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

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  #391  
Old 06-03-2012, 10:59 AM
Hilene Hilene is offline
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On my turn again, I mop up a bit of the units to the south, while avoiding the aces since I want to have the guests fight them first. I also launch Gai and Lancerow to prepare for Wufei on the next turn.

On the next enemy turn it seemed like the Psycho Gundam wanted to drop down, but the Minerva was in the way so it only moved slightly to get out of the way instead.



And then Wufei attacks Gai, who is able to team up with Lancerow to bring both of their BFGs to bear. As a nice touch, many Lock weapons have a slightly different animation if used against a single target. Which you probably won't see often since Lock weapons are way too inefficient to use against a single target. That said, Wing Zero Custom's single-target one is a nice animation of the UI from the anime.



Wufei did not appreciate being shot with the Twin Satellite Cannon and the Twin Buster Rifle.



So, this is a bit weird. Cagalli triggers dialog with Rey and Shinn, bit she doesn't have anything to say in return. It would make me think it's generic dialog, but it doesn't trigger from them attacking my guys. They do have proper dialog with Kira, though.



It's a shame the game isn't a bit more self-aware about things like this.



Puru Two also has dialog with Kira. I've combined this into the video for Rey and Shinn.



After Kira gets his dialog with Shinn, Prayer launches and knocks him out. After taking some shots at the Psycho, I end my turn.

On the enemy turn, the last of the stationary enemy forces finally start moving, while the Psycho maneuvers around my guys.



Back on my turn, Kira gets his dialog with Rey, and then Prayer finishes him off.



Then after basically everyone beats on the Psycho Gundam, my Shinn swords her to death, triggering the next Generation Break!



Music: Mobile Suit Victory Gundam: A Spring Feast in Summer

To the rear of the island, a contingent of Zanscare Empire forces arrive to try and finish the job that ZAFT started, because some reason. Cronicle Asher is commanding a Adrastea, alongside a pair of Lysitheas. Because motorcycle battleships are great ideas.

However, they have more then just battleships with wheels. Oh no, in fact they even have some of our good friends, the ZM-S06G Zollidia and the ZM-S24G Gedlav, all in the Einerad module. Crazy woman Katejina Loos is also piloting one of the Zollidias.

Even though they're piloting giant wheels, all of the mobile suits are flying. And are on the opposite end of the map from where I am. This would have been dangeroud, but the Zanscare guys are nice and won't move for their first turn.



But first, I should take care of the rest of the ZAFT forces, as Gai Chance Steps through killing these BABIs before I end my turn.

And like I said, the Zanscare guys don't move for their first turn, so it quickly comes back to me.



On my turn, I beat up on the Minerva a bit and start moving the Mother Vanguard towards the rear, after docking all of it's units. Then during the enemy turn, I defeat the Minerva in a counterattack, and it was silly enough to shoot at Judau. All the Gedlavs start to move, but they're also still at least two turns from reaching the HQ.

Back on my turn, I continue the move towards the rear before ending my turn. And the enemies also continue their movement forward on their turn, which includes the Zollidias this time but still not the ships.



So, the batch of Gedlavs to the north go down quickly to Lancerow and Gai making use of their big guns, though Judau is really the one who finishes them all off.



As for the south, Ford COULD easily manage them alone, but I have him take out the Einrads, and instead have Prayer kill the base units.



Katejina has a generic dialog for attacking anyone, but not one for Kira or Cagalli. And the Zollidias ram themselves against my lead units, making them an easy target on my next turn.
  #392  
Old 06-03-2012, 11:00 AM
Hilene Hilene is offline
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Back on my turn, Prayer takes out the bottom Zollidias, and then finishes off Katejina. The northern one is taken out by Judau, which just leaves the ships and the Gedlavs they have docked inside them. But at this point, there's no more risk in the stage. It's just a matter of killing the rest of the enemies.

That said, the ships, as they're all motorcycles, can only move in one direction, and have the crushing attribute, which means they deal damage to anyone they touch along the path.



But clearing out the extra Gedlavs is pretty simple, with Gai and Lancerow blasting stuff, and then Laura finishing things off for extra XP. He even takes out the northern ship.



To the south, though, it's a lot of murder through a Prayer/Sven teamup, giving the Nu and Sven a levelup. Sven also takes a shot at the lead ship for good measure. But with the last of the mobile suits killed, any danger these guys had is now gone, so it's just a simple matter of finishing off the enemies at my leisure.



And with that, the mission is over!

That's all for this week. Thanks for reading, and I'll see you next time!
  #393  
Old 06-03-2012, 04:49 PM
Mightyblue Mightyblue is offline
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I'm pretty sure they used a dummy Cagalli for that mission (like all other guest Masters) only she's bugged; if you use her in battle she doesn't do any cutins or have any VA.
  #394  
Old 06-03-2012, 05:46 PM
Hilene Hilene is offline
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That sounds totally series-appropriate for how much of an impact she had before and after this scene.
  #395  
Old 06-10-2012, 12:05 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's episode is Uprising in the Name of Pedigree, from Mobile Suit Double Zeta Gundam.



Music: Mobile Suit Double Zeta Gundam: Duel at Axis

This mission is from around the end of ZZ Gundam, where the conflict between the seperate factions of Neo Zeon have finally come to a head, with Haman Karn and Glemy Toto bringing their fleets together for a final battle. There's a lot of posturing and speaches, but Haman is pretty confident since she has the larger force and can easily crush the upstart.



Glemy has a plan, though. Glemy has a small army of Cyber Newtype clones, led by Puru Two in her AMX-004 Quebely MkII, whiel the rest are using AMX-004G Quebely Mass Production Types. In a rare Gundam case of the MP versions being better then the original. But in addition to that, he also has a large squad of AMX-009 Dreissens, AMX-107 Bawoos, and AMX-014 Doven Wolves led by Rakan Dahkaran. The wing of Doven Wolves maneuvers around Haman's fleet and uses their big guns to take out most of the fleet.

Haman is not left defenseless, though. She's still got her aces with her; Mashymre Cello in the AMX-011S Zaku III Custom, Illia Pazom in the MS-14J ReGelg, Chara Soon in the AMX-015 Geymalk, Lance Gylen in the AMX-117L Gazu-L, and Nee Gylen in the AMX-117R Gazu-R. And of course, Haman has her own AMX-004 Qubeley. That would still be enough to defeat Glemy. Right?

Well, maybe I should help her.



The Break Trigger is to have Haman defeat Puru. The Challenge Mission is to do so before Haman's NPC ship is destroyed. And considering the ship won't do anything stupid, as long as you are aggressive this objective is super easy.

The hard this here is that every Guest other then Haman herself are Green forces, so you have no control over what they do. This is pretty much supposed to be towards representing what this battle was, though, as most of these guys end up dying in this battle in the series. It doesn't affect the mission at all if any of them perish.



That they're green forces also means they're a wall for my ships, making it hard to move forward on the first turn. But on the first turn, I should really be taking care of the Doven Wolves, as well, though. Rakan's positioned such that he can MAP Haman's ship... though it actually doesn't really threaten it much.



The line of Bawoos go down easily to Gai and Judau on the left side, and to Prayer and his team on the right side.



Always forgetting. Thankfully Sven and the Leopard Destroy are tough.

On the second turn, Gai and Judau do a good job cleaning up the Dreissens on their side, as well.



Judau tags out for Laura, who then starts cleaning up the MP Quebeleys.



In something that's kind of interesting, Rakan has dialog with Mashymre, but not with Haman. Some of the aces also have dialog with Puru, too. Both enemy aces are combined here.

This also means that since I moved Haman to the rear, there's a bunch of empty turns as I get her back to the front to fight Puru.



In any case, with the Doven Wolves destroyed, Bernie finishes off Rakan and starts moving back towards the main battle.



I am still amazed at how fast the Strike Noir is gaining levels, especially for how strong of a unit it is.



