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

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  #181  
Old 09-13-2011, 12:28 AM
Mightyblue Mightyblue is offline
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Yeah, but they didn't retcon Wally back into life, seeing as he was the captain of the Eternal before Lacus stole the show.

And speaking of her, is it just me, or was she one of the strongest Gundam heroines ever?

EDIT: Murrue too, now that I think about it. She waffles a bit on occasion, but still follows through.
  #182  
Old 09-13-2011, 10:41 AM
`Hrist `Hrist is offline
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Originally Posted by Mightyblue View Post
Yeah, but they didn't retcon Wally back into life, seeing as he was the captain of the Eternal before Lacus stole the show.

And speaking of her, is it just me, or was she one of the strongest Gundam heroines ever?
If by "strongest" you mean "granted an omniscient morality license" with Kira.

Emma Sheen and Sayla Mass are co-champions in my mind. Christina McKenzie was pretty alright too.
  #183  
Old 09-13-2011, 11:28 AM
Egarwaen Egarwaen is offline
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Originally Posted by `Hrist View Post
Emma Sheen and Sayla Mass are co-champions in my mind. Christina McKenzie was pretty alright too.
Marbet from Victory was pretty good too.
  #184  
Old 09-13-2011, 12:20 PM
`Hrist `Hrist is offline
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Originally Posted by Egarwaen View Post
Marbet from Victory was pretty good too.
Yeah, I was back and forth on Marbet. I like that she is kind of the embodiment of Victory's theme of "renewal" for the human race.
  #185  
Old 09-13-2011, 01:27 PM
Egarwaen Egarwaen is offline
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Yeah, I was back and forth on Marbet. I like that she is kind of the embodiment of Victory's theme of "renewal" for the human race.
Yeah, there is a lot of hay made about how maternal she is. On the other hand, she's one of the League's best MS pilots after Uso...
  #186  
Old 09-13-2011, 02:23 PM
`Hrist `Hrist is offline
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Originally Posted by Egarwaen View Post
Yeah, there is a lot of hay made about how maternal she is. On the other hand, she's one of the League's best MS pilots after Uso...
Yeah, she's a secondary character who makes it through the whole series alive. That's impressive in of itself.
  #187  
Old 10-01-2011, 05:02 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

Glad to see that you guys didn't trash the place while I was away! So let's get right down to business.



So, the votes came out to be majority in favour of getting the Nu Basic. I don't know why, but hey, you guys are the boss! Nu Basic is an alright mobile suit, missing some of the best features of the Nu Gundam but still having some solid (though quite expensive) weapons for a beginning level unit.

Now, I don't really want to keep using Mark in the Nu, however, since while Nu Basic doesn't have any NT weapons, it's evolutions will. And Mark, while having some Awakening, is not a very good Newtype at all. So, this means it's time for a new pilot!

Also, for the record, please note that the required level to get full Nu is level 10. That's another reason why I didn't want to get the Nu Basic; you can get a powerful unit much faster using the other ones. Heck, even Exia Basic can get to an amazing mobile within 3 levels, as I recall. But I digress!



For this, I'm going to hire Prayer Reverie. I'll admit to you guys; other then Domon, there actually isn't anyone in my current deployment party that I did not also get in my PSP playthrough. Continuing to do this is just going to be not that fun for me in the long run, so I'm going to try to shake things up, and if folks have any pilot suggestions, I'd like to hear them as well!

Back to Prayer, he is one of the few pilots in the SEED universe to be a Newtype, though since SEED REALLY downplays the ability, he only shows it through the general heightened piloting skill, and also making him one of the few pilots in the series able to use remote weapons unassisted. Games generally consider him as a Newtype, even if it's left unclear in the series.

As well, while the SEED universe has cloning, it seems to still be in a highly unstable state, with almost every known clone in the series having serious defects. Prayer is no different, and basically goes through his story in X Astray on borrowed time. It really is a shame, since he's such a nice guy.

Prayer's starting skill is Spatial Awareness, which basically works exactly the same as Newtype; increases the base damage rating of Awaken and Special Awaken weapons.



And since I have one empty deploy space left and someone wanted to see the GM Sniper, I picked up another pilot I like but didn't use in the PSP version: Ford Romfellow. Ford is from a number of side stories, but I would imagine that if any of you recognize him it would be from the PS2 title Mobile Suit Gundam: Encounters in Space. He was the playable character in the Thoroughbred story mode, piloting the RX-78-5 Gundam G05.

Ford is just your typical Gundam hero, really. And like a lot of EF aces, he ends up joining the Titans for a time, leaving them when it became clear that they were really assholes. His starting skill is Aggressive, which increases Pilot Reaction and Unit Attack, making it one of the better pilot skills.

As for the RGM-79(G) GM Sniper, it really isn't anything of note, other then the fact that it has a crazy range on it's beam rifle. But the GM Sniper's rifle really is just a normal beam rifle, so it has a very poor damage rating. Still, it's cheap and can hit much further then most units can retaliate. Also, since it's based on the RGM-79(G) GM Ground Type, it cannot be used in space.



With new pilots hired, my team is now complete other then a missing XO slot. I'll have to get someone for there later. But I need to replace all of those pilots anyway. Mark gets the GM Striker I evolved a few updates ago but had to shelve since it was ground-only. The next level is on ground, so this will be a great opportunity to show it off and get it evolved. The Nu Basic moves to Prayer, and Ford gets the GM Sniper. Everything else is still on the pilots they already had.



Today's mission is Uninvited Guests, and it's based primarily around Turn A Gundam, which really is one of the best done Gundam series. It's very low-key unlike most series, and it's plot is very well done.



I'm pretty sure this mission is based around Turn A Gundam: Episode 3: After the Ceremony, though it's a very condensed version. Mind, a lot of G Gen World's levels are, so this isn't really any different.



Music: Turn A Gundam: Tracing an Axis of Light

This mission starts off with fireworks and an air show! How can things possible go wrong?

Music: Turn A Gundam: Second Advent

Well, the arrival of some JMA-0530 Walking Dome "WaDom" and a bunch of MRC-U11D Walking Dumpling "WaD" sure spoil the mood by shooting down all the planes. The lead WaDom is piloted by Poe Aijee, one of the commanders of the Moonrace forces that have come to Earth to try and settle there. She... has a hard time grasping this "diplomacy" thing, and just starts shooting the place up instead. This triggers Loran Cehack and the Turn A Gundam, which was just activated in the mountains outside of town, to show up and try to save the citizens.

And we should help him with that!



Our Break Trigger for this phase is to have Loran defeat Poe, while the Challenge Mission is to have Loran defeat Poe within 3 turns. This is a bit difficult with only one ship (and it being the CARRY BASE at that), but it's still workable.



The first order of business is to thin out the WaDs, which Mark and Prayer do with ease. WaDs have very little HP, but they are VERY agile. And unfortunately with the GM Striker's double beam saber costing a little over 25% of it's EN it runs out very fast. It does have alternate options, such as a normal GM Machine Gun and a normal beam saber, but the double saber is clearly it's best weapon at a 2 square range and being flagged as melee for accuracy bonuses.

After destroying almost all of the WaDs on that end, I move Loran towards Poe and end my turn. The enemy forces on their turn seem disinterested in advancing towards me, except for the WaDom that was with this group of WaDs. After weakening it with Mark's team, Prayer finishes it off, tapping his EN out so he docks. I then deploy Sergei's team towards Loran to provide support for when Poe finally advances.



