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

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  #211  
Old 10-23-2011, 02:52 PM
Hilene Hilene is offline
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Graham takes a swing at Marion to weaken her up, and does take a decent chunk out of her HP. However, her counterattack manages to wipe out half of Graham's HP in return.



She also has really high avoidance stats. However, Master!Domon has a much better hit rate, but likely because even his hissatsu weapons are flagged as melee.



After just about everyone weakened Marion, I finally finish her off with Domon, and also get an event as well. However, defeating the Blue Destiny doesn't look like a good idea, however even though Marion seems to go into an even higher berserk mode, she actually just runs away instead.



Music: Turn A Gundam: Second Advent

With Marion retreating, that triggers the next Generation Break. This time, we get a squadron of Moonrace units led by Corin Nander in his TAF-M9 Eagail, as well as his flunkies Bruno and Jacop, both piloting a NRS-P701 Gozzo.

Corin notices the Shining Gundam and goes nuts, remembering his past dealings with them. Also ignoring all the other Gundams I have deployed. Whups.



Music: Mobile Suit Gundam: Gallant Char

Oh hey, secret units. This time the game shows that the secret unit can actually be multiple units, as this time it's the famous Black Tri-Stars in their MS-09 Doms.

And since any of my units that still have move actions was pretty beat up, I shuffled them into my ship. That didn't really turn out to be many, though...



Well shit. One of the Daughtresses brought Ford down to critical HP, and then one of the Tri-Stars came up and finished him off. Ford will be fine, but unfortunately it means that the GM Command is gone for good. If it was a more important unit, I'd restart the mission here, but since it's just a GM that I hadn't gotten to a high enough level yet, I'll just let it be. Bernie was really close to being destroyed as well, but he managed to dodge the attacks.




Master!Domon comes through, though, and takes out the Tri-Stars with help from Bernie. The Gundam gets a level up from that, and Bernie then docks for repairs.



And on the other side, Graham kills the remaining Jenice, earning a level up. He also docks for repairs afterwards.



Sergei clears off the rest of the southern enemies with some help from Mark and Prayer. This just leaves the Vulture ships and the Moonrace units left.



The ships start to move towards me, so I have my own ship advance forward, and then have Graham attack one, and V2 attack the other. I don't want to destroy them yet, though, because they do have more mobile suits in them that I want to destroy for XP. I'm PRETTY SURE that destroying a ship when units are still docked in it does not give you XP or money for those units.



So, I had V2 help GX kill things for XP, but V2 basically could have taken out all of the units itself with it's beam saber. Oh well! Still more XP.



Prayer also joins in, getting the Nu Basic another level. They easily handle the rest of the units on that side, leaving just a single WaD and the WaDom that hasn't reached them yet.



To the east, Sergei kills a bunch of Jenices, getting the GMII another level up. And then Graham comes in to help kill the ship, once again leaving everything but a WaD and the WaDom. Sergei and Graham dock to resupply after that.

On the enemy's turn, the remaining WaDs ram themselves against my guys, and get killed in the counterattacks. Mark manages to get to L10 as a result, though, giving him another Chance Step as well!
  #212  
Old 10-23-2011, 02:53 PM
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And then GX kills a WaDom with vulcans (with help from Prayer's bazooka). Mark is really tapped out now, so he goes back into the ship for resupply, as does Prayer.



With help from Graham, Sergei destroys the last WaDom, and levels up the GMII. This is where I want it to be, so I put Sergei back in the ship for now.



Oh right, Corin. Yeah, he has an event with Guest!Domon. There isn't an event with Corin's mooks, though, which is basically to be expected.



They do have retreat dialog, though.



Mark then swords Corin in the face, forcing him to retreat, and also leveling the GX Basic to 4. This also ends the mission!



This mission, I unlock the Bio Sensor, which increases the pilot's Reaction and Awaken by 10.



The GMII now evolves into the RGM-86R GM III, which is an alright upgrade over the II. It's big bonus is that it has some more weapons, like a missile launcher, in addition to the rifle. Still got a few more stages to go with it, though.

During the intermission, I also repurchase the GM Command for Ford, since I still want to evolve it up. And ending this update with only one evolution? Not fun! So I did another mission to the side for XP and money.



At the end of that mission, I unlocked Anti-Beam Coating, which reduces Beam and Beam Melee (but not Beam Piercing) damage by 50%. Also finally enough money for what I want to do.



So, evolutions! First off, the Gundam X Basic evolves to it's full form. The main changes here are some bonus stats and unlocking the Satellite Cannon. However using the Sat Cannon is expensive, as the GX doesn't really have enough EN to use it often. Can still shoot and then dock, though, of course.



Gundam Basic, on the other hand, gets a pretty huge increase when it evolves. For example, it gains access to double bazookas and some other powerful weapons. While it's STATS are not that good (they're great for this tier, though), the spread of weapons that the RX-78 get make it a very powerful mobile suit for much of the entire game.
  #213  
Old 10-23-2011, 02:55 PM
Hilene Hilene is offline
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And as for the GM Command, it evolves to the RGM-79N GM Custom, which is a good upgrade for it. However it's also almost an evolution dead end, as the only one that's not in our store is the GM Quel that we already had.

As for some other guys, Nu Basic is still at L7, so maybe in another update or two it'll finally advance. GN Flag is up to L5, so next update should be enough for it to evolve. My other guys are still at L2, so it'll be some time, but maybe another update or two.



I also finally get rid of the Carry Base by purchasing the Freeden II. Freeden II is one of the best early game ships, since it not only comes with two squad slots by default, but it also has some defenses and good weapons. It may not seem that it's statistically superior to the Carry Base, but in the little things, it is so much better.




Looking at the combination page, I also find out that I can unlock 3 more units to my shop because I have the full Gundam X now: the RGC-80 GM Cannon, the MSJ-06II-LC Tieren Long-Range Cannon Type, and the RGC-83 GM Cannon II. All of these are things I probably won't use, unless someone wants to suggest otherwise...

And with that, this update is finished! Thanks for reading, and I'll see you next time!
  #214  
Old 10-23-2011, 11:28 PM
Mightyblue Mightyblue is offline
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Quote:
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.
That's not quite true. The GM II's mostly important in that the first GMs were literal deathtraps that tended to explode at even the most minor damage because they left out the block sealing tech from the Gundam prototypes. Basically, whenever the energy transfer conduits in the GM I were breached it tended to cause a catastrophic reactor failure...otherwise known as exploding.
  #215  
Old 10-24-2011, 07:36 AM
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Which was really the point I was making. While the GMII is an upgrade, it's an upgrade in things that... while are important to a pilot, don't ACTUALLY make it a better mobile suit. It's not faster (by much), it's not better armoured (by much), it's not better armed (by much).

Someone who is watching Zeta would never notice that the GMII suffered less accidental explosions, because any GMII death would have been from clear enemy action.
  #216  
Old 10-30-2011, 07:36 PM
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Welcome back to Let's Play SD Gundam G Gen World!

We're nearing the end of the A block of missions, so let's get right to the next one!



Today's level is Jungle on the Brink, based on Mobile Suit Gundam: The 08th MS Team.



Music: Mobile Suit Gundam: 08th MS Team: Soldier

In this mission, Shiro Amada in the RX-79(G)Ez-8 Gundam Ez8, as well as Karen Joshua and Terry Sanders Jr in RX-79(G) Gundam Grount Types, backed up by Eledore Massis in a Type 74 Hover Truck, are off breaking through a Zeon line somewhere in the jungles of southern Asia.

The biggest threat they face are a number of defense cannons, however there is also a few MS-06K Zaku Cannons, as well as some HT-01B Magella Attack tanks. Lastly, there's a Dabude-class Land Battleship on the field, though it's basically out of the way.

The obvious paths up the line are covered well by the turrets, but the 08th MS Team should be able to fight their way through. The Dabude could cause them trouble, though.



Music: Mobile Suit Gundam: 08th MS Team: Charge into the Jungle

Their presence was not undetected, though. The underground Zeon base raises an alarm, which causes additional forces to scramble to the defense. Which includes Zeon ace Norris Packard in his MS-07B-3 Gouf Custom, as well as a number of Dopps and a pair of MS-09 Doms. This kind of firepower is too much for level 1 pilots and mobile suits our heroes, so let's help them!



The Break Trigger for this mission is to have Shiro defeat 4 of the cannons. The Challenge Mission is to defeat Norris before Shiro can do this. This is not hard in the slightest. The only thing about it is the loss of XP. There's also a lot of cannons; 5 per side, plus one in the middle. The best way to play this mission is to have units going up both sides of the map, but with only one ship that's a bit difficult, mainly because of the resource limits of your units. Thankfully I do have some mobile suits that are pretty efficient, so they can last a while away from the ship. Also, I have a much better ship this mission, so I can also position it so that it can be not too inaccessible to everyone!



Terry and Prayer try to soften up the southern cannon for Shiro, but Terry accidentally kills it instead. Whoops. Good thing there's 5 more down this route.



