• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

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

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 >
  #301  
Old 02-01-2012, 08:09 AM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Lastly, we almost finish up the Titans tree by evolving the Asshimar to the RX-110 Gabthley. It's not a bad mobile suit, and is transformable. Better then the Asshimar, at least, and it branches out into Scirocco's designs as well.



So hey, since I've had that open spot in my ship for a while, I finally take the suggestion and hire Gai Murakumo to fill it. His starting skill is Mercenary, which increases all non-MAP and non-fixed-ranged weapon ranges by 1, which is VERY GOOD. He also gets a good set of offensive skills as he levels up, as well, making him, yep, a pretty good damage dealer. But what to have him pilot? I buy another S Gundam for now, since I want to take it into an alternate evolution tree that's also pretty darn good.

And with that, I end today's update. Thank you for reading, and I'll see you next time!
  #302  
Old 02-01-2012, 08:36 AM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

I know I haven't said very much, but I wanted to say that I've been enjoying this LP quite a bit. Keep up the good work, Umbaglo!
  #303  
Old 02-01-2012, 03:53 PM
Egarwaen Egarwaen is offline
You Are Being Deceived
 
Join Date: Jul 2007
Location: Sebastopol, CA
Pronouns: He/him
Posts: 16,560
Default

I love that the Devil Gundam shows up here. It really demonstrates a lot of thought on the part of the developers regarding continuity. And is hilarious besides.

You're doing a great job, keep on!
  #304  
Old 02-01-2012, 03:59 PM
Rai Rai is online now
Bluh Bluh
 
Join Date: Dec 2007
Posts: 1,031
Default

I dunno, tossing on the Devil Gundam from that point of G Gundam almost makes sense when compared to what was happening in Z Gundam during the fight for Jaburo. Not sure about 0081, though.

Also, the Ex-S really is a beast. It probably had the lowest stats of my endgame suits, but it was regularly doing more damage. This may have had something to do with the pilot, but still. Even when it was destroyed and I had to bring a level 1 version of it into the final mission it was holding it's own fairly well.
  #305  
Old 02-01-2012, 04:55 PM
Mightyblue Mightyblue is offline
Are You Sure About That?
 
Join Date: Jun 2007
Location: I am a Mountain Man, in a mountain land
Pronouns: He/Him/His
Posts: 24,722
Default

Man, if you want borken pilots, Johnny Ridden's unique skill comes pretty close, since it gives extra Unit Attack and Unit Move (in space)
  #306  
Old 02-01-2012, 05:12 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Man. I'm going to show you a broken pilot once I stop unlocking OPs from clearing missions, and can freely grind A-1 for Ace Points.
  #307  
Old 02-05-2012, 12:53 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Welcome back to Let's Play SD Gundam G Gen World!

Only one more mission left in the B block, and then we take on the next story level! So let's get right into the action!



Today's mission is Burning Sandstorm, based on Mobile Suit Gundam SEED.



Music: Mobile Suit Gundam SEED: Sentou Taisei

The mission starts with the Archangel travelling the desert because they're out of salt. They think they're being sneaky, however they were easily discovered by Andrew Waltfeld, ZAFT ace pilot.

Not wanting to let the Archangel escape that easily, he starts an attack on the ship, sending out his complement of Zoids TMF/A-802 BuCUEs, while he pilots his own TMF/A-803 LaGOWE. The ship can't break through the blockade, so they launch Kira Yamato in the GAT-X105+AQM/E-X01 Aile Strike. And we're going to help them!



The first Break Trigger is to have Kira defeat Andy. The Challenge Mission is to defeat 10 BuCUEs before he does. Since we can control Kira, this isn't any trouble at all.



The only thing that makes this difficult is that sand is considered a rough terrain, so all grounded units lose some mobility, making flying units or ships more important. That said, my party for this mission is actually a lot stronger then when I beat this level in the PSP version, so it's not going to be a concern.



In fact, the BuCUEs also have terrible accuracy for some reason, though they're not affected by the movement penalties (or, not as much). And my units are strong enough that even if they do hit, it's for minor damage.



I didn't show it on the regular Skull Heart, but the Peacock Smasher is basically a poor man's Divider. I think it even has the same stats in World. I just think it's ridiculous to use, though.



Oh, and the Full Cloth also changes what it's ranged beam saber attack is. On the Skull Heart it's using the Scissor Anchor to draw an enemy into range. On the Full Cloth, you instead have the Murasame Blaster on a chain and you throw it at the enemy.



Meanwhile, Prayer has a pretty rad saber in his shield.



Dreadnought's Pristis basically split the difference between Incoms and Funnels, being that they are wire-guided, but can also seperate from the wire and fly on their on. Sadly they're not that good of a weapon, though they ARE actually range 1+, unlike any other funnel-type weapon. But, uh. Unless you had a TON of +Awakening Damage and Awakening, you're better off using your saber in range 1 anyway.



But anyway, saber, rifle, incoms. That's the extend of Dreadnought's weapons. It's got good stats, sure, but not much variety.



Meanwhile, the 00 Gundam continues being mostly a melee machine, but has a decent 2200 x 2 rating beam rifle. It also has a 1~2 range beam saber.



Like I said, while the Heavyarms (EW) might have the edge in pure firepower, the Leopard Destroy makes up for it in variety.

Oh, right. The battle. So, all in all, 4 BuCUEs get pretty ruined, and Mu blasts a fifth one for some damage for later.



To the other side, Canard shows us why the Duel Assault Shroud is way better then the regular Duel. It doesn't really GAIN stats, but it's weapon selection is SO MUCH BETTER. Such as having a sniper railcannon.



Sadly, Ex-S is actually missing an attack. See, it actually has TWO types of Incoms: The same kind that are on S Gundam, and a set of Reflector Incoms. These ones can use small I-Fields to reflect beam attacks, so it's basically letting the Ex-S do some tricky shots with it's Beam Smartgun. As a result, it doesn't have the regular Incom attack in World.

I need to boost Ryu's +Unit Attack, though. He left that BuCUE at very low HP.
  #308  
Old 02-05-2012, 12:54 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



So Harrison kills it.



I find the Shot Lancer attacks in World to be amusing, mainly because since everything is EN based, it means it can shoot the massive rocket dart multiple times in a row. That's not to say that Super Robot Wars is any less silly on the matter, but at least it has both EN and ammo as resources for weapons.



After Mark blasts some BuCUEs with the Satellite Cannon, Gai pops out and destroys them. Ranalow then comes out and they both team up to long-range snipe a BuCUE to death. Ranalow then snipes another BuCUE and Gai destroys it, getting the S Gundam to level 2.

And then for fun before I end my turn, Graham pops out to attack one BuCUE. Shinn follows up to destroy it, and then he attacks another BuCUE.



During the enemy turn, a pair of BuCUEs attacks Gai, but is killed in a counterattack from Gai and Ranalow, pushing the V2AB to level 5.



Also, the Full Cloth has a great set of chest vulcans, and kills a BuCUE that was silly enough to attack it.



The 00 has really impressive beam saber blades.

Most of my guys on this side dock because the BuCUEs here are decimated and also mostly far away.



Sven can run out and gatling the one that Ford sabered, though. I think it's kind of interesting that the Twin Beam Cylinder only has him using one of them in the animation.

The guys on the other side also all dock except for a few, to recharge. Daguza swords one of the BuCUEs that launched from the ship to get their attention.



Kira swings around to attack Andy, triggering some dialog.



And with help from Graham and Shinn, he defeats Andy, forcing him to retreat and triggering the Generation Break.



Music: Mobile Suit Gundam: Gallant Char

Suddenly, the Archangel is surrounded by HT-01B Magella Attack tanks, as Ramba Ral arrives in his MS-07B Gouf, alongside two MS-06 Zaku II. And they're looking to sink the Archangel.



