zabine Chareux.

Anyway. Daguza, Harrison, Canard, and Domon finally dock in the Freeden II, and the ship starts moving towards the ZAFT forces. Along the way, Ellis hops out to Moonlight Butterfly the two GMs, killing them without a thought.

Around the Archangel, Kira and mu take up positions to draw fire away from the ship until my guys can get there. Which will take a while, since the Archangel deploys a good distance to the north.



Ford shows the last Ball that the Exia's sword is pretty sharp. This pushes Ford to level 20, as well! He also swords another GM to death, and then heads to be close to the Mother Vanguard, as I end my turn.

On a side note, when I finally stop earning OP unlocks from missions, I'm going to start Ace Point farming so I can spec out my pilots. I haven't really been spending Ace Points much other then to improve a few default skills.

During the enemy phase, the last GM attacked Ford, while the first line of GINNs do focus on Kira and Mu, and basically miss them entirely. Kira ended up being in Buster's MAP range, though, which hurt. So on my turn, I move him out of the way!



Ford kills the last GM, and that puts the Exia to level 2. He can't get in range to dock, so moves up, while the mother Vanguard gets into range to attack the enemy forces. Graham hops out to slash one GINN, and Bernie finishes it off. He then teams up with Sergei to kill the other two front-line GINNs, before docking back in the ship to recharge. Mu deploys to get ready for the next turn in his place. I also deploy Prayer and Sven over by the Archangel to hopefully take some more heat away from the guests. After that I end my turn.

The left side GINNs mostly focus on Kira who dodges their attacks, though one attacks the Archangel for little damage. On the right side, one attacks Sergei but is killed by a counterattack, one attacks Sergei but is too far away to be counterattacked, and one attacks Graham who is also too far away to counterattack. But all of them deal no real damage. Blitz also zooms in and attacks Prayer, though it doesn't do a lot of damage.



Zabine puts some hurt down on Sven, but not nearly as much as he does in the counterattack, helped out by Prayer.



Back to my turn, Kira attacks Nicol to see if there's dialog, but there isn't. So Graham, Sergei, and my Mu just take him out.



Then Graham and Sergei finish off Zabine, finally pushing the Masurao to level 3 and Graham to level 8. The X-1 Kai also levels up to 2. Graham docks away, and I move the Mother Vanguard up slightly to better access the enemy forces. Sergei and Mu then team up to kill the last of the GINNs on the right hand side. Both then dock to recharge.



To the left side, Sven uses his missiles to hit two of the GINNs, and Shinn comes up to kill one and get the Impulse to level 5. I then draw him back towards the ship since that's the level I want him to be at to evolve. So Prayer goes and funnels the other GINN, killing it. Prayer then bazookas another GINN, thinking to conserve MP but it doesn't kill it. After that, I end my turn.

On the enemy's turn, one of the remaining GINNs attacks Prayer, who damages it greatly in the counterattack, and one uselessly attacks the Archangel, while the last misses Guest!Mu. Unfortunately, as well, I also forgot where the Buster's MAP range was, and I ended up placing Prayer right in it. Not that the Nu was in any risk, but it was still annoying.



Oh, but there is dialog between Mu, Kira, and Yzak.



So hey, High-Energy Ball. This is pretty much a TOTAL NONSENSE attack that Red Frame has. It actually first appeared in one of the old GBA SEED titles, which pretty much had Red Frame as a secret. It's come and gone since then, but it wasn't until one of the later Astray mangas that the attack was actually made "canon" and made "sense". Namely, it's, uh.

So, beam weapons in SEED work by having energy from the unit's battery transferred to the weapon using plugs in the hands. So Lowe decided it'd be an awesome idea to just overload the plug in the Red Frame's hand in order to throw a ball of pure energy at dudes. Because that's the kind of thing Lowe does, you know. Anyway, unfortunately the attack costs a lot of MP as well, even though it's not actually very good.

Anyway, Canard kills the two damaged GINNs, getting the Red Frame to level 2.



Looking to weaken the Duel, Sven shanks it for a decent amount of damage. My Mu tries to deal enough damage to finish him, but falls a bit short. Prayer then docks in the ship, and I end my turn.

The last GINN attacks Canard, while Yzak decides to ram the Archangel. And misses. Whups! Dearka finally comes on down, and shoots at Sven.



Athrun also attacks Kira, triggering his set of dialog.

Back to my turn, Guest!Mu attacks Athrun to get his dialog, and Kira attacks Dearka to see if there's dialog, which there isn't. Sven then docks away to repair.



Canard kills the last GINN, while my Mu finishes off Yzak. This pushes the Hazel Kai to level 3, right where I wanted it.



And then Prayer swords Dearka, forcing him to retreat and pushing the Nu to level 3.
  #285  
Old 01-15-2012, 02:39 PM
Hilene Hilene is offline
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So, the Aegis when transformed has a huge blindspot at range 3 where it simply cannot attack dudes. So I circled Athrun as I whittled him down, and finally took him out with Canard. Of course, I forgot two things when I did this: 1) He was the last enemy unit on the map, and 2) I needed to beat him with a Master unit. Whoops!



My item unlock for this mission is the Beam Generator Beta, which increases the damage of beam weapons by 20%.



So hey, if I'm going to play the mission again, I might as well do some evolutions on a few of the units you already saw before. First up, the Hazel Kai evolves to the RX-178 Gundam MkII (Titans Colours). World breaks the MkII into two versions, one in the Titans' distinctive purple, and one in the AEUG's white. And there are some tiny differences between the two: The Titans one has a x3 missile attack, while the AEUG one has a Spread Bazooka.



Meanwhile, the Impulse evolves to the ZGMF-X42S Destiny. Which is a pretty brutal mobile suit, featuring a range of powerful weapons of... well, many ranges. The Destiny is easily one of the end-game mobile suits, and I may just leave this one as it is since it's also Shinn's personal ride.



Lastly, the Tallgeese II evolves to the OZ-00MS3 Tallgeese III. This time it's actually different, featuring a powerful mega beam cannon, good saber and heat rod, an amazing mobility. It may not be an end-game mobile suit, but it's powerful enough that dumping levels into it can compensate.

Amusingly, though, by pure statistics, the Epyon is better then the Tallgeese III. I guess that's what I'll be getting next, then.