And Prayer deftly finishes off the last of the MP Quebeleys, leaving just Puru Two. Also putting him at the level to evolve to Hi-Nu.



So... this is why the NPCs being green forces is annoying here. As I was setting up to have Haman finish off Puru on the next turn, Chara and her entourage instead defeat her, causing the mission to just end. Since, you know. I didn't trigger the Generation Break.

This means I need to replay the level. So let's just skip everything up to this break, shall we?



With his trump card defeated, Glemy takes to the field himself in the massive NZ-000 Quin Mantha. He also has a few more Puru clones in MP Quebeleys alongside him, and his flagship has some more Dreissens.
  #396  
Old 06-10-2012, 12:06 PM
Hilene Hilene is offline
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The next Break Trigger is to have Haman defeat Glemy.



And for protecting the ship, this mission's Secret is the OZ-00MS2B Tallgeese III, piloted by Preventer Wind.



While my guys brutalize the added MP Quebeleys, Haman and Glemy have a pair of dialog.



So with the dialog done, and with most of his forces already destroyed by Mu and Judau, I have Haman finish Glemy off, triggering the Generation Break. Man, that was a short segment!



Music: Mobile Suit Gundam: Red Comet

OH SHIT, IT'S THE RED COMET, WE'RE SCREWED.

Yeah, this Break is a bit weird. It's the ghosts of Zeon past and future, with Char Aznable on one side, piloting his MS-14S Gelgoog Commander Type, alongside a squad of MS-14A Gelgoogs, as well as Lalah Sune in her MAN-08 Elmeth.

On the other side, we have Gyunei Guss and Quess Paraya, both in MSN-03 Jagd Dogas, alongside Rezin Schnyder leading a squad of AMS-119 Geara Dogas.

Really, game? One Year War suits at this point? Though to be fair, we still have one more OYW mission left in this block.

Also, hilariously? Right after this scene, my computer apparently had some kind of power flux, so it failed to record anything past this point. So that means I got to play the mission one more time and start recording again after the second generation break! Yay!



Oh, also. Since I didn't realize it until after I went to look at the video, I also evolved the Nu to the Hi-Nu after the part that wasn't recorded fully. And of course the shots I took of it were lost, but needless



Since newtype weapons cost MP, the only time that it's really worth using them is if you're sure you're going to kill the enemy. Which means using them when you get to Super Critical Tension. That said, it's a good thing that they also get bonus damage from the Awakening stat, too. They don't suffer from the "penalty" that non-melee weapons get.

In other words, Prayer just murders anything I had left from the second Generation Break in one shot. Even the 3 battleships.



All the aces also have generic dialog for attacking anyone. In this video, there's also dialog with Char and Haman. In the lost footage, I had dialog with Haman and Lalah too, but, well...! And I imagine Haman has dialog with Gyunei, Quess, and Rezen, but she never makes it to them in time.

The best thing about Haman's dialog with Char is that she clearly knows who he is (since she's in ZZ Gundam's timeline), but Char has no idea who she is (since he's from the OYW timeline and hasn't met her yet in Char's Deleted Affair).



Mashymre also has ridiculous accuracy with that weapon. "Zaku Grenade" type weapons are usually super terrible.



But it hits, and ends up killing poor Lalah. What a jerk.



After Haman gets her dialog with Char, Sven finishes up killing everything on this side, including driving Char off.



Over on the other side, Chara and her guards kill a Geara Doga and also drive Rezen off before I can get there. Killstealers!



But they get their revenge, as Quess kills Chara.



Counter-revenge! Quess attacks the stronger of the guard duo, and is defeated in the counterattack.
  #397  
Old 06-10-2012, 12:07 PM
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Counter-counter-revenge. Gyunei kills the guard twins.



Honestly, after having played this mission 3 times, I just wanted it over with. So Lancerow blasts the Geara and Gyunei, and then comes in close to finish him off, ending the mission.



So, since it was missed before. After I beat the mission the first time, my profile completion reached 75%, and thus I unlocked another new pilot! This time, it's Berserk Quatre, which we had already seen previously. As was mentioned then, "berserk" characters have a special Tension gague that has the whole thing be High Tension. His starting skill is also Lone Wolf, which increases accuracy and damage if attacking without any support attackers. And as a member of the Wing Gundam pilots, he can also learn Operation Meteor later on which gives a flat bonus to melee, beam, and bullet weapons, and also another damage bonus when attacking without support attackers.

In other words, Quatre is an amazing pilot to murder things by himself. Will I use him? I'm not sure yet. Maybe, if you guys want me to...!

And that's it for this week's episode. Thanks for reading, and I'll see you all next time!
  #398  
Old 06-17-2012, 12:15 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is Prelude to Revolution, based on Mobile Suit Gundam SEED Destiny.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

Everyone's second favourite war criminal, Lord Djibril is currently hanging out in his moon base, ready to use the super laser there to lay waste to those darn Coordinators.



Of course, those Coordinators won't let him get away with this, sending Shinn Asuka in the ZGMF-X42S Destiny, Rey Za Burrel in the ZGMF-X666S Legend, and Lunamaria Hawke in the ZGMF-X56S/γ Blast Impulse. Shinn and Rey tell Lunamaria to go around to the back while they act as a distraction and rush the forward line to capture the weapon's HQ.

Of course, Djibril isn't going to make this easy for them, deploying the base's defense contingent: A large squad of GAT-04 Windams, a YMAF-X6BD Zamza-Zah, a pair of YMAG-X7F Gells-Ghe, and to top it all off, 5 GFAS-X1 Destroys. Because there's no kill like overkill.

This sounds like a lot (even though at this point in the series, Shinn was mooking Destroys as if they were normal grunts), so let's give them a hand! And yes, this means that after all these missions with Shinn as the enemy, he's now my ally here.



The Break Trigger is to get Shinn or Rey to the target location within 6 turns. The Challenge Mission is to kill all the Destroys before then, which is super easy since they're standing in the way already. As well, there is a failure condition where after 6 turns, the Requiem laser will fire, killing everyone. So we don't want that!



Destroys have high Unit Defense, and two special defenses that work together to protect them well form any ranged weapon, but melee weapons have almost no reduction and getting into range 1 opens up the Destroy's weakpoint: no point-blank range weapons (other then their MAP) while in Big Zam mode. The Susanowo's physical swords even pierced it's Trans Phase-Shift Armour, which is weird. I wonder if they have a special property on them.



The Mother Vanguard's team kills one Destroy while seriously damaging another, but it ends with a good number of the team in range of it's MAP. Whoops.



Sadly, Seven Shot Lancers is reduced by TPA.



Though the Twin Satellite Cannon punches through all of them, which means I should have really opened up on the Destroys with Lancerow instead of with my normal guys. Whoops! Anyway, after a good opening round of Destroy murder, I end my turn.



The special power of a Destroy? It's ALWAYS BURNING, even in the vacuum of space.



Whups, the Not-Big Zam got me. A lot of the Windams move up to attack my dudes, and get smashed in the counterattacks. What dopes!



After the Mother Vanguard kill their last Destroy, Mu goes around and smashes a bunch of Windams.



And then the Soleil finishes off their Destroy, letting them work on murdering Windams and opening up the path for Shinn and Rey.



More specifically, letting Ryu murder Windams.



On the next enemy turn, I kill the last of the Windams, and then take bites out of the Gells-Ghe and Zamza-Zah.
  #399  
Old 06-17-2012, 12:18 PM
Hilene Hilene is offline
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Which means, of course, that my first action on my next turn is to finish them off. Then I dock everyone I can to recharge, and continue moving towards the destination.



Thank you for your helpful countdown, faceless mook.

Since we need to move past it anyway, we also kill the middle ship when it moves up to try and attack us. Leaving just the two ships on the wings, but they'll be dealt with later.

Anyway, I finally push Rey past the target line, and trigger the Generation Break!