However, at that time, Amuro Ray in the RX-78-2 Gundam shows up on his way back from looking for salt to help drive away Ramba.



The next Break Trigger is to have Amuro defeat Ramba.



And the secret unit this time is the RX-78-6 Mudrock Gundam piloted by Agar.

Kira moves towards the north to work with Amuro, while Shinn and Graham kill another BuCUE before docking. And after that I end my turn.



Yum, more blue beams. On the enemy's turn, most of the BuCUEs decide to ignore me, though one attacks Harrison and is killed, and another attacks Ryu and gets some beam cannons to the face. One BuCUE on the right side even runs away from my forces, for some reason. I've never seen that before. The Magella Attacks go after the ships, as well.



Of course, by this point, Magella Attacks are not a threat to anyone, and Canard easily missiles one, forcing it to seperate.

As a side note, this is one thing that's nice in G Gen 3D: The game will actually level enemy and NPC pilots and suits to make for a suitable challenge. Which is also nice since typical enemy unit counts in a level in 3D so far have been around no more then 20 across the ENTIRE level, including all Generation Breaks. World has had levels with easily 3 times that number.
  #309  
Old 02-05-2012, 12:55 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Having second forms is such tasty free XP. Canard misses with one missile against a second Magella, though, and doesn't kill it.



Meanwhile, Harrison and Daguza sword another BuCUE to death, getting the Berga Giros to level 2. He swords one more BuCUE to death before docking back in the ship to recharge. Daguza follows.

Meanwhile, Ryu attacks another BuCUE, but not enough to kill it. Gai hops out to try and finish it off, but misses. The Ex-S is pretty powerful, but it's weapons are also fairly expensive. I'll have to get it an EN regeneration item later.



Oh, yeah. And the Leopard Destroy also still has a melee attack, which puts it above Heavyarms (EW).

Near the Mother Vanguard, Bernie tries to Mega Bazooka Launcher the two Magellas that got close, but missed them both. Geez, Bernie. You're usually better then this!



Tokio barely does too little damage to sword one Magella Attack. He gets critically counterattacked for 104 damage, though. Prayer pops out and swords the tank and it's escape module, then rifles the other tank but doesn't kill it.



Ford kills the BuCUE that started running away, and then swords another, destroying it as well. He docks after that to recharge. I end my turn after that.

The BuCUE that Gai missed earlier moves up to attack him, but ends up dying in the counterattack. One Magella Attack hits the Freeden II, while another attacks Canard.



To the north, one Magella attacks Amuro and misses, while another attacks Bernie. Agar also attacks Canard, but gets stymmied by Phase Shift Armor.



Canard completly humiliates one Magella, vulcaning it and it's flight mode to death before docking to recharge. And Ryu continues to not show how awesome the Ex-S is by not dealing enough damage to the BuCUE near him to kill it. I need to get him skilled up. Looking forward to when I stop unlocking OP after beating missions.

Gai kills the BuCUE and gets another level up for the S Gundam. He's really doing quite well on that front.



Bernie redeems himself a bit by beam gatling the Magella, and then swording it's flight module. He docks after that to recharge. Sven also pulls back towards the ship, and Mu docks. There's a few more BuCUEs left, but they should be starting to move soon.



Tokio rifles another Magella, but doesn't kill it.



Prayer follows up and destroys it, getting the Dreadnought to level 2. He then procedes to destroy the flight module and the body of another Magella.



Ford kills the flight module of that last one, though, letting Prayer dock to recharge. And that takes care of the Magellas to the north.

And for good measure, Gai shoots at Andy's ship before I end my turn.

During the enemy's turn, the remaining Magellas attack the Freeden and Archangel.



THIS IS NO ZAKU, BOY. NO ZAKU!.

Amuro and Kira both have dialog with Ramba. One of his Zakus also attacks Tokio, and gets killed in the counterattack.



After Canard and Harrison kill another Magella, Daguza and Canard team up and defeat Agar. Daguza docks after that to get him out of the way.



And Canard then destroys the last Magella's base unit, getting the Duel to level 2, but he misses attacking the flight module. Harrison kills it, though.



With help from Ryu and Ranalow, Gai also forces Andy's ship to retreat.
  #310  
Old 02-05-2012, 12:56 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



In the middle of a battle, Ramba Ral forgot to fight!



Music: Mobile Suit Gundam 00 Season 1: Counterattack

Just when it seems like things are home free for the Archangel, another threat appears from the south and disables the ship. Why, it's our good friend Ali Al-Saachez, in his AEU-MA07013 Agrissa Type 13. He's also brought along some AEU-05/05 AEU Hellion Perpetuums.

Back to the north, everyone but Ford docks to recharge, and Ford attacks the last Zaku. After that, I end my turn.

On the enemy's turn, the last of the BuCUEs FINALLY start moving. But the enemy turn is really just everyone moving towards my guys.



The Mother Vanguard starts moving towards Ramba's ship, and along the way Prayer pops out to help Ford defeat the last Zaku. And apparently it was Ramba's sidekick. They both then fly up to take shots at the ship, dramatically damaging it.



And then Bernie launches and blasts teh ship, forcing it to retreat. The only foes I need to defeat now are to the south!

Speaking of there, most everyone from the Freeden II docks, while gai pops out to shoot a BuCUE. He doesn't kill it, though. I end my turn after that.

On the enemy's turn, an Enact attacks Harrison and gets killed in the counterattack, while another attacks the Freeden II. The rest continue to move forward.

Back to my turn, Ford and Prayer don't dock, and the Mother Vanguard starts moving back to the south. Sven launches and shoots one of the last BuCUES, taking out a good chunk of it's life.



And wow, Gai kills another BuCUE and pushes the S Gundam to level 4. He's really building up the XP fast for some reason. I don't need to have him build any more XP, but I have him shoot the last BuCUE on the left to weaken it, and then have Ryu deploy to shoot it. And he still doesn't kill it. Man, Ryu.



Meanwhile, Harrison uses Super Crits to murder a pair of Helions for a level up before docking back in the ship. After that, I end my turn.

On the enemy's turn, the last BuCUE to the left attacks Gai and is killed in the counterattack, while the BuCUE that Sven damaged attacks him and is destroyed in return as well. The last BuCUE attacks Sven, as does all the right-side Helions.



And Ali has dialog with Amuro and Kira.



Bernie finally redeems himself, killing one Helion with a beam saber, killing another and seriously damaging a BuCUE and Ali with the Mega Bazooka Launcher, swording the damaged BuCUE to death, swording the last Helion to death...



And finally gatling Ali to death. Granting the Hyaku Shiki Kai 2 levelups in the process, and ending the level.



The unlock for this mission is the Second Generation Learning AI, which gives a +20% bonus to Unit XP earned.



And my profile has reached 55%, granting me Zabine Chareux (Crossbone Gundam ver)! He is one of the better pilots you get from profile completion, not only having a good amount of +Unit Attack, but he also can get Elite giving a bonus to Unit XP. Still not the most broken character I had in the PSP game, though...!

And once again, I do another A-10 mission to grind XP. So...!



This time, I've unlocked Sniper Sensor III, which increases the pilot's Shooting stat by 20.



