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

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  #241  
Old 11-19-2011, 10:05 PM
Hilene Hilene is offline
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Music: Mobile Suit Gundam F91: Cosmos Babylonia

Because we haven't seen enough of these guys already, we get a number of Crossbone Vanguard units deploying now, including a XM-07 Vigna Ghnina piloted by Cecily Fairchild, the XM-05 Berga Giros piloted by Zabine Chareux, and some grunt pilots in XM-01 Den'an-Zons, XM-02 Den'an-Geis, and XM-03 Ebhirhu-Ss.

They don't really say much. They're just here to cause damage, it seems. Anyway, they're also flagged as a Yellow army, so I'm pretty sure they might retreat if all the Red guys are defeated. I'm not sure if they do, though. While I said in the last update that they will, it may only be on a mission-by-mission basis if that is the case. Because by this point the player SHOULD be just about done, if not already done, with all their Red army enemies.



I dock Sergei's team away to prepare for the new enemies, but before Sergei himself docks, he swords Abyss to defeat it. The Carry Base also moves south a bit to get all my ships out of Killing's fire line, to make him approach me.

On the enemy's turn, the Lotos now entirely ignore Guest!Bernie, and just dash towards the opening. All other enemies also move towards me. No one is close yet, so it's just kind of a boring enemy phase.

My own next phase isn't much better, and I just reposition my ships slightly. And on the enemy phase, only one of the Lotos of all the enemy units manage to get close enough to attack, and it gets battered by the Carry Base's point-defense guns.



Tank mode in space was probably a terrible idea. Sergei destroys the first Loto, and gets the G-Cannon to level 3. The Carry Base moves a bit further south, and then I deploy Bernie to get ready for the incoming Crossbone Vanguard enemies.

On the enemy's turn, the southern Crossbone Vanguard enemies start attacking my guys, and get pretty damaged in return. The last two Lotos finally escape as well, and Bernie almost reaches the opening.



Guest!Shinn has dialog with Zabine and Cecily.



Bernie and Sergei team up to kill some of the Den'ans, and get the FA Alex to level 2 as a result. I end my turn after that. The Crossbone Vanguard forces move themselves to attack the Carry Base and it's units, while one Loto attacks the Freeden II.



Guest!Bernie finally makes it outside and attacks his old boss. Sadly he doesn't get a quote for this.



My Bernie just barely misses destroying the last southern Den'an.



Sergei pops out and just one-shots Daguza with his Super Critical saber. This also pushes the G-Cannon to level 4.



He then goes and sabers Cecily and Zabine, forcing them to retreat, and earning himself and the G-Cannon another level up. The G-Cannon needs no more XP, so I dock Sergei back in the ship.



Not wanting to be left entirely out of the fight, Mark hops out and blasts some of the northern Crossbone Vanguard units to soften them up before I end my turn.

On the enemy's turn, most of the remainind Crossbone Vanguard forces focus on Guest!Shinn, but he handles them easily. The last Den'an to the south attacks Bernie, though, and gets killed by the counterattack.

Back to my turn, Bernie and Graham both dock since they're a little hurt and running low, and I move the Carry Base closer to the fight.



Guest!Shinn moves out of the fight, but helps out by doing a Pinpoint Attack on Killing, cutting a good chunk out of his HP. I also dock Mark, and end my turn there since I want to get XP on the FA Alex before I end the mission.

On the enemy's turn, Killing and Freeden exchange critical point-defense attacks, though the Freeden does much more damage with it's. And with most of the units docked in ships, the Crossbone Vanguard units split themselves between my ships.



Back to my turn, Bernie deploys and just begins to lay waste to the remaining Crossbone Vanguard units. Both Shinns help weaken them, but once the last Crossbone Vanguard unit was destroyed, the Alex reached level 4, and Bernie reached level 17.



Prayer then destroys the last Loto, getting himself to level 8.

He's also gaining a lot of Charm and Leadership, too, with his level ups. Hmm.