On that note, she finally walks up and takes a potshot at Loran during the next enemy turn. She misses entirely, while Loran smashes her WaDom with his Gundam Hammer. Loran also weakens a number of the WaDs on the other side who finally decided to join in.



Ford and Graham finish off a few of the WaDs, while Sergei and Bernie weaken Poe's WaDom. They then support Loran as he finishes Poe off.



This causes Poe to cry. In fact, Poe crying is so much a part of her character, that games that feature her specifically have crying portraits. And in some games, these portraits end up being displayed the majority of the time.

And the strange thing is that I don't even remember her crying all that much in the anime.
  #188  
Old 10-01-2011, 05:03 PM
Hilene Hilene is offline
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Defeating Poe now causes the Generation Break to trigger. Also apparently an earthquake that causes the Heim residence to collapse.

Music: Mobile Suit ZZ Gundam: Endra

The ruin may or may not have been caused by the Endra landing on top of the building. The ship is piloted by Gottn Goh, and is carrying a special guest on board who wants to join in the festivities.



Music: Mobile Suit ZZ Gundam: Hot-Blooded Mashymre

YAZAN GABLE IS GONNA VIOLATE YOU.

But yes, onboard is former Titans ace pilot Yazan Gable, as well as junk collector Gemon Bajack. The two of them launch in their painted Geze mobile suits, built by Gemon himself. To sort through trash, but they can also fight in a pinch.

So, when people were talking earlier about how ZZ has a very different tone from Zeta, this is one of the biggest reasons why. In Zeta Gundam, Yazan was... well, he was crazy, but he was the VIOLENT type of crazy. In ZZ he's more of a comic relief crazy; he pursues the Argama and Judau while going ever deeper into insanity just... because. And he teams up with the almost crazier Gemon, and pilots a walking scrapyard.

Yazan and Gemon here basically show off an interesting special ability of some enemy units that you don't see very often in G Gen World; they take their actions at the same time. As a result, Yazan and Gemon will always attack the same target in a support attack. And the Geze surprisingly has a very powerful attack, which means Yazan just might actually come through on his threat if you arn't careful.



Music: Turn A Gundam: Tracing an Axis of Light

Thankfully, Loran has some allies on his side now. That arn't us, I mean. A pair of AMX-109 Kapools (not to be confused with the AMX-109 Capule) piloted by Earthrace Militia members Sochie Heim and Miashei Kune show up to drive off the invaders.

They're actually terrible pilots. And they're piloting a water mobile suit, of all things. A ridiculous one from ZZ. So this matchup is actually quite appropriate.



Anyway, my next objective is to have Loran defeat both Yazan and Gemon. And since we don't see another Challenge Mission, that means...



Music: Mobile Suit Gundam MS Igloo: Advance!

Yep, I unlocked the next Secret unit. This time it's the best unit in Mobile Suit Gundam MS IGLOO: The Hidden One Year War, the YMT-05 Hildolfr. Seriously, it's pretty badass. Check it out.

Unlike in the series, the Hildolfr here is piloted by engineer Oliver May, a member of the team that was helping to test the Hildolfr. I don't think the actual pilot is in World; in fact, I don't think many of MG IGLOO's pilots are in the game at all. Most of them ended up perishing very quickly with their units...

Regardless, the Hildolfr is one of my favourite mobile suits, alongside the RXR-44 Guntank R-44. And it's kind of a beast in World, though I have never used one to a great extent. Yet.



Anyway, first things first is to move the Kapools away from Yazan so that he doesn't do unpleasant things to them, and clean up the WaDs left to the south, a job Graham and Ford happily take. While this is going on, the Endra is taking potshots at my guys from where it deployed, since we happen to have remained in the path of it's Lock-On cannons.



Sochie and Loran attacking Yazan triggers events where he likely threatens them with nasty things. Miashei strangely has no event with Yazan or Gemon.



Likewise, Sochie and Loran attacking Gemon triggers events as well.



Now, Oliver ends up missing with this shot, but for the record that's a hell of a powerful weapon for a low tier mobile suit. I think it's the best weapon he's got, but he also has a 4000 damage spreading shell and a decently powerful Zaku MG attack, so he's got very good spread in that Hildolfr.



Loran finishes off Yazan and Gemon with help from Graham, by using his... uh... "beam saber" attack. That is the least beamy and least sabery beam saber attack I have ever seen.



And that causes Yazan and Gemon to retreat, triggering the second Generation Break.



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

Suddenly, the area is covered in a dense fog, making it hard to see much of anything.

From behind the Endra, a single mobile suit appears: It's the GF13-009NF Gundam Rose, piloted by Neo France's Gundam Fighter, Geroge de Sand. Shots strike him from the blackness as he wonders how his opponent can move so quickly. However, he is not left to wonder for long, as a squad of MET6-MS Casshings appear. And soon afterwards, their controller, the GF13-003NEL John Bull Gundam piloted by Gentle Chapman appears, looking to finish George off.

And we're not about to let that happen. George moves towards our main party, however this means he needs to move close to the Endra. As for my guys, I dock everyone and move the Carry Base back a bit, and have some guys from Mark's squad deploy to weaken the Hildolfr.



Oliver will have none of that, though, and gives a pretty sound beating to some of my units. Nothing too bad since everyone was at full health, but still painful. Even his Zaku MG hits for about 3500, making it quite a threat. And it only manages to take 3000ish from the GM Striker's twin saber! Compared to the other Secrets we've had so far, though, the Hildolfr is pretty weak, and is not really too much of a threat for the forces I currently possess.



In the end, though, Ford gets the final blow on Oliver. Oddly, the sniper rifle attack doesn't trigger a cut-in. I guess it's because it's flagged as a normal beam rifle, which don't USUALLY get cut-ins. A few do, like Nu's rifle.



With the Hildolfr threat removed, Loran and his squad can start moving up to meet with George, who is getting surrounded by a squad of AMX-003 Gaza-Cs that were launched by the Endra. Thankfully, World doesn't allow enemy units to attack on the turn they deploy from a ship, even if that's not true for the player.
  #189  
Old 10-01-2011, 05:04 PM
Hilene Hilene is offline
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Sergei, Graham, Bernie, and Domon weaken the last remaining WaDom, allowing Ford to finish it off and bring his MS to level 3 and himself to level 2. Meanwhile, Mark's team starts attacking the Endra to weaken it for later. I can't finish it off now, though, since I want to kill all the Gazas first. I haven't done extensive testing, but it appears that while the game will allow you to attack and destroy mobile suits that have surrendered, it seems that there is an XP penalty as a result.

George continues moving back towards my guys, avoiding all of the Gaza attacks along the way. And Sergei's team docks for resupply as I move the Carry Base closer towards the Endra. Mark's team moves towards George in order to be able to attack the Gazas themselves.



And with the Carry Base now having moved fully onto the centre island, Sergei's team starts to deploy to take care of the Casshings on the left side. But first Mark finishes off one of the Gazas, getting his MS to level 4. This is where I need to to be for evolving, so I just stick him back in the ship for now!

The Casshings do pretty heavy damage with their rifles, but are also worth a lot of XP when killed. Most MS will level up after killing 2 or 3 of them.



Mark's team finishes off the Endra now that the Gazas have been destroyed. And since his squad is fairly damaged and low on resources, I dock most of them for replenishment.