The Hover Truck has a special ability that gives a bonus to the dodge of nearby allies. You can see the range of the effect by the highlights. There's not many units in the game that give this effect, with the Hover Truck being the easiest. But at the same time, it's also the weakest, and would basically just be a lost deploy slot.



Graham takes out most of the HP of one turret, which lets Sergei come in and saber it for the remainder. As the cannons are immobile, they basically have no chance to avoid attacks, though some exceptionally inaccurate ones may still have under-100% chances. They're also worth pretty good XP, as well.



I choose to send the Gundam X, V2, and God Gundam out to support Shiro's advance. The GX isn't really the best choice, but the V2 has large movement range as well as very efficient weapons. The God Gundam, being a Master, also regenerates HP and EN, so it works well for this task.



Sergei takes out another cannon, supported by the Turn A. This also gives the GMIII a level up! After that, I deploy out Ford and Bernie to help with any cannons on the next turn, and then end my turn.



This mission is mostly an advancement one, so most of the enemies either stay where they are or have huge attack ranges. Like the cannons. It also means the enemy turn is pretty boring, as I only get shot at by a few turrets with terrible accuracy. The Magella Attacks and Norris' squad does start to move towards me, however. Norris thankfully heading towards Shiro.



Graham is the best for weakening up the cannons, as his normal attack does about 7000 damage to one, which leaves it well in range for a follow up finisher.

Also, RX-78's twin bazooka is incredibly powerful for how early you can get it, though it does take a chunk out of it's meager EN pool.



Magella Attacks are the first unit you can get or see that can separate into, which makes them pretty good sources of XP since both forms give some and they're also pretty weak.



Meanwhile, on the other side, it's mainly just moving folks into position and weakening the cannons so that Shiro can mow through them next turn.
  #217  
Old 10-30-2011, 07:38 PM
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During the enemy's turn, Bernie finishes off the last Magella Attack on this end, and gets a level up for the Gundam.



So, the Satellite Cannon. Right now Mark has a 5% cost reduction, but he can still only really use the cannon twice or so before needing to dock. It is 7000 damage base and a Lock 3, though, so it is good at clearing or weakening groups of enemies. It's range is hard to work with, though, since it's a fairly narrow band. There's honestly some better units available that give this same capability, though, but the GX is probably the fastest you can get one.



Meanwhile, Shiro destroys two cannons with help from GX, V2, and God Gundam. This gets God Gundam a level up, as well!



Since I don't really have anything better for Graham to do right now, I have him harass the Dabude so that it will deploy it's mobile suits during it's next turn.



Meanwhile, on the enemy's turn, the Dopps are clearly suicidal. One Dopp manages to get a critical hit on Graham for 119 damage. Even Mark manages to kill one with a single hit from the GX's beam rifle, though that one was also a critical hit.



And that's three cannons down, and Norris is literally just around the corner.



He has an event with Shiro, Karen, and Terry. Karen and Terry don't get their quotes until the next turn, though.



Graham takes out a few Zakus that came from the Dabude, and levels the GN Flag up to 6 in the process. This is just where we wanted him to be, so I dock Graham back in the ship for now. I take a few shots at the Dabude and the last Zaku, and then end my turn.



That's pretty overkill.

On the enemy's turn, the Zaku attacks Turn A and gets killed in the counterattack for it's trouble, and then the Dopps decide to suicide themselves. Norris swords Shiro, though, which brings him down pretty low. He's got enough defense around him that it's not a risk yet, though.



Unfortunately a pair of criticals from Karen and Terry knock out Norris before any of my guys could get him for the XP.



Mark kills one of the Doms, but that basically taps him out of energy, so I have the GX start flying towards the Freeden II, which is now parked a bit south of the Dabude. The GX has a very poor flight rating in atmosphere, though, so it is going to take a few turns.



And then Turn A kills the Dabude, and gets a level up. That clears up everything from the center area now, so I start moving folks to dock in the Freeden II and advance. Unfortunately the terrain up there is pretty heavily wooded, which greatly reduces move range.



The next enemy phase was pretty uneventful. A cannon attacked Bernie who killed it, and then the Zaku Cannon attacked Ford who traded blows. On the other side, the remaining Dom tried to attack Karen, but missed.

On my turn, God Gundam and V2 attack the remaining Dom, killing it and getting the V2 a level up. At this point, the V2 is pretty low on resources, so I sent it back to dock in the ship to recover. I should probably pick up a few of the EN recovery parts, since I do have some key power units now. They're just expensive, and the A series of missions don't really award THAT much money. If I walk away with 50k in a A rank mission, I did really well. In I walk away with 100k in a B or C rank mission, I was messing up.



Bernie attacks the Zaku Cannon to soften it up, but gets put in critical state itself. Ford finishes it off, and will have to run cover to guard Bernie from the last cannon to the north. I let Shiro stay at that bend for a bit to let him recover HP before I take on the last cannon to trigger the Generation Break.
  #218  
Old 10-30-2011, 07:39 PM
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With only 4 enemy units remaining, and 3 of them being immobile, my own turn is pretty unremarkable as well. Graham goes out with an intent to soften up the cannon, but mainly to be another target for it instead of Bernie. Everyone else sits and waits, letting themselves heal up.

And yep, the next enemy turn has nothing special in it either.



So finally, on my next turn, Shiro is finally healed enough to safely advance, so I have Domon attack the cannon, and then move the 08th MS Team up. I don't want to kill the cannon just yet, because I would like some XP from it as well.



V2 also comes out to join in on killing the cannon next turn, but one-shots this Zaku Cannon as well.



And on the other side, Graham and Ford kill the last turret over there, clearing the path for Bernie to get back to the ship safely. And also leveling up the GM Custom.



And then Shiro kills the fourth cannon. Domon also levels up from this, as well. And since Shiro destroyed 4 of the cannons, that means...!



Music: Mobile Suit Gundam: 08th MS Team: Charge into the Jungle

Music: Mobile Suit Gundam Side Story: The Blue Destiny: The Front

The secondary defense line appears, which is another pair of cannons, three MSM-03C Hygoggs (... really?) and... Nimbus Schterzen, in the MS-08TX(EXAM) Efreet Custom. So, you know how last mission we had a berserk mobile suit piloting itself? Well, the system that does it is also in this one, however Nimbus believes himself to be the one "chosen" by the EXAM system. He's also somewhat crazy. And has a HILARIOUS pilot cut-in, that I didn't catch this time but I should get a picture of later.

In any case, the 08th MS Team will push through this no matter who's guarding it. And speaking of guards...



Music: Mobile Suit Gundam 00 Season 1: Counterattack

Our Secret Unit for this stage is everyone's favourite terrorist, Ali Al-Saachez, piloting his AEU-09Y812 AEU Enact Ali Al-Saachez Custom. This is not going to be a challenge, though. We are pretty much well past the Secret units that will cause me any trouble.



So, basically in a bout of overkill, Mark kills the turret, and softens up the Hygogg. Since the main target of the attack was the turret, which died, Mark does get the Chance Step. If the main target of the attack was the Hygogg, Mark's turn would have ended, even though the turret died. The check for whether you get a Chance Step is based on who the primary target is. I follow up that attack by having Mark Satellite Cannon the other two Hygoggs to weaken them up as well.



Sergei follows up, killing the Hygogg and getting almost two whole levels out of it. 4 XP! Arg!

That just leaves Nimbus, Ali, and the turrets, and I want to draw them towards me, so I end my turn. And on the enemy's turn, Nimbus and Ali oblige, moving towards the 08th MS Team.



My turn consists of docking most of my dudes, deploying Turn A and Nu, and moving the 08th MS Team further north, because I know there's an event with them and Nimbus.



And the enemy turn isn't all that interesting. So here's a shot of Ali's melee attack, that's also range 2. It only did about 3500 damage, and Turn A counterattacked for ~4500.



So on my turn, just about everyone attacks Ali in return. This is quite a bit of overkill. Each attack hit for at least 4000 damage.



Poor Ali, he just explodes.



Next, the 08th MS Team has an event with Nimbus.
  #219  
Old 10-30-2011, 07:40 PM
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<Nimbus> DON'T YOU KNOW I'M THE CHOSEN ONE OF THE EXAM?!

Shiro defeats Nimbus with help from V2, causing him to retreat. Also causing the next Generation Break.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

Ok, now I really don't know what's going on here. Behind two lines of Zeonic defenses, we have...

An Earth Alliance Positron Blaster Cannon, guarded by a YMAG-X7F Gells-Ghe and a flight of GAT-02L2+AQM/E-A4E1 Jet Dagger Ls. So, we have Zeon troops defending an "EF" station, that's being manned by "EF" personnel. And this isn't even the craziest plot progression we'll see, either!

Thankfully, the positron cannon isn't a MAP weapon, so I don't need ot worry about it as I advance my units towards the goal.



So, here I was trying to have Graham soften up the cannon for another unit, but instead he got a critical and killed it. It also put him into Critical Tension, so he's not useful for weakening any more targets. It did get Graham a level up, though.