My Shinn then blasts Killing in a Pinpoint Attack, destroying his ship and saving the colony (finally). Yay! It also advances the Impulse to level 3.
  #242  
Old 11-19-2011, 10:06 PM
Hilene Hilene is offline
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My reward for this mission is a Shelf Nozzle, which increases the unit's mobility by 10. And you can also see that B rank missions give a lot more money for completion. C and D ranks give a LOT of money for completion, though. Like, D rank missions give close to double that amount. That said, replaying A-10 for XP grinding also earns you a lot of money fast, as well.



Hey, evolution time! The first one is the G-Cannon, which evolves up to the F90 Gundam Formula 90, which is one of my favourite lines of Gundams in all of the series. While in-series it uses a wide range of different equipment sets, in World it only has this one and a later evolution pack. And there isn't even F90-II or F90-III in the game, either. That makes me sad.

However, F90 is also, strangely enough, one of the best defensive units in the game. It's special ability, AR Chip, gives the unit a bonus +10 to Unit Defense and Unit Mobility by 10. This is a pretty massive bonus, and as I remember looking in the PSP game, it means that F90 is faster then Nu Gundam and V2, and tankier then The O (and some mobile armours). It's pretty ridiculous. Unfortuantely, in return for this crazy bonus, it has not all that good weapons, even in it's later evolved pack form. That said, F90 is easily a great end-game unit, and I'll probably be keeping one in my inventory for the rest of the game.



Next up is the FA Alex, which evolves to the FA-78-1 Gundam Full Armor Type. Not really much of an upgrade in terms of pure stats from the Alex, the FA Gundam does have much better weapon selection. I won't be using this form for very long, though, as the next step in it comes along very quickly.



Lastly, the Murasame evolves up to the ORB-01 Akatsuki. The Akatsuki is a very good mobile suit in World, using the Hardpoint system to allow it to swap between an atmospheric unit and a space unit. The space version gets remote weapons, but the atmosphere one has a x2 beam cannon. And it also evolves to some good units.



Also, looking at the combination screen, acquiring a good mobile suit unlocks two additional combinations: The first is the GNMS-XCVII Alvaaron, the final boss of the first season of Gundam 00. It's actually a fairly decent mobile suit, having decent stats and somewhat efficient weapons. And a Lock 3 as well. It doesn't really evolve into anything I want, so I may not use it anytime soon.



The next one is the golden MRC-F20 SUMO. This is a VERY powerful mobile suit, having great base stats and a very cheap x 4 beam rifle attack. It's really powerful, but doesn't really evolve into anything I need right now. It would basicalyl be an end-game unit.

Now, I don't need to get EVERY unit for this playthrough, but maybe it'd be nice to show off the unlocked pilots.



Now, with units done, I have some other important things to handle!

Firstly, Bright in the Carry Base has terrible stats because he's missing crew, so the first thing I do is take the suggestion earlier for hiring some Freeden crew to go into the Carry Base. So, I purchase Toniya Malme as the Operator, and Shingo Mori as the Helmsman. They both come with the basic skill for their job, so they're great to just slot into the position right away.



Next, I need some new pilots!

First, I purchase Ryu Roots, the main character of Gundam Sentinel. His starting skill is Aggressive, which will make him pretty good as an attacker in my team. But what to put him in? I decide to stick him in the old Hazel Rah I had sitting around for now, and at least look to fill out my profile by going to it's evolution. What I would REALLY like to put him in, I don't have access to right this moment, so I'll have to wait and see.



Now, with the rest of my money, I hire Canard Pars, who was Prayer's rival. Canard's starting skill is Coercion, which increases his critical rate if his opponent isn't at 0 or full Tension. Which is basically all the time. He'll eventually pick up a number of great +damage skills, though, making him a very good attacker.



To pilot, I get Canard a Phoenix Gundam (Unlocked), since we haven't had the opportunity to use one yet. Phoenix evolves to a vew Basics we already have access to, so I'll probably only evolve it to the Basic Wing Gundam.