This time, only Loran and George have an event with Gentle. Domon won't; which is actually the same for all of your pilots. If I were to, say, have my own Loran in this mission, my Loran wouldn't trigger the Generation Break or any dialog events. In the end, I have Graham defeat Gentle, which brings his Flag up to level 4. In retrospect, I shouldn't have done that, since I didn't need level 4 on him!



And that ends the mission! For this level, I walk away with the Impact Resistant Circuit II, which increases the max HP of a mobile suit it's equipped on by 15%.



I also manage to get to 15% profile completion, unlocking a new pilot! This time, it's Sis Mitville, a G Generation original. Like the others, she basically has no story behind her. She's not really a bad pilot, but that's mainly because she gets some good skills later on, such as Lone Wolf (+acc/damage when battling alone), Cool-Headed (-enemy Unit Defense when battling alone), and one of the G Gen Originals' unique skills: Goddess of the Battlefield, which gives +Pilot Shooting and +Unit Attack, increased by 50% if the pilot is in a G Gen Original mobile suit. Her base stats are terrible, though, with only her Awakening score being good. I never bothered to use her at all, though some friends of mine did.

Anyway, at the end of the mission I ended up with only two units able to be evolved: the GM Sniper and the Flag. And I didn't want to carry on to the next update with only two units changed! So I went and did the mission again off-camera to grind some more XP. Until you unlock one of the later missions, A-5 is one of the better places for getting unit XP, since there's a bunch of enemies in it that are worth a lot.



The item unlock for this play was the Power Battery, which increases the unit it's equipped on's max EN by 15%. I'm starting to think that there's an order that these items are unlocked in, now.

Also, I need to be saving my money, since I want to get rid of the Carry Base within a few updates... At least before I hit the final mission of A rank.



Now, for evolutions. The GM Striker evolves up to the RGM-79FC Striker Custom, which is a very big upgrade over the GM. Overall better stats and a bit more efficient. It's also usable in space, to boot! Unfortunately, I've hit an evolution dead end; the Striker Custom can't evolve into anything that I haven't already obtained. I'll probably use the Striker Custom in the next mission just to show it to you, but after that I'm going to shelve it. So if folks have a suggestion for any mobile suit that I have unlocked that they want me to evolve to an alternate form...! I'm probably going to pick up another Phoenix Gundam and take it to it's L7 evolution, if there's no other suggestions.



The Turn A Basic evolves to Turn A Gundam, surprising no one. Other then the RX-78 that we've already seen, it's other two evolutions are a bit of a mystery, though...



The V Basic also shocks no one, evolving to the V Gundam. The nice thing about the V Gundam is that World basically consolidated every version of the V Gundam into a single unit. This means that the V Gundam can use the "Hardpoints System" (HPS indication on a mobile suit) to change between V, LM312V06 Victory Gundam Hexa and LM312V04+SD-VB03A V-Dash Gundam, but strangely not the V-Dash Hexa. Also, it can transform into the flight modes of any of these versions. And it can change between any of these forms for free when docked in a Warship! This makes the V fairly flexible, though there isn't a whole lot of difference between the V and the V Hexa, unlike G Gen F which had them with dramatically different weapon loadouts. In World, the V has saber, vulcans, and beam rifle, while the V Hexa has two different sabers, vulcans, and the chaingun. The V-Dash is missing most of it's weapons, only having the saber, vulcans, beam smartgun, and overhang cannons.

Really, though, the V-Dash is the best option, but the other modes are there in case you need to worry about efficiency or something.



The GM Sniper evolves up to the RGM-79SC GM Sniper Custom, which is only barely an upgrade over the base GM Sniper. It still has a regular beam rifle-class sniper rifle, but it has very small gains in some stats. We haven't obtained the last evolution of it yet, but I think we have seen it before. Or, at least, I have.

The biggest improvement for the GM Sniper Custom is that it's based on the normal GM instead of the Ground Type. As a result, the Sniper Custom can be used in space.
  #190  
Old 10-01-2011, 05:05 PM
Hilene Hilene is offline
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Next up, the Flag evolves to the SVMS-01O Over Flag, which is another dramatic improvement over the Flag. The Over Flag was the mobile suit first developed specifically to help combat the Gundam Meisters in 00, equipped with a number of things that ace pilot Graham Aker had used himself.

But we didn't just get an Over Flag. This shows off one of the special ways that folks can obtain mobile suits in G Gen World. Certain units have special variants that you obtain if the mobile suit is piloted by a specific person, or is placed in the team leader's slot. In this case, because Graham is piloting an Over Flag, we instead get ourselves a SVMS-01E Union Flag Graham Aker Custom, the mobile suit used to develop the Over Flags in the first place!



Next up, the Hazel Custom evolves up to the RX-121-1+FF-X29A Gundam TR-1 Hazel Rah. For how easy it is to get this unit, the Hazel Rah is actually very powerful. It's balanced out, though, by having it's weapons be very inefficient, and the Hazel Rah itself has terrible EN for a Gundam-class unit. That said, it can still fire it's best attack 4 times before needing to recharge, and at this point in the game that's more then enough.

Unfortunately, the Hazel Rah is also basically a dead end. While it does have one unit that I can evolve it into that we haven't seen yet, it's also not really that great of a unit. Otherwise, the Hazel can only devolve back to previous forms. I'll also probably only use the Hazel Rah for the next mission to show it off, and then shelve it for a while.



As for the Nu Basic? Still a long way to go...

So with 6 new mobile suits for the next level, two more close to evolving, and one more... quite a ways away, I think I'm in a good place for this update! So thanks for waiting, and I'll see you next time!
  #191  
Old 10-08-2011, 07:21 PM
Rai Rai is online now
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Well, if you're looking for a proper Newtype, you really can't go wrong with Amuro or Kamille. I've also heard good things about that Quattro Bajeena guy, despite some nasty rumors floating out about him. (Mind you, I don't know who can or can't be bought, so why not toss out some names?)

Also, it seems that I've managed to find a job that has a lot of downtime, so I was considering picking this up. I haven't imported many games though, so what's the best way to get this?
  #192  
Old 10-09-2011, 12:00 AM
Hilene Hilene is offline
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Play-Asia is the store I go through to import Japanese games. They've always been very reliable for me, and they have good prices.

Now, I say that and the game is like 80$ for the PSP version, but that's just because Japanese games really are very expensive in comparison.

Also, I'm just finishing up processing this week's update, so I should be putting it up soon. Man, I don't think I'll be doing another screenshot LP once I finish this one. It'll be back to videos for me.
  #193  
Old 10-09-2011, 12:52 AM
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Welcome back to Let's Play SD Gundam G Gen World!

Well, I guess folks didn't have much to say since the last update. I hope it's not because I'm boring you or anything!

Anyway, I finished up all the pre-mission stuff I needed to do at the end of the last update, so let's just straight into the next mission!



Today's mission is The Knight of Endra, which is based on ZZ Gundam. In fact, it's, I'm pretty sure, based on episode 2, which also features one of the best scenes in Gundam... that I can't find a video of. Sad.



Music: Mobile Suit ZZ Gundam: Endra

The mission starts off with the Argama stopping in the Shangri-La colony to perform repairs after the end of the last episode of Zeta Gundam. While World's Zeta story levels assumes the events of A New Translation, the ZZ Gundam story levels assume the original Zeta ending.



Music: Mobile Suit ZZ Gundam: Hot-Blooded Mashymre

So when some Neo Zeon AMX-006 Gaza-Ds lead by Mashymre Cello in his AMX-101 Galluss-J show up, Bright is pretty worried since the ship has no active mobile suit pilots and it's weapons are barely operational. Things are looking bleak, until...!