I'm so glad that the positron cannon isn't a MAP weapon. It also has terrible accuracy, thankfully.



Sergei, Ford, and Bernie finish off the last cannon, also giving the GMIII the last few XP to level it up.

The Freeden II moves up, and I send GX, V2, and Nu off to the left to engage the Daggers over there, while Bernie and Ford move to take on the right hand side.



The three Daggers to the left move towards Mark's group, and they manage to take out one of them in a counterattack, giving the Nu Basic another level up. Only two more levels to go, there!



And on the other side, one Dagger L hits Bernie, but he kills it with vulcans. Amusingly, RX-78 head vulcan bullets are invisible when fired, but show up as the yellow "beams" when they hit the enemy. This also gives the RX-78 a level up, which puts it where I wanted it to be. So I dock Bernie away.



Mark then Satellite Cannons just about everything left, killing the two Daggers and taking a chunk out of the Gells-Ghe's life. Killing the Daggers also gives the GX a level up.

Around this time, I try to have the 08th MS Team attack some stuff to see if they have dialog, and they do not. However, they and just about everyone else helps take even more chunks out of the Gells-Ghe's life.



With Ford finishing it off, getting another level for the GM Custom.



And then Ford murders his way through the remaining Daggers, to bring himself up to the positron cannon. He hits it with a super critical machine gun for just barely not enough damage, so I end my turn after docking everyone in the ship.



And on my next turn, Ford knocks off about 75% of the cannon's life in a single Super Critical beam saber strike. And you know, the beam saber is only about 1000 base damage more then the rifle, yet did about 2.5 times more damage. And that ends the mission!



This mission, I unlock the E Carbon Armor part, which increases the Unit Defense rating by 3.



And the new units I saw in this mission puts me past the next profile completion tier, unlocking the next bonus pilot: Relena Darlian. Relena is a multi-form pilot, as well, taking on either the form of Queen Relena (shown), or just regular Relena.

As a character she's... well. She's Relena. using her as a pilot is a joke, though she is able to get Diligent (+pilot XP earned), Elite (+unit XP earned), and Hard Work (-10 all stats, +10% EN usage, +unit/pilot XP, +Score). So if you wanted an XP grinder, she is at least capable of that, and you get her for free pretty quickly. But no, her real benefit is that her default skill is Charisma and has pretty decent Charm growth, so she makes a good Guest in your warships.
  #220  
Old 10-30-2011, 07:41 PM
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Now, for evolutions! The Gundam X evolves into the GX-9900-DV Gundam X Divider. While it loses the Satellite Cannon, it becomes much more efficient and also has a better flight rating. Generally in video games with Gundam X in it, I prefer to use the GX Divider because it is much more commonly-usable, as the Satellite Cannon either has a cooldown on use, or costs a lot of resources to fire, while Gundam X and Double X's normal weapons are generally weak backup ones. However, Super Robot Wars games with GX in it commonly allow them to acquire G-Bits as a special attack, which makes those modes much more appealing to use.

G Gen World is not one of those games, though. So while Double X is certainly a powerful mobile suit, it's got nothing for the middle-grounds; it's either a super powerful, high cost cannon, or weak rifle/vulcans for mid range, or a reasonably powerful saber for close range.



The GM III continues down the chronological grunt path and evolves to the RGM-89 Jegan, which is really kind of a middle of the road mobile suit. It's got good base stats, which means in World terms it is technically more powerful then the RX-78, but it also doesn't have much in the way of weapons. But that's ok, it has enough spread to cover what it needs to do.



The next evolution today is the RX-78, which evolves up to the RX-78-3 Gundam "G3". In World, the G3 is basically a RX-78 with slightly better mobility due to Magnet Coating, that focuses itself exclusively on the double bazooka. Sure it's got some of the other weapons that Gundam had, but basically all it needs are the bazookas.



And since you asked for it, the GN Flag skips over the rest of the A-Laws mobile suits and just goes right on to one of the most powerful units in the game: the GNX-U02X Masurao. The Masurao loses the stupidly powerful beam saber, but picks up a lot more weapons in return. And it's still ridiculously powerful, and it next stage is even more so. The Masurao is the personal mobile suit of Mister Bushido, so having Graham pilot it is certainly appropriate!



And lastly the GM Custom evolves up to the GM Quel. Even though I already had a GM Quel, it wasn't in the store yet, so doing this evolution was still worthwhile. And all of the units that the GM Quel can evolve to, we already have in our store, so this is now a dead end. Thankfully I do have different units I can give Ford for the next mission.



I decided to evolve that M1 Astray that I had sitting around to the MBF-M1+EF-24R M1 Astray Shrike, which is basically the same unit but able to fly fairly well in atmosphere. And I should be able to get to a few other good mobile suits from here eventually.

And that's it for today's update! Thanks for reading, and I'll see you next time!
  #221  
Old 10-30-2011, 11:39 PM
Dhroo Dhroo is offline
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Originally Posted by Umbaglo View Post
The secondary defense line appears, which is another pair of cannons, three MSM-03C Hygoggs (... really?)
Well, in the Blue Destiny manga, Yuu Kajima's team goes up against a unit of ace Hygoggs, who put up a decent fight. I guess that's why? It happens way before they first encounter Nimbus, though.
  #222  
Old 10-31-2011, 07:39 AM
Hilene Hilene is offline
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Eh, it's probably what they were going for. It's not like World has been 100% accurate with their representations, as you have probably guessed by now!

I was more going for Hygoggs guarding a land pass, though. But at least it's more sensible then the more ridiculous Zeonic water MS!
  #223  
Old 11-06-2011, 01:54 AM
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Welcome back to Let's Play SD Gundam G Gen World!

Today, we have what is basically the most played level in the game. For a very obvious reason.



Today's level is Operation Meteor, based on Gundam Wing. Though it's the last level in the A block proper, it's not really difficult, and in fact is the best level in the game to grind unit XP in.

[/img]

Music: New Mobile Report Gundam Wing: Legend of Zero

The mission opens up with Lady Une and Treize Khushrenada, planning what to do about the Gundams that have recently appeared. Well, it turns out they don't need to wait for long to see them again!



Music: New Mobile Report Gundam Wing: Wings of a Boy that Killed Adolescence

Heero Yuy in the XXG-01W Wing Gundam and Duo Maxwell in the XXXG-01D Gundam Deathscythe show up to ruin the airfield.

Of course, Oz won't let this happen, and so they deploy a number of OZ-06MS Leos to try and stop them. Or at least hold them at bay until the transport planes can escape. And this is where we come in!



The Break Trigger is to destroy all of the planes in 4 turns. The Challenge Mission is to do so within 2 turns. The Challenge Mission is a lot easier once we can deploy a second ship, but it's still doable right now. It just requires good resource management. Or overpowering weapons. I have both of these.

As another note, the 4 turn limit to destroy the planes means that the planes will actually escape on the 4th turn, which is why you wouldn't get any of the further Generation Breaks if you miss it.



So, last week I said that Masurao lost the ridiculous saber from GN Flag. Well, I was wrong. And not only does it still have it, it also gets a Trans-Am attack as well, though it's really WAY too expensive to be worth the use.



With the extra Unit Attack from the Masurao, too, it manages to just barely NOT kill the Leo. A little more and it'd basically be one-shotting most everything here. I need to remember to get him one of the EN Regen OPs.



So Sergei comes in and finishes that one Leo off. As a note, the Leos are worth about 110 XP each. And with a lot of them on the field already, that's a LOT of XP available just in this initial wave. If you get a team of pilots with the Elite skill, you can easily level a bunch of units to their next evolution tier by grinding this level. Which I did a lot of in my PSP copy.



Highlighting the power of Unit Attack, the Jegan and the G-3 have about the same UA value, but Sergei currently has a pilot skill giving him +10 UA. And Sergei's attack did more damage then Bernie's, even though Bernie's was a higher base damage rating.

Killing that Leo also gave Sergei a level up to 10, so he now also gets the additional Chance Step.



And then Ford and Bernie kill off the last of the middle Leos, which levels both of them up.



Domon and Prayer destroy one of the northern Leos, which allows Mark to come up and team with Prayer to kill another. And then Mark teams up with Ellis to kill the last one.



And a teamup of Mark, Prayer, and Ranalow easily destroys the first transport.

An interesting about the transports. Though I'm pretty sure it's not shown in their status screen, they're actually considered to be the mothership for the Leos deployed in front of them. If you destroy the plane before destroying all the Leos, they will surrender and be capturable.

Or, at least, they sure did on the PSP, but I didn't really notice that to be the case on the Wii...



With the first shuttle destroyed, Mark's team begins advancing on the second shuttle, wiping out it's defense forces.



G-3's bazooka animation is the same as Gundam's, but G-3 also carries around a bazooka basically everywhere in it's other animations. Regardless, not wanting to be left out, Sergei's team destroys a shuttle as well.