Now, for evolutions! First up, Gai's S Gundam evolves to the FA-010A FAZZ (not to be confused with the FA-010S Full Armor ZZ Gundam), which is a testbed mobile suit for the Full Armour ZZ. The end result is that it's a pretty beefy damage dealer, but is not very efficient about it, and also has no melee damage. It also evolves to the ZZ, which is very nice.
  #311  
Old 02-05-2012, 12:58 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Next up, the Epyon evolves to the OZ-14MS Gundam Aquarius. The Aquarius, other then looking terrible, also has half of it's entire point removed in video games. Which is hilarious because it's FROM a G Generation game! It's intent is to destroy Mobile Dolls by screwing with their programming, and as a result it gets equipped with basically leftover weapons. I guess World gives it bonus stats in compensation, but still...! It's even an evolutionary dead end, so I'm going to have to give Daguza something new next mission.



The Duel Assault Shroud evolves to the GAT-X105 Strike, mainly just to fill out my store. Like the Impulse, the Strike can change modes, so I change it to the Launcher Strike form for long range damage.



The Berga Giros evolves up to the XM-05B Berga Balus, which is basically the Giros but with extra stats behind it. Nothing much more to say.



Next up, the Hyaku Shiki Kai evolves to the MSN-001A1 Delta Plus. The Delta Plus is unfortunately fairly basic in it's loadout, but it does have good stats given it's from later in UC. And it can evolve to a few pretty darn good MS.



The Sazabi goes up it's evolution chain to become the MSN-04II Nightingale. This is another very powerful newtype mobile suit, having many of the same things as the Sazabi, but having overall better stats.



The Dreadnought evolves itself up to it's completed version, the YMF-X000A X Astray. The X Astray is the same as the previous Dreddy, but it has a stat bonus and the DRAGOON attack, giving it slightly better weapon selection.



Lastly, the Gabthley evolves up to Yazan's favourite mobile suit, the RX-139 Hambrabi, opening up further the later part of the Titans' mobile suit tree.


And since Zabine is actually pretty good, I get rid of Ranalow and put Zabine in the V2 Assault Buster instead. His starting skill is Pirate, which gives a bonus to Pilot Melee and Unit Attack, and gives a bonus to Evasion if the piloted mobile suit is Size M or smaller. And the bonuses are pretty large, making it a very good effect.

And that's it for this week! Thank you for reading, and coem back next week for the final mission of the B ranks!
  #312  
Old 02-12-2012, 12:21 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Welcome back to Let's Play SD Gundam G Gen World!

Last week we beat the last B rank mission, so you should know what this means! Time for another plot mission!



Today's mission is Deprived World, the finale of the B rank missions.



Music: Turn A Gundam: Final Shore

The mission opens up with GGH-001 Halphas Gundam showing up again, but this time, Gym Ghingham in the CONCEPT-X 6-1-2 Turn X is there to meet with it. He also brings along Merrybell Gadget in/controlling her G-M1F (XM-0754) Bandits.

The Turn X seems to resonate with the Halphas somehow, which seems to be what Gym was counting on.



Music: Mobile Fighter G Gundam: Wa ga Kokoro Meikyou Shisui, Saredo Kono Terohire wa Rekka no Gotoku

However, Domon Kasshu will have none of this, as he brings his GF-12-17NJII God Gundam to stop Gym's plans!

In the FMV that ensues, though, it seems that the Turn X is absorbing power from the God Gundam somehow, so Domon gets support in the form of Garrod Ran in the GX-9901-DX Gundam Double X and Heero Yuy in the XXXG-00W0 Wing Gundam Zero (EW Ver). The concentration of so much power, though, seems to trigger something in the Halphas, who wakes up and summons his guardians, a group of GGS-000 Phoenix Zeros. As well, Gym calls upon his own forces, and deploys a TON of G-838 Mahiroos, some JMA-0530 Walking Dome "WaDom"s, and a batch of G-M2F (AMX-102) Zssans.

While this is certainly a really impressive lineup, I've already faced stronger, and have the forces necessary to crush Gym's hopes. So let's get right on that.



The Break Trigger is to have a Master Unit defeat Gym. The Challenge Mission is to do so within 5 turns. Considering how much firepower I have at my disposal, this will be a cinch.

First off, Garrod and Heero help out by blasting the first row of WaDoms, to bring their health down a good chunk.



X Astray's DRAGOONs are pretty good, but are still an MP weapon, when the unit already has another one.



It's otherwise exactly the same, as Prayer helps out in support attacks to destroy some Mahiroos over on the right side.



The Hambrabi mangles a Mahiroo, with the support of Prayer.



And Mu shows off the Nightingale's funnels, destroying a Mahiroo that Sergei slashed up beforehand.



And then Bernie and Mu destroy a WaDom. The Delta Plus is unfortunately not really anything special. It's got higher stats as it's from later in the timeline, but it's otherwise just really basic in terms of weapons.



Mu sabers another WaDom, taking a good chunk out it's HP, while taking almost no damage from the WaDom's vulcans.



This animation is incredibly lazy, though, and it's just the Hambrabi transitioning between static poses.



Anyway, Tokio finishes off the Mahiroo that he and Prayer teamed up to attack.



He then shocks the last Mahiroo on this side for some damage.



Meanwhile, on the left side, Daguza poses dramatically while he Dober Beams a Mahiroo, but doesn't kill it.
  #313  
Old 02-12-2012, 12:22 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Yep, the Berga Balus is indeed the same thing, just coloured red instead.



After that, Canard hops out to team up with Harrison to blast another Mahiroo, but it was shielding the attack due to the range so it managed to survive.



Gai and the FAZZ can clean up, though. This also gives Gai a level up!



It's amusing that even though the FAZZ is supposed to be using prototype versions of Full Armor ZZ's stuff, the beams are all hue-shifted to be blue instead. Oh well, there goes another WaDom.

Gai blasts another Mahiro for good measure, and then Harrison finishes it off. Harrison then attacks another Mahiro, and I end my turn after that.



That turned out to be somewhat of a bad move, as two of the WaDoms MAP the left-hand forces, though it's only for 5000 damage.



So, when I was saying that the Aquarius was equipped with leftovers, I wasn't kidding.



That said, it's still effective due to the higher base stats, helping to kill two Mahiroos in counterattacks. The third attacks Gai, who can't attack due to lack of EN. Meanwhile, the last Mahiroo on the right side is killed in a counterattack, as is one of the Zssans.



Back to my turn, Heero and Garrod help soften up what's left of the yellow forces, while Domon just sits around.



Portrait of a champion, as Bernie gets a level up after killing a WaDom.



And strangely, while the Delta Plus has a pink rifle, it has a blue beam saber. It's also strange that Unicorn decided to jump all over the blue beam bandwagon, after it had been basically left to be solely Sentinel's gig.



Anyway, Bernie and Mu wipe out the last of the WaDoms, so I no longer need to worry about MAP attacks. After that, Domon finally advances forward.



Meanwhile, to the left side, Gai and Harrison dock to recharge, while Canard kills the last Mahiroo, opening up the path for the Freeden to advance.



Unfortunately, Aquarius' regular Dober Gun animation is not as fancy as it's beam one. Other then it strangely including SNIPER SCOPE ACTION as part of it. Canard follows up and kills the Zssan that Daguza damaged, getting the Strike to level 2. He docks after that to recharge. Ryu also kills one Bandit, and damages another Zssan.

To the right side, Sven docks to give the Mother Vanguard room to move forward, letting Prayer and Tokio dock as well. Shinn hops out to slash one Zssan, and Bernie and Mu dock to recharge. Ford tries to gun the Zssan that Shinn damaged, but didn't do quite enough damage to it.

Graham slashes the other Zssan to soften it up, and then Sergei moves forward to act as a distraction. After that I end my turn.



On the enemy's turn, one Zssan tries to punch Daguza, but gets a heat rod instead. The other one to the left attacks Ryu, and gets a sword in return. On the right side, one attacks Shinn but I have him dodge that, while one attacks Graham who dodges as well. The last unpiloted Bandit attacks Heero who dodges that attack.