Music: Mobile Suit ZZ Gundam: Judau of Outer Space

Young thief fortune hunter Judau Ashta boards the Argama in search of loot, and finds the Zeta Gundam instead. He is caught before he can FULLY make off with it, so he instead "borrows" it to protect the Argama until he can have a chance to steal it for good later.

Yes, that really is Judau's reason for being with the crew at the start of ZZ. He pilots the Zeta to protect the Argama just so he can make off with it at some point in the future.



Judau draws Mashymre away from the Argama with some fancy flying, and prepares to engage him away from the trash pile. Meanwhile, the rest of the Neo Zeon patrol advances on the Argama.

Looks like we should help it!



Our first Break Trigger is to have Judau defeat Mashymre. The Challenge Mission is to do so within two turns. This doesn't seem like it will be a problem...



Actually...!

So, the junkyard that the Argama is sitting on is probably the player's first REAL encounter with terrain. The junkheap is a HUGE penalty to move range for anything that walks, meaning that most of my guys are stuck right next to the ship. And what few flying units I have don't really have good move ranges. Mashymre is also even far enough away that the GM Sniper Custom can't even hit it!



It can snipe a Gaza-D in the face, however. So Ford does so.



Though it may look like it, the Hazel Rah's beam cannon is not, actually, it's beast weapon. Sergei still manages to make good use of it against a Gaza-D, but not enough to finish it off.



The V Dash can switch to flight mode, though, and get in close to Mashymre, weakening him a bit with the Beam Smartgun. The rest of Mark's team deploys to the north to help take out Mashymre the next turn, while Judau moves down to draw him closer.



Also, Judau and Mashymre have an event.

Meanwhile, Sergei's team spreads out around the south to meet with the Gazas as they advance. The ones to the direct south of the Carry Base get wiped out easily, as they slam themselves against Sergei uselessly.



And the Hazel Rah's best attack? A large beam rifle. The other set of Gazas start moving towards the Argama, and the Endra just stays where it is.

With the Gazas near it destroyed, Sergei's team docks back in the Carry Base to recharge. The Carry Base will move closer to the next batch of Gazas, but first I need to take care of Mashymre.



Mashymre is shocked and amazed that he could be defeated, and retreats. Triggering the first Generation Break!
  #194  
Old 10-09-2011, 12:53 AM
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Music: Mobile Suit Gundam SEED: Impatience

With Mashymre gone, a new enemy force arrives to the north. This time it's a group of ZGMF-1017 GINNs lead by Rau Le Creuset piloting his custom ZGMF-515 CGUE.



Music: Mobile Suit Gundam SEED: Strike Deploys

But following right behind Rau is Mu La Flaga, in his TS-MA2mod.00 Moebius Zero.



The next objective is pretty simple: Have Mu defeat Rau. And with no Challenge Mission listed, that means...!



Mobile Suit Gundam 0080: War in the Pocket: Imaginary Sky

This mission, the secret unit is a MS-18E Kampfer, piloted by Mikhail Kaminsky.

Ok, so. Compared to previous secret units in A class? The Kampfer is a joke. Especially so since I have some very good mobile suits on my team now. It can be a pretty hurtful unit, but in this case it's just outclassed entirely.

Mu moves off to the side a tad and advances so he can reach my guys without running straight into the ZAFT forces, while also moving Judau up to meet with him later. As well, since Mark's team is still fairly well supplied, I move them up with Judau to meet with the ZAFT forces.

On the enemy's next turn, the remaining Gazas finally reach the Argama and take some potshots at it, but this also has them in range enough for Sergei's team next turn.



Mu zooms towards one of the GINNs and takes a pot shot at it, as he closes in on the Argama.



Meanwhile, to the south, Sergei's team begins to deploy to take out the Gazas. I have Bernie finish two off solo because I need just one more level to get it to the next evolution. The last one is left for a later turn.



To the north, Prayer finishes off a GINN and levels up. Prayer then finishes off another GINN, but starts to draw back towards the Carry Base as his EN is starting to get low. Since I don't want to start engaging Rau just yet, I end my turn here.

On the enemy's next turn, the Endra deploys a few more Gaza-Ds, but they'll be nothing more then targets. As well, the remaining ZAFT units move a bit closer to the Argama, and Rau takes a potshot at the V Dash.



Anyway, with Rau so close to everyone now, I trigger his events with Mu and Judau.



Also, the Striker Custom finally gets close enough to attack something. Unlike the GM Striker, the Striker Custom's primary weapon is actually a beam saber with emitters on both ends. It's still brutally powerful, though, easily shaving away more then half of this GINN's life.



Also, I mentioned this weapon type way near the start, but I think this is the first time I've gotten someone with it. Striker Custom has a "Shock" type weapon, which means that if the attack hits, no matter what Unit Attack or attack bonuses the attacker has, and no matter the Unit Defenses or defense bonuses the defender has, the weapon will always deal exactly it's listed damage rating. In this case, I'm using it to weaken Rau for next turn, so he can be finished off easier.



Back to the south, Graham, Bernie, and Ford finish off the last of the initial Gaza-Ds, earning the Zaku III a level up. I don't need any more levels with it, though, so I move him back towards the Carry Base.



And then Ford finishes off another Gaza-D, leveling the Sniper Custom up, and also earning himself another level. And with most other enemies our of my easy range, I just end my turn there.

On the enemy's turn, they mostly just move themselves closer to the Argama, though one Gaza foolishly attacks Sergei, and gets counterattacked to death by him and Graham instead.



Though it's quite overkill, I have the Turn A and V Dash join in to help Mu defeat Rau. And V Dash's Overhang Cannons are the only things in range. In fact, the whole volley hits Rau for more then his unit's maximum HP is.



Music: Mobile Suit Gundam F91: Cosmos Babylonia

Anyway! That causes the next Generation Break, causing a group of XM-02 Den'an Geis to deploy, led by Dorel Ronah in his XM-04 Berga Dalas, as well as Annamarie Bourget in the XM-06 Dahgi Iris. They seem very interested in the Argama as well, but thankfully they deploy to the sides, so it's very easy for me to arrange my defenses.
  #195  
Old 10-09-2011, 12:54 AM
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Ford, Sergei, and Graham finish off the last Gaza-D, making the Endra pretty pathetic as it can now only plink at the Argama every other turn. I'll put it out of it's misery later, but I'll deal with the Vanguard first.

Sergei's team is really low on resources now, so they all dock away to replenish. It'll be some time before the Vanguard reach me anyway. They also have to deal with the movement penalties.



Back to the north, V Dash hits the last GINN with it's Overhang Cannons for more damage then it has HP. Mark's team is also heading back to the Carry Base to recharge in preparation of the Crossbone Vanguard.

The next turn is pretty boring as it's really just folks moving into position.



On the NEXT turn, Judau and Mu attack Annamarie, but don't trigger any events as a result.



And then Sergei weakens the Kampfer, while Graham finishes it off. Like I said, it was a joke. It also pushes the Overflag to level 2.



Domon finally deploys in this mission to attack Annamarie, but doesn't deal quite enough damage to finish her off.



V Dash finishes the job, though, pushing it to level 2. It then swords another Den'an Gei to death, and uses it's Overhand Cannons to weaken a second. Prayer and the Turn A then weaken up a third Den'an, and I end my turn.