3 down, 2 to go. And it's only the first turn! By the time I started on the third block of missions in the PSP game, I could basically kill all of the shuttles on the first turn if I wanted. I just tended not to, as I was trying to level certain units.
  #224  
Old 11-06-2011, 01:55 AM
Hilene Hilene is offline
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Mark's team is getting pretty low on resources now, so I switch back to Sergei's team, as they work on the fourth shuttle and it's guards.



Like I said. Bazooka everywhere. But Sergei's guys don't have enough firepower to be able to take out the shuttle this turn, so I end it here.

During the enemy's turn, a few Leos focus on Ford, but not enough to kill him. He does run out of resources, though, so I'll have to dock him. I move the Freeden II to a more centralized location to help with this.



And then Ranalow gets a lucky crit and kills the bottom rear shuttle, pushing him to level 10.

I should replace the Original pilots soon, but I'm also going to be getting my second ship slot soon as well. Hm.



Mark kills one of the rear Leos after Ranalow weakens it, and gets a level up for the Divider. Now everyone is just about drained of EN, so they start pulling back. But first...



After Graham swords the last ship, Sergei follows up and kills it, also getting a level up for the Jegan. Oh, and that triggers the Generation Break!



Music: New Mobile Report Gundam Wing: Legend of Zero

Suddenly, some more Oz troops appear, involving some more Leos as well as a wing of OZ-07AMS Aries, surrounding us. This may have been threatening if it was just Heero and Duo, but with my own guys as well it's not really dangerous. Though everyone does need to dock for repairs and replenishment.



Music: New Mobile Report Gundam Wing: Wings of a Boy that Killed Adolescence

However just when things are looking "grim", reinforcements arrive in the form of the rest of the Gundam Pilots: Quatre Raberba Winner in the XXXG-01SR Gundam Sandrock, Trowa Barton in the XXXG-01H Gundam Heavyarms, and Chang Wufei in the XXXG-01S Shenlong Gundam. Duo and Heero are a bit surprised to see them, but ends up accepting the help.

Then, a squad of SVMS-01O Overflags arrive, led by Daryl Dodge, Howard Mason and finally, Graham Aker in his SVMS-01E Union Flag Graham Aker Custom. Which we evolved past a few updates ago. The Overflags have been chasing Gundams, and have caught up to the Gundam Pilots here. And they're not prepared to let them get away.



The next Break Trigger is to have Heero defeat Graham, which isn't really a problem. The main things that makes the Overflags hard in this level is that they all have Anti-Beam Coating and Defense Rods. The first reduces all beam damage by 50%, while the other is a shield, but had additional reduction against Ballistic, Flame, and Hissatsu weapons. This actually makes the Overflags incredibly tanky for mobile suits, and fairly effective against most machines.



Music: Mobile Suit Gundam SEED Destiny: Shutsugeki! Impulse!

The secret unit for this mission is... Meer Campbell in the special concert version of the ZGMF-1000 ZAKU Warrior. This is nothing but a joke unit. Meer has terrible stats, though the ZAKU isn't all that bad. This means that she will basically automatically miss any of my guys unless she's in melee. It's a good example of how damage is based on the unit, though, since it'll still hurt if she hits due to the unit's Unit Attack score. She just can't hit anyone.

However, I don't want to chance anything, so since she deploys next to Wufei, I move him in towards the front, where the rest of my guys are. Likewise, Trowa and Quatre move towards the center to group up with everyone. I then end my turn.

On the enemy's turn, the Oz units move towards me, as well as some of the Overflags. They take some shots at a few of my guys, but don't do any real damage.



On my next turn, I'm finally able to dock everyone back in my ship, though Ranalow takes the time to finish off a Leo and get to level 4. Bernie then deploys from the ship to draw fire from the incoming Aries. This actually works well, and he takes a good chunk out of the northern group's HP, while Graham softens up the southern group.



Sergei and Bernie team up to wipe out the northern group of Aries, giving the G-3 a level up, and pushing Sergei to Super Critical Tension as well. They both dock away to recharge afterwards.



Ford then goes and vulcans two Aries to death, getting the M1 Shrike to L2 as a result.



He then smashes Meer in the face with a beam saber, defeating her and getting the M1 to L3.



Ellis knocks out a Leo and then swords the Overflag, but doesn't do a whole lot of damage due to the Anti-Beam Coating. Prayer then comes up afterwards and takes out the Overflag. The Overflags are not really difficult, but they reduce damage by quite a lot due to their defenses.



With help from Heero, Prayer takes out another Overflag, getting the Nu to level 9. Only one more to go! Prayer then takes a shot at a Leo, but doesn't kill it. I then end my turn.

Since all my guys are pretty clumped up now, the enemies move a bit closer to get at me, which will make it easier to destroy them next turn. A bunch of the Overflags decide to attack the Gundam Pilots, which is good since it lets me do some easy damage against them to soften them up.
  #225  
Old 11-06-2011, 01:56 AM
Hilene Hilene is offline
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Back to my turn, Sergei kills another Leo, getting the Jegan to level 4. As you have probably noticed, leveling in this level, even without guys with Elite, is pretty fast because the guys are fairly good sources of XP. Sergei then teams up with the ship to kill an Overflag, and that gives the ship crew enough XP to level to 3. Ford then kills the last Aries, and then he and Graham dock to recharge.



Graham has an event with Heero and Duo, but not the other Gundam Pilots.



Unfortunately, this is the scene from 00 where Howard eats it, so he actually explodes here instead of retreats, which is a nice touch. Ford gets a level up from that, as well.



Ellis teams up with Mark and Prayer to kill the last faceless Overflag, getting Mark and Prayer a level up. As a note, all three of them combined only did about 6.5k damage to the Overflag with those weapons.



This, on the other hand, was much more effective, dealing enough damage to force Darryl to retreat, and also giving the Turn A a level up.



This is probably overkill.



Yeah, it probably is.



I'm pretty sure Graham is vowing his revenge against the Gundams. He retreats, and that triggers the next Generation Break!



Music: Mobile Suit Gundam SEED Stargazer: Phantom Pain

With the area clear, the Gundam Pilots talk about what's going on, but then detect more incoming enemies. They turn out to be a number of dark painted GAT-02L2 Dagger Ls and GAT-02L2+AQM/E-M11 Dopplehorn Dagger Ls, as well as 3 more Gundams: the GAT-X1022 Blu Duel piloted by Mudie Holcroft, the GAT-X103AP Verde Buster piloted by Shams Couza, and the GAT-X105E+AQM/E-X09S Strike Noir piloted by Sven Cal Payang. They clearly don't like that the Oz base was just ruined by the Gundam Pilots.

Since the reinforcements deploy clear on the other end of the map from me, I dock everyone away in the ship and turn it around so it can advance a little faster. Might as well let folks recover for a bit before I take out the final enemy group.

On the enemy's turn, the lead Dagger Ls as well as Sven and friends move forward, but the rear Dopplehorn Dagger Ls decide to stick behind for a moment and wait. On my next turn, I start moving the Gundam Pilots forward, and position the ship to get ready for the Phantom Pain forces, then end. The next enemy phase is pretty unremarkable, though Shams manages to get in range to attack Heero, though to no effect.



Every Gundam Pilot has an event with Svan, but not with Shams or Mudie.



With some help from Graham, Sergei kills one of the Dagger Ls, getting the Jegan to L4. Just where I needed it to be.



Bernie kills another Dagger L with help from Ranalow, and then teams up with Ford to try and kill the third, but doesn't do quite enough damage. Ford gets hit with the counterattack, knocking him out of Super Critical Tension. So Bernie just follows up solo and kills it, but it's not QUITE enough to level him, sadly.



Oh, hey. Verde Buster has a MAP. That's annoying. Thankfully Sandrock has well over 5000 HP, so it's just more of an annoyance then anything else, because Shams is not going to survive the next turn.



So, it was mentioned long ago, but the thing about flame weapons is that their damage is incredibly random. It could go from almost nothing to a heck of a lot. That said, it is still affected by damage reduction, like Phase Shift Armour. So this attack just does average damage, which is fine actually!
  #226  
Old 11-06-2011, 01:58 AM
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Anyway, with all the dialog events finally completed, the Gundam Pilots move out of the way so I can clean up the rest of the stage.



Graham and Mark take shots at Shams, knocking him down pretty far. Ford ALMOST finishes the job, but just barely cuts him shy.



Bernie steps up and forces Shams to retreat, though. And gets the G-3 to level 3 as well.



And then Ellis takes out two Dagger Ls but cant' quite finish off the last one, getting knocked out of Super Critical herself as well. Prayer comes in and destroys that last Dagger L, though.



And then Domon punches Blu Duel, opening it up for Prayer to finish Mudie off, forcing her to retreat as well. And finally pushing Nu Basic to level 10! Yay!



Bernie almost defeats Sven, but instead gets stabbed and then shot at. Though it doesn't actually do much damage to him. At that point all my dudes have acted, so none can finish off Sven, so I end my turn.