Anyway, I'm not going to go all the way over the next playthrough of that level, so here's a slideshow of highlights from it!



As a note, though, Destiny's special effect is that when it's pilot reaches full Tension, it transforms in a manner like the F91, increasing it's abilities, changing some weapons, and greatly increasing it's damage. Also amusingly, when the Destiny changes into the Wings of Light mode, it changes from having a ranged weapon as it's most powerful attack to a melee one. Shinn's theme also changes.



Oh hey, and it turns out that Monique has dialog with Athrun and Yzak, I found out. But not her wingman.

Anyway, what ends up happening is that I dope the mission up again, waiting until the Archangel leaves and then defeating Athrun with a non-Master.



So that time, I unlocked the High Explosive Rounds part, which increases Solid Round weapon damage by 20%.



So, hey, evolution time again! First up, the G04 evolves into it's partner: The RX-78-5 Gundam Unit 5 "G05". For all intents and purposes, the two units are identical.
  #286  
Old 01-15-2012, 02:41 PM
Hilene Hilene is offline
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Next is the Titan's MkII, which evolves into the AEUG MkII. As was already pointed out, the only difference between the two is that one has shield missiles while the other has a spread bazooka.




The Exia Basic evolves into the GN-001RE Gundam Exia Repair, on it's way to the full Exia. Even as a broken down and terribly repaired mobile suit, the Exia Repair is STILL better then the Basic in just about every way!

Also, that cloak and one glowing eye makes it look badass.



The Red Frame evolves into the CAT1-X1/3 Hyperion Unit 1. We've already seen it, but the Hyperion is a pretty powerful mobile suit, with some good attacks as well as the smaller Lightwave Barrier system.



Lastly, the Zondo Gei "evolves" to the XM-01 Den'an Zon. While the stats are a little less, it has much better weapon selection.

So with that, once more into the breech!



Another montage as I catch back up to where I should be.



Along the way I ended up losing the Den'an Zon. Thankfully since it was evolved, it was just added to my store as well, so I can buy another. And it's a grunt, so it's cheap.



Music: Mobile Suit Gundam 0083: Stardust Memories: Full Burner

There, finally! After triggering the second break, we get the Delaz Fleet also wanting to get in on all the atmospheric fun; by dropping a colony onto Earth! While the bulk of the space fleet is made up of MS-09RII Rick Dom IIs, there is one key player involved: Anavel Gato in the AMX-002 Neue Ziel.



Music: Mobile Suit Gundam 0083: Stardust Memories: Assault Waves

But there's someone who's not about to let Gato run away with the party: Kou Uraki in the RX-87GP03 Gundam "Dendrobium Orchis". His only problem? The fact that he deploys on the complete and utter opposite end of the map from everyone. Seriously, Kou?

Anyway, with the ZAFT threat eliminated, I dock everyone away and consolidate my forces to get ready for the Delaz Fleet, before ending my turn.

The enemy's turn consists of soem Rick Doms moving towards me, and the side Musais attacking my own ships. I'll have to get my guys out of the way of that to draw the ships in towards me.

On my turn, the Archangel's timer runs out, so it escapes the map, leaving me to just deal with the Zeonic forces. I don't want to do much just yet, so I end my turn after that.

It turned out that the Doms were a bit closer then I thought they were, so my ships get attacked during the enemy turn, but not enough to cause me any concern. In fact, I use the opportunity to hit some Doms with CIWS fire to weaken them.



Back to my turn, Bernie swords a Dom but doesn't kill it, so Mu pops out to finish the job, and get the MkII to level 2. He then bazookas a second Dom, killing it, and hits the third with a rifle that doesn't do enough to finish it off.



On the other side, Canard beam rams a Dom, killing it. He then ruins the other two Doms with Super Critical beam cannon shots, before docking to recharge. I end my turn after that.

Gato comes in and attacks the Jotunheim, but not threattening. One of his sidekick Doms attacks Mu and misses, and gets a bazooka in the face for it's attempt. The other Dom comes in for close combat, but Mu kills it in the counterattack. The enemy Musais also start to advance, one getting close enough to release it's contingent of Zakus.



Back to my turn, Mu kills the last Dom on this side, getting the MkII to level 3, and then docks to repair and recharge. And Kou is now a turn away from finally being able to get in combat range, as well.
  #287  
Old 01-15-2012, 02:43 PM
Hilene Hilene is offline
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Gato's other wingman was one of the secondary characters of the Delaz Fleet, Karius. Canard ruins him, and gets the Hyperion to level 4 as a result. Canard docks away after that. I then end my turn.

Gato continues attacking the Jotunheim on his turn, and the enemy ships get close to my own. The deployed Zakus attack Bernie, but he handles them easily.



Kou finally gets in range to do battle with Gato, and gets his dialog from it. I also try to see if Monique has dialog, which would be fairly appropriate for being a Zeon attacking a Zeon. But she doesn't, sadly. Gato ruins her, though, just barely not killing the Zudah. Which means I need to take Gato out now!



Which Sergei, Mu, and Bernie helpfully provide. Though the Neue's I-Field would negate Bernie's beam rifle, the fact that he was part of the team-up with Mu meant that he still got XP from it, and leveled the G05 to 3, where I needed it to be! Mu celebrates by bazookaing a Zaku to death, and getting himself to level 4 from it.



So Sven finishes those Zakus off, and gets the Heavyarms to level 3. He then Pinpoint Attacks the Musai to bring it's HP down. After that I end my turn.

On the enemy's turn, the left Musai finally launches it's Zakus, and the right one attacks Sven, prompting retaliation. Delaz's ship attacks the Jotunheim, though, since it was left in the range of it's guns.

On my turn, the move the Jotunheim and the Dendrobium way out of the way since they're no longer required. Sergei docks in the Mother Vanguard, and I move it up towards the right Musai. Prayer jumps out and teams up with Sven to destroy the ship, getting Sven to level 4. Both then dock back in the ship.



Mu then hops out and kills a Zaku, getting the MkII to level 4, just where I needed it.



Daguza then kills the last two Zakus, and with some help from the Freeden II, sinks the left Musai as well. This pushes the Tallgeese III to level 3. I then end my turn.

The enemy turn consists solely of Delaz getting into combat range of my forces, and then releasing his Doms to get slaughtered.