On the enemy's turn, Dorel finally reaches firing range of the Argama and takes a shot at it, but not enough to be worried about. I don't think the AI is actually intelligent enough to attempt to get Pinpoint Attacks, thankfully. In fact, I'm positive that the AI in World is programmed to hamstring itself in a number of ways to make up for the fact that you only get level 1 guests.

Anyway, the only other interesting thing is that one Den'an attacks Graham and is killed by a counterattack for it's efforts. Silly guy!



On my next turn, Domon kills a Den'an, leveling the Shining up to 4, which will allow me to evolve it after the mission. Finally! So Domon goes back into the Carry Base since I don't want him wasting XP.

Judau and Mu move towards the other side to engage Dorel, Prayer takes a shot at the last Den'an on this side, and everyone else docks with the Carry Base as it moves closer to the other side to engage those enemies.



The enemy's turn is nothing special. Mostly them just continuing to move towards the Argama because the move penalty is so high. On my next turn, Prayer finishes off that last Den'an, and gets the Nu Basic leveled to 4 as a result. Only 6 more to go.



Mu and Judau then have events with Dorel, and also weaken him a bit in the process. I think Dorel also calls Mu old, which is kind of a jerk thing to say! Then again, 28 is kind of old for a Gundam character, so. The accusation was enough that Mu wasn't able to dodge Dorel's attack, causing him a LOT of damage.



But Sergei and Bernie weaken him up enough that Graham can come in and finish Dorel off with his saber, causing him to retreat and earning Graham and the Overflag another level up.



I think I mentioned it earlier, but the way the AI works is that if it can counterattack, it always will unless it is at very low HP and it considers itself to have a decent chance to dodge. If it cannot counterattack, it will always block if it has a shield, or evade if it does not. In this case, the Den'ans have beam shields, which reduce all damage by 30%, and also reduce non-piercing beam damage by another 50%. The result of this is that the Sniper Custom's rifle shot does not much damage to the Den'an at all, even though it crits. Even the V Dash's Overhang Cannons only manage to hit for about 5k, though the cannons are also piercing beam attacks.



I kill another enemy with the Overflag, getting Graham to super critical tension, but I get a bit too greedy and he gets hit on the next enemy he attacked, cooling him down back to 50% tension. Oh well! After that I end my turn.

Of course, the enemy then does not a whole lot of anything on their turn. Takes a pot-shot at Mu but misses.



And Graham kills that jerk of a Den'an, pushing the Overflag to level 4. That's really about all that happened this turn. The mission is actually kind of boring at this point. Not being able to move very far puts a very large damper on the level.
  #196  
Old 10-09-2011, 12:56 AM
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After an uninteresting enemy phase, Ford kills another Den'an, but only gets into critical tension. Graham takes a detour and weakens the last Den'an up, and then I end my turn. On the enemy's phase, the Den'an takes a pot shot at Graham, but misses, and the Endra just sits there like a lump because... I don't know. I guess this time the AI is set up to not make the Endra close in with it's target when it's out of EN, like in other missions.



So Ford finishes off the last Den'an. This just leaves the Endra now.



The Carry Base moves towards the Endra, and I have Mark, Domon, Prayer, and Ellis weaken the Endra up, allowing Ranalow to finish the job and earn the V Dash a level up. And finally the level is over.



The item unlock for this mission is a Full Armor System, which when equipped on a unit, reduces the damage from Solid Rounds, Melee, Hissatsu, and Flame weapons by 30%. That's actually a really good defensive item, but defense isn't really what you should be focusing on, and Gundam is pretty biased towards beam.



Since the Shining Gundam is now level 4, I finally can evolve it to the GF13-017NJII Burning God Gundam. The God Gundam is a pretty large upgrade over Shining, which doesn't leave much space for it to evolve. Do you folks want to see it upgrade to something else, or just leave it here?



As for the Zaku III, it upgrades to the AMX-011S Zaku III Custom which is... terrible. It replaces the nice 3~5 range beam cannon for a 3~3 bomb attack that does more damage for more EN... but is also 3~3 range. Otherwise it has some improved stats, but it's really just... not that good. I think I'll show it off for the next stage and then replace it, since the only available evolutions for the Zaku III Kai are junk.



And now we have the Overflag. It evolves to one of the best units in all of 00: The SVMS-01X Union Flag Custom II, also known as the GN Flag. The GN Flag was the bonus boss of the first season of 00, where after Setsuna beat the big villain, Graham shows up to get his revenge for the comrades he lost to Celestial Being, and ended up having great duel with Setsuna. The GN Flag only has two weapons, but all you need is the GN Beam Saber, as it's 1~3 for 5000 and costs 20 EN out of the GN Flag's 150. And also flagged as melee for the accuracy bonus. This unit is seriously murderous, and will only evolve into better mobile suits.



So like I said, I was only going to use the Striker custom for one mission and then replace it. So I got Mark another Phoenix Gundam with the intent to level it to 7 and evolve it for that. However...!



I went to the combination screen afterwards, and lo and behold there was a combination available between the God Gundam and the Phoenix Gundam that unlocks the Phoenix Gundam (Unlocked) in the store. I didn't buy it because I'm trying ot save money, but that unit is the one that is unlocked when you evolve Phoenix to level 7. So, this still leaves the question: Should Mark evolve the Phoenix to the Gundam X or the Exia, or go on to the Phoenix Unlocked still and see what units we can get from that?

Strength-wise, the Phoenix Unlocked is an alright unit. It's about as good as the great mobile suits I have now, maybe a bit worse. But it will also not really scale very well soon. That said, I did mention that just about any mobile suit can be made to be awesome with enough levels behind it.

And with that is the end of this update! Thank you for reading, and I'll see you next time!
  #197  
Old 10-09-2011, 01:06 AM
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ZZ Gundam ruined Zeta Gundam. I hate it for that.
  #198  
Old 10-16-2011, 02:48 PM
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Welcome back to Let's Play SD Gundam G Gen World!

Before the next mission begins, I just have a team replacement to take care of first.



First, I replace Sergei's Hazel Rah with the MBF-M1 Astray. The M1 is... a marginal amount better then the basic GM, and doesn't really evolve into much itself. That said, it can eventually evolve into some good mobile suits; it just requires knowing where you're going.



Today's mission is A New Strain, and it's based on Mobile Suit Gundam 00 Second Season: Episode 1: The Angels' Second Advent.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

The mission starts off with a group of Titans A-Laws GNX-609T GN-XIIIs, lead by Barrack Zinin in the GNX-704T Ahead. Among the GN-XIIIs is Louise Halevy, who recently joined the A-Laws. They've come to this resource satellite to test out the A-Laws' newest "anti-terrorism" weapon: the Automaton. Automatons are simply AI-controlled drones that run around an area and shoot anything that moves, with basically little discrimination of friend or foe.

Because the A-Laws are basically the Titans. And thus are huge assholes.



Music: Mobile Suit Gundam 00 Season 2: Strike

However, someone will have none of that. And that person is none other then Setsuna F. Seiei, in the GN-001RE Gundam Exia Repair. The Exia has seen better days, and is pretty worn down in the 4 years since the end of Gundam 00 season 1, but it's a credit to the power of the GN Drive that it's still powering the mobile suit even now.

While the Exia Repair is able to easily handle a few automatons, the GN-XIIIs may prove to be too much, so this is where we come in!




So, our first Break Trigger is to destroy all of the automatons within 3 turns, or else they make it to the colony and start killing people. The Challenge Mission is to do so within 2 turns. And as we're about to see, this is actually very easy.