And with that, I end this update! I'm a little short on cash, so I can't quite fill out as much as I wanted. I'll probably be reorganizing my teams slightly to make them more even. And I'll probably slot Daguza in as well, if I can find a mobile suit for him. But once again, if folks have anything they want to see, let me know! And I'll see you next time!
  #243  
Old 11-21-2011, 12:08 AM
Ein-Kun Ein-Kun is offline
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Nice!~ I've been reading this for a while and it's fun to see things like this. I've been playing the same game for quite a while now, But I haven't finished it yet. It's just too great for me to end, so I'm just grinding aimlessly~ hmmmmm... I'd really like to see Johnny Ridden on this one if possible~ Or Haman, because she's a total B*tch~
  #244  
Old 11-21-2011, 01:38 AM
`Hrist `Hrist is offline
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I just realized that there isn't nearly enough Gundam Wing in this LP. That needs to be fixed, stat.
  #245  
Old 11-21-2011, 02:30 AM
Mightyblue Mightyblue is offline
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The Zeongg variants might be neat to see.
  #246  
Old 11-21-2011, 02:42 AM
Ein-Kun Ein-Kun is offline
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Yeah~ The Great Zeong is pretty neat in this game~ I used one myself~

Sieg Zeon!~
  #247  
Old 11-27-2011, 04:19 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

This week, we see the first mission in the B rank that actually fits the theme of being for the "opposite side". But before I do that...!



The first thing I do is reorganize my teams slightly, putting Prayer in charge of the second group in the Carry Base, with Ryu and Canard.



The next thing I do is purchase a OZ-06MS Leo Space Type for Daguza, and put him in Mark's team to replace Prayer. Folks were mentioning a lack of Wing in this run, so let's work on that a bit!



Mission B-2 is After the Asteroid Falls, and it's based on Mobile Suit Gundam: Char's Counterattack.



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

In this mission, Neo Zeon ace pilot Gyunei Guss in his special MSN-03 Jagd Doga along with a few NPC AMS-119 Geara Dogas are guarding the asteroid Fifth Luna as they attempt to drop it on Earth.



But not if Amuro has anything to say about it, as he appears in the RGZ-91 Re-GZ along with Londo Bell pilots in RGM-89 Jegans. They destroy the Geara Dogas, leaving Gyunei alone to deal with the remaining enemies.

While we would normally be beating Neo Zeon up, the normal progression of this scene dictates otherwise, so looks like we need to help Gyunei out some to make sure that things happen the way they're supposed to!



The first Break Trigger is to have Gyunei defeat Amuro. The Challenge Mission is to do this in 2 or fewer turns.



My first action is to have Mark blast the southern Jegans with the Satellite Cannon, greatly weakening two and seriously injuring the last one. This is the best use of a Double X, really. Blasting formations of enemies so that your other units can come up behind and finish them off easier.



Like if you're trying to level up someone in a Leo.



Daguza kills two of the Jegans and gets the Leo to level 2. He doesn't quite kill the last Jegan, though, and loses more then half of the Leo's HP in the resulting counterattack.



To the north, Prayer blasts one Jegan, while Ryu engages the other. Both Jegans terribly miss my units in their counterattack.



Meanwhile, Sergei shows why the F90 is overpowered. With a combination of his own unique skill AND A.R. Chip, he's got almost 40 in Unit Attack, Unit Defense, and Unit Mobility, making the F90 a brutal unit, even if it's weapons ARE only a saber, vulcans, and a rifle. In fact, this attack crits the Jegan, doing enough damage to kill it.



A note here. Even though the Akatsuki here is currently in it's atmosphere pack, it still has a move of 4 in Space. With a C compatability ranking! It has a ridiculous move of 9 when it's in it's space pack! Unfortunately, without an Awakening pilot in the Akatsuki, it doesn't really have good weapons in space.
  #248  
Old 11-27-2011, 04:21 PM
Hilene Hilene is offline
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In any case, Ford takes a shot at another Jegan, taking a good chunk out of it's life.