Sven pops out and kills two of the three Doms and almost kills the third, and then Ranalow and Daguza put some serious hurt on Delaz's ship. I want to put some more XP on Sven, though, so I end my turn after that.



The Dom attacks Sven during it's turn, and gets killed in the counterattack, putting the Heavyarms at level 4.



Back to my turn, Ranalow puts more beam fire down on the ship, and then Prayer finishes it off, getting the Nu to level 4 and finishing the level!



My unlock reward this time is the DG Cells part, which allows the unit to regenerate 5% of it's HP and EN each turn. It also causes the Exchange system to only offer Devil Army units, instead of what normally would be offered.

In the intermission screen, I buy a replacement Den'an for Harrison, and then get to one more evolving session!



First, I "evolve" the Hyperion to the MBF-P03 Astray Blue Frame. I did this partially to get it in my store, but mainly because I forgot the order for one of the Astray units. The Blue Frame is really sad in World, barely better then a Strike Dagger or a Muramasa. And it's frustrating, since the game has a manga with Blue Second in it, so why ISN'T it in here? Seriously? Oh well, it still has a decent evolution link to go into.



Next up, the X-1 Kai evolves into the XM-X1 Crossbone Gundam X-1 Kai Kai "Skull Heart". That's right. The X-1 Custom Custom. And it only gets sillier!

Seriously, though, the Skull Heart is brutal. Still melee focused, but it comes with a 2~5 range beam saber. That's right: a beam saber with the range of most beam rifles. Not only is it super powerful because it gets the stat bonuses that come with melee attacks, but it also gets around the weakness of melee attacks: the fact that the counterattack also gets stat bonuses on it.



Next up: The G05. It evolves into it's [BST] form, picking up some stat bonuses and a giant chaingun. I forgot how the evolution progression of the G0X series went, though, so I may not bother trying to evolve to the G04[BST]. Or if I do, it will involve buying the base G04 and leveling that.
  #288  
Old 01-15-2012, 02:45 PM
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So, it's been a long time coming, but Graham finally gets his ultimate mobile suit (that's in World): The GNX-Y901TW Susanowo. This thing is plain and simply a beast, especially once I start getting Graham's skills. It still has the BRUTALLY powerful swords, except now they're physical so they arn't affected by most defenses in the game. He also has some (fairly inefficient) ranged weapons for times when he can't get close enough, and his Trans-Am attack is now actually worth using! This really is an amazing mobile suit, and will easily last for the rest of the game.



The AEUG MkII evolves into the MSF-007 Gundam Mk-III. The MkIII itself is a fair bit of a letdown, pretty unimpressive in stats and weapons. I mainly got this for a different reason, though, that you'll soon see. It does evolve into some things I want to get, as well, so it's still worth picking up.



While not as much of an offensive powerhouse as the Wing Zero, the XXXG-01H2 Gundam Heavyarms Kai (EW) is incredibly powerful on it's own, boasting few, but very powerful, weapons. It does sacrifice it's melee attacks, though, in compensation. It's not the best mobile suit of it's type in World, and I'm going to have to start working towards the other soon. Especially since this one is now at an evolutionary dead end.



Though it's funny to say so, the Exia Repair evolves into the complete GN-001 Gundam Exia. This brings with it a modest stat boost, but mainly gives the complete Exia armament, including the Seven Swords attack. I didn't need to take the Exia Repair step, but I like using it, if nothing else then because I like having things in my store just in case.



The last thing I do is go to the combination screen, where I am able to combine the God Gundam and the Gundam MkIII to add the MSA-0011 S Gundam to my store. The S Gundam is one of my favourite mobile suits, and is kind of a ridiculous unit. But not as ridiculous as it's next form is, which I'm going to be working towards now!

I buy an S Gundam and put it in the squad with Daguza, Canard, and Harrison. I then move Ryu into it, since he's the pilot of the S Gundam from it's source material. But that leaves me with an open slot on the Asshimar. Who will I hire to put into there...



I hire Tokio Randall, the main character of Silhouette Formula 91. I can't check to see what his skill loadout is like, so I'm just going to have to find out! I never used him before, but kind of wanted to in the PSP game, so this will be interesting.

And that just leaves me with one more slot, and 3 Originals to replace. I have some ideas about who and what to put there, but if there's any suggestions in addition to Gai, let me know!

That's it for this week. Thank you for reading, and I'll see you next time!
  #289  
Old 01-15-2012, 03:51 PM
Lucas Lucas is offline
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Quote:
Originally Posted by Umbaglo View Post
I didn't need to take the Exia Repair step, but I like using it, if nothing else then because it has one of the coolest designs of any gundam.
  #290  
Old 01-22-2012, 01:26 PM
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Welcome back to Let's Play SD Gundam G Gen World!

Hey, we're in the home stretch now. Only a few more levels in the B ranks to go!



Today's mission is The Disguised Ship, In Their Sights, based on the Mobile Suit Gundam Unicorn series of OAVs.



Music: Mobile Suit Gundam Unicorn: Laplace

The Neo Zeon ship Garencieres is heading to Industrial 7 to pick up a package. However, along the way they ran into an Earth Federation fleet, which opened fire on them. In addition, they launched a squad of RGM-89D Jegan D Types and RGM-89S Stark Jegans.

The captain, Suberoa Zinnerman directs the ship to enter the nearby asteroid field to evade pursuit, and Mardia Cruz launches in the NZ-666 Kshatriya to help keep them at bay. Also, that is a terrible mobile suit name to spell.

Anyway, we should probably help them!



The Break Trigger for this mission is to have the Garencieres escape to the asteroid field. The Challenge Mission is to get 4000 points by the time it does that. The only thing that's hard is that the Garencieres is a Green force, which means it's actually going to be NPC controlled. This puts a time limit on gathering that much points.



The best thing about the S Gundam is the Incoms. Incoms seem to be treated basically the same as Funnels and other all-range weapons in World, except they don't cost MP, and... I'm not sure if they benefit from Awakening and +Awakening Weapon abilities. Hm, I should investigate that.

Also, the S Gundam just has monsterous stats, to boot.



So, I've said it before, but man. Poor Blue Frame. World didn't even give it the full equipment pack, which is just sad. That would have at least made it comparable to Red Frame, instead it's just barely a better M1 Astray.

Also, geez. Ryu, Canard, and Harrison stack on one Jegan D Type, and yet don't kill it. Daguza has to come by and finish the job.