On the enemy's turn, the Dopplehorn Daggers move to get closer to me, and a few take shots but don't do much damage. Scen attacks Domon, but misses entirely. On my next turn, Graham softens up a Dopplehorn, and then Ford finishes it off, pushing the M1 to level 4. He docks after that since I have no more need of him anymore.



And then Bernie finishes what he started, forcing Sven to retreat and also getting the G-3 to level 4. He also docks away.



Ellis kills two of the Dopplehorn Dagger Ls with help from Ranalow and Domon, pushing the Turn A to level 5. This has been a really productive mission for evolutions! Only three more Dopplehorns, and one guy that I'd like to get enough levels to evolve left.



Mark starts by vulcaning one to death.



And then sabers the next, getting to level 3.



And then beam harmonicas the last one, ending the mission.



For completing this mission, I unlock the Limiter Removal Unit II, which increases the Unit Attack by 10, but also increases weapon EN costs by 10%.



So, evolutions! First, the Turn A evolves to Turn A Gundam (Unlocked), one of the most expensive regular mobile suits in the game. It is a pretty impressive mobile suit, with a lot of base stats on top of having a huge move range and an A rank in space. However, it suffers because it's new weapons are not actually all that good. It gains two Lock weapons; Moonlight Butterfly which is Range 3 and costs 60 EN, and Nuclear Missile which is range 6 or 7, and costs 90 EN. Neither of them are actually all that useful, and using the nuke is also just plain ridiculous. I find it silly that games keep giving it as an attack for TAG, honestly.
  #227  
Old 11-06-2011, 01:59 AM
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The V2 Gundam evolves up to the LM314V23/24 V2 Assault-Buster, which has the distinction of probably being the shortest-lived upgrade of any mecha series, having lasted roughly 5 minutes in the episode it debuted in before the Buster parts were destroyed and had to be ejected. In World, much like the series, it is the best of all worlds; the powerful weapons of both forms as well as the defenses of the Assault form. It's slightly slower, but it usually doesn't matter since it has such long range weapons as well. The V2 AB really is an end-game unit. And I have it at the end of the A block!



Nu Basic FINALLY evolves to the full Nu Gundam which gives it the funnel attack in addition to some great stat bonuses, making it finally not terrible. Also, I have to reveal something, as this is fairly important: Nu Gundam's HWS and Hi-Nu evolutions actually do NOT link to each other, and in fact evolve to different trees. So folks should let me know which way they'd like to see the Nu Gundam go. I can certainly get a second one later, but for the time being it can only go one of the two ways.



The M1 Shrike evolves to the MVF-M11C Murasame, which starts to make it not terrible. It has pretty good stats, and can evolve to a good unit as well.



For the G-3, we get some HILARIOUS IRONY, and evolve it to the RX-78NT-1 Gundam "Alex". It's not really better then the RX-78 or even the G-3, but it does at least step up to the Full Armour fairly easily. It also links to an amusing G Gen Original, but I won't be taking that route just yet.



Lastly, the Jegan continues through the timeline, next stopping at the RGM-109 Heavygun. While the Jegan was a good upgrade over the GMIII, the Heavygun isn't a whole lot better then the Jegan. That said, at it's point in the timeline, it also links to a bunch of Future UC grunts, which opens up some other series for evolutions.

And that ends this update! Thanks for reading, and I'll see you next time!
  #228  
Old 11-06-2011, 06:41 PM
MageKnight210 MageKnight210 is offline
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Alright... of the Nu Gundam, let's aim for the Nu Gundam HWS system for now, until we can salvage the cash for a second one...

I also have two Create-a-Grunts ready to test the new "My Character" system

Name: Jonathan Biel

World of Origin: V Gundam

Gender: Male

Stat Array: Type-C

Voice Type: Type-B

Theme Song: (Any V Gundam Song)

Pilot Suit: (Any V Gundam-based Pilot Suit is fine)

Biography: Jonathan Biel was a Zanscare Ace who was responsible for advising his team (including Katijina) on some of their more absurd schemes during Uso's journey against the Zanscare Empire. Often escaping blame when the schemes went sour (and often did go sour due to pilot miscommunications), he managed to avoid losing face to the higher ups, while he occasionally joins battle (and narrowly escape certain death at the hands of the Reinforce team) from time to time.

However, they were offically pissed at him when he suggested to Katijina about finding a way to take advantage of Uso's hormones. The scheme went up in flames as quickly as Uso swung his Beam Saber around left and right, and while he tried to explain what he was up to, he found himself bound to their super-weapon Angel Halo, alongside Shakti, for the final assault against Uso and his reminates of his Mobile Suit team.

During the Angel Halo raid, it was Mark Glider and his team that found Shakti and Jonathan first, with a heavily damaged Archangel in tow. The first thing he saw since he was bound, was the Phoenix Gundam, and wondered if it's an Angel ready to take him to heaven... as his sanity was torn apart by the weapon system itself... and collasped right there...

Inside the Archangel, he wondered where he was, as he found himself no longer on Angel Halo and wondered what happened. It was Zenon Teagle that explaned that he was stuck on the Nexus between Worlds, while Angel Halo was torn apart, and the Zanscare Empire finished. Left with no other choice, he joined the seemly colorful cast on their journey to the worlds, eventually being the man that defeated the O Gundam and claiming the MS's head for his trophy.

However, Jonathan's luck ran out on him when a mysterious light shone through one of the Earths... and his curiosity caused him to walk into the light... causing him to disappear... and was never seen until the second World...

Pilot Build: Warship Killer

Suggested Units: Start with Gundam Dynamis or Virtue if unlocked in shop, else Flag, any unlocked Zanscare unit or Phoenix Zero.
----
Name: Alice Hathaway

World of Origin: Gundam UC

Gender: Female

Stat Array: Type-D

Voice Type: Type-C

Theme Song: UNICORN

Pilot Suit: Celestial Being Type-B

Biography: Months before Ranlow Shade met Mark Gilder, Ellise Claude, Zenon Teagle, Claire Heathrow, Junas Liam, Ernst Jager, Kay Nimrod and Rachel Ransom in a Military Base and begun their journey to the worlds; he was one of the regular barflies, along with his girlfriend Alice Hathaway, who has vanished before Ranlow's fateful encounter.

Alice Hathaway is a Newtype pilot who is the kind of girl that "learns fast" with various subjects, especially with Mobile Suits, and often finds herself testing various NT-based equipment on dummy MSes. Although her pilot service record is unknown, due to her sudden disappearance, some wonder if she really has the potential to become the best Ace in the history of the world...

Eventually she and Ranlow reunited in the new mysterious world, and swore to fight together to find the answer... even if it means bashing every single Mobile Suit in the process.

Pilot Build: Awaken-based Assault

Suggested Units: Any unit with Awaken-based weapons.

Last edited by MageKnight210; 11-06-2011 at 08:20 PM.
  #229  
Old 11-06-2011, 06:55 PM
Rai Rai is online now
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Yeah, I'll toss in a vote for Hi-Nu. Waiting for good things is awesome!

Also yay the Alex. So happy.
  #230  
Old 11-06-2011, 07:11 PM
`Hrist `Hrist is offline
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Voting Nu Gundam HWS. I've used the Hi Nu the last couple times I've played SD Gundam, and I'm tired of looking at it
  #231  
Old 11-13-2011, 05:46 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

Last week we played through the last mission of the A ranks, but before we can progress to the B ranks, we have a plot mission to complete first!



This mission is called Black Phoenix, and it isn't based on any Gundam series per-say. It's mainly progressing the main plot of the game, though there isn't actually a whole lot of that happening here.



Music: Mobile Suit Gundam Unicorn: Mobile Suit

The level opens up in the weird twisted space around Earth, and some EF ships approaching what they think is the source of the disturbance. It turns out to be the GGH-001 Halphas Gundam. Before they can do anything about it, though...



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

Char Aznable appears in the MSN-04 Sazabi alongside a group of AMS-119 Geara Dogas and blows the ships up before they can react. However, this action will not go unheeded!



... because here comes Amuro Ray in the RX-78-2 to stop him!

Yep, we have One Year War Amuro here to fight Char's Counterattack Char.



anyway, we get treated to a nice CG video of Amuro and Char dueling until Haman Karn in the AMX-004 Quebely arrives. But Amuro is not alone, as he gets backed up by Kamille Bidan in the MSZ-006 Zeta Gundam and by Judau Ashta in the MSZ-010 ZZ Gundam.

After the cutscene Char seems to recognize the Halphas Gundam, and Haman offers to help, calling upon a group of AMX-004G Quebely Mass Production Types to reinforce Char's troops. And then the Halphas Gundam summons it's own Tornado Gundams.

And we're not going to let them get away with this!



The Break Trigger for this mission is to have a Master Unit defeat Char. The Challenge Mission is to do so within 5 turns. This is incredibly generious, and since it simply specifies a "Master" unit, I don't even need to use any of the Guests.