Canard then launches out and blasts the Jegan to death with the Phoenix Gundam's beam cannons.



Gyunei also advances so he can get in range of Amuro, blasting one of the Jegans. Which misses him horribly.

Also, it's amusing that World made the shield beam cannon a x4 weapon. In fact, there's a number of weapons with amusing multi-hit values. Like the cannons in the 08th level earlier, which were triple barrelled yet were like x4 or something.



Bernie deploys and takes a shot at one Jegan, but didn't do enough to kill it. I deploy everyone else from the Carry Base, but none of them can get close enough to attack.



Finally back to the south, Ranalow finishes off the last Jegan there, and gets himself a level up. He docks back in the Freeden after that.



Canard kills another Jegan, and then beam cannons the last undamaged one for most of it's life.



Sergei sabers the last two Jegans to death easily, getting the F90 a level up, and leaving just Amuro left on the map. And that was just the first turn, by the way!

Oh, and I end my turn. But on Amuro's turn, he just sits there and does nothing. What a party pooper.



Gyunei teams up with Sergei and Canard to try to finish Amuro off.



Of course, this triggers a dialog with Amuro. Unfortunately, the combined attack wasn't enough to defeat Amuro. Whoops. He also manages to hit Gyunei, making him the second unit this entire map to deal damage to one of my guys so far.

After that, I have everyone but Sergei dock in my ships, and move the ships towards the center of the map. Sergei goes and vulcans Amuro to put him in critical HP, and then end my turn.



Amuro is a nice guy, though, and attacks Gyunei finally. However Gyunei sabers him in the face and makes him retreat, triggering the Generation Break!



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

It turns out that while we were fighting, some ZAFT forces managed to sneak through and plant some Meteor Breakers on Fifth Luna. They're guarded by a few ZGMF-600 GuAIZ units, as well as Yzak Joule in his ZGMF-1001/K Slash ZAKU Phantom, and Dearka Elsman in his ZGMF-1001/M Blaze ZAKU Phantom. If the Meteor Breakers are left alone, they'll... well, break the meteor. Of course.



So, the next Break Trigger is to destroy all of the Meteor Breakers within 5 turns. And Amuro dying during his own turn counts as within 2 turns, so...!



The secret unit for this stage is GF13-044NNP Mandala Gundam, piloted by assassin Kyral Mekirel. This could be dangerous, but not to the crew that's ready for him to the south.

Since it's still the enemy's turn, they all just sit there and waste one of the 5 turns remaining until the Meteor Breakers go off.
  #249  
Old 11-27-2011, 04:22 PM
Hilene Hilene is offline
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Back to my turn, Sergei drops down to the Fifth Luna map and then rifles the first Meteor Breaker for over half it's life. Gyunei also drops down to shoot it a bit with his rifle.



The Carry Base also drops down to Fifth Luna, and Graham comes out to slash the second Meteor Breaker.



Ford tries to be fancy with his mobile suit's beam saber, but it's not enough to destroy the Meteor Breaker. By about 500 HP. So instead Bernie hops out and finishes it off.



Ryu brings some swording to one GuAIZ, dealing a good chunk of damage to it.

Back on the top map, Domon and Mark deploy close to the Freeden to be ready for then Mandala Gundam arrives.



Back on the surface, Bernie destroys a second Meteor Breaker.



And after Prayer swords the GuAIZ to lower HP, Bernie finishes it off and gets the FA Gundam to level 2. He docks after that. Then Shinn and Canard sword another GuAIZ, but not enough to kill it. With that done, I end my turn.

On the enemy's turn, they have better luck attacking my guys, with one GuAIZ knocking Gyunei under 50% and another doing some minor damage to Canard. Canard kills that one with a counterattack, though.



Gyunei has a dialog with Yzak, but not Dearka. Dearka instead decides he wants to go after Graham. As for the Mandala Gundam, it attacks Mark, and takes a decent hit in the counterattack.