But then Marrybell and Gym have generic dialogs for attacking anyone.
  #314  
Old 02-12-2012, 12:25 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Back on my turn, the Guests help once again by blasting Gym and Marrybell down some. After that, Ford kills the right side Zssans, getting the 00 to level 5, before slicing the AI Bandit down to low HP. Shinn also pops into the center group to blast Gym with his beam cannon, though the Turn X's I-Field makes it less then effective.



So Tokio comes out and kills the Bandit, getting the Hambrabi to level 2.



And then he shocks Marrybell, defeating her and getting the Hambrabi to level 3. Of course, Tokio's not going to take his chances at going 3 for 3, so the Mother Vanguard moves a bit closer to the middle and Tokio docks back away.



And then Ryu kills the last of the Zssans, with Daguza's help, leaving Gym as the only yellow force left on the field. Ryu and Daguza dock away to recharge.



And then my own Domon defeats Gym with a God Finger, triggering the Generation Break!



Music: New Mobile Report Gundam Wing: Legend of Zero

With Gym out of the way, this leaves the field open to...

... Milliardo Peacecraft in the OZ-13MS Gundam Epyon leading a formation of White Fang OZ-12SMS Taurus, and Treize Khushrenada in the OZ-00MS2 Tallgeese II, leading a formation of Oz OZ-06MS Leos. And even they both seem to be somewhat surprised at this turn of events, especially as in the series at this point they're both bitter enemies.

However, they apparently decide to put that behind them right now, and focus on my own forces as their enemy.



The next Break Trigger is to have a Master Unit defeat Treize and Milliardo. It doesn't need to be the same Master, nor does it have to be on the same turn. They both just have to be defeated by a Master. So that's not an issue.



And since I acheived the first Break before 5 turns, I trigger the Secret Unit; this time it's the JDG-010 Devil Gundam Junior, which is... basically nothing like it's namesake. I don't even know where this design came from; it's pretty nonsense, for sure. That said, it's also REALLY POWERFUL, so I can't take it lightly. It's the strongest Secret in all of the B block, for sure.Thankfully, it spawns on the other side of Halphas, so it'll be a few turns before it can get within range of my guys.

Domon and Graham docks away, and then I end my turn.

Since my guys are so far away from all of the enemy units, the enemy turn is spent with some of the new reinforcements and the DG Jr moving, no one ending up quite close enough.

Back to my turn, the Guests move up towards the new arrivals, mostly to get them away from the DG Jr. Everyone who's left out docks in my ships, and I turn them around to prepare to advance to the north.

The next enemy turn is the same as the last, except now all of the yellow forces are mobile. None of them get in firing range of my guys, though they end up being actually close enough that my own ships can advance to meet them, and deploy my guys to take out their troops.



After some failed attacks by Ryu and Gai, Harrison and Canard take out the front line of Tauruses.



Oh, and Treize and Milliardo have dialog with anyone.



Bernie and Mu destroy some Leos before they help Shinn defeat Treize. After that, they go back to destroying the rest of the first line of Leos, getting the Nightingale and the Delta Plus a level up.



Back to the left side, Milliardo gets softened up by Ellis, Mark, and Zabine.



Domon and Canard finish him off, triggering the second Generation Break!



Music: After War Gundam X: Great Power Approaches

Once again the Earth pulses it's strange halo, and on a map above my units, Shagia and Olba Frost arrive, each in their respective mobile suits: the NRX-0013-CB Gundam Virsago Chest Break, and the NRX-0015-HC Gundam Ashtaron Hermit Crab. In addition to this, they also bring along a mix of Gundam X forces: some NRX-009 Balients, a pair of RMS-014 Octapes, a bunch of RMS-009 Septems, a bunch of RMS-006 Jenice, and if that wasn't enough, three MAN-002 Febrals.

They're on the upper map, though, so I can ignore them for now~. Domon and Shinn both dock, as does Bernie and Mu, while the Guests move further up to be with my guys. After that I end my turn.

On the enemy's turn, the remaining White Fang and Oz forces move down into range of my guys. Some even attack me, but get damaged in the counterattack.



However, the SRA forces turn out to be positioned literally above my ships. This means that when they drop down, they are right in range to be brutally counterattacked, or to just get a pounding from my ships' CIWS cannons which would soften them up for my next turn.

During this process, Strike levels to 3.

Back to my turn, Mark, Ellis, and Zabine all dock to get them out of the way, and Canard and Harrison docks to recharge.
  #315  
Old 02-12-2012, 12:26 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Then Ryu moves up and swords a pair of Tauruses, getting the Ex-S to level 4. And then because the game awards melee weapons differently from ranged weapons, he tries to kill another Taurus with a Super Critical Beam Smartgun attack, which ends up doing less damage then a normal critical beam saber. Even though the smartgun has higher base rating.



While the missile pattern looks pretty impressive, it actually didn't do enough damage to destroy the Septem, and no one else is available on that side to finish it off. But that's ok.



Meanwhile, Bernie Super Critical murders all of the units that came down on the right hand side, getting the Delta Plus to level 4. He docks after that, and Mu comes out to obliterate two Oz Leos and a Taurus, with help from Sergei. After that I end my turn.

During the enemy turn, the last Taurus rams itself against Ryu and dies, while the remaining Leos decide to attack Sergei and Mu, and get killed in the counterattacks, finishing off the last of the Wing forces.



As for the Gundam X forces, some of the ones on the left side attack Daguza, who kills one of them in the counterattack. One attacks the ship and gets CIWS in the face for it, and the last attacks Gai. The ones left on the right side attack the Mother Vanguard, who also CIWSes them in the face. Two Febrals attack my guests, while the last one attacks Mu, who teams up with Sergei to kill it in the counterattack.

The Balients on the left side focus on Ryu. He only kills one, but it was in melee and it also knocks him out of Super Critical. Of the other set of three, one attacks Sergei and is killed in the counterattack from him and Mu. And lastly, DG Jr is now only one turn away from being in attack range.



Back to my turn, Mu kills one of the Balients, and severly damages the other in the exact same way that happened to Ryu last turn. Something about the formulae really favours melee weapons heavily. Speaking of Ryu, he's out of EN, so he changes into flight form and docks back in the Freeden II to recharge. Gai then blasts a Jenices and a Septim, getting the FAZZ to level 2. He docks after that to recharge.



Harrison steps up, though, killing the last Septim to bring the Berga Balus to level 3, and then going and destroying the two Balients on this side and one of the Febrals to get the Berga to level 4. Way to go, Harrison!



Ford deploys to kill the last of the units around the Mother Vanguard, and then he tries to kill the last Febral with the 00's Trans Am Attack. Unfortunately the Febral survives with 600 HP, which is a shame since Trans Am on the 00 costs almost all of it's EN. So Prayer destroys it, and the last Balient. So both him and Sergei dock to prepare for the last batch of enemy forces before I head down to attack Halphas Gundam.



On the enemy's turn, Shagia and Olba finally drop down to the lower map, and trigger their dialogs. And even though a beam shield, Devil Gundam Jr's beam cannon hits the Mother Vanguard for a little over 7000 damage. So I need to kill it fast!



To reduce damage chances to my own guys, Heero opens up with a MAP attack against the DG Jr, knocking off 8000 HP from the start. And Garrod happens to be just in the right range to be able to hit both the DG Jr AND Shagia with his Satellite Cannon, which deals a very good chunk of damage to them both. In addition, Sergei swords Olba for a large chunk of damage as well.

Ryu launches to hit Olba with the Reflector Incoms, and does manage to take a good chunk out of the Ashtaron's HP, but the counterattack, even through an I-Field, did over 50% of the Ex-S's HP.