Graham opens things up by kicking a nice chunk of damage out of a Quebely. Unlike the last mission, where he could shred the Leos, the Quebelies are much sturdier, and so only take about 5.8k damage. Bernies comes up behind, but barely scratches the Quebely while taking a lot of damage in the counterattack.



As I'm moving the Guests up, Kamille gets in range to shoot at one of the Quebelies, so I take advantage of the opportunity.



And Ranalow attacks the one on the other side, showcasing that the V2 AB has HUGE range. Also great weapon selection.



And then Prayer just barely misses killing the MP Quebely, so Ford comes up and finishes the job.



Ford then teams up with Sergei to finish off the second MP Quebely, giving Sergei a level up.



This is mainly notable because I had never seen TAG actually use it's sabers before. Every time it's beam saber attack was actually punching through the enemy unit.
  #232  
Old 11-13-2011, 05:47 PM
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Ford and Sergei finish off the last MP Quebely on this side, earning the Murasame a level up. And with that I end my turn.

On that note, a thing about how these EX levels work. The boss mobile suit (almost always Halphas Gundam) will have his retainers as the Red army in the level, while the other units are the Yellow army. If I were ot engage and defeat Halphas and his Tornados right now and ignore Neo Zeon, the level would actually end because all of the Red army units (and thus the primary army) have been defeated.

On the enemy's turn, they don't do a whole lot of anything, other then a few of the MP Quebelies moving towards me slightly.



Ranalow punches a hole in one Quebely, and Graham then finishes it off. After that, Ellis spews beams from the Turn A at the third MP Quebely for a good chunk of damage. And takes no damage from the Quebely's Active Cannons due to the TAG's I-Field.

The Turn A's beam spew is a result of one of the hilarious things about how Turn A even works. See, the inside of the TAG is actually hollow, and the inside of the armour is covered by an I-Field. This bounces beam energy inside the internals of the mobile suit, and uses that as a mode of propulsion. No, I don't get how it works, but whatever!

Anyway, none of the guys I want to get XP for can move in range of the remaining Quebelies, so I just move people forward and end my turn there.

None of the MP Quebelies attack anyone I wanted them to, but one of them does manage to drain it's Tension right to 0, causing it to be unable to attack at all.



Ford puts that one out of it's misery, pushing himself to level 10, and thus gaining another Chance Step.



Instead of the Guests generating dialog events in the plot missions, the face characters simply have voice quotes they play the first time they get a battle scene. I don't quite realize this until most of the way through the mission, though, so I end up having the Guests take a ton of damage (especially Amuro, being in a really low-tier unit here).

This clip is both Haman and Char's dialog.



Ford then kills the last MP Quebely, and pushes the Murasame to level 3. He docks afterwards to recharge, as does Sergei and Graham.



After Ellis softens Haman up further, Bernie delivers the finishing blow. It doesn't level up the Alex, but she does give a good chunk of XP.

Mark and Bernie take shots at one of the Geara Dogas, but not enough to kill it. So I end my turn. On the enemy's turn, the damaged Geara Doga attacks Mark, but gets killed in the counterattack. And then Char attacks Amuro, triggering his voice clip.



After the Guests take their shots at Char, Domon pops out to complete the Break Trigger, and has everyone join in on this really excessive gangbang.



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

With Char defeated, the strange aura effect emits from around the Earth a few more times, and then suddenly some Titans appear! A few RSM-106 Hizacks and RSM-108 Marasais deploy alongside Paptimus Scirocco in his PMX-000 Messala, as well as Mouar Pharaoh and Jerid Messa in RX-110 Gabthleys.



The next Break Trigger is to have a Master Unit defeat Scirocco. And since we defeated Char within 5 turns, we have...!



No events here. The Secret Unit here is a MS-50A Zaku 50 that's just straight up piloted by AI. And unlike the last few Secrets, this one is actually a threat.



I park Domon back in the ship since I don't need him yet, and deploy Ranalow to take a shot at one of the Geara Dogas.



So Sergei finishes the job, just barely being below the threshold for leveling. I dock Bernie away since he's a bit beat up now, and then have Mark attack the last Geara Doga on this side. It doesn't do a lot of damage, but it's enough to allow Ford to team up with Sergei to destroy it, and get the Heavygun enough XP to level. After that I dock Ford, Sergei, and Ellis, and move the Guests a bit away from the remaining Geara Dogas.

On the enemy's turn, the Geara Dogas do move towards my forces, and one attacks Kamille, but to little effect. For the Titans, Scirocco, Mouar, and Jerid start to move towards me, but the grunts stay where they are for thus turn. And for the Secret, it starts rumbling towards me as well.



Back to my turn, Mark isn't close enough to attack any Geara Dogas, so I dock him away to recover, and then have Ranalow soften up another Geara Doga. Prayer then comes in and kills one of them. Graham punches a hole in another to weaken it.
  #233  
Old 11-13-2011, 05:48 PM
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Sergei takes advantage of that to destroy the Geara Doga, and then teams up with Ford to kill the last one, finishing off the last of the original enemy forces. So with the Geara Dogas all destroyed, and the Titans still a ways away, I dock all the guys I can, and prepare for the next turn.

On the enemy's turn, they simply only continue to move towards me, though now Scirocco's group is close enough to be attacked.



Once again, face characters get a vocal quote. This clip is Scirocco, Mouar, and Jerid's,



And Ellis uses the Moonlight Butterfly on both Jerid and Scirocco. It misses Scirocco, but does pretty significant damage to Jerid.



Ford super-criticals Mouar to defeat her, and then levels the Murasame up to 4. I actually forgot what level it needed to get to for the next evolution, so I dock Ford away and then have Sergei try to attack Jerid. He doesn't end up doing much damage, though. Bernie follows up and brings Jerid down to critical HP, but he gets pretty badly damaged in the counterattack.



Prayer finishes the job, though.



And then Domon and Prayer team up to defeat Scirocco, triggering the Generation Break!



Music: Mobile Suit Gundam F91: Cosmos Babylonia

On one side of the map, a number of Crossbone Vanguard units deploy, including a number of XM-01 Den'an Zons, XM-02 Den'an Geis, a XM-04 Berga Dalas piloted by Dorel Ronah, and a XM-05 Berga Giros piloted by Zabine Chareux.



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

But on the other side, we have a ZM-S22S Rig Shokew piloted by Katejina Loos, a ZM-S14S Contio piloted by Chronicle Asher, and a squad of ZM-S06S Zoloats.

I'm pretty sure they're all a bit confused as toy why they're here, but they sure don't mind trying to kill my guys! My dudes have already acted, though, so I basically just end my turn and let them start to move towards me. On my next turn, since my guys are still a little drained, I dock just about everyone and move the ship back away from the Zaku 50, to continue to draw everyone into range.



It still gets close enough to use it's beam cannon, but at least it wasn't close enough to use it's MAP attack. This, though, presents a problem now. Getting rid of the Zaku 50.



Because, you see, it has an I-Field. Which means that most of my attacks are actually going to be less then effective. Especially my best attacks. So beating through it's 33.6k HP is going to be a bit tough.



Taking a break from that for the moment, to the south Ellis softens up a Marasai and Hizack with Moonlight Butterfly, and then Prayer comes in to destroy them both, getting a level up for both himself and the Nu Gundam.



Mark tries to help against the Zaku 50, but unfortunately the Divider gets negated entirely by the I-Field. At least he had the ship support attack.



And that was a waste. I should have had Ford use his saber, even if it probably would have resulted in a lot of damage and the loss of Super Critical Tension.



I even get Kamille and Judau to help in, because at this point if I don't kill the Zaku 50 right now, it's going to hurt on the next turn.



But Sergei manages to do the trick, destroying the Zaku 50 and getting the Heavygun a level up in the process. Since no one else can act, I end my turn.
  #234  
Old 11-13-2011, 05:49 PM
Hilene Hilene is offline
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On the enemy's turn, Zabine gets in range to attack Ford, and trigger his dialog. This clip also includes Dorel, Katejina, and Chronicle, even though they're on later turns.

The rest of the Crossbone Vanguard still isn't close enough to be a bother, but the Titans attack Prayer to little effect (other then Prayer dealing a good amount of damage to them). Some of the Zoloats take shots at my guys. Thankfully not enough to really threaten them, though. The Zoloats are the most threatening thing here, though, since they have a 4000 damage Shock attack.

To the south, Prayer kills a Hizack and a Marasai, but since that puts him almost out of EN he goes to dock in the ship. He's at Super Critical Tension now, though. Ellis kills a Hizack and docks herself as well.



Back to the north, Sergei and Bernie kill a Zoloat with vulcans, and then Mark tries to finish off Zabine after Ranalow and Graham softened it up. He just barely misses it, though, and gets punched in the face in return for almost all his life. Whoops!



So Bernie does it instead. And brings the Alex to level 2.



The irony is palatable.



And then he and Sergei team up against on Zoloat, but not enough to kill it. So Bernie finishes it off and gets another level up. And then I end my turn.