Music: Turn A Gundam: Final Shore

The distraction successful, Lunamaria reappears and destroys the Requiem barrel, preventing the weapon from being used.

And now, with the ZAFT forces so close and his ultimate weapon destroyed, Lord Djibril panics and tries to escape from the battle in the Girty Lue.



In addition, it looks like he's going to get some covering fire from the Moonrace; G-M1F Bandits run by Merrybell Gadget, G-M2F Zssans, G-838 Mahiroos, and Gym Ghingham's own CONCEPT-X 6-1-2 Turn X.



Of course, Gym's doing a poor job of guarding Djibril, as he's on the wrong side of him. The next Break Trigger is to kill the Girty Lue in 4 turns, before it escapes. With nothing between us and it, this will be a snap.



And for killing all of the Destroys first, the Secret for this mission is the JDG-00X Devil Gundam, "piloted" by Rain Mikamura. She deploys way on the opposite end of the map, though, so I won't have to worry about her until the end.



So, since I can, I start off with taking a few shots at the Girty Lue to both soften it up and to taunt the last of the Logos ships to release their mobile suits, before ending my turn.

The ships oblige, while the Moonrace people ignore me, except for the Zssans who attack Lunamaria because I forgot that she was still over there. She handles it easily, though, as they're using just physical weapons that only barely get past Phase-Shift Armour.



So back on my turn, I finish off the mobile suits and their ships, and then get to work on the Girty Lue.



Which Ryu happily finishes off, clearing the Generation Break!



And that's the fate of war criminals in Gundam. Explosions.



Music: Mobile Suit Crossbone Gundam: Jupiter Empire

With Lord Djibril dead for good now, it seems the forces of the Jupiter Empire are looking to try and fill the vacuum, and so Callisto's Shadow shows up with a... really underwhelming force to try and capture the base. No, I mean it. He probably thought his AI-controlled Amakusas are hot stuff, as is the Cornix he pilots, but they're barely better then the Windams I just slaughtered.

Oh well, I'm not going to complain.



So, the first step is that since they spawn right next to me, I might as well destroy all them first. Of course leaving Callisto for the aces.



For being inappropriate for this, they do look fairly nice, though. And have decent weapons.



That is not a sword.

On the next enemy turn, the Mahiroos start to move, and the Zssans continue to chase the Blast Impulse around. Also, a bunch of the Amakusas attack my guys and get either killed or severly damaged.



Back on my turn, Ford gets rid of these Zssans, while more of the Mother Vanguard team takes on the Mahiroos to thin out the group. Prayer also finishes off a few of the Amakusas that are still nearby.

As for the Soleil, it moves backwards and picks up it's units to get out of the way of Callisto, while also preparing for the Devil Gundam that's finally almost upon me.
  #400  
Old 06-17-2012, 12:19 PM
Hilene Hilene is offline
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On the next enemy phase, the rest of the Moonrace units finally start moving, and Callisto doesn't move the way I want him to. Though he's still close enough.



So hey, dialog! Here's finally dialog with Callisto, Merrybell, and Gym.

With most of the enemy forces dead now, the next few turns are just to draw the aces back so I can get dialog before killing them, while also cleaning up the grunts.



Like Canard, taking out a pack of Amakusas and Mahiroos.



Callisto did not like getting DRAGOONed much.



But that's ok. Laura will pop out to drive him away.



After everyone got their dialog from Merrybell, Prayer launches and defeats her and her Bandits. Almost done now!



Oh, as for the Devil Gundam? It finally caught up, so I take the time to deal with it now.



Rain doesn't have much to say about all this.



So what's the best way to deal with Turn X after I've gotten all his dialog? Clearly have his rival beat him up while in a dress.



Meanwhile, Sergei destroys all the southern Zssans and the ship they launched out of. Only one more ship and three more mobile suits to go.



Ryu takes care of those on a later turn, closing out the mission!

And that's the end of this week's update. Thanks for reading, and I'll see you next time!
  #401  
Old 06-20-2012, 07:20 PM
Egarwaen Egarwaen is offline
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I approve of cross-dressing Moonrace shenanigans!
  #402  
Old 06-24-2012, 02:55 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's episode is the other Mobile Suit Gundam finale, Last Bastion.



Music: Mobile Suit Gundam: Incandescent War

The Earth Federation has finally pushed the war to the Zeon final defense line at the fortress of A Baoa Qu. But, of course, with it being the final defense line, that means that Zeon has thrown literally everything they have left.

Though, the EF forces here are only the SCV-70 White Base, as well as it's complement of the RX-78-2 Gundam piloted by Amuro Ray, and two RX-77-2 Guncannons piloted by Hayato Kobayashi and Kai Shiden.

The Zeon forces, on the other hand? Well, let's run down the list...




OH SHIT, IT'S THE RE... oh wait, it's just Johnny Ridden again, in a MS-14B Gelgoog High Mobility Type.



Anavel Gato also joins Johnny. He brings his subordinate Karius with him, too.



As well, engineer Oliver May takes to the battlefield this time, piloting the massive MA-05Ad Big Rang in an effort to try and cover the retreat from A Bao. He's flanked by others from the 603rd Experimental Group: Monique Cadillac, Hideto Washiya, both in EMS-10 Zudahs, and Herbert von Kuspen in another Gelgoog.

The most interesting thing about this is that this is one of the few times where a single generation includes multiple series. Of course, here it makes sense because it's all dudes that fought at A Bao.



OH SHIT, IT REALLY IS THE RED COMET. WE'RE SCREWED.

Yep, this time Char Aznable really does appear, piloting the MAN-02 Zeong.

I'll be honest here. The only reason this mission is in any way "hard" is because there's SO MANY enemy units (easily one of the largest enemy forces in a regular mission), and your Guests are also first tier mobile suits. So let's give them a hand quickly thining out the enemy fleet.



So, the Break Trigger is to defeat Char within 5 turns. The Challenge Mission is to do so after defeating Johnny and Gato.



As I said, the only danger in this mission is the sheer number of enemy units. My guys can mostly one-shot them; even with being in Low Tension due to Zero System, Gai can still one-shot 3 Rick Doms with his buster rifle, so he wipes out a bunch of them to clear out the path.



Meanwhile, Ford sword bits a bunch more Doms to death.

And with there being so many enemies, even with a bunch on the upper level, very few of them want to move and face me. I wonder why~

Though the upper Bigros and Doms do drop down. For beatings.



Because the aces are spread out all over the course of this mission, I've just consolidated all dialog into this one. The aces tend to have two dialogs; one when fighting anyone, and one for fighting Amuro. I miss a bunch of the vs Amuro ones, though, because I need to meet the time limits.



Oh boy, and do beatings ever occur. Slowly over the course of the next few turns, the upper layer enemy forces trickle down in groups. Where I turn around and punch them to death with my guys.



Lancerow and Gai finish off the Gelgoog Cannons, and then finish off the ship, giving the Wing Zero a level up.

Lancerow and Canard also move into position close to Char, who finally moved down towards Amuro, to prepare to take him out.



And then Graham and Mu destroy the ship on the other side.



Eventually, Amuro defeats Gato, forcing him to retreat.
  #403  
Old 06-24-2012, 02:57 PM
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Judau and domon also fly around, slicing Zakus in half for XP, before destroying the ship they came from.



And since Amuro will never make it back over in time, Ryu finishes off Johnny.



Following that, Amuro goes to finish off the Zeong, triggering the Generation Break!



Music: Mobile Suit Zeta Gundam A New Translation: Winds of Reunion

With Char out of the way, the EF seems like it's sending reinforcements. Or are they...?

Paptimus Scirocco shows up leading a force of Titans, piloting his PMX-003 The O. Alongside him is Jerid Messa in a NRX-055 Baund Doc, Sarah Zabiarov in the PMX-002 Bolinoak Sammahn, and Reccoa Londe in the PMX-001 Palace Athene. As well, they have a squad of RMS-154 Barzams with them. Nothing I need to be worried about, really.