This allows Prayer to come up and defeat Olba using his DRAGOONs, pushing the X Astray to level 3. The level up isn't enough to defeat Shagia, though.



Harrison and Canard both miss with their attacks on Shagia, dropping them out of Super Critical. So who manages to get the killing blow? Tokio in the Hambrabi, pushing Tokio to level 7. Him going after the DG Jr would be stupid, though, so he docks back away.



Graham deals a decent amount of damage using the Susanowo's Trans Am Attack, but not enough to put the DG Jr into critical. And the counterattack is almost half of the Susanowo's HP, too! While the Susanowo is a very powerful fighter, it has pretty low Unit Defense, so it relies a lot on it's mobility (and it's lethality).



Ranalow and Ellis punch some more HP out of the Devil Gundam, allowing Gai to come up and destroy it, bringing the FAZZ to level 3. That leaves everyone except Halphas Gundam and his entourage, so I end my turn.

Of course, Halphas does nothing. So back on my turn I dock everyone and start moving everything down towards where the strange Gundam is waiting for me. Since Halphas won't move until I get really close, this takes a few turns.

When I'm finally close enough, two Phoenix Zeroes move out to attack the Mother Vanguard and Domon, but Halphas remains where he is. On my turn after this point, I have the Guests move in and attack Halphas to see if there's any kind of dialog, but there isn't. At least they beat some HP out of the Halphas.



Now, these Phoenix Gundams are buff. They have a lot more HP and stats then the ones you normally have. Mu's Super Critical saber attack did 18k damage, just barely not enough to destroy that Phoenix. However, they're also still Phoenix Zeroes, and there's only three of them, so they're not really a threat.

Tokio kills the one Mu damaged, bringing the Hambrabi to level 4, while Canard kills one that was weakened by Ranalow and Ryu. For the last Phoenix Zero, Graham and Sergei soften it up, and let Ford deal the killing blow.



Finally, Prayer and Ford team up and defeat Halphas, forcing him to retreat and finishing the level! However, all is not saved yet, as the scene breaks, revealing another layer of twisted space.
  #316  
Old 02-12-2012, 12:28 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



My unlock for this mission is the Psychoframe, which increases the pilot's Awaken by 15.



Oh, right. And because I beat another EX mission, that lets me choose another Master Unit. I keep forgetting about this, so since the next master choice is the last one, you guys should let me know what you want my last Master to be! This time, I chose Judau Ashta, the hero of Mobile Suit Gundam ZZ. He comes with a Basic version of the MSZ-010 ZZ Gundam, which I'll have to replace fast!



And once again, I do another level to grind XP for evolutions. After that one, I unlock the Ultra-Sensitive Disc Radome III, which increases EWAC range by 4. For the 3 units in the game that have it by default.



Now, even though I picked Judau? The FAZZ I already had already had enough XP to evolve to the ZZ Gundam. So that's what I upgrade it to. Technically the ZZ is KIND of a downgrade from the FAZZ, but in World it really is an upgrade. It's basically the same machine, though. But better.



So, what about the Basic ZZ? Well, I moved it into Ellis' space and replaced her with Judau to get them some use, and after the level grind mission I have it evolve to the MSZ-013 Mass Production Type ZZ Gundam. It's an upgrade from the Basic, at least, giving a really large bunch of stats. Not the best machine, but at least it's got something I can advance it to that I still need to acquire. And I don't think you see the MP ZZ in a level, so I would have needed to get this eventually anyway.



Next up, the Strike evolves to the GAT-X105E+AQM/E-X09S Strike Noir, Sven's personal ride. I may give it to him, but I'm not sure yet. The Strike Noir is basically the Strike with a special pack on it, giving it a few new weapons. But if nothing else, I'll finally get around to evolving to the rest of the Stargazer units.



The Berga Balus finally evolves to something NEW, and becomes the XM-07 Vigna Ghina, picking up another bundle of stats as well as new weapons. Also some near units to evolve to eventually.



The Ex-S Gundam becomes even more excessive, and evolves to the MSA-001(BST) S Gundam Booster Unit Type Plan 303E "Deep Striker", which is basically a S Gundam strapped into a battleship cannon module. This thing is ridiculous, and it's meant to go speeding across space and sniper enemy fleets with a battleship beam cannon. Unfortunately as it's Size XL in World, it requires two deployment slots (or a Master slot), and it can only be used in Space. It also has bad evolutions, so until I unlock the item that I can install on this unit to let me use it in atmosphere, it's going to be shelved.

Also, since that item is unlocked in Hell Mode, I'm lot going to get it this playthrough. So maybe I'll remember to use this unit in a space level some time. I replace Ryu's Ex-S with a new one, so he's not sitting around piloting nothing.



The Delta Plus evolves to the MSZ-006A2 Zeta Plus A2, which is a statistical downgrade, but a much more interesting mobile suit. That said, both it and the MP ZZ would evolve to the same unit, so I'm going to have to replace one of the two of them after the next level.
  #317  
Old 02-12-2012, 12:29 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



The Nightingale evolves to the MSN-06S Sinanju, which is a Sazabi that doesn't have funnels. Still really powerful, though, of course.



The X Astray evolves up into the ZGMF-X09A Justice, which is a mobile suit I needed to get eventually, I'm just a bit surprised that it came from this angle. I actually though the silhouette was something else, since I forgot many of the evolution chains.

In any case, the Justice is a very strong melee mobile suit, with decent ranged options as well, unlike the Epyon.



The Hambrabi pushes itself out of the early Titans line, and evolves up to the PMX-000 Messala, finally breaking into Scirocco's personal line of mobile suits. Given where it shows up in the timeline, it's a very powerful mobile suit all on it's own, and evolves into other very powerful mobile suits as well.



Lastly, the 00 Gundam evolves to the GN-0000+GNR-010 00 Raiser. Though the 00 Raiser is incredibly powerful in it's source material, it's still a few steps down from being one of the most broken things in the game. 00 Raiser also "loses" it's Trans Am Attack, but instead gains it as a special ability which increases the 00's Unit Attack, Unit Defense, and Unit Mobility for 3 turns, but causes it to LOSE 20% of all three of those stats for a turn on the turn Trans Am deactivates.



The Freeden II's been serving me well for so long, but I think it's about time I swapped ships, since I have a LOT of money right now. So I go for the top of the line, and buy the Soleil, giving me a really nice upgrade on that front.



Having the massive Deep Striker in my inventory also lets me combine it with the Justice and Strike Freedom to unlock the METEOR module versions of them in my store. I'm not going to use these, but they're basically large weapon modules for both the Freedom and Justice (and their upgrades) that adds maneuverability and MORE firepower (as if they needed it). In World, the Meteors are XXL, and thus actually take up 4 deploy slots (or a Master slot), and actually need to have their orientation adjusted in order to be able to attack things, just like a warship. I think, though, that unlike a warship, an XXL unit can rotate and attack, or even rotate after moving. I may have to check this later.

And that's the end of this update! Thanks for reading, and I'll see you next time!
  #318  
Old 02-13-2012, 08:12 AM
MageKnight210 MageKnight210 is offline
Junior Member
 
Join Date: Nov 2011
Posts: 6
Default

I tried this one with Kou's GP-03, but really large MAs (Like GP-03) and MA-like units (such as the METEOR-equipped versions of Freedom and Justice), can rotate before attacking during the move, something Warships lack.
  #319  
Old 02-19-2012, 02:11 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Welcome back to Let's Play SD Gundam G Gen World!

Today, we start on the C rank missions. The general theme of the C ranks is mid-season events, where a major turning point has occured. And some of them are pretty awesome. But I digress, and should get on with the first one!



Today's mission is Stargazer, appropriately named as it's based on Mobile Suit Gundam SEED C.E. 73 STARGAZER.