And this is basically what Heavyarms (EW) is. Lots and lots of bullets. With some levels under it's belt, and with some +UA skills on Sven, it would be a single-target powerhouse. I'll save it after this mission, though, since I want to get a different unit instead for right now...!



Meanwhile, the Gundam MkIII blasts a Jegan with it's beam cannons. The only special thing about it. It's otherwise a pretty stripped down Gundam-type.



So, holy shit. 2~5 range beam saber! And not only that, but it's GOOD. The Skull Heart runs out of EN kind of fast, but it will MURDER anything in it's path until then. And the funny thing? The attack animation is one they used on the original X-1 for one of it's much shorter range sabers.



And in other gatling guns, Bernie shows off the G05[BST]s giant one, tearing a Jegan apart.



Ah, the Susanowo. Such a powerful mobile suit. Graham and Bernie team up to destroy another Jegan.

Anyway, this starting turn is mainly folks just beating up the first line of Jegans. Prayer kills one with vulcans, then another with a bazooka after Daguza hits it with his cannon.



And Marida has a really short comment when you have her attack any of the Earth Federation forces. Also, the Kshatriya has one of the best animated funnel attacks in the game. Shinn then beams the one Marida attacked here, which is then finished off by Prayer. Prayer finishes off his turn by shooting the ship.



Also, the Susanowo is a super robot. Much like all the other major machines in Gundam 00. After that, Bernie gatlings it, but doesn't finish it off. And I end my turn.
  #291  
Old 01-22-2012, 01:28 PM
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The the enemy turn, the left side Jegans move towards my guys, and one attacks Ryu, who teams up with Daguza and Canard to kill it in the counterattack, giving Canard a level up.



And the one Bernie and Graham damaged last turn tries to vulcan Bernie, but he gives him a sword to the face instead, getting the G05 to level 2 and Bernie to level 22.

Back to my turn, Bernie docks to recharge, and I dock Ford and Mu just to get them out of the way.

Sven and Prayer team up to punch the ship some, dealing a pretty large chunk of damage. So Shinn flies up and teams with Prayer to finish it off, giving Shinn, Prayer, and the Nu Gundam a level up. After that I dock Graham, Sergei, and all of Daguza's team to prepare for advancing to the target objective. Marida also starts moving towards the south. After that I end my turn.

The enemy turn is nothing, as the remaining two Jegans are nowhere near close enough to attack anyone. And my turn just consists of moving things around to dock everyone and get closer to the asteroid field. After this, the Garencieres finally decides to start moving towards the safe zone.



Doing so triggers the Nahel Argama, a pair of RGZ-95 ReZELs, and a RGZ-95C ReZEL Commander Type to arrive and try to block their path.

Since there's now more enemy forces, I might as well finish off the last of the Jegans. Sergei stabs one, and Mu destroys it with the MkIII's beam cannons, and then Bernie gatlings the second.



Ford hops out and tries to Trans Am Attack the Jegan to death, but doesn't deal quite enough damage.



So Mu does it instead, and docks afterwards. And then I end my turn.

The next few turns are incredibly uneventful, as the only thing I do is move my guys closer to the Nahel Argama, and all Londo Bell does is shoot ship cannons at the Garencieres uselessly.



Eventually the Garencieres meanders into the asteroid field, and triggers the Generation Break.



Music: Mobile Suit Gundam SEED: Sentou Taisei

The break brings with it the Dominion taking up position behind the Nahel Argama. It not only launches a squad of GAT-01 Strike Daggers, but it also launches the GAT-X131 Calamity piloted by Orga Sabnak, the GAT-X252 Forbidden, piloted by Shani Andras, and the GAT-X370 Raider, piloted by Clotho Buer.



Unfortunately I didn't make 4000 points by the time the first Break occured, so I'll have to meet the Challenge Mission here. This time the Break Trigger is to have Marida defeat Orga, Shani, or Clotho. The Challenge mission is to sink the Nahel Argama before I do that. And since the Nahel is right in my way...!

Anyway, the ReZELs around the Nahel finally wake up, and one goes to attack the Garencieres. But doesn't really do anything that matters. The Strike Daggers start moving towards me, though. My Freeden II is close enough that someone can launch and attack the lead ReZEL, but it's piloted by a face character so I want to have Marida attack him first. So I end my turn after moving everyone closer.

The next enemy turn is just the enemy forces that decided to be mobile moving towards my guys.



So, you know what's kind of rare in Gundam? Blue beams. And strangely, this mission ends up having a lot of them, with not only all of S Gundam's weapons being blue, but the Jegans had blue vulcans and the Kshatriya has blue mega particle cannons.

Anyway, Ryu and Harrison don't deal a lot of damage to the ReZEL, and Daguza ends up only knocking it down to critical HP. Canard manages to finish it off, though. Canard then uses his Chance Step to take a shot at the Nahel Argama before I end my turn.



On the enemy's turn, the ReZEL Commander Type attacks Marida, triggering the conversation. I also added Marida's earlier dialog with generic mooks into this video. The other ReZEL transforms and runs over to attack Canard, and manages to survive being counterattacked by Canard, Ryu, and Daguza. Other enemy units continue their migration towards the north.

Back to my turn, Harrison finishes off the last ReZEL with help from Canard. He then teams up again to shoot at the Nahel Argama, doing a decent amount of damage. Then Ryu teams up with Canard to shoot the ship, and Daguza and Canard team up.



And then Ranalow swoops in and steals the show, defeating the Nahel Argama and givign himself a level up. Ranalow then shoots a Strike Dagger to soften it up, letting Canard come in and destroy it, giving the Blue Frame a level up. He then docks, and I end my turn.

On the enemy's turn, a Strike Dagger attacks Ranalow, but misses. All the others continue moving into position.



Marida shoots at the ReZEL Commander on her way south, and then Mu follows up behind to finish him off. This also pushes the MkIII to level 2. Mu docks again, as he's still way too far from any action.

As for the Strike Dagger that attacked Ranalow, Canard pops back out of the ship and swords it, finishing it off. Ranalow then offers his services again, hitting another Dagger with his rifle, allowing Canard to gun it down as well. Ryu attacks a third Strike Dagger, allowing Canard to follow up, but he didn't deal enough damage to finish him off. Harrison can do it, though. After that, I end my turn.