The next Break Trigger is to have Amuro defeat Scirocco within 4 turns.



Kira Yamato apparently doesn't like all this slaughter, so he's come by to even the odds with his ZGMF-X20A Strike Freedom.

So, since the other Zeonic aces are staying away, I dock Amuro to repair and start to move everyone back towards the Titans. Also to make further space between us and the Zeons.



Also, I don't like Barzams much.



And Prayer doesn't like Zakus or the horse ship they rode in on.



While Sergei and Tokio murder more Zeons.



After they give their dialog, I get rid of Sarah and Reccoa.



And then after the Mother Vanguard team cleaned up the current existing Zeonic forces to the north, Amuro goes and finishes off Scirocco to trigger the next Generation Break!



Music: Mobile Suit Gundam Unicorn: Mobile Suit

With the Titans and the Zeon forces gutted, they suddenly get reinforcements from an unexpected source: The future! Yep, this set of reinforcements is none other then The Sleeves, led by Full Frontal in his MSN-06S Sinanju. Alongside him is Angelo Sauper in his custom AMS-129 Geara Zulu, Marida Cruz in her NZ-666 Kshatriya, and a contingent of AMS-129 Geara Zulus.

Because this mission needed more OH SHIT, IT'S THE RED COMET.



My guys don't appreciate Kira interrupting us very much, and so punch him out of the battle.



Yeah, get outta here, Barzams.
  #404  
Old 06-24-2012, 02:58 PM
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They do have tasty XP, though.



Almost done with the Titans now, as I continue drawing back to make space for the rest of the Zeonics. Gai blasts the ship before this turn ends because it has a few more Barzams in it.



So Gai takes out the Barzams and blasts the Titans mothership.



Harrison Seven Shot Lancers it, to finish off the Titans force.





Since the MS IGLOO side guys don't have special dialog with Amuro, Prayer takes them all out right away.



The Big Rang tries to crack the nut, but can't really get past the Mother Vanguard's beam shield. Oh, and the Big Rang also has a cool special effect where it causes nearby allied units to recover 5% HP and EN, because the unit was designed to be a gigantic support craft. I never noticed that when I played World on the PSP.



After Amuro gets his dialog with Oliver, Mu goes out and slashes the Big Rang in half.



Then next turn, in the middle of killing some Geara Zulus, Amuro gets dialog with Angelo and then I finish him off.



And on the other side, Sven chops some Oggos and Geara Zulus in half before the my turn ends again.
  #405  
Old 06-24-2012, 02:59 PM
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After Amuro is terrified that Sinanju is piloted by Char, he has help from my guys to defeat Full Frontal, forcing him to retreat.



And right after that, to follow up, he gets help to take out Marida, cleaning out the last of the aces. Now it's just a matter of grinding through the enemy battleships and their contingents of mobile suits.



Oh, sorry Jotunheim. You just were in the way.



And then Frontal's flagship is forced to retreat.



Before I finish off this level, though, the last two ships which refused to drop down from the upper level released 4 sets of mobile suits each. Gai is pleased to see this, because it means lots of kills for him. Yum.

In the end, Judau destroys these ships, ending the mission! And the end of this week's update! Thanks for reading, and I'll see you next time!
  #406  
Old 07-01-2012, 03:59 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is Earth Freezing Strategy, from Mobile Suit Gundam: Char's Counterattack. Once again being set against Amuro. Because he's really the biggest asshole in the Universal Century.



Music: Mobile Suit Gundam: Char's Counterattack: Neo Zeon

Of course, Char Aznable is no prince himself, currently planning to drop Axis onto Earth, dropping it into a new ice age and forcing everyone to live in space so as to stop all the space racism going around here.



The only thing standing in his way are those darn do-gooders Londo Bell! Amuro Ray appears piloting his RX-93 Nu Gundam, while Londo Bell launches a squadron of RGM-89 Jegans, as well as the RGZ-91 Re-GZ, piloted by Kayra Su.



And also nuclear missiles, because what do you expect them to use to stop Axis? It's a good thing Char has his MSN-04 Sazabi. And us! So let's give him a hand, I guess.



The Break Trigger is to destroy all of the nuclear missiles within 5 turns. The Challenge Mission is to defeat Amuro before this happens. Both of these are pretty easy, with the only thing being that all of the nukes (and Amuro) are currently in the upper map, but they actually all end up dropping down before 5 turns pass.



So then the first order of business while I wait is to clean out these Jegans some. On the left, Gai and Canard softens up a few, and then I let Laura and Harrison finish them off.



To the right, before this mission started I tricked out Bernie's ReGZ Custom, giving it a Beam Generator Beta (+20% Beam damage), Limiter Removal Unit II (+10 Unit Attack, but +10% EN costs), and Bio Computer (+10 Pilot Shooting, Pilot Melee, Pilot Reaction, and Pilot Defense). Unfortunately, it wasn't enough to one-shot this Jegan, though the damage output WAS significantly higher. At this point, the ReGZ's Unit Attack is roughly 55, making it one of the highest in my team. Bernie just unfortunately doesn't come with a lot of passive +damage.

As an aside, this is actually something I like in G Gen 3D. In that game, pilots all have only one special ability that they have by default, and you spend Ace Points on improving the normal stats, or to give them flat out bonuses to Unit Attack/Defense/Mobility. This means that you can choose your pilots based on who you want to use, as opposed to who gets the +attack skills. I like it quite a lot.



In any case, the rest of the right-side Jegans are taken out by Prayer and Sven. And then I start shooting at the ones in the middle with Char, Ryu, Zabine, and Ford, before ending my turn.



On the enemy's turn, some nukes omniously drop down and threaten some of my guys, but thankfully their only attack is a MAP afterall~



And then I accidentally kill one of the enemy battleships in a counterattack, before it launched it's mobile suits. Oh well!



I think that, even though the beam saber is a beam saber, the Beam Generator only works on ranged beam weapons, because there probably should have been more of a difference between sabering that Jegan and shooting this nuke. If it does, that's actually alright with me, because the item closes the gap quite significantly between swording and shooting.

Shooting another Jegan with Bernie does ~7800 damage, so there's roughly 2000 damage difference between the sword and rifle in effective damage, and only about 900 in base rating. The difference is usually more like 4000~5000 effective damage.



Bernard and Kayra then get into a beam cannon duel, but he JUST BARELY misses finishing her off.



So that's why the nukes have so much HP. They have some kind of FORCE FIELD.

In any case, I get around to blowing up the nukes that came down, and wipe out a bunch more Jegans as well as another ship before ending my turn.



OH SHIT, NUKES.

Yeah, on the next enemy phase, all but one nuke comes on down, ready to be vapourized. And Kayra does something silly and ditches the BWS module and tries to vulcan Bernie. Ok, whatever.
  #407  
Old 07-01-2012, 04:00 PM
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Double funnel action all the way.



Kayra can't stand up to the might of the superior ReGZ Custom, and is forced to retreat.



I then handily mop up the nukes that decided to grace us with their presence, and end my turn. On the next enemy turn, the last nuke drops down, as well as Amuro. He attacks Char, triggering dialog.



With that done, I finish off Amuro before taking out the last nuke, triggering the next Generation Break!



Music: Mobile Suit Gundam 00 Season 1: Power

This brings the CBS-70 Ptolemaios to the field, as Celestial Being prepares to do an armed intervention to stop Char from completing his plan. All the Meisters launch to stop the massive asteroid: Allelujah Haptism in the GN-003 Gundam Kyrios, tieria Erde in the GN-005 Gundam Virtue, Lockon Stratos in the GNR-001D GN Arms Type-D and Setsuna F. Seiei in the GNR-001E GN Arms Type-E.



The next Break Trigger is to defeat Setsuna and Lockon on the same turn. The GN Arms count as a "second life", so you need to kill them twice as well, though you don't need to kill them twice on the same turn.