Music: Mobile Suit Gundam SEED Stargazer: Phantom Pain

The mission starts as the Earth Alliance special forces unit Phantom Pain approaches the station owned by Deep Space Survey and Development Organization, looking to steal the experimental AI under development there. Because they're jerks. DSSD, being a civilian organization, has very little defenses against the numberous GAT-02L2 Dark Dagger Ls they fielded, in both normal and Doppelhorn configurations (though technically in the OAV, the DSSD had a contingent of UT-1D Civilian Astray DSSD Customs, but that unit isn't in G Gen World).

Selene McGriff, engineer on the AI project, refuses to just hand over the program so it can be used to control AI weapons, and so sorties in the GSX-401FW Stargazer, hoping to either drive back the Phantom Pain, or if nothing else have the AI destroyed with the Stargazer so Phantom Pain can't get it.

With the Stargazer on the field, though, Sven Cal Bayang in the GAT-X105E+AQM/E-X09S Strike Noir and Shams Couza in the GAT-X103AP Verde Buster show up, with even more Dagger Ls. That's a lot of mobile suits for one technically unarmed suit to handle, so we'd better help out!



The first Break Trigger is to have Selene fight Sven (not necessarially defeat him), while the Challenge Mission is to have Selene fight Sven after Shams is defeated.



The first challenge, though? Your ships deploy on a higher map, above the DSSD station. And directly BELOW your ships is, in fact, a Dagger L, meaning you can't just drop down a level. And since a unit can't move and then drop map levels (at least, on this map), this means that if I want to start attacking Daggers down on the DSSD's level, I need to make use of Chance Steps up here.

Also, the Soleil is super fat, being 5x5 squares.



The Justice is much more range oriented then it's later version, and Prayer helps out with the plan to drop some guys down a level by damaging one of the upper level Dagger Ls.



Ford destroys that Dagger, and drops down to the lower map.



I don't have him attack a Dagger of the right group, though. But it's enough that he's even down at this level, for now.

The main difference between the 00 and the 00 Raiser, other then Trans-Am being a stat booster instead of an attack, is that the 00 Raiser has a few more ranged options available to it, for when it can't get into melee range.



Next up, Tokio destroys another Dagger L, this one weakened by Sergei. The Messala has an interesting thing where it only has projectile weapons in it's mobile suit mode (and a beam saber), while it has beam cannons in it's mobile armour mode. It doesn't affect the Messala a whole lot in the game, really, but it's an interesting design choice for it, in-series.



It puts those beam cannons to use as it drops down to the lower map, damaging one of the Dagger Ls blocking the Mother Vanguard from descending.



And then Shinn damages another Dagger L, allowing Bernie to finish it off and Chance Step.



He drops down in range of the one Tokio damaged and takes it out with the Zeta Plus' hip cannons.



Bernie then sabers another Dagger L, damaging it a decent amount.



Meanwhile, the Soleil has an amusing fire pattern for it's scattering beam cannons, as it has turrets in each "leg" of the ship as well as the regular cardinal directions. And it's Lock 6, which is pretty decent. Sadly it's really expensive, even though it would be a useful weapon to shoot at enemies coming up behind the Soleil.



I use it to shoot at 4 of the Dagger Ls around the Soleil, but the attack misses all but one. Which is attributable to the fact that my ship crew is really underleveled, though they rarely need to gain XP anyway.

My plan for the Soleil is to have it remain up on the top map until all enemies are removed from it, and let the Mother Vanguard take care of the lower map.
  #320  
Old 02-19-2012, 02:12 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Judau hops out and destroys the one damaged by the Soleil with the MP ZZ's Getter Beam Hi-Mega Cannon.



Gai shows how it's really done, Gundam Beaming Hi-Mega Cannoning another Dagger L that was damaged by Mark.



Then both Gai and Judau destroy the last Dagger L to the north of the Soleil with their more mundane weapons.



To the south of the Soleil, Daguza damages one Dagger L, while Canard follows up behind and goes gangster on it, destroying the Dagger.



After that, Harrison and Canard team up to attack another Dagger L, but don't destroy it, sadly.



So Canard finishes it off with the Strike Noir's point-blank shooting attack. Which is a REALLY powerful melee attack, especially for the tier that Strike Noir is in. I may even keep a Strike Noir around for the end-game team...



And to finish off these Daggers, Ryu hops out to team up with Canard.



And since there's nothing else to do with the Soleil forces sitting outside, I have them take shots at the enemy warship up here. It's got a LOT of HP, but the batch of them still manage to knock it down almost to half health.



Before I end my turn, though, I have one more guy to send down to the lower map. Graham damages one more Dagger L, letting Mu kill it, and Chance Stepping down to the lower map.



He then bazookas the one that Bernie damaged earlier, killing it.



And lastly he swords the Dagger L that's blocking the Mother Vanguard, damaging it. After that, I end my turn.

On the enemy's turn, the Dagger Ls that deployed to the north and south of the Stargazer move towards it, though only the ones in the middle attack, and both miss. The forces to the left of the map don't move at all.



For the ones on the right, the one Mu damaged attacks him, and gets killed in the counterattack. Of the rest, most of them stay where they were, though ones that ended up close to my units move in to attack, and get pretty beat up in the counterattacks. Annoyingly, though, Shams moves in close to Mu, blocking the Mother Vanguard's descent again.

As for the upper map, the battleship turns to face the Soleil, and releases it's contingent of Daggers.



The Daggers the ship released decided to swarm around Gai, but of course they didn't attack as is the norm for the AI. So Harrison and Canard team up to take out one.
  #321  
Old 02-19-2012, 02:13 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



And then Ryu teamed with with them to take out another. Including Canard ZIP KICKING the Dagger to the face. Which is another awesome reason to keep a Strike Noir around~



Gai and Judau sword another Dagger to death. The ZZ's and the MP ZZ's sword animations are really similar, with the difference mostly being that ZZ's has a MASSIVE BLADE (and is 1~2 range). They then kill the last one from the ship. After that, Gai Hi-Mega Cannons the ship, while Judau supports with missiles. This doesn't kill it, but it does set it up. Canard and Judau dock for recharging.



Harrison follows up by bazooking the ship, sinking it. With the threats around there eliminated, Harrison and Ryu dock to recharge, while the rest of the guys have already taken their actions.



Back over to the right hand side, Sergei softens up another Dagger L, letting Prayer finish it off.



He then dropped down to the lower level and rifled another Dagger L, killing it, and getting Prayer to level 17.



Stargazer moves towards Sven, since it's about cleaned up down here and ready to Generation Break. On the way, I have Selene attack a Dagger L. World doesn't give poor Stargazer much, but what it does have is pretty effective. In this case, Stargazer shoots beam rings at the Dagger, which is not bad for a range 5 attack. Also, with the Stargazer moving at something like 9 squares a turn.



Tokio leaps in and destroys that Dagger L with the Messala's saber.



Graham kills a Dagger L on the upper map, and then drops down to kill another Dagger L, pushing the Susanowo to level 3. He then goes and swords Shams, just barely not killing him (even though Phase Shift Armor, which is impressive on it's own). Which is actually not that great of an idea in retrospect, since I still need to have him talk to Selene.

So, I also move Mu out of the way, where he bazookas a Dagger L. And move Bernie over there with him, where he kills that Dagger L and levels Bernie up to 26.



Prayer and Tokio team up to gun down the last Dagger L that was to the south of the Stargazer at the start of the mission, but just barely doesn't do enough damage. So Tokio destroys it.

The difficult thing about this stage is mostly going to be since it's harder to get back to the ship, resources are at a bit of a premium for the first few turns, which Chance Steps make a bit hard to ration...! Other then that, I'm more then well equipped to fight anything here.