On the enemy's turn, the three Bio-CPUs finally start moving towards my guys, and ineffectively attacks them. Another Strike Dagger attacks Canard, and dies in the counterattack.



And Marida has dialog with all three Bio-CPU pilots, at once. They tend to operate as a single unit in World, meaning that defeating one will cause all three to retreat.



Canard teams up with Ryu to kill the last Strike Dagger on the map, getting a level up for the Blue Frame. Canard then moves towards the ship to dock next turn. Harrison does dock, though. As does Ryu, while Ranalow softens up the Raider. Daguza also takes a shot at it. After that, I end my turn.



On the enemy's turn, Calamity and Forbidden attacks Marida, while Raider attacks the Freeden II. Marida gives the Forbidden some swording for the effort.
  #292  
Old 01-22-2012, 01:29 PM
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Mmm, blue homing lasers.





Anyway, defeating one of the Bio-CPUs causes them all to start to go into withdrawl, so they all retreat, triggering the Generation Break.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

Up in a higher map, a force of A-Laws mobile suits arrive, bringing a force of GNX-609T GN-XIIIs and some GNX-704T Aheads, led by three Innovators: Devine Nova in the GNMA-Y0001 Empruss, Revive Revival in the GNZ-003 Gadessa, and Bring Stabity, very appropriately named to be piloting the GNZ-005 Garazzo.



And I also finally trigger the Secret, this time getting Ple Two, in the AMX-004 Quebely Mk-II.

Anyway, since the A-Laws are on a seperate map, I can safely ignore then for the time being. They'll come to me, and the Mother Vanguard positions to get ready to meet them. Marida also starts moving in that direction, while I have Daguza's team dock to recharge while I move the Freeden II closer to the Dominion, then end my turn.

On the enemy's turn, the Dominion moves close to me, and launches it's complement of Strike Daggers. The A-Laws grunts also drop down to my map, as does Puru.

Back to my turn, it turns out that the A-Laws map transfer puts them very close to the Mother Vanguard, so I can deploy guys right from it to attack them.



First off, Sergei and Shinn shoot at Puru to soften her up, and Mu comes in for the finishing blow. Then Graham swords a GN-XIII, which lets Mu destroy it with the beam cannons, levelling the MkIII to 3, and Mu to 5. Then Bernie launches and teams up with Mu to shoot the Ahead, but doesn't destroy it, so Mu finishes it off himself.

On the other side, Prayer shoots the forward Ahead, and then Ford comes out to try and Trans-Am Attack it. And just barely doesn't do enough damage. Ford really isn't having any luck with that attack. So Sven destroys it, and then shoots a GN-XIII.



to the south, Canard swords his way through the Strike Daggers, with help from Daguza and Harrison.



The Freeden II shoots it's missiles at the Dominion, dealing a lot of damage to it, followed by a Ryu/Harrison/Canard teamup that punches through a lot more. Finally, Harrison/Canard finishes it off, getting the Blue Frame, the Den'an, and Harrison a level up. Canard and Harrison then go dock in the Freeden to prepare for starting to move towards the rest of the action. Marida also moves up with everyone.



On the left hand side, the remaining two GN-XIIIs attack Graham, but get killed in team-up counterattacks, giving the MkIII a level up.

On the right hand side, one GN-XIII attacks the ship, one attacks Prayer and gets heavily damaged in a counterattack, and oen attacks Sven and gets killed in the counterattack. And the Innovators themselves finally decide to drop down to this map.

Back to my turn, the rest of the Freeden's suits dock, and the ship turns around to prepare to move north, though there's no way it'll make it back in time. Marida is a long ways away too, so I'm going to have to draw the Innovators back.

All of Sergei's team docks away, and then I have Sven and Ford team up to kill the last of the GN-XIIIs. After that, the rest of the Mother Vanguard's units dock, and I draw the ship back towards the asteroids. Thankfully the Mother Vanguard has a large move range even going backwards, unlike some ships. I then end my turn.

The Innovators do take the bait, pulling close to my guys during their turn. The Mother Vanguard gets pretty banged up, but not enough to be dangerous. Marida is now close enough to attack on the next turn, so I deploy a few guys to get ready for it, then end my turn.



And the trap works. With the help of the guys I deployed, Marida talks to all three Innovators for their dialog, and then kills them in the same attack!





And with them defeated, the mission is over!



My unlock for this mission is the Propellent Tank, which reduces the EN cost of weapons by 10%.
  #293  
Old 01-22-2012, 01:30 PM
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And my profile completion has also just passed 50%! Not bad for not grinding mobile suits all that much. The bonus pilot I obtain for this is Gigi Andalusia, from Mobile Suit Gundam: Hathaway's Flash. I've never used her, and have no idea how good she is or isn't.

Anyway, once again I move on over to run A-10 again for XP, for evolution times!



My unlock from that level is the I-Field, finally letting me give a mobile suit I want superior protection from beam weapons. I still won't likely use it much, though.



First up, the Tallgeese III evolves down to the OZ-13MS Gundam Epyon. The Epyon is one of the best melee mobile suits in all of World, featuring incredibly high attack and defense, as well as having the Zero System inherent. However, it IS also only melee, so it's pretty ineffective against anything more then a few squares away.



Next, the Blue Frame breaks into the SEED Gundam line by evolving to the GAT-X102 Duel. Which isn't really an upgrade. Anyway, we've seen the Duel, so this line just lets me add the rest of the first 5 Gundams to my store, more then anything else.



The Den'an Zon evolves up to the XM-02 Den'an Gei, furthering my collection of Crossbone Vanguard suits. It's also an improvement in stats and abilities, which helps too. Still basically a grunt, even if it's a mid-tier one.



During the break, I went and bought a new G04 to evolve up to the RX-78-4[BST] Gundam Unit 4 [BST]. We'll get to see it in the next mission, but it's big thing is that it has a really huge beam cannon. Just not REALLY enough EN to make best use of it, much like the Hazel Rah. It also doesn't evolve to anything I need anymore, so I'll have to replace it after the next mission. I'm starting to run out of chains I want to work on...
  #294  
Old 01-22-2012, 01:31 PM
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The Gundam MkIII evolves up to the MSN-00100 Hyaku Shiki, which is funny because the MkIII was supposedly developed later, but the Hyaku Shiki is statistically better. Also has a better selection of weapons, and evolves to some good units.