On the enemy's turn, the last Titan moves up towards me, and the Crossbone Vanguard advance further, but still not enough to attack. The Zoloats attack Sergei and Bernie, but don't do much damage. And also get realyl beat up in the counterattack. Chronicle and Katejina attack Sergei, but I have Sergei block one, and have Bernie support defend the other since they're both about to dock for recovery.



But not before they humiliate some Zoloats by killing them with vulcans. Which gets the Heavygun to level 4. After that they and Mark all dock for repairs.



So, remote weapons. I don't like remote weapons very much because I don't like attacks that drain MP. That said, they do benefit from pilot stats, unlike regular weapons, and get ridiculous ranges as your Awakening stat and Tension goes up. Since Prayer here is at max Tension, the Funnels attack has a ridiculous 2~10 range, and easily one-shots that poor Hizack, and leveled the Nu up to 3.

As an amusing side note, even though Prayer is from a series where the name didn't come into being, he does go "Ike, Funnel!" as part of the attack animation. Prayer then goes off to kill a Den'an Zon, and tried to kill Dorel, but he shields to just barely manage to survive, droping Prayer down just below Critical Tension. That's the real drawback to Tension-based weapons. If you arn't killing something every time, you're actually just hurting yourself. After that, I don't really want to do anything just yet, so I end my turn to draw the remaining enemies in further. Which they happily oblige.



Prayer bazookas Dorel, defeating him, and pushing himself back into Critical Tension. Praryer then procedes to try and defeat Katejina, but she blocks and just barely manages to survive. This pushes Prayer back down to just below Critical Tension.



Bernie shoves his beam saber through Katejina's cockpit, defeating her. He then shoves his saber through the last Zoloat, and gets the Alex to level 4 for his efforts! He then docks away.



After Graham and Mark attack Chronicle, Ellis comes up and finishes him off, and gets herself to level 10. Then she and Domon punch at a Den'an Zon, and I end my turn. The enemy turn is not interesting, as they mostly just move towards me and a few plink with weak weapons.



Back on my turn, Prayer kills a Den'an Zon and gets the Nu to level 4. So I dock him away.



And Ellis murders a few Den'ans, but still doesn't get to level 2. And then I end my turn.



And on the enemy's turn, the Den'an Gei that Ellis slashed at last tries to get in it's revenge, and dies to the counterattack, giving the Turn A a level up.



And back to my turn, Mark kills the last Yellow Army guy, and gets the GX Divider a level up. All that's left now is Halphas Gundam and his friends. Everyone but Domon docks for recharging, and I end my turn. On the enemy's turn, the Tornado Gundams move down to attack me, but Halphas stays where he is.
  #235  
Old 11-13-2011, 05:51 PM
Hilene Hilene is offline
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Graham kicks through one Tornado, leaving it open for Ellis to finish it off, and also earn herself a level up. She then sabers the other Tornado, but not enough to kill it. So Ranalow comes up and finishes it off.



So, that may look like a dangerous weapon, but Halphas has some pretty terrible accuracy so it ends up missing pretty badly. Even Amuro has a good dodge rate against it.



And then it just stands there while Ranalow blasts it with the long range beam cannon.



And when defeated, the Halphas Gundam just teleports away and the weird halo effect pick up around the Earth again, eventually causing another break revealing... another strange twisted space.



My unlock reward for clearing this mission is Gundarium Gamma, which increases the equipped unit's Defence by 10.



And with another strange twisted space, that means we have more missions to partake in! But more importantly!



It means we get to pick a new Master!

In retrospect, I should have said this last update, so that folks could have voted on the next guy. So I ended up choosing myself. The second Master is Shinn Asuka, and his Basic unit is the ZGMF-X56S/β Sword Impulse, though when it evolves into the regular Impulse you can have it take any of it's packed forms.



Also, we unlocked another bonus pilot! This time, it's Daguza Mackle, commander of the ECOAS team in Gundam Unicorn. Unlike most of the profile-unlocked pilots I've received so far, Daguza is actually pretty good, with decent starting stats. If folks want to see him used, just let me know, and I'll slot him in. Especially since...!



More then just getting a free pilot and a free Basic mobile suit, new Masters means you unlock additional slots for Warships. This means that I have another 8 deploy slots for mobile suits, since I still have the Carry Base. That I'll replace at some point. In fact, I may need to do some money grinding at some point in order to even fill all my pilot and unit slots. Hm.



Now, you can't have a Warship deploy without a captain, so I purchase OYW Bright Noa, one of the most iconic captains in all of Gundam. He's also a VERY good Warship captain, and starts with Leadership, increasing his Group Area.




So now, evolutions. The GX Divider evolves into something I'm sure many of you were waiting for, the GX-9901-DX Gundam Double X. The double X is, for sure, a very powerful mobile suit, but it's power is very widly spread. It goes from a very good beam saber for close range to an alright rifle for medium range, to the incredibly powerful and expensive Twin Satellite Cannon for long range. The Twin Satellite Cannon is also Lock 3, so it can hit a number of enemy units.

I'm not saying that the Double X is a bad unit or anything. It's just that if you wanted high-powered attacks or good Lock attacks, there are more versatile mobile suits out there.



Meanwhile, since folks asked for it, the Nu Gundam evolves to the FA-93HWS Nu Gundam Heavy Weapons System Type. The Nu HWS loses out on some mobility, but picks up on pure firepower instead. It's weapons are also slightly more expensive, but also much more powerful. So it evens out.
  #236  
Old 11-13-2011, 05:52 PM
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Next, the Alex just evolves into itself with more armour on. It gives up some mobility for more Unit Defense and a special unit ability that reduces non-beam damage. It loses the gatling guns, though.



And lastly, the Heavygun evolves into the F71 G-Cannon. It's actually pretty nice for a grunt mobile suit, and it's almost to the evolution point that I am planning to show off with this chain.

Finally, I move Sergei's team from the Freeden to the Carry Base, just so that I will have forces on both ships and can split my units more effectively.

And that's it for this update! Thanks for watching, and I'll see you next time when I start going into the B rank missions! And remember, I have a lot of open deploy slots now as well, so let me know if there's things you want to see!
  #237  
Old 11-13-2011, 09:35 PM
MageKnight210 MageKnight210 is offline
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Battleship-wise, let's put Relena on the Guest slot of Carry Base and (if funds allow) hire some of the Freeden team on Carry Base
  #238  
Old 11-19-2011, 09:58 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

Last week I beat up Halphas Gundam and broke one of the layers of the twisted space affecting the Earth Sphere. So this week, we're back to making sure that timelines go mostly as they are supposed to as we engage the B rank missions!

In general, the theme of the B rank missions is going to be one of being on the other side of the conflict. This isn't true of ALL of the missions, but there are a few where you're working for the "bad guy" in order to keep the intended series of events... ot a degree.



Today's mission is Operation Rubicon, based on the finale of Mobile Suit Gundam 0080: War in the Pocket. Which is also still one of the saddest pieces of animation I've ever seen.



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

This mission is broken up into two sections, though we have no way to access the second one until the Generation Break occurs. On the outside, we have King Jackass Colonel Killing, who is currently planning to nuke Side 6 in order to prevent the Earth Federation from getting the prototype Gundam being tested inside it. With him is a MS-14J Gelgoog Jager, a few MS-09RII Rick Dom IIs, and some MS-06FZ Zaku II Kais docked in the Musais, while Killing flies his own Tivvay-class.

Shortly after arriving near Side 6, Killing launches 6 nuclear missiles, aimed directly at the colony!



Music: Mobile Suit Gundam 0080: War in the Pocket: Attack!

Meanwhile, inside the colony, our friend Bernard Wiseman is trying to finish the job his team started and destroy the RX-78NT-1 Gundam "Alex" so that Killing won't have to nuke the colony. What he doesn't know is that his friend Christina Mackenzie is the pilot (also he doesn't know at this point in the OAV that Killing's task force was already destroyed, making the entire sequence depressingly pointless).

Bernie draws the Gundam into the woods near the base, where he's laid a trap using a number of Christmas baloons loaded with bombs. So while we cannot help Bernie in this battle, we do have to give him enough time to complete it!



So now that we're in the B ranks, we have access to two ships we can deploy, increasing our power! We can also deploy two ships in any previous level; we just didn't have two slots in the A ranks, so we couldn't even if we wanted to. By the end of the game we'll have 4 ship slots, but we will still only be able to deploy 2 into a mission; the other two could simply be for gimmick teams or alternates or whatever.

I'll have to get another ship to replace that Carry Base. But I also need to fill up the rest of it's crew slots AND get 8 more pilots and mobile suits...



Today's Break Trigger is to have Bernie defeat Chris. The Challenge Mission is to do it in 3 turns. This isn't all that hard, but this LEVEL itself can be. For reasons you'll soon see.