Ford makes quick work of the three Dagger Ls that came to greet him, and then he moves up to be with Graham. After that, I end my turn.

On the enemy's turn, the remaining two northern Daggers focus on Mu, bringing him down to critical HP, but he also bazookas them for most of their life.



Also, I was a dope and forgot that Verde Buster loves to MAP things. Graham survives easily, though. Sven attacks Ford, and gets a hurtful GN Sword to the face for his efforts. After that, it goes back to my turn.



Back to my turn, Selene attacks Shams and Sven with my guys supporting, getting their dialogs.



Oh, and by the way. Stargazer also rams enemies with the beam rings, in addition to shooting them around.



Shams goes down first.
  #322  
Old 02-19-2012, 02:15 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



Stargazer does have a regular gun, too, though.

Amusingly, in one of the SEED-based video games, Stargazer shows up and also has nuclear mines as a weapon, even though nukes generally don't work at all in the SEED universe.



And there goes Sven. Also triggers the Generation Break.



Music: New Mobile Report Gundam Wing: Legend of Zero

With the aces defeated the Phantom Pain attack is broken. However the DSSD sees another threat approaching them: Quatre Raberba Winner, driven berserk due to the Zero System inside the XXXG-00W0 Wing Gundam Zero. He's met by a few OZ-06MS Leos, but he easily dispatches them before setting his sights on the DSSD station.

Yep, this Generation Break gives me only one enemy unit.



The next Generation Break is to have Selene attack Quatre. Again, she doesn't need to defeat him.



On the opposite side of the station from Quatre, Cima Garahau shows up as the secret unit, piloting the AGX-04A1 Gebera Tetra Kai.



And with most of the right side forces destroyed, Stargazer moves off to prepare to fight Quatre, and the Mother Vanguard finally descends, ready to provide support. Which is good, since a lot of guys are almost out of EN!

Tokio can't reach the ship to dock, and neither can Prayer, however Mu, Ford, and Graham all dock to recharge and repair. My own Sven hops out to take a shot at one of the remaining Daggers on the right side, though.



While Bernie destroys two more Dagger Ls, and gets the Zeta Plus to level 2. He docks to recharge after that. Everyone that's still on the upper map also docks to recharge. The Soleil can't move down just yet, but I'm waiting to see if any of the reinforcements will be up here anyway. After that, I end my turn.

On the enemy's turn, the only units that take actions are the two remaining Daggers on the right hand side, one of whom attacks Sven and the other attacks the Mother Vanguard. Quatre decides to remain where he is. Cima starts moving my way, though.



Selene moves a bit closer to Quatre, because I don't want to attack him just yet. Prayer and Tokio also finally dock. Bernie takes the opportunity to sword the last of the Daggers over here, and then he docks back away, along with Sven. This pushes the Zeta Plus to level 3. The Mother Vanguard also starts moving towards the other group of enemy forces.



But since that puts the ship in range of Cima, I might as well take care of her. Sergei tosses a large saber into her face, and her resulting fire is fully absorbed by the Full Cloth's I-Field. Mu follows up next, but doesn't deal enough damage to defeat the Gerbera Tetra.



Ford swoops in to take care of that, getting the 00 Raiser to level 2. He docks after that to get ready. I end my turn after that.

On the enemy turn, the lead left-side Daggers finally move, which also clears the way for the Soleil to descent, if it wants to. Other then that the enemy ship takes a shot at the Mother Vanguard, and all other enemies stay where they are.



Selene takes a chance and goes up to attack Quatre, triggering his dialog and also the Generation Break.



Music: Mobile Suit Crossbone Gundam: Jupiter Empire

This causes a group of Jupiter Empire forces to show up, consisting of a number of EMS-06 Bataras, as well as the EMS-VSX1 Quavarze, piloted by Giri Gadeucca Aspis, the EMS-VSX2 Abijo, piloted by Rosemary Raspberry, and the EMS-VSX3 Totuga piloted by Barnes Gernsback.

The Mother Vanguard moves towards the north to make it easier to launch units to get Quatre. I forgot to move Sergei and Mu into it, though, but they thankfully were able to Chance Step through two of the Dagger Ls that moved forward last enemy turn, allowing them to dock and recharge. Though not before killing the third Dagger L, because hey. They're there, afterall.



Even with a level 1 MS and pilot, the Wing Zero is incredibly agile, though my guys still manage to have good luck anyway. Another thing, as well, is that this version of Quatre is considered "Berserk", which means he normally has a fully High Tension bar, like Allenby did a number of missions ago. However, the tension bar change that Zero System gives overwrites this, meaning that poor Berserk Quatre has a mostly Low tension bar.



And even with Quatre having good hit rates against my guys, he has terrible luck. Though the Wing Zero is also pretty tanky.



In the end, Prayer, Sven, Shinn, Tokio, and Ford attack Quatre individually, and Ford walks away with the kill and a levelup. He docks after that.
  #323  
Old 02-19-2012, 02:16 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



With the middle Daggers out of the way, the Soleil drops it's fat ass down to the lower map. Daguza shoots one of the near Daggers, and Canard follows up, destroying it and getting a levelup for the Strike Noir. And then Harrison comes out and teams up with Canard to kill the other two Daggers to the north.



to the south, Mark shoots one Dagger, and Judau finishes it off. Then Gai comes out and teams up with Judau to destroy the last of those Daggers, leaving only the Phantom Pain's ship remaining



And since there's no more Daggers inside the ship, time for TWIN HI-MEGA CANNON, after Harrison and Canard tear into the ship a bit themselves.



And that sinks the ship, leaving only the Jupiter Empire left on the map. Gai also got a level up for his ZZ out of it, too. And both he and Judau dock after that to recharge. And I end my turn after that.

Though the enemy turn is nothing special, as the Bataras can't get in range to attack me.

On my turn, everyone currently deployed docks. The Mother Vanguard and the Stargazer also advance forward, ready to meet the Jupiter Empire. And then I end my turn.

And once again, the enemy turn is guys moving forward, unable to be in range to shoot me. Though the enemy ships and aces start moving as well.



Judau hops out and takes a Hi-Mega Cannon shot at one Batara, but since their attack range is terrible, it shields and survives the attack. Gai comes out and shoots it from closer range, though, killing it and getting a level up. He then swords the next Batara, killing it and pushing himself to Super Critical tension. He shoots the last Batara down there, but it shields, surviving the attack.



To the north, Harrison and Canard shoot at some Bataras, but they only kill one. Tokio comes and kills the one they damaged but didn't finish off, getting the Messala and himself a level up. Prayer comes out and tries to do a team-up attack, but doesn't kill the third Batara, so Tokio finishes it off himself. These grunts are pretty tanky!

The ships carry some more Bataras, so I have Tokio shoot at the north ship to soften it up for later and end my turn.



However, that turned out to not be the best move. See, the ships have a ramming attack, which causes any target that is next to the ship as it moves to take MAP damage. Thankfully Prayer was well above 5000 HP, so it's more of a mild annoyance.



Oh, and one of the Jupiter aces attacked Selene, triggering dialog. They all have some commentary with Selene, recorded here.



Teaming up with Prayer, and having Super Critical tension, Tokio kills the last of the north Bataras, and gets the Messala to level 3. He docks after that to recharge.



And then Ford launches and teams up with Prayer to get a Pinpoint Attack on the ship, sinking it and getting the Justice to level 2.



Ford then goes and takes Rosemary out, getting the 00 Raiser a level up. Ford docks after that, since I don't want him to be killing anything else just yet. And Prayer docks to recharge.