During the break, I also picked up another GX Divider to evolve to the GT-9600 Gundam Leopard, one of my all time favourite Gundams. It's kind of like the Heavyarms, except it's weapon selection is better varied. I think in the end Heavyarms trumps it for power, though, because of the (EW) version. That said, I would rather use the Leopard over the Heavyarms!



Lastly, the Nu Gundam evolves up to the MSN-04 Sazabi, holding off on the trek to the Hi-Nu for a little longer. The Sazabi is not too much unlike the Nu, really. They're both very similar and very powerful mobile suits. Sazabi also opens the doors into the Neo Zeon unit tree.

And with that, comes the end of this week's episode! Thanks for reading, and I'll see you again next time!
  #295  
Old 01-30-2012, 06:31 PM
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Just so folks know, my hosting has had some pretty major issues over the weekend, and though my site works, the FTP isn't functioning at the moment. This means I can't upload the new content for the next update. They're mostly resolved, though, so I should be able to get it up soon. Sorry!
  #296  
Old 02-01-2012, 08:04 AM
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Welcome back to Let's Play SD Gundam G Gen World!

Today we have one of the craziest plot progressions in all of World, so let's dive right into it!



Today's mission is Storm of Jaburo, based on Mobile Suit Zeta Gundam.



Music: Mobile Suit Zeta Gundam A New Translation: MS Within The Flash

The mission opens up in the jungles outside of the EF headquarters of Jaburo, as Quattro Bajeena arrives in the MSN-00100 Hyaku Shiki to escape, leading Apolly Bay and Roberto in RMS-099 Rick Diass.

Just as they're about to retreat, the RX-178 Gundam Mk-II piloted by Kamille Bidan arrives to help.

In between them and their escape ship is a Titans attack force consisting of RGM-79R GM IIs, RMV-1 Guntank IIs, RX-77-4 Guncannon IIs, and RGC-80 GM Cannons.



However, just as the heroes are about to barrel through the Titans line, Jerid Messa arrives in the RMS-108 Marasai, alongside two RMS-106 Hizacks to stop Kamille and the Gundam.

And we're going to help him!



The Break Trigger for this mission is to have Kamille defeat Jerid. The Challenge Mission is to do so without having Kamille take any damage. This can be challenging, since it's heavily reliant on RNG.



Sazabi's melee attack is pretty neat, in that it starts off as a beam saber, and then changes into the beam tomahawk for the final slash.



Hey, it's finally a ground mission so I can use the Asshimar! It finishes off the GM II that Prayer damaged earlier.



And then Sven pops out to team up with Tokio to attack a second GM II, but doesn't kill it. While the Leopard may be less powerful then the Heavyarms, it has better spread of weapons, so I prefer to use it more. Also, it just looks cooler.

Ford then pops out in the Exia and teams up with Tokio to kill that GM II.



And the Asshimar's melee attack is just clocking your enemy. Teamed up with Ford, he kills the last GM II on this side and gets the Asshimar to level 2.



Now, for the ship. Mu pops out and blasts it with the Clay Bazooka for pretty good damage, and Sergei follows up to bring it even lower.



The G04[BST] is definately an earlyish unit you can get with a Lock 3 beam cannon, and it shows in it's stats: The G04 can only fire it once on it's default EN! Bernie wastes the shot to kill a Guntank II that Graham wounded earlier. He docks right after that.

After that, Shinn launches and teams up with Tokio and Ford to destroy the ship on the right hand side. Tokio docks after that, and I have Shinn shoot at a Guntank II to see aobut drawing it's attention away from Kamille.



To the left side, Daguza launches out and uses the Hyper Beam Saber on a GM II, which looks more like some kind of sword wave attack in World. Brutally powerful, though; nearly one-shotted the GM.



So Canard finishes it off with a grenade. The basic Duel is really barebones, as it was designed as a testbed unit.



Ryu hops out and teams up with Canard to destroy a second GM II, getting the S Gundam to level 4. Just where I wanted it, yeeeeeeeeees. After that, he and Canard shoot at the ship to soften it up for later. Then Ranalow launches to sword the last GM II, with Canard following up and destroying it, getting Canard a level up.



Domon and Mark launch out and attack the ship, bringing it down to critical health, allowing Canard to finish it off with Duel's rifle, giving the Duel a level up. Canard then moves off to the side near the Guntank IIs, and I end my turn. However, even with my guys sitting clearly in attack range, no enemy unit makes any action at all. I guess my brutal first strike frightened them...!
  #297  
Old 02-01-2012, 08:05 AM
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So, you know how I mentioned that the Susanowo is a super robot? Yeah. It's one of it's weakest attacks, though, but still almost killed the GM Cannon.



So Canard comes up and finishes it off with the Sazabi's chest cannon. Sven then drives up and teams with Prayer to destroy the second GM Cannon on this side. Mu docks, which gives the Mother Vanguard enough space to fly forward.

Trying to taunt the Hizacks, Sergei goes and attacks the right-side one, while Ford chops up the damaged Guntank II. Shinn and Ford then team up to kill the last Guntank, giving the Destiny a level up.



Over to the left side, Ryu, Domon, Mark, and Ranalow all dock since they're not needed, and Canard docks to recharge, while Daguza changes into flight mode to zoom up and slash a GM Cannon to pieces with help from the Freeden II.



Ford kills the damaged Hizack, getting the Exia to level 5. He docks after that to recharge. Sven and Prayer then destroy the Guncannon II on the righthand side, completly eliminating all enemies on that approach. They both dock after that to recharge.

After that, I have Daguza sword the last GM Cannon next to him, before ending my turn.



I wish I knew what the AI priorities were. Having these guys move into melee range and just use their worthless vulcans is strange. Oh well, Daguza kills the GM Cannon he hit earlier, and severly damages the Guncannon II.

Jerid takes the bait and attacks Shinn, though I don't counterattack just in case. The last Hizack does attack Sergei, though, and gets a sword to the face.



Quattro and Kamille both have dialog with Jerid. Roberto and Apolly have nothing with anyone, sadly. When Kamille attacks, he teams up with Shinn, forcing Jerid to retreat, triggering the Generation Break!