And for defeating Amuro first, I get this mission's Secret: the MSA-001(BST) S Gundam Booster Unit Type Plan 303E "Deep Striker", piloted by Ryu Roots. Did I ever mention the DEEP STRIKER before? I think I evolved to one a while ago. This is one of my favourite mobile suits; and more then because it's huuuuuuuge. If they had a model kit of it (and I did see a fan made one long ago), I would definately want to get it.

Because the DEEP STRIKER is just XL, it's not affected by needing to set it's facing before attacking, though it is still quite massive. It also has pretty reasonable longetivity; 219 EN and weapons from 10 to 60 EN, with the 60 being a pretty decent Lock 3. If only it didn't have the restriction to being only in Space, it'd be the perfect unit for one of the pilots in the game who has SUPER BROKEN Mobile Armour skills. Though, once I get into the end-game, one of the items that can be unlocked is, in fact, one that can add air mobility to any unit~



To help soften them up, Lancerow launches to blast Setsuna and Lockon, triggering a generic dialog. Char also has some dialog with Celestial Being dudes, added here.



GN Arms have goofy melee attacks, since they have some kind of blade-like-object on their "feet".



But, of course, Lockon has ALL THE MISSILES.

So, since I want to get dialog with Char, I pull my guys back away from Celestial Being, and move him forward. I also dock everyone from the Soleil, and move it to the upper map to deal with the ships left up there, since the DEEP STRIKER decided to move to the bottom~.

On the enemy's phase, they move closer to me, and one of the upper ships releases it's mobile suits.

They don't survive, as Laura one-shots them pretty brutally before nearly killing the ship they rode on. Gai vulcans that one to death, though. Gai then shifts around to stab the Argama in the back before I end my turn.



Oh, this turned out to almost be a terrible idea. Thankfully, Char survives ALL OF CELESTIAL BEING stacking on him, and then the DEEP STRIKER MAPs the Mother Vanguard. Phew.



Back on my turn, Laura finishes off the Argama, forcing it to retreat. And then Domon launches and destroys the last of the Jegans on the upper map.

I also get Char right the heck out of the badzone he's in, and start my own cleanup!



After I have Prayer destroy the GN Arms frames, that pushes him into Super Critical tension, which lets him then one-shot Allelujah and Tieria.
  #408  
Old 07-01-2012, 04:05 PM
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Bernie then launches to finish off Lockon and Setsuna, triggering the Generation Break!



Music: Mobile Suit Victory Gundam: Act of War

Well then, this is certainly... quite a few enemy units. Not a large deployment, honestly, but it IS, in fact, a TON of Gundams.

In any case, the League Militaire apparently objects to what Char is doing as well (gee, I wonder why), and have decided to show up with a fleet to stop him. They brought along a group of RGM-122 Javelins, but what's more, the League sends like, ALL their aces.

That's a lot of named characters! But they're also mostly in less good mobile suits, so this will end pretty quickly!



I'll just point out that's a battleship beam cannon, mounted on an S Gundam. Man, I really love the DEEP STRIKER.



And then Graham and Bernie finish off Ryu. Poor guy.

After defeating the DEEP STRIKER, I also finish off the remnants of the Londo Bell forces, leaving just the League Militaire troops and the Ptolemaios.

The next few turns consist of me consolidating my guys, and drawing the enemies further towards the center for easy dialog. So let's skip forward a bit~



And then Uso gives his grandfather shit for being a huge jerk.






Prayer and Bernie now starts to thin the field some, getting rid of named characters. Not much left to this mission now. Just a bunch of grunts and ships!



On my next turn, the Ptolemaios is taken care of quickly by a Super Critical Pinpoint Attack from Prayer. Sorry, guys! Just trying to keep the timeline intact!
  #409  
Old 07-01-2012, 04:07 PM
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Things I totally forgot: The Reinforce Jr can beam ram as a MAP attack, which works in the exact same way as the movement ram that the motorcycle ships can do. This ends up hitting Prayer, knocking him out of Super Critical Tension, right after he finished killing the northern battleship and it's mobile suits. Aww.



But back to my turn, Prayer teams up with Ford to kill the remaining Javelins.



And then finally, Bernie finishes off the Reinforce with help from Mu and Sergei, finishing up the mission!

And that's also the end of this update! Thanks for reading, and I'll see you next time!
  #410  
Old 07-08-2012, 12:55 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is Angel's Ascension, based on Mobile Suit Victory Gundam.



Music: Mobile Suit Victory Gundam: Act of War

The Zanscare Empire has finally completed their ultimate weapon, the Angel Halo, and they plan to use it to subjugate the citizens of Earth once and for all. Since the Earth Federation is COMPLETLY USELESS as usual, it's up to the League Militaire to save the day!

And look, we have BASICALLY the same people as showed up last time!

As for their opposition? They're up against an impressive Zanscare fleet, comprised of ZM-S06S Zoloats, ZM-S24G Gedlavs in Einrads (because wheels in space make perfect sense), ZM-S06G Zollidias in Einrads, ZM-S21G Bruckengs in Einrads (one of which is piloted by Lupe Cineau), and a ZMT-S28S Gengaozoa piloted by Fuala Griffon.

This is a pretty impressive line of defense, even not counting the Angel Halo having the power to affect one's mind, so I think the League is going to need some help!



The Break Trigger is to have Uso destroy the Shubaten, which is the purple/grey ship down past the defense line, within 6 turns. The Challenge Mission is to have Uso defeat Fuala before he defeats the Shubaten.

Now, the only Guest unit that matters in this stage at all is Uso. All the others are just bonus units I can choose to ignore.



This means that Uso is the only one to have dialog with Lupe and Fuala.



The big thing about this level, though, is that most of the enemies have beam shields, and Einrads have anti-beam coating. This means that if you arn't in counterattack range, most of your attacks are reduced quite significantly. Thankfully Pierce attacks (like Twin Satellite Cannon and Twin Buster Rifle) ignore anti-beam coating, not to mention the decent selection of non-beam attacks I have, like funnels and incoms.

Bernie still does a good job burning through enemies, though he burns through his own EN really fast due to the Limiter Removal Unit.



On the left side, Canard makes good use of the Area Lock-On attack to get rid of an annoying group of Gedlavs.



I really don't use Domon as much as I probably should, but compared to most of my units, he just kind of falls behind. Though it would help if I got him more Ace Points so I could get some of his more busted skills...

I need to do that in general, one of these days. I have a good system for grinding Ace Points; I just need to get around to it.



I don't see how anyone thought this was a great idea.



I mean, the lack of friction or counter-force makes this seem like a terrible way to deal damage.



Oh, this could have gone bad. It's a good thing that Domon is super mobile.



Gai helps out and clears the way for Domon to retreat back to the Soleil, though.



I also get rid of Lupe as I continue clearing through the defense line.



Eventually, as I burn through the hordes of Zanscare troops, I destroy the massive land cruiser, killing Arbeo Pippinden. Because he's a jerk.



The Gengaozoa has a pretty silly all-range weapon, since the whole backpack lifts off as a single unit and acts as a large funnel.
  #411  
Old 07-08-2012, 12:57 PM
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That doesn't save Fuala from Uso, however, as he gets help from Ford to kill her.

That's most of the Zanscare fleet, now. Just need to destroy the command ship to end this segment!



Except as I was trying to beat it down, I accidentally kill it with Gai, causing Tassilo Vago to shoot the Zanscare leader, Maria Pure Armonia as she tries to get Uso to destroy the ship instead. Well, that's kind of a wasted action since the ship was going down anyway, but whatever.

So, since that doesn't trigger the break, let's just skip past replaying all that and try again, yes?

When you blow the ship up with Uso, Tassilo still executes Maria (that still happens in the show, after all), but Uso is involved in the conversation as well this time, as Maria is calling out to him.