So, a thing to note about the Automatons. As they're designed to murder civilians, they actually have no real defenses against mobile suits. They also can't damage mobile suits. As a result, the automatons in this stage will not move, cannot attack, and have terrible stats. Domon has no troubles at all dispatching the first one in a single strike. However, they also give basically no XP at all.



The GN Flag has even less troubles then the God Gundam, obliterating three automatons before finally running out of Chance Steps. And that only consumed 60 of his 150 EN.

The GN Flag is ridiculously good. And it's upgrades are only better.



Really, just about everyone manages to kill at least one Automaton. Some two or three. By the end of the first turn there were only 3 automatons remaining, out of the starting 18.

With the Automatons almost taken care of, it's time to start working onthe GN-XIIIs that have started to approach. One of them took some shots at Prayer during the last enemy phase, so it was already pretty weak. Sergei tries to finish it off, but the M1 is not powerful enough for the job, so Mark takes over instead. Another GN-XIII get weakened by attacks from Prayer and Mark before I go back to finish up the automatons. Domon kills one, and Graham kills the last two. This also pushes Graham to Critical tension.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

Music: Mobile Suit Gundam 00 Season 2: Strike

With the last automaton defeated, the Generation Break triggers and a few more deploy to the south. Setsuna thinks he won't make it in time, but helps arrives in the form of Tieria Erde and the GN-008 Seravee Gundam. It seems that the rest of Celestial Being had been looking for Setsuna during the last 4 years, and now that he's revealed himself they want to bring him back into the team.



Unfortunately, Tieria brought some company with him, in the form of Mallet Sanguine in the MS-11 Action Zaku, as well as Lilia Flaubert, Carlisle Yuiman, and Piper Gyusuta in MS-09RII Rick Dom IIs.

Mallet is very proud of the power of his Act Zaku, and is basically looking for any excuse to show it off here. Also he really hates the pilots of the Thoroughbred. Amusingly, even though we have Ford in our party, he will ignore him entirely unless we force the AI into attacking him.



Our objective is now to defeat Mallet with a Master Unit. When an objective is like this, it includes not only my own Masters, but also any Guests which have been flagged as a Master. In this mission, that includes Setsuna, but not Tieria.



Music: Mobile Suit Gundam: Gallant Char

OH SHIT THAT MUSIC IT'S THE RE... oh, it's just M'Quve and the YSM-15 Gyan. That's nothing to be worried about at all.



Anyway, back to my units. Unfortunately a Critical tension GN Flag wasn't QUITE enough to kill a GN-XIII, but it certainly took a massive chunk out of it's HP. Turn A tries to finish it off, but misses, so the GN-XIII gets to live another turn. Tieria then starts moving towards the center to meet with my guys.
  #199  
Old 10-16-2011, 02:49 PM
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Meanwhile, on the enemy's turn, a GN-XIII takes a pretty large chunk out of Prayer, but he and Mark do enough damage in the counterattack to destroy it. The GN-XIII that Graham attacked then tries to get some revenge, but ends up getting killed by the GN Flag's vulcans, pushing Graham to Super Critical tension.



The other GN-XIII attacks Graham, but gets a Super Critical GN Sword to the face for a one-shot kill. Unfortunately, the GN-XIII also managed to hit Graham, causing him to cool down and lose his tension. It does give the GN Flag and Graham a level up, though.

Since all the forward GN-XIIIs are dead, and the enemies are still a ways to go before they reach me, I dock everyone away to repair and recover, except for Domon who takes a position to try and draw enemies to him instead of the guests or the Carry Base.



Which works, as M'Quve decides to charge at him. The Gyan has decently powerful weapons, but you've literally seen better units in the previous missions; even the Kampfer in the LAST mission was a more threatening secret encounter. By this point, the Secrets are no longer so much about making the mission HARDER, and more about showing you mobile suits you... may not have had the opportunity to evolve to yet. And in some cases, special variants that you may not have known existed.



Attacking Barrack with Setsuna and Tieria trigger dialog events. Which we should be expecting by now.



Domon gets in the last blow, causing Barrack to retreat.



So, this is the Zaku III Custom's change. It actually has the same bomb dispenser that the Gyan does. Other then that, it's the same as the Zaku III. And this actually makes it worse, since the Zaku III's beam cannon is much more useful, even if it's less damage.



In any case, Bernie finishes off the Gyan. Which in retrospect wasn't that good of an idea, since the Zaku III Custom doesn't need any XP.



When Setsuna and Louise fight, this triggers an event, but there is not one with Tieria. I'm not sure what Setsuna is doing, but Louise is basically having a horrible flashback to the time that her parents were killed by a Gundam.

Uh. I guess I'm kind of a jerk for deploying so many Gundams in this mission. Oops.



Tieria does trigger an event with Mallet, though, as does Setsuna. Mallet is REALLY happy to show off how his Act Zaku is totally no Zaku, boy.



So, after Mark takes a bite out of Mallet, I finish him off with Ford, as a bit of revenge for his character. Of course, this wasn't what I actually was supposed to do. Whoops!

The way that Generation Breaks work in G Gen World is that not completing one is not necessarily a mission failure. There are a few where that is the case (or, to be more correct, completing the mission objective is also completing the Break Trigger), but generally all clearing a Break Trigger does is make the mission longer. You can, in fact, just kill everyone and have the mission end early, but you lose out on a lot of money by doing so.

Anyway, I'm intending to actually show off the whole mission, so doing this means this run is basically a waste. I did get a bunch of money and levels from it, though, so it's not a total loss!



Also, I unlocked the Sniper Sensor II part, which increases the pilot's Shooting by 10 points.



And I got a new character! Clearing that mission gave me 20% profile completion, so the game rewards that by giving you Lu Bu Tallgeese, from the recent anime SD Gundam Sangokuden Brave Battle Warriors, which is just one more in their series of converting ancient Chinese literature.

Lu Bu Tallgeese is, well, Lu Bu. He's got very high melee stats, and basically is all around a brutal melee attacker. But his real trick is that if you have him pilot a Tallgeese, it transforms into himself. Where he'll smash enemy units into the sky and then they explode. Lu Bu Tallgeese (the unit) has a serious problem, though, where the majority of it's attacks cost a lot of MP as well as EN, making it not really that great of a unit. And as a result, making Lu Bu himself not really that great of a pilot.



The GM Sniper Custom also got enough XP to level itself up to evolve into the RGM-79SP GM Sniper II, which is the best GM Sniper in the game. Which isn't saying much.

This version of the GM Sniper finally gets a backup weapon in addition to the sniper rifle, in the form of a standard GM Machine Gun. However, the rifle's cost goes up slightly, but the GM Sniper II also has a bit more EN to be able to handle that. But, uh. It's still a really low end GM, and as such doesn't really manage to keep up; especially since it's best weapon is still just a 2700 base damage rifle.
  #200  
Old 10-16-2011, 02:50 PM
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Now, before I go back and finish up the level again, I'm going to be making a few more adjustments to my team.



First off, Sergei gets a normal RGM-79 GM, since on considerations, I am planning on a certain evolution path that I want to show off. I'll keep the M1 for later, though, if either I can think of an evolution chain I want to do with it or someone else wants to see something from it.



Meanwhile, I had said that I was only going to show off the Zaku III Custom, and it honestly is nothing special, so Bernie is going to get a new ride from now on. In this case, it'll be a Tornado Gundam, again because I have a certain evolution path I want to show.

Anyway, there's no need to show off the first two thirds of that mission again, so let's just skip past that and get to the good stuff!