Music: Mobile Suit Gundam Battlefield Record U.C. 0081 (Unknown Track)

A burst of static covers the battlefield, indicating a raise in minovsky particle density, as a group of Zeon mobile suits appear to assault Jaburo! That's right, we've gone back to the One Year War, as MS-09 Doms and MS-07B Goufs appear through the jungle, and MSM-04 Acguys, MSM-07 Z'Goks, and a MSM-10 Zock appears in the water.

Leading them all is Erik Blanke in his MS-08TX/N Efreet Nacht, with his squadmates Baade Ailos and Fritz Bauer, both in MS-06F Zaku IIs.



The next Break Trigger is to have a Master Unit defeat Erik. The only hard thing will be waiting long enough to get dialog for him first...!



And since Kamille took no damage, the Secret for this level is Corin Nander in his AMX-109 Kapool Corin Nander Custom, with both Sochie Heim and Miashei Kune in AMX-109 Kapools alongside him.

Anyway, my plan is to have the Freeden crew take care of the southern mobile suits, so I have Daguza finish off the last Guncannon II, and then fly back to the ship in flight mode. The Freeden when pulls back a bit to get into range.



Harrison launches out and shoots some missiles at a Z'Gok, but it seems the water has a pretty large effect on the missiles, as well as beams. Even Canard's grenade does pretty tiny damage.

Meanwhile, to the north, Graham wounds a Gouf, while Sergei kills the Hizack, getting rid of the last of the Titans forces. Sergei then swords a Dom, bringing it down to critical HP.



Tokio redeploys, and destroys the two damaged suits. Prayer then launches and teams up with Tokio to kill the last one, getting the Asshimar to level 3. I end my turn after this.

On the enemy's turn, the Z'Gok learns that beam sabers are not reduced by the water, as Canard almost kills it in a counterattack. The Zock also gets out of the water, and takes a shot at Canard but misses. The last Z'Gok shoots at Shinn, but misses, getting blasted in the counterattack. The other enemy forces make no actions, other then one ship starting to move towards the Mother Vanguard.

Back to my turn, Kamille and the gang continue moving north, especially to meet with Erik at some point. To the south, Daguza redeploys and teams up with Canard to kill the badly damaged Z'Gok. Then Harrison moves to attack with Daguza and try to kill the Zock, but doesn't do quite enough damage. Canard follows up and destroys it, though. He docks afterwards, while Daguza kills the last Z'Gok. Daguza docks after that.

The Mother Vanguard's troops dock to resupply, while I move the ship to a better position to attack the left-side Zeon forces. I end my turn after that.

On the enemy's turn, the Acguys on the left side attack the Freeden, which returns fire with it's CIWS guns, damaging them decently. The Acguys from the right-side ship launch towards the middle of the map, where the guests are still positioned. They don't attack, though, which is normal for the AI. The Invisible Knights have started moving towards me, though all other Zeon troops still remain where they are.



Noting that sabers are not really affected by water, Canard sweeps in and sabers the Acguys to death, getting the Duel to level 3. He then docks after that, and the Freeden II moves a bit further back.

Daguza hops out of the ship and tears into the Gaw, while Ranalow deploys and shoots Sochie.



Meanwhile, a concentrated effort between Prayer, Tokio, and Sven kills all the right-side Acguys, as well as the Gaw that carried them, bringing the Sazabi to level 2. Prayer and Tokio dock after that, and I end my turn.

On the enemy's turn, the rest of the Zeon forces finally start moving! Other then the secret units, though, they're still pretty far away from any action.



Corin attacks the Freeden, while Sochie and Miashei attacks Ranalow. He doesn't hurt them too badly, but enough to bring them close for other units.

Back to my turn, Canard launches out and teams up with Daguza to destroy the last Gaw, and then Canard shoots at Sochie, but doesn't kill her. Daguza slashes at Corin, but doesn't kill him either. Nor do missiles from Harrison finish Sochie off either. Stupid water.

After that, Sven docks, the Mother Vanguard moves more towards the middle, and I end my turn.
  #298  
Old 02-01-2012, 08:06 AM
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Erik has dialog with Quattro and Kamille, but, of course, not Apolly and Roberto. And Erik's squadmates don't talk either.

Corin and Sochie attack Harrison, draining his HP and EN, while Miashei attacks the Freeden and gets some CIWS in the face.



For the record, Efreet Nacht is NINJA, and throws kunai at Kamille for attacking him.



Tasty beam cannon. Bernie blasts two Doms and a Zaku, but only wounds them.




Tokio launches in flight mode, and blasts the two Zakus, forcing them to retreat, and getting Tokio to level 3 and the Asshimar to level 4. He docks after that, having done his job.



Sven launches to kill a Dom, and then missiles the remaining Dom, Gouf, and Erik, which kills the Dom, but misses everyone else. This does level the Leopard to 2, though.

So, funny story about Leopard's missiles. Back in G Gen F, Leopard's missiles were SUPER MURDER, being the same damage as they are in World (900 x 8), but only costs 5 EN. And each missile can individually crit, though it can't hit multiple targets. This means that once the pilot reaches higher tension levels, Leopard and Leopard Destroy will flat out murder anything it hits with it's missiles, and can easily Chance Step all the way across the map due to how cheap the attack is. Sadly they made the missiles 50 EN for World, and made them way less effective. That said, Leopard and Leopard Destroy are still very powerful machines, and I'll keep a Leopard D for my end-game party.

For the purposes of this LP, I'll likely lock down my final unit and pilot deployments once I reach D ranks, so that they can gain levels and more UA for the end-game.



Taking a break from the beating going on in the middle of the map, I return to the south and have Canard sword Miashei, destroying the Kapool and getting the Duel to level 4. He docks after that, as does Daguza.



Shinn kills the last Gouf to build morale, and then attacks Erik with Sven, forcing him to retreat and triggering the second Generation Break!



So, this mission's plot goes into crazytown now. The mountain behind the escape ship EXPLODES revealing the JDG-00X Devil Gundam, as well as some JDG-009X Death Army, two Gundam Head, and GF13-001NHII Master Gundam piloted by Master Asia.

Yeah, needless to say, this is pretty silly. Shinn docks and Sven moves closer to the ship. The Freeden II also moves up to draw the Kapools out of the water, and then I end my turn.



Oh, and the best part is that the Devil Gundam is also in range to attack the ship, putting another time limit on the mission, since the DG's attack is more then the ship's passive regen. Other then that, the Devil Army move down towards my guys, and the Kapools get out of the water as planned.