So, nuclear missiles. The thing about nukes is that they have no regular attacks, and instead have a self-destruct MAP. As we know, MAPs always hit, and always deal their listed damage, so this is pretty dangerous. These nukes are weaker then they USUALLY are in G Gen games, though (in the G Gen F version of this level, they do something like 999999 damage, so basically always an insta-kill).

However! MAPs can't be used after moving, so as long as I never place a unit within 4 squares of the nuke, I'll be fine. And I will be fine, since I have powerful units in Mark's team that can attack the nukes from well out of their range! My plan here will be to have the Freeden II focus on the initial Zeon units, while having the Carry Base remain near the rear so that it can more quickly reach the opening into the colony once it unlocks.



The power of the moon will protect you, Bernie!

Mark opens up against all three of the northern nukes, dealing about 11k damage to each one. That's a pretty good opening salvo, and certainly makes it easier to mop up.



The Nu HWS is filled with powerful weapons, but it's not really all that efficient so it runs out of EN fast. Prayer still destroys one nuke, while Ranalow destroys the other two.



Ranalow then opens fire on the Gelgoog Jaeger. The Jaeger is kind of dangerous in this mission since it's considered a "sniper" unit, so it actually has a MAP rifle. Terrible range on it (something like 5~5), but it still does a fixed 3500 damage to anything it hits.



Yeah, no. Prayer instead finishes the Gelgoog off with the mega beam rifle.



And in other powerful weapons, 3000 x 2 for 30 EN. Man. Almost one-shotted a Rick Dom II.



To the south, I have the Carry Base deploy units to engage the nukes as they come into range next turn.



Meanwhile, inside the colony. Exploding a Santa baloon does 4000 damage to any enemy unit in range of it. Chris starts off in range of this one, so I detonate it and move Bernie slightly closer. The Alex has 12120 HP, so being hit by 3 Santas will put it easily within Bernie's killing range. And with that, I end my turn.



As expected, Chris moves closer, but not yet within range of another Santa, and the southern nukes make a wall in front of the Carry Base's forces. A Rick Dom then attacks Ranalow, but gets killed in the counterattack giving the V2 AB a level up. Another one gets in pretty close range to Prayer, leaving only his Funnels available. The attack doesn't kill the Rick Dom, but because Prayer dodged he doesn't suffer much if any of a Tension drop from the attack. The northern Musai then launches it's Zakus, while both uselessly fire at my units.
  #239  
Old 11-19-2011, 10:03 PM
Hilene Hilene is offline
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So, I figured I would soften up some Zakus for the rest of my guys. Instead I kill two of them and the third barely survives. A thing to remember about Lock attacks is that only the primary target can actually use any defenses against the attack. The others can only dodge normally. Ellis swoops in and kills the last Zaku anyway.



Prayer then swords the last two Rick Doms to death, putting him so close to a level up.



Ellis takes out about 60% of one of the Musai's HP with a Pinpoint Attack Beam Drive Unit attack, and Prayer follows up with funnels to destroy it. This also pushes the Nu HWS to level 2.



And then there was the time that Graham Aker kicked a nuclear missile to death.

And killing a second nuke gives Sergei and Ford a level up as well.



Bernie teams up with Ford and Sergei to almost kill the last nuke, but don't quite do enough damage.



Shinn fnishes it off, though. With the nukes destroyed, I dock all of the south team other then Bernie (since he's already completed his actions), and end my turn.



On the enemy's turn, Chris finally makes it to Bernie and attacks, which triggers a dialog event. There's actually a second one later, that's included in this clip as well.



Thankfully the Santa bombs have friendly fire turn off. After two more mines, the Alex is reduced to 120 HP, and Guest!Bernie comes up to finish it off and change his future!



Yay! Unlike in the OAV, Bernie doesn't die when he critically damages the Alex. This also triggers the Generation Break!



Music: Mobile Suit Gundam SEED Destiny: Youki to Bishoumi

... where the game goes "Screw you, Bernie!" and reveals that there's actually three more Gundams being tested on this base. The ZGMF-X24S Chaos piloted stolen by Sting Oakley, the ZGMF-X31S Abyss piloted stolen by Auel Neider, and the ZGMF-X88S Gaia piloted stolen by Stellar Loussier.



Music: Mobile Suit Gundam SEED Destiny: Shutsugeki! Impulse!

Thankfully, Bernie doesn't have to face them alone, as a Guest Shinn deploys in the Sword Impulse to head the Gundamjackers off. Suddenly the colony shakes as a hole is blown out of the side to allow for the three stolen Gundams to escape.



Meanwhile, in space, we find that a Girty-Lue is sitting outside, waiting to pick up the three Gundams. And to help drive off any pursuers, Neo Roanoke launches in his TS-MA4F Exus. This should be easy, right?



The next Break Trigger is for Shinn to defeat any of the three Gundams. And because I defeated Alex within the time limit, we get...!



Music: Mobile Suit Gundam Unicorn: Laplace

Three D-50C Lotos, one piloted by Daguza Mackle, which you may remember we just unlocked ourselves. The Lotos are not threats themselves. The problem is that they deploy only a little to the south of Bernie. And Bernie has a terrible move range.

If Bernie has dialog with any face character for the rest of this mission, I was unable to get it because he moves SO SLOW.
  #240  
Old 11-19-2011, 10:04 PM
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Back in space, my Bernie docks in the Carry Base, and it moves towards the Girty Lue to provide support for Guest!Shinn.



Mark takes a shot at Killing, though I decide to not kill him now simply because I want to try to get Bernie out here and see if he has dialog. Meanwhile, Ellis attacks the Musai to the south, and Prayer and Ranalow dock for recharging.



And Guest!Shinn has dialog with all three of the Gundamjackers.

After that, I end my turn. On the enemy's turn, the Gundamjackers retreat, having no interest in attacking Shinn or Bernie, while the Girty Lue and Neo move towards my guys. The last Musai also deploys it's Zakus. The Lotos begin to move towards Bernie, though...

Back to my turn, Guest!Shinn attacks the second Gundamjacker, and Bernie continues trying to retreat. Mark docks to recharge, and the Freeden II moves to be able to pick up the folks to the south, and then deploys Ranalow to attack the Musai.



Ellis wipes out all the Zakus in one blow, and then moves back to get into range to dock next turn, while also attacking the Musai as well. I then end my turn.

Not a whole lot happens on the enemy turn. The Girty-Lue deploys a bunch of GAT-02L2 Dagger Ls and the Lotos get in range to attack Bernie. Thankfully he's able to dodge most of their attacks.



Back on my turn, Ellis kills the Musai, and then all of Mark's team docks and the Freeden II starts moving back away from the rear. The Carry Base also starts moving towards the entrance.

Inside the colony, Guest!Shinn attacks the last of the Gundamjackers, and Bernie continues to move towards the hole in the wall.



Back outside, Graham kicks one Dagger L, and then Ford comes up and finishes it off.



He then teams up with Sergei to destroy a second Dagger L, getting the Murasame to level 5. Ford then docks because that's as far as I need the Murasame to be.



Bernie tries to soften up the last Dagger L but misses, so Sergei just blasts it with the G-Cannon's cannons, allowing my Shinn to come up and destroy it. I didn't want to attack the Exus just yet, so I end my turn here.

On the enemy's turn, the Gaia manages to escape the colony, and attacks my Shinn. The Lotos also catch Bernie, but don't manage to do much damage to him at all.

Back to my turn, Bernie continues moving, and Guest!Shinn focuses on the Abyss now in order to get the Generation Break.



My Shinn tries to destroy Gaia, but doesn't do quite enough damage and ends up losing most of hiss HP as a result.



So Bernie and Sergei team up to finish it instead.



Shinn PROBABLY had a quote with Neo, but eh. Sergei blasts him and gets the G-Cannon to level 2. Ford launches to team up with Bernie to take a chunk out of the Girty Lue, and then Bernie follows up himself. Sergei docks to recharge, though. And then I end my turn.

On the enemy turn, everyoen just continues trying to escape through the colony hole, even the Lotos as they speed right past Guest!Bernie, taking some shots at him as they speed past.

Back on my turn, Guest!Shinn actually gets hit for the first time this mission, though the attack does almost no damage through his Phase Shift Armour.



Then, after everyone in Sergei's squad takes attacks at the Girty Lue, Shinn and Bernie team up to force it to retreat, getting Bernie and the Impulse a level up. Shinn then docks to repair, and Bernie docks to recharge. And I end my turn.

This level doesn't really have a lot of things happening in it, though if you're a little less prepared it can be pretty tough. The version of this in G Gen F is impossible if you're not already prepared, which is hard on folks since F works as series of individual shows, and you need to clear a whole show before you can go on to another one. So if you choose 0080 early, you can basically get screwed.

Chaos manages to escape and attacks Graham, putting him in critical HP. However Graham also puts Chaos in critical HP as well, so it works out. And then Abyss escapes and attacks Sergei, but I just have him dodge.



Though I was working on Abyss, Guest!Shinn leaves the colony right next to Chaos, so I have him team up with Sergei to finish it off. This also triggers the Generation Break!
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