Poor Ford, even in the pinnacle of GM Snipers, the poor rifle still doesn't give a cut-in. But the MACHINE GUN does.



So, yeah. Getting back to where I was, Graham kills two of Mallet's team in a single hit, causing them to retreat. I could have finished off the last one, but I wanted to have someone else get the XP instead, so Graham docks back in the Carry Base instead.



And then Mark finishes off the last one, forcing him to retreat.



Oh, and we haven't really had an opportunity to see it yet. So, unlike Shining Basic, Shining and God Gundams both have the Super/Hyper Mode special ability, which causes the mobile suit to turn gold and get stat boosts when the pilot's tension reaches Critical and Super Critical.



But more importantly, it just ruins Mallet, forcing him to retreat, and this time triggering the Generation Break.



Music: New Mobile Report Gundam Wing: Legend of Zero

A number of Mobile Doll controlled OZ-12SMS Taurus units, as well as the OZ-13MSX1 Vayeate piloted by Trowa Barton and the OZ-13MSX2 Mercurius piloted by Heero Yuy appear.

This is the first time that the player would see this mechanic in the game: The mission now actually has two different maps, representing different vertical planes. These split map missions will either allow units to move between the maps at any location, or will only allow you to shift in specific zones (which will be highlighted). And even when you can move at any time, it's not a one-for-one square shift; since there's a degree of "zoom" involved, units will generally appear in a slightly different location as they move between layers.

An interesting thing about the AI with split map levels: The AI will generally never move and then change altitude (or vice versa), even though the player can. As a result, when the AI shifts terrains, they will always do it as their only action for the turn.

Anyway, I have no actual need to move my units up to the OZ forces, as they'll come to me in due time. So I just take the opportunity to get my guys resupplied, and to bait Mallet's ship to approach me for beatings.



When it finally does, it releases it's contingent of normal MS-09R Rick Doms. Of which, Mark kills one, and levels the Phoenix up to 4, and Mark to 9. So Graham kills the other two instead.



Meanwhile, Sergei and Bernie kill some Tauruses, getting Sergei to Super Critical tension. Unfortunately, though, Sergei is still piloting a GM, which is actually way low of a level for this mission. The Tauruses have been hitting my low tier grunts like trucks with their beam cannons. That really drained Sergei and Bernie, so they dock to recover as I wait for the rest of the OZ forces to reach me.
  #201  
Old 10-16-2011, 02:51 PM
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Turn A destroys the Zanzibar with some help from GN Flag and V Dash, which also gets Ellis a level up.



So, as I was saying, the GM is a terrible unit for this level. It's far too low of a tier. That said, it does get a level up from that, putting it another step closer to my goal.



And then Domon finishes off another Taurus with help from the Carry Base, with them combined doing about double the poor Taurus' HP. And that gives the God Gundam a level up, as well!



Setsuna and Tieria have some dialog with Trowa when they clash.



And with help from Bernie, Sergei finishes off another Taurus, getting him to level 5. And then I dock him, because he's really not that effective now.



By providing support to Domon as he cuts a swath through the remaining Tauruses, Bernie's Tornado also manages to level up. It's pretty battered and drained after all that, though, so it docks for recovery.



During the enemy's turn, Heero managed to get in a lucky hit on Domon, dropping him out of Hyper Mode.



Speaking of Heero, he has dialog events with Setsuna and Tieria as well.



By providing support to Domon, the Turn A also finally levels up. Honestly, the base Turn A isn't REALLY any better then the Basic. It has some stat boosts, but weapons wise it's really pretty bad. I need to evolve it up pretty soon.



Bernie takes a shot at Heero but it wasn't enough to finish him in that turn. In the next enemy phase, Heero and Trowa gang up on Prayer and almost take him out, but on my next turn Bernie manages to finish the job, forcing Heero to retreat. It also gives the Tornado it's next level up, putting it where I wanted it to be, and also leveling Bernie to 10, which increases his Chance Step limit by 1 as well!



I try to just weaken the enemy carrier with Graham, but he ens up one-shotting it instead and getting a level up for the GN Flag. Oh well, that works too.



So, a good thing to note about the Vayeate. While it has a very powerful beam cannon, it also has no close-range weapons at all.



So Ellis swings at Trowa to soften him up, and then Prayer finishes the job, getting another level for himself and the Nu Gundam. And that ends the mission!



After this mission, I unlocked the Undefeated of the East Trace System part, which increases the pilot's Melee by 10. And now for the after-mission administration!
  #202  
Old 10-16-2011, 02:52 PM
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So, the V Gundam evolves as you all basically expected it to: To the LM314V21 Victory 2 Gundam. The V2 also has the ability to equip the packs to become LM314v24 Victory 2 Assault Gundam or LM314v23 Victory 2 Buster Gundam. Either one of these mobile suits is very powerful for where I am in the game, and the V2 can basically be an end-game unit on it's own; though it does have the choice to evolve into some more good mobile suits. I think I know what everyone is going to want from it, however.



A question for everyone: At L4, the GN Flag can evolve into the GNX-603T GN-X and then start going through the A-Laws' mobile suits until finally reaching Mister Bushido's ultimate mobile suit. But at L6 it can evolve right into the MS that evolves into said final unit. Does folks want to see the various A-Laws mobile suits, or would you rather I just cut to the chase and get the amazing mobile suit instead?



The Tornado Gundam evolves up to the RX-78-2 Gundam, while while being somewhat lower tier is actually still kind of a great unit once it's gotten to it's non-basic form, as it has a wide range of powerful weapons. It also has some good evolutions available to it, while I'll be showing since there's one that I am planning to eventually get.



The GM evolves to the RMS-179 GM II, which is a moderate upgrade over the original GM. In the series, it's barely noticeable that it's better, really, and it's just a few points of difference in World. But it's just one more step in the path I am planning for this unit.



The GM Sniper II ends it's sniping life by evolving to the RGM-79G GM Command. This is pretty much a downgrade, but it adds another unit to my store and still has another unit it can evolve to, so it's not a total loss.



So, as for the Phoenix Gundam? Since the second place vote was for the GX-9900 Gundam X, that's what we get! Honestly, though, this Basic is probably the worst mobile suit we have in the party right now. Maybe it's better then the GM Command. However, when it evolves, it does get better faster, but even in the end the problem with the Gundam X line is that it's not too disimilar from the GP-02: Gundam X and Gundam Double X are both built entirely around a super weapon, and as a result have very poor standard weapons. That said, I do like the line a lot; they're just not as effective as some other mobile suits.

And with that, this update ends! Don't forget to comment on anything I'm looking for some opinions on, and you can all certainly continue discussing stuff in the thread as well between updates! Thanks for reading, and I'll see you next time!
  #203  
Old 10-16-2011, 06:27 PM
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It's a shame you didn't wait for your second master to pick up the X. Since I got it, I played through most of the B areas (to date), and the Master units I have are pretty much the best due to regenerating health and energy. Unicorn really is a beast, but it's best when it's potential is unleashed and it doesn't have to dock every round or two, and I shudder to consider the Crossbone Gundams without the regeneration.