With the Angel Halo's first line of defense shattered, it seems like it's clear sailing straight on to the station. Except Zanscare has another ace up their sleeve: Not only is there another line of defense, but the Angel Halo has been activated using Maria's daughter: Shakti Kareen. As she calls out to everyone to stop fighting, it drains the Tension of everyone who's not docked in a warship. For those with some points in Awakening (or certain types of Tension bars), this just drains them back to half. Everyone else is drained almost to 0 Tension. This is something that can be fixed quickly by docking them back in the ships, but it's still annoying!

As for the second defense line? ZM-S20S Jabacos, ZM-S22S Rig Shokews, a ZMT-S34S Rig Contio piloted by Cronicle Asher, and a ZMT-S33S Gottrlatan piloted by Katejina Loos.



Oh, but that's not all. Hot on my heels is a group of "Earth Federation" forces that wants to kills us all to capture the Angel Halo: A squad of GNX-603T GN-X, and the GNMA-XCVII Alvatore, piloted by Alejandro Corner. Thankfully he deploys on the complete opposite end of the map, so I don't need to worry about him just yet.



The next Break Trigger is to have a Master Unit defeat both Cronicle and Katejina in the same turn.



The secret for this level: the ORB-01 Shiranui Akatsuki, piloted by Mu La Flaga.

Anyway, since all the enemies are not all that close to me, I spend some time wiping out the rest of the first defense line, and then getting my dudes rested and recovered, especially since a bunch got hit by the Tension drain.



Bernie does a good job keeping up with killing these enemies, even if he's no longer quite as efficient at it.



The Akatsuki's special anti-beam armour doesn't help it much against a Twin Buster Rifle, as Gai finishes off Mu.



Rig Shokews don't fare much better. I just burn through the enemy grunts like they're barely here.



Cronicle and Katejina both have a pair of conversations with Uso. Alejandro also has a generic dialog, added to this video.



It's funny how this sort of random occurance keep happening.



I then finish off Cronicle and Katejina, except because I'm an idiot, I defeated Katejina with Prayer, and not one of my Masters. Whelp, guess I get to play the level once more!



Music: Mobile Suit Crossbone Gundam: Jupiter Empire

So, this time, with less fail, we get to the third stage. With the Zanscare forces decimated, and the EF squad... pretty pathetic, it seems that another faction is making a move on the power of the Angel Halo: the Jupiter Empire!

Their forces consist of a number of EMS-VCX1 Mass Production Quavarze, led by a EMA-07 Nautilus piloted by a Karas, the XM-X2ex Crossbone Gundam X-2 Kai, piloted by Zabine Chareux, and finally, 5 EMA-10 Divinidads, all piloted by Crux Dogatie, the leader of the Jupiter Empire. Though 4 of them are just clones.

But they all deploy at the upper map above where Alejandro is, so I have time to finish off the Zanscare troops before I need to deal with either of them.

Thankfully, as well, the Jupiter Empire guys have a good rate for dropping down to the lower map, with EVERYONE but the Divinidads dropping down on the first turn, and the Divinidads following in pairs a few turns later.

And since everyone is still pretty far away, I have a few turns to wait until there's more fighting, which lets me repair and resupply.



Strangely, Zabine and Karas don't really have anything to say. Oh well, Shinn finishes him off after destroying most of the right side group of GN-Xes. Meanwhile, Canard kills the left group of GN-Xes.
  #412  
Old 07-08-2012, 12:58 PM
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And these Quavarze never stood a chance, as Prayer burns through a group of them. But he doesn't quite one-shot Alejandro, strangely.



Lancerow destroys the other group of Quavarze, and then destroys the Alvatore, forcing it to seperate into the GNMS-XCVII Alvaaron.



Next turn, Karas kicks the bucket, as Canard slices right through that goofy as hell mobile armour.



I still don't like all-range weapons much, because they take a while to ramp up to be useful, and once they are this is the only way to get best use out of them (instantly murdering anything you hit, since if you don't murder them, the combo is lost), but I will admit that they deal ridiculous damage when it does work.



Bernie then shoves a saber through Alejandro's golden face, ending his dreams.



While Zabine and Karas didn't have any dialog, every Crux has their own generic dialog.



Feather funnels are still goofy, as well.



The clones don't have much to talk about when they die.

And at this point, I already finished off the last of the GN-Xes and the remaining Zanscare ship, so Crux and his Divinidads are all that remains. So, fast forward a few turns, and...!



And with that, Crux perishes, and the Angel Halo is... saved? Captured? Whatever. The mission is now over!

And that's the end of this week's update. Thanks for reading, and I'll see you next time!
  #413  
Old 07-15-2012, 02:22 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is Towards the Endless Tomorrow, based on Mobile Suit Gundam SEED. Because doing the SEED finale after the SEED Destiny finale makes perfect sense.



Music: Mobile Suit Gundam SEED: Sentou Taisei

With the war between the Earth Alliance and ZAFT reaching it's conclusion, the EA forces have pushed to ZAFT's final defense line. Where instead of it being just a giant asteroid fortress, it's actually also a massive super weapon. Because most Gundam series tend to come down to one side or another or both firing superweapons while the heroes do their stuff.

In any case, the massive GENESIS weapon decimates the EA fleet, allowing for the Three Ships Alliance to step in and clean things up. Yes, there's only 2 ships. That's because the third one doesn't matter. Also there's more then 3 in the alliance in canon, so it's just plain weird.

The TSA launches their contingent of heroes to face the ZAFT fleet and their superweapon: Kira Yamato in the ZGMF-X10A Freedom and Athrun Zala in the ZGMF-X09A Justice, both also making use of the METEOR platform. If there's one thing SEED loves to do, it's make silly acronyms. In addition to them, Cagalli Yula Athha launches in the MBF-02 Strike Rouge and Mu La Flaga launches in the GAT-X105+AQM/E-X01 Aile Strike.

As for the ZAFT fleet, they're bringing their A-game to this (though it doesn't matter to my own forces~): ZGMF-1017 GINNs (docked in ships), ZGMF-600 GuAIZs, ZGMF-515 CGUEs, and lastly, Rau Le Creuset in the ZGMF-X13A Providence.

That's a fair amount of enemy forces, so let's give them a hand!



The Break Trigger is to get Athrun to the target point within 7 turns. The Challenge Mission is to do so with the METEOR unit intact.



Surprisingly, even at "Low" Tension, Gai has enough pure output to outright kill a CGUE with his Twin Buster Rifle. Nice.



The group to the south doesn't have quite the same sweeping ability, but it does have dudes who are powerful single-target punchers.

And even if Bernie didn't super-crit there? His normal rifle shots are dealing about 10000 damage.

For the most part, this mission cooperates well with the objectives; enemies will rather fight my guys instead of the guests, and there's just barely enough time to get Athrun to his objective. So the first part is just a matter of spending the turns to burn through the enemy defense line.



METEORs are pretty silly, in the sense that they're basically massive beam cannons used as hand-held guns, that also happen to have missile launchers on them. They also have surprisingly low health, but it could be because of what I just mentioned.

Two turns in, and the CGUE defense line is destroyed, and I begin on the GuAIZ. Oh, and Rau also started moving, so I'll need to deal with him eventually.



But GuAIZ are not a threat themselves either, as I sweep through them as well.



Rau finally attacks one of the guests, triggering dialog. He has conversations with Athrun, Kira, and Mu.



The Providence's DRAGOONs are also kind of crazy, being as they are basically scattering beam funnels. Thankfully they do pathetic damage, and Rau seems to prefer to use them over any other weapon, driving his Tension into the gutter.



And in cool things you can do with XXL mobile suits: Rotate them on the move, and watch them slide around. While facing for them is really important, it's great that you can rotate them on the move, unlike warships.



Gai only just barely doesn't one-shot a pack of GuAIZ. But that's ok, since they're low enough to be defeated with a stiff breeze now.



Like the breeze from a hail of bullets.