Back to my turn, Sven and Mu both dock, and the Mother Vanguard moves closer to the Devil Gundam.



Sergei swords the right Devil Head for some damage. Funny thing about Gundam Heads? They're considered Warships. In fact, these Devil Heads even have some Devil Army inside them that I could capture if I wanted to.



Harrison makes short work of Sochie and Corin, bringing the Den'an Gei to level 2 and himself to level 11. He then docks in the Freeden, which moves further up. Then I end my turn.
  #299  
Old 02-01-2012, 08:07 AM
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During the enemy turn, a Death Army attacks Sergei, but gets killed in the counterattack, giving the Skull Heart a level up. Yay! Other then that, Death Army guys just shuffle into position.



Sergei docks back in the ship on my turn, and Mu pops out to blast the Devil Army that just launched with the Mega Bazooka Launcher. I always find it amusing that games give this to the Hyaku Shiki, especially since in-series it needed the Methuss to power it. But whatever! It expands the Hyaku Shiki's firepower enough to make it a main mobile suit.



In other awesome things the Leopard has: Beam knives.



In any case, Prayer, Sven, and Ford clean up this side, killing all the Devil Army and the Devil Head on the right-hand side, getting the Leopard to level 3.



So, Devil Gundam. This form of it is pretty powerful in terms of attacks, but not that defensive. And there's this DG Cells MAP, that I'm not sure what it does. And I never really want to find out, so I make sure to attack it from outside the MAP range, which is pretty close. In any case, Sven docks and I end my turn.

The left-side Devil Army attack Quattro and Kamille, but miss. Devil Gundam shoots at Ford, but misses as well.



Back to my turn, Harrison and Daguza murder their way through the first batch of Devil Army, getting the Epyon to level 2 and Daguza to level 11. They both dock after that. Ford, Mu, and Prayer also dock, and I then launch Sergei and Shinn to take some shots at the Devil Gundam to soften it up. After that, I end my turn.

The enemy turn consists of the Devil Gundam and Gundam Head taking shots at the NPCs, and then releasing the last of the Devil Army.



Back to my turn, with some help from Mark, Ranalow, and Domon, Harrison destroys the last of the Death Army troops, getting the Den'an Gei to level 3. With some further help, and a teamup with Daguza and Harrison, the last Gundam Head is destroyed as well. Daguza docks after that.

Sergei and Shinn also do teamups to bring the Devil Gundam to critical HP, and then I end my turn.

The Devil Gundam only attacks the ship again, and nothing else happens.

Back to my turn, I dock everyone into the Freeden, and have Quattro attack the Devil Gundam to see if there's dialog.



There isn't, so I let Mu defeat the Devil Gundam, leaving only Master Gundam on the map. To prepare for this, I dock Mu and launch Prayer and Ford before ending my turn.



Finally Master Asia moves, and he attacks Quattro. Kamille also has dialog with him.



Master Asia moved a bit further then I expected, so I have Prayer Funnel him, due to delicious 2~10 range.



This turned out to be enough to defeat him, though, getting the Sazabi to level 3 and ending the mission! Only two more left to go in the B ranks now.



My unlock for this mission is the Learning Machine II, which increases Pilot XP earned by 20%. And though I got a good amount of XP that mission, I went and did another run of A-10 to farm some more XP.



On that mission, I unlocked the Berserker System, which increases Unit Attack by 10, but lowers Unit Defense by 10, when the pilot's Tension reaches Critical.



First up, the Duel evolves to the GAT-X102 Duel Assault Shroud, giving it dramatically increased firepower. Still basically the same unit, but now it's not quite as terrible.
  #300  
Old 02-01-2012, 08:08 AM
Hilene Hilene is offline
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Next, the Den'an Gei evolves further up the Crossbone Vanguard line to become the XM-05 Berga Giros, giving it a good statistical boost.



Oh hell yes. The S-Gundam now evolves to the very appropriately named MSA-0011(Ext) Ex-S Gundam. This thing is a monster, and is one of my absolute favourite Gundam designs of all time. Powerful spread of weapons, and it has a travel form for moving around. This may statistically be an upper-mid range Gundam, but it can be a powerhouse when levelled. This will be saved for my end-game team.

It's also one of the stars of my model kit collection. Though it has a hard time doing so, it CAN stand on it's own, and the Master Grade (1/100 scale) kit of it is almost as large as a Perfect Grade (1/60 scale) Gundam Mk-II kit, which goes to show how massive it is.

So yes. I really like the Ex-S.



The Skull Heart doesn't have far to go with this next evolution: It goes up to the XM-X1 Crossbone Gundam X-1 Kai Kai "Skull Heart" Full Cloth. It mainly keeps the same weapons as the Skull Heart, but gains a bundle of stats and passive damage reduction from the full armour module. While there's technically still things I can evolve the Full Cloth to, they're all clearly downgrades so I'll probably just grab a new X-1 to continue evolving through the Crossbones and hold the Full Cloth for my end-game party~.



During the break, I finally looked up what I needed to get that one suit I was hoping for from the Hyperion. Turns out I jsut didn't remember it was from Freedom, so I went and bought another and evolved it up to the YMF-X000A Dreadnought. And since this is Prayer's personal ride, I gave it to him, moved the Sazabi to Mu, and gave the Hyaku Shiki to Bernie.

The Dreadnought in this form is kind of terrible, especially since it's missing the DRAGOON pods. Thankfully it doesn't need much before it evolves.



Speaking of the Hyaku Shiki, I evolve it up to the MSR-00100 Hyaku Shiki Kai. It keeps the Mega Bazooka Launcher, but gains a small pile of stats in exchange for the loss of the Clay Bazooka.



Oh man again. The Gundam Leopard now evolves to the amazing GT-9600-D Gundam Leopard Destroy. Sure, statistically? It may be worse then the Heavyarms (EW), but it makes up for it in weapon selection. It just has a much wider range of things, and it's also a bit more EN efficient to boot. So forget about the Heavyarms: A Leopard Destroy is going to be in my end-game party.



The Exia continues down the road towards becoming the most broken mobile suit in all of World by evolving to the GN-0000 00 Gundam. The 00 is a bit hobbled due to the way it's set up (and how it shows up in the series), but it's still very powerful, and doesn't require too many levels before it's next stage.
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