Also, while the A-Laws may be like the Titans, they are way more cartoonishly evil, to the point where they really aren't that big of a threat. Which is helped by the 00 being so much powerful than everything else it fights. I mean, the first thing we see them do is imprison some random civilians and then have them push big heavy blocks around in high gravity environments for no discernable reason. So terrible.
  #204  
Old 10-16-2011, 06:36 PM
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A question for everyone: At L4, the GN Flag can evolve into the GNX-603T GN-X and then start going through the A-Laws' mobile suits until finally reaching Mister Bushido's ultimate mobile suit. But at L6 it can evolve right into the MS that evolves into said final unit. Does folks want to see the various A-Laws mobile suits, or would you rather I just cut to the chase and get the amazing mobile suit instead?
Cut to the chase
  #205  
Old 10-16-2011, 11:00 PM
Mightyblue Mightyblue is offline
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The Ribbons, er, Reborn Gundam is pretty crazy though.
  #206  
Old 10-16-2011, 11:03 PM
`Hrist `Hrist is offline
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Originally Posted by Mightyblue View Post
The Ribbons, er, Reborn Gundam is pretty crazy though.
.... Fact
  #207  
Old 10-16-2011, 11:33 PM
Mightyblue Mightyblue is offline
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Speaking of the Crossbones, the X-1 Full Cross is possibly one of the most ridiculous units in the game, solely because it has a Beam Shield, anti-beam coating, I-field, and a FA system. It basically takes squat in beam damage, even from piercing weapons (especially on defense), and the FA system takes a 30% chunk out of everything else.

And it has a 2-6 range melee attack that doesn't cost morale points.
  #208  
Old 10-17-2011, 01:55 AM
`Hrist `Hrist is offline
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It's almost impossible to get a decent Gundam killed until the last few levels, so offense is always higher on my priority list than defense
  #209  
Old 10-23-2011, 02:50 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

And this week, we're diving straight into the next mission!



Today's level is Raise the Curtain on the Gundam Fight!, which is based on Mobile Fighter G Gundam: Episode 1: Gundam Fight Begins! The Gundam that Fell to Earth!.



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

The mission starts with Domon and Rain Mikamura just sort of hanging out in the ruins of Italy, when suddenly Gundam Fighter Michelo chariot shows up in the GF13-055NI Neros Gundam. He then cowardly attacks Domon to try and knock him out of the Gundam Fight. Even worse, he somehow gets some help from a group of Death Army units.



Domon will have none of this, though, and since G Gen World doesn't have Domon as a person unit like some other G Gens, he calls upon the Shining Gundam. And we also show up to help him.



The Break Trigger for this mission is to have Domon defeat Michelo with Shining Finger. The Challenge Mission is to do so within two turns. That's not hard with the units I own, instead the problem is that Michelo is actually fairly far away and my ship doesn't have the mobility to get there fast enough..



Also, double Domon. I've mentioned this before, but even though I have my own Domon in this stage, it doesn't count for the objectives. Only the Guest one will.



Domon shoots one Death Army with his vulcans, and then Sergei follows up with his beam rifle. Ford also takes a shot, but misses terribly.



So Bernie finishes the job instead.



He then rifles another, not doing all that much damage. The Death Army's rifle is much more powerful then Gundam's, unfortunately, but not so much more that it's worrisome at this point.

Meanwhile, I deploy Mark and Prayer to the east to prepare for any of the other group of Death Army to arrive. Strangely enough, on the enemy's turn, the one that Bernie damaged comes to attack me, but the other western one decides to skip his turn.



Sadly, that was a bad move for that Death Army, as Sergei, Bernie, and Ford just ruin it. It still did a LOT of damage to Ford, though; a little more then half of his HP. He does level up from it, though. The eastern Death Armies and Michelo all feel no pressure to come to me, and stay exactly where they are.



On my next turn, V2 comes out of the ship and blasts one of the Devil Army with it's Spray Beam Pod for pretty massive damage.



Wow, Michelo is pretty accurate. And has huge range. I don't have Prayer attack him just yet, and unfortunately the ship is just barely too far away to have Graham deploy and stab Michelo in the face. Turn A can't reach it with it's hammer, either.



My Domon, however, goes and shoves a Burning Finger through Michelo for some good damage. I then have Prayer take a shot at Michelo, which does a decent amount of damage and also drops Michelo's Tension as he's so keen on using his Tension-based weapons. Mark comes and follows up with a shot from GX's beam rifle, but it's still not enough to bring Michelo quite low enough to be well within Guest!Domon's kill range.
  #210  
Old 10-23-2011, 02:51 PM
Hilene Hilene is offline
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Here I tried to leap-frog Graham within range of Michelo, but he ended up not doing QUITE enough damage to the Devil Army to kill it. Ford finishes the job, but he doesn't have enough Move to make it to take a shot at Michelo.



Anyway, I let Domon have a shot at Michelo, hopefully allowing me to kill him off with Shining Finger during the enemy phase. They also have some dialog.



OH MAN, WHAT.

Yeah, Michelo just barely survives the counterattack. Also, one Devil Army attacked Prayer and was killed in a counterattack, and another attacked the V2, but lived.



Anyway, my Domon and Mark team up with Guest Domon to defeat Michelo. With his Gundam disabled, Guest!Domon asks him if he's seen the man in this photo. Michelo claims to not have, so Domon destroys his Gundam's head, removing him from the Gundam Fight.



Music: After War Gundam X: Great Power Approaches

Suddenly, a group of Vultures in RSM-006 Jenice, DT-6800A Daughtress, and DT-6800W Daughtress Weapons appear, threatening Domon. They... seem to have ignored that my guys are here, and only recognize the Shining Gundam. Well, no matter!



Music: Mobile Suit Gundam - Side Story: The Blue Destiny: Thunder Clap

However, another unit appears and tears into the Vultures before turning it's sights on Domon as well. This unit is the RX-79BD-1 GM Blue Destiny, and it isn't really piloted by anyone! It's actually gone berserk, and is controlled by the soul of Newtype Marion Welch, trapped within the EXAM System.



The new Break Trigger is to have Domon defeat the Blue Destiny, while we failed the first Challenge Mission. However, the second one for Domon to be in Super Mode when he defeats Blue Destiny.



However, the problem? Because Domon used so many Shining fingers before, he is pretty low on Tension at the moment, meaning that I need to have Guest!Domon kill a number of enemies to build his Tension back up.



Thankfully you can have your own units support Guest!Domon so that the XP isn't entirely wasted. Each enemy killed is worth about 40 Tension, so I still have a ways to go before Domon is ready.



This map also has the first time you will see an entirely different faction in a battle. In this case, Marion will actually attack both you and enemy units. In general, there's not going to be more then 4 potential factions in the game: Blue (you), Red (main enemy), Yellow (secondary enemy), and Pink (Secret). And generally, defeating all Red faction units will cause the mission to end. So if there is a mission with both Yellow and Red units, you will want to beat the yellow ones first. There's really only 3 levels where this is an issue, however.



Meanwhile, back on my turn, A few of the Vultures have reached my group, so Sergei and Bernie meet them and take out one of the Jenices, giving Sergei a level up.



On the east side, V2 shoots a Daughtress, and Mark and Prayer deploy to the south to engage the Vultures there. Then Guest!Domon kills it for Tension.

When the enemies get their turn, both the Daughtress and Daughtress Weapon on the west side attacks Sergei, but gets killed by the counterattack, granting the GM II a level up.



Back to the east, Guest!Domon kills the last two Daughtresses, but doesn't yet get to high enough Tension. Maybe one more will do it! He then moves to the south. Mark and Prayer also move down to assist.



So, Marion hurts. For the record, Prayer was blocking there, but it was also a critical.



Thankfully, the turn ends right after that, and then Guest!Domon kills a Jenice and finally attains Super Mode.
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