Oh, right. The METEORs also have massive beam sabers. Because why not?
  #414  
Old 07-15-2012, 02:23 PM
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In any case, I clean through the rest of the GuAIZ, just leaving Rau and his ships left. And by this point, Mu still hasn't had his dialog with Rau yet, so I'm stalling a bit on that end.



I do, though, destroy Rau's flagship, since it's standing literally in Athrun's way.



And with the path clear and Mu having met him, I take care of Rau to get him out of everyone's way.



Meanwhile, Shinn and Sven destroy the southern ship, leaving the northern one as the only enemy left on the map.



Music: New Mobile Report Gundam Wing: Legend of Zero

With the ZAFT defense line broken, Athrun and Cagali enter the GENESIS weapon to disable it from the inside. Meanwhile, it's revealed that there's more then just Coordinators holding this position, as Dorothy Catalonia reveals that White Fang has also stationed the Mobile Doll Zero System and a number of WF-02MD Virgo IIs at the weapon to protect it.



The next Break Trigger is to destroy 10 Virgo IIs within 5 turns. This... is not a challenge.



The Secret for this stage is Char Aznable, piloting the MSN-04II Nightingale.



The only thing? Virgos are chumps against my forces. Even if I didn't have Shinn, Prayer, and Bernie at max tension already, I could easily kill 4 or 5 a turn with my troops, what with all the levels they have now.



Music: Mobile Suit Gundam F91: Cosmos Babylonia

In fact, killing the Virgos is so easy, I didn't even pay attention to the number of ones I killed, and get the next Generation Break in the same turn!

With my forces distracting the enemies outside, Athrun manages to make it to the GENESIS control center and he confronts his father, who is unwilling to stand down from using the weapon on Earth. One of the random ZAFT officers in the control room shoots Patrick Zala, however, not wanting to commit mass murder of such a scale. This ends up triggering a self-destruct which could fire the weapon anyway, and forces Athrun to run off and stop it.

But that's just off-screen stuff. Back on the battlefield, I'm greeted by the Crossbone Vanguard, who decided that they want to capture the station? I guess? Maybe they're helping ZAFT, but that seems strange. But whatever! Iron Mask has arrived with a small fleet of mobile suits; XM-01 Den'an Zons, XM-02 Den'an Geis, and XM-04 Berga Dalases. But if that wasn't enough, he is also a complete asshole and brought along some Bugs, the utterly terrible mass murder machines. And then, on top of that, Iron Mask himself is piloting his XMA-01 Rafflesia.



Planet Defensors are effective against the Twin Buster Rifle? Who knew.

I also capture a pair of GuAIZ for kicks, which finishes off the last of the ZAFT forces since I also blew up their ship.



Also, because I don't want to deal with him at all, I just kill Char before he has a chance to do anything.



The main difference between the Virgo and the Virgo II is that the II also carries a beam saber. So that it's not entirely hosed when an enemy gets into close range.



Other then TERROR AND PANIC, the Bug's only weapon is a pretty powerful MAP, kind of like a nuclear missile. So clearly the answer is to kill them quickly. Thankfully they don't have high stats. Unfortunately they give terrible XP.



Kira and Iron Mask have a conversation, where Kira is amazed at another Natural piloting a mobile armour, to which Iron Mask is insulted that someone would treat a Newtype like that. Iron Mask also has a generic dialog.



Twin Satellite Cannon breaks through the Planet Defensor, though. You can especially tell because they're not bothering to use it, and instead are shooting back. Lancerow kills these Virgos, clearing up the last of the White Fang troops.
  #415  
Old 07-15-2012, 02:25 PM
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Also, for the record, the Crossbone Vanguard ship has, I think, the most troops in it of any single ship seen so far.

In any case, Gai and Shinn clear out the last of the Bugs, and Gai even destroys a Berga Dalas and some Den'an Zons before pulling back to draw the enemies further.



As for the ones to the south? Ford takes care of them all with Trans-Am. Yum. Gai then takes care of the last of the ones to the north, leaving just Iron Mask and his ship left.



I guess this doesn't turn out all that well, but unlike some other units in Gundam, the Raffles scatters it's beam cannons by spinning itself like a top. I guess Iron Mask has a gyro cockpit.



I destroy Iron Mask's ambitions handily, though, since the Raffles has no melee range weapons. Even though it has beam guns on tentacles. Go figure.



And then Ford murdered a (few hundred) ton(s) of Crossbone Vanguard machines.



And then to finish things off, Gai blows up Iron Mask's command ship, ending the mission.



Continuing on the theme of this block of pilot unlocks, reaching 80% profile completion gives me Louise Halevy (Innovator), which is after Ribbons forces her to get hopped up on drugs and other less then desirables. Like the Quatre I got a bit ago, this Louise is also a "berserker", and thus has a fully High Tension bar. The downside is that unlike Quatre, she doesn't really get many good skills. So I probably won't use her.

And that's the end of this week's update! Thanks for reading, and I'll see you next time!
  #416  
Old 07-15-2012, 02:43 PM
Mightyblue Mightyblue is offline
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Yeah, the TSC ignores all defensive abilities, which I think is unique to it. And I guess I also thought that Iron Mask was an enhanced human, not a true newtype?
  #417  
Old 07-22-2012, 06:07 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is For the Future, based on Mobile Suit Gundam 00 Season 2.



Music: Mobile Suit Gundam 00 Season 2: Strike

The mission starts with Celestial Being looking for the Celestial Being, where Ribbons Almark can be found.

The Celestial Being (station) is cloaked, but after scanning the coordinates that the Meisters were told to travel to, they discover that the massive ship was actually optically camoflaged. The Innovators sure don't take kindly to uninvited guests, and send out their "welcoming" party: A massive swarm of GNZ-004 Gagas.

To deal with the threat, the Meisters all launch, with their respective Gundams: Setsuna F. Seiei in the GN-0000+GNR-010 00 Raiser (/w GN Sword III), Lockon Stratos in the GN-006GNHW/R Cherudim Gundam GNHW/R, Allelujah Haptism in the GN-007GNHW/M Arios Gundam GNHW/M, Tieria Erde in the GN-008GNHW/B Seravee Gundam GNHW/B, and Soma Peries in the GNR-101A GN Archer.

The scene where they all launch seems much more dramatic and hilarious in the actual anime, though. In the show, they all mention a loved one before launching, which results in:

<Tieria> Lockon :|
<Allelujah> Marie :|
<Lockon> Anew :|
<Setsuna> Gundam :|

Which, you know. Setsuna wants to become Gundam.



In any case, the A-Laws want part of the action as well, arriving to the rear with a large fleet of their own: squads of GNX-609T GN-XIIIs and GNX-704T Aheads (one piloted by Andrei Smirnov), and the GNMA-0001V Regnant, piloted by Louise Halevy.



And lastly, everyone's favourite asshole decides he wants to show up as well; Ali Al-Saachez arrives piloting the GNW-20000 Arche Gundam.

Ugh, this mission ended up being a slog, just because it's so many enemies, more then them being any form of difficult.



The Break Trigger is to have the Ptolemaios 2 reach the designated area within 4 turns, while the Challenge Mission is to have Lockon kill Ali before you do that.



And right away, dialog. Setsuna has a conversation with Louise, and Lockon has one with Ali.

In general, my strategy here is to have the Mother Vanguard take care of the Gagas, while the Soleil takes care of the A-Laws.



Something that they are really good at.



Andrei doesn't have anything interesting to say, so I get rid of him as well as Louise.



Now, as for Gagas. If you remember from the last time we saw them, back in C-EX, they only have 2 weapons: A Trans-Am and a Self-Destruct MAP. This just means that I need to make sure I kill them fast, which isn't hard since they don't have much for defenses (though they're really mobile).



They don't stand up against my own Trans-Am Attack, though.

The important thing for the Gaga swarm is not so much the self-destruct, though it is still something to remember since 5000 fixed damage is quite a lot, but more that even if their Trans-Am doesn't hit for a lot of damage (2000~3000), it's still a Hissatsu category attack, and this pierces many defenses.