And then to the south, Mark comes out to blast the ship with the Twin Satellite Cannon, also allowing Gai and Judau to team up to kill a Batara. This levels up both the ZZ and the MP ZZ to 3. I dock them both after that, because they need to recharge as well, as does Canard and Harrison. I move the Soleil towards the south, as well, closer to the last enemy ship. Ryu hops out and blasts one Batara, for good measure, and Daguza blasts the other. After that, the Mother Vanguard moves south as well, and I end my turn.

On the enemy turn, I was a dope again and left Daguza and Ryu right in the path of the enemy ship, letting them get steamrolled as well. Both Jupiter aces also attack Selene, finishing up the dialog I need. So when my turn comes back around she gets right the heck out of the way.



And then Harrison just destroys the last of the regular Jupiter Empire forces, getting the Vigna Ghina to level 2 and himself to level 16. The rest of the Soleil forces dock away to repair.



And after a lot of softening up, Mu comes out and swords the last of the aces, levelign up both himself and the Sinanju, and finishing up the level!
  #324  
Old 02-19-2012, 02:18 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



My unlock for this level is the Neutron Jammer Canceller, which causes equipped abilities such as barriers and Phase Shift Armor to not cost EN when activated. In addition, it also reduces weapon EN costs by 10%.

And of course I do another level for XP grinding, so...!



My unlock for THAT mission was the Biocomputer, which increases the pilot's Ranged, Melee, Reaction, and Defense by 10.



First up, both the MP ZZ and the Zeta Plus evolve to the MSZ-006 Zeta Gundam. As you've probably noticed by now, I've been trying to have a varied team, and don't have the same unit multiple times if I can help it. In this case, the Zeta evolves down two different paths that I want to get into at this point, so it works out in the end.

In any case, the Zeta is a strong, mobile mobile suit. Not the best thing in the game, but very good for when one would have NORMALLY gotten it. Or even for the point where I am right now.



Next up, the ZZ Gundam evolves to it's final form, the FA-010S Full Armor ZZ Gundam, bringing with it some brutally powerful weapons, but reduced energy efficiency. But that doesn't always matter when you can just punch things in the face for tons of damage.

That said, though, the FA ZZ is also an evolutionary dead end, so I might swap this unit out for something else for a short while. I really am starting to run out of lines I want to follow down...



Since we already had it's base form in our party, the Strike Noir evolves to the GAT-X1022 Blu Duel, letting us go from here to the next Phantom Pain mobile suit later. The Bue Duel is basically the same as the Duel Assault Shroud, though it's weapon selection is slightly altered.



The Vigna Ghina evolves up to the XM-07G Vigna Zirah, which is a variant that trades the Ghina's beam bazooka for a pair of VSBRs, pretty much improving it's potential firepower by a pretty decent amount.
  #325  
Old 02-19-2012, 02:19 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default



The Sinanju evolves to it's rival, the RX-0 Unicorn Gundam. The amusing thing about the Unicorn is that it's special ability gives a pretty good boost to Awakening, yet the Unicorn itself has nothing that uses it. Now, Awakening does still give generic piloting bonuses, but I still found it interesting that the mobile suit has a bonus to something it doesn't directly use.

Oh, and it's weapons are really powerful, especially once it goes into Destroy Mode. But evolution-wise, it doesn't go anywhere else.



Mostly just to do a detour, I evolve the Justice to the ZGMF-X23S Saviour. Not really an upgrade over the Justice, the Saviour focuses on ranged combat, and basically acts as a time waster for Athrun in SEED Destiny until he gets the Infinite Justice. Though here, it goes on to the rest of the starting Gundam line from SEED Destiny.



Lastly, the Messala evolves to the really not well designed PMX-002 Bolinoak Sammahn. I mean, it's strong, sure. But look at it. And that name is so goofy, too.

And that's the end of this week's update! Thanks for reading, and I'll see you next time!
  #326  
Old 02-21-2012, 06:54 AM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

As someone who's never really watched a Gundam show, I gotta ask - what's with all the ridiculous names everyone has? For every ordinary name like Ford or Mark there's three crazy ones like Tokio, or Mu, or Char or fucking Prayer. It's not too big a deal, I'm just really curious about it for some reason.
  #327  
Old 02-21-2012, 07:52 AM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Crazy space/Japanese people.

Some of the series have things more reasonable then others. And then you have Cosmic Era (SEED's universe) which has names like Mu, Rau, Prayer, Ssigh (which was renamed for the dub), or Ray Za Burrel (Laser Barrel, really?). Though sidestories also tend to have absolutely insane names, in general. Like Brave Cod (Gundam Sentinel) or Def Stallion (F90).

Another overall interesting thing about Gundam is that it's one of the few Japanese series that eschews the Eastern tradition of the family name going first. Every character in a Gundam series is actually named in-series with their first name first, and their family name last.
  #328  
Old 02-21-2012, 11:58 AM
Egarwaen Egarwaen is offline
You Are Being Deceived
 
Join Date: Jul 2007
Location: Sebastopol, CA
Pronouns: He/him
Posts: 16,560
Default

Quote:
Originally Posted by Umbaglo View Post
Some of the series have things more reasonable then others. And then you have Cosmic Era (SEED's universe) which has names like Mu, Rau, Prayer, Ssigh (which was renamed for the dub), or Ray Za Burrel (Laser Barrel, really?). Though sidestories also tend to have absolutely insane names, in general. Like Brave Cod (Gundam Sentinel) or Def Stallion (F90).
On the other hand, you've also got Amuro Ray, Noah Bright, and Scirocco.

00 really takes the cake here, though. Bring Stabbity? Mr. Bushido? Classics!
  #329  
Old 02-21-2012, 01:13 PM
Hilene Hilene is offline
Objection!
 
Join Date: Mar 2010
Pronouns: She/Her
Posts: 6,358
Default

Now, to be fair, Mr Bushido is a nickname, and Amuro Ray and Bright Noa are actually Japanese things. Bring Stabbity, on the other hand, is a hilarious piece of Engrish that I'm glad the localizers kept. Notice that all of the Innovators other then Ribbons and Tieria have names that are a concepts or actions. Bring's is REALLY supposed to be Bring Stability, but even in Japanese that's a ridiculous name.

And I just would like to also say that it's not just in Gundam that you see this kind of silliness, too. Japanese people just seem to have no head for names at all. For example, in the new Aquarion series, you have people named Zessica, MIX, and Andy W. Hol (bonus hilarity if you know what the Japanese use W as a symbol for). In Hunter X Hunter, you have a guy named Wdwune (among some other crazy names). Dragonball is filled with terrible food pun names. The list goes on.

I'm not going to say that English speakers are perfect, but I think I've seen less crazy English names then I've seen crazy Japanese-Trying-To-Be-English names.
  #330  
Old 02-23-2012, 01:44 AM
Kruzzy Kruzzy is offline
Junior Member
 
Join Date: Feb 2012
Posts: 1
Default

Quote:
Originally Posted by Soren Highwind View Post
As someone who's never really watched a Gundam show, I gotta ask - what's with all the ridiculous names everyone has? For every ordinary name like Ford or Mark there's three crazy ones like Tokio, or Mu, or Char or fucking Prayer. It's not too big a deal, I'm just really curious about it for some reason.
Tokio, Mu, and Char are uncommon names in other cultures but do exist and are common enough that they're not that unusual (with the exception of Char but being shorthand for Charles or Charlotte it gets a pass). Tomino himself reportedly actually tried for the crazy name scheme you thought they were going for with Amuro without knowing that it was a real name as well as the name of a Japanese island.

This isn't to say that exotic sounding fake names aren't in Gundam. They're pretty common, it's just that your examples weren't the best choices to show it.

That said, hi Umb! Looking forward to finally being able to comment on your lp.
< 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 >
Top