Of course, sometimes I forget to take care of damaged ones fully.

A large swarm of Gagas get killed in counterattacks on the first enemy phase, but their Trans-Am is also really accurate, so it wears down a few of my guys quite a bit.



The Gagas' mobility doesn't help them any against funnels, though.



Like I said, as the Trans-Am Attack is considered a Hissatsu, it pierces many defenses. Including the Ptolemaios' GN Field. On this enemy phase, a bunch of Gagas (and Ali) pile onto the Ptolemy and shave away a ton of it's life.
  #418  
Old 07-22-2012, 06:10 PM
Hilene Hilene is offline
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What better way to have Lockon kill his hated rival then with Trans-Am?

In a way, I'm kind of disapointed that Cherudim's Trans-Am is close range, but is actually his sniper shot from Assault on Memento Mori. Super Robot Wars Z2-2 gave him both that one and the one he uses to kill Revive Revival as attacks. As an aside, both Z2 and Z2-2 made Lockon a super awesome pilot, which is less common for these games as they tend to focus more on the main characters (since there's SO MANY total units and pilots you can use).



In any case, Lockon kills Ali for good, finally getting his revenge.




Next turn the Ptolemy will reach the Celestial Being, so I'd better clear the way first. Good thing I have a Hi-Nu that's at Super Critical Tension already.



Also, you might notice something slightly different here. Once you hit L21 on a mobile suit, the bonus you get for upgrading a stat increases, and will continue to go up at a fairly regular basis (I think the next tier is at L31). This starts making unit power go up dramatically, and eventually also makes it worthwhile to toss extra points at EN and HP, since at the original bonus value that's super useless.

Meanwhile, to the south, my guys almost finish off the rest of the A-Laws.



Music: Mobile Fighter G Gundam: Gekitou no Naka Sorezore no Yakusoku

On my next turn, the Ptolemy makes it to the target zone, and descends to the surface of the Celestial Being, where it beings attempting to take control of it away from the Innovators. However, a surprising foe awaits them there...!

It's Ulube Ishikawa, in the Grand Master Gundam!. While this stage's plot actually follows the progression of the Gundam 00 finale, it still has room for silly additions beside them.

Alongside the Grand Master Gundam is some more Gundam Heads, as well as a group of Death Birdies. And some strange self-destroying balls.



Meanwhile, on the upper map, Ribbons Almark appears, piloting the CB-0000G/C Reborns Gundam, as well as Revive Revival in the GNZ-003 Gadessa, and Hiling Care in the GNZ-005 Garazzo.



The next Break Trigger is to have Setsuna defeat Ribbons within 5 turns. Now, this Trigger isn't difficult; it's basically the same as any other "Have a Guest kill a named enemy" objective we've seen so far. What's tough about this Break is in fact that the Ptolemaios 2 is currently alone on the second map, unable to move. Thankfully it'll take a few turns before any enemy can reach it, but if I didn't already have the Mother Vanguard close to the drop-down point, there could have been trouble...!



Meanwhile, behind the A-Laws, we have this mission's Secret: amuro Ray in the RX-93-v2 Nu-Hu Gundam.



Shinn takes care of the last of the Gagas, as I get the Mother Vanguard ready to drop down to the lower map.



I also get rid of the A-Laws force commander. And, well. the rest of the A-Laws, too, to be honest. Ryu and Rolan make short work of the last ship.



Oh, come on, Amuro. There's not even anyone ON THE SCREEN. You should at least wait until you see the person before you MAP them.

In other words, Hi-Nu's MAP has ridiculous range. So I dock everyone in the Soleil and move it north to draw Amuro up.



Revive and Hiling both have dialog with Tieria and Setsuna. In addition, of course, Ribbons has a pair with Setsuna.



Their teamwork doesn't save them, though, as my guys make short work of the pair of them.



Meanwhile, the Mother Vanguard makes it to the surface in time to prevent the first ball from exploding, and sets up a defensive line.
  #419  
Old 07-22-2012, 06:13 PM
Hilene Hilene is offline
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Eventually, Setsuna defeats Ribbons with help from Shinn, triggering the Generation Break.



Music: Mobile Suit Gundam SEED Destiny: Awaken, Shinn Asuka!

In the episode, 00 and Reborn Gundam basically destroy each other, and Ribbons runs away with one of the GN Drives, and finds the abandoned GN-000 0 Gundam. Meanwhile, the Ptolemy launches the GN-001REII Gundam Exia Repair II, to which Setsuna attaches the other 00 GN Drive.

In this mission, they basically gloss over all this so that Setsuna and Ribbons can have their ultimate duel of New Versus Old (Since Ribbons is voiced by the same guy who did Amuro Ray, and the 0 Gundam is basically the RX-78-2). However, uh. They're also located on the other side of Ulube, so Setsuna is too far away to receive help if he needs any.



Meanwhile... hey, I thought we took care of this already. Oh well, coming up behind the Celestial Being is the Mobile Space Fortress Messiah, and a large ZAFT fleet, consisting of ZGMF-1000 ZAKU Warriors, ZGMF-1001 ZAKU Phantoms, ZGMF-X2000 GOUF Igniteds, and ZGMF-601R GuAIZ Rs. In addition, we also have some old favourites: Rey Za Burrel in the ZGMF-X666S Legend, Shinn Asuka in the ZGMF-X42S Destiny, and Lunamaria Hawke in the ZGMF-X56S/A Force Impulse.



In any case, that's something for the Soleil to deal with. On the lower map, Prayer finishes off the last of the exploding balls, and gets the Hi-Nu up to L21 as well, and starts to get benefits from the bonus stats. Yum. And then Sven kills a bunch of Death Birdies.



For the most part, the Exia R2 and the 0 Gundam are evenly matched, so it comes down to lock for the most part. Setsuna and Ribbons continue their dialog. Oh, and since I finally fight Ulube, he's in here too.



I don't remember if these are unique animations because it's R2 fighting 0 Gundam, but it's such a great touch that they recreated the animations from the duel in the show.



Anyway, since I finally burned my way to him, I finish off Ulube.



I could have had Ford Chance Step up and help Setsuna with his duel, but I wanted to keep it as it was in the series. So instead, after Setsuna attacks Ribbons a second time, I have Ford use the Trans-Am Burst ability to full-heal everyone on this map.



And on the next enemy phase, Setsuna kills Ribbons in a counterattack, ending his ambitions.



And then the Mother Vanguard team finishes murdering the rest of the Devil Army, leaving the only enemies left up top. They all dock and wait until next turn to lift up and join the main fight.



Gai makes short work of the left side GuAIZ and ZAKUs, before drawing back to stick with the ship and now get caught in the open.



The 3 ZAFT aces have just generic dialog, and don't talk to anyone.



Oh, well that's convenient. The Mother Vanguard rises up to the upper map right in the middle of the enemy formation.



Gai gets rid of Shinn, but is hit by Rey (since that's who he was attacking anyway), losing Super Critical Tension.
  #420  
Old 07-22-2012, 06:14 PM
Hilene Hilene is offline
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But Judau gets revenge!



And Harrison launches to Seven Shot Lancer Amuro in the face, since he's getting kind of close, instantly killing him.



And a bunch of enemies deliciously position themselves just in the right places to be Trans-Am'd.



Thankfully, even though the range on this is pretty monsterious, it misses Setsuna who came up to see if he had dialog, and got pretty beat up as a result. It goes right through the Mother Vanguard and hits Gai, though. Geez.



What's the best way to finish off Lunamaria? Why, have Shinn do it!

In any case, all that's left is a few ships, the Minerva, and the ZAKUs docked in them. So let's cut past the murder of them!



Of course, once again, the best way to finish off the Minerva is to have Shinn do it.

And that's the end of this week's update! Thanks for reading, and I'll see you next time, for the last mission of the D block!
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