Prayer and Ryu team up to knock out most of Yzak's HP, and Sergei follows up to force him to retreat. Graham, Ford, and Ryu dock, to get out of the way, while the Carry Base moves to a more centralized position.



Shinn and Bernie knock out most of the third Meteor Breaker's HP, and then Canard finishes it off. Canard follows up by blasting the last GuAIZ at the bottom with his beam cannons.



Back up top, Mark and Ellis shoot at Mandala Gundam, knocking out most of it's HP, and not taking much damage from the counterattack, thankfully. Especially since it's a 5000 rating Hissatsu class.



So Daguza hops out and finishes it off, but just barely misses getting to the next level. After that, I end my turn.



The GuAIZ left to the top tries to vulcan Sergei, but he counters with vulcans of his own to show what a REAL attack looks like!



Canard destroys the last GuAIZ in a counterattack himself, getting the Phoenix and himself to level 2.



Back to my turn, Canard kills the last Meteor Breaker with a Super Critical Burning Fire. The MP cost of the attack is enough to knock him out of max tension, even with the kill. And this triggers the next Generation Break!



Music: Turn A Gundam: Second Advent

With the asteroid... safe, another threat appears in the upper map. Moonrace members Cancer Kafka in a G-838 Mahiroo, and her subordinate Muron Muron in a FLAT-L06F FLAT. They are escorting Moonrace leader Dianna Soreil as she escapes from the splinter faction trying to oust her.
  #250  
Old 11-27-2011, 04:23 PM
Hilene Hilene is offline
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Music: Turn A Gundam: Final Shore

Unfortunately, some of them are right on their heels, and a bunch of Mahiroos appear to stop their escape, led by Sweatson Stero.

With the Moonrace units so close, and my own guys mostly on the bottom map, the first thing I have these guests do is retreat towards the middle of the map, so as to meet up with my forces. The Freeden II also moves up to meet with them.



And Ford finally defeats something this mission, taking out Dearka. With everyone on the lower map defeated, I dock everyone I can and then end my turn.

[img]http://www.big-metto.net/LetsPlay/GGenWorld/Part14/(48).jpg[/img

Sweatson has dialog with Cancer, Muron, and Gyunei.

Back on my turn, I mostly deploy some units as distractions, as I move the Carry Base into position and end my turn.

The enemy's turn consists mostly of getting closer to me, though a few of their units to attack my guys, but get hurt a lot more in the counterattack.



Back to my turn, in order to get them out of the way, I move Cancer to the lower map, and have Muron also move that way. Gyunei attacks Sweatson to get his dialog, and then Sergei comes up and finishes him off, getting the F90 to level 3!



And with some help from Domon, Daguza kills a Mahiroo, getting the Leo to level 3. And then I dock it away because it's otherwise not all that helpful in this level...!



Sergei somehow manages to not one-shot this Mahiroo with a Super Critical beam rifle, so Canard can follow up behind and finish it off with beam cannons. After that, I end my turn.

The enemy turn is mostly uninteresting. Ellis and Mark team up to counterattack a Mahiro to death, and two others attack Sergei uselessly but get punched hard for their mistake. The ship continues to sit there because it still has guys in it's cannon range, though.

Back to my turn, Muron and Gyunei both retreat to the lower map, since their role is now complete. Mark's team all dock away, and the Freeden II moves to the side to get out of the way.



Canard turbo kills the last two of the original deployed Mahiroos, getting the Phoenix to level 3. And then I dock him and Sergei back in the ship, so I can approach easier.

The next few turns are pretty uneventful as I move the Carry Base out of the fire range, and get closer to the enemy ship.



Finally when I get out of the firing range, the enemy ship also moves close enough to launch it's mobile suits. So Canard one-shots them all, getting himself to level 3. As for the enemy ship, I have a few guys sword it to bring it's HP down, then end my turn.



Of course the enemy turn is boring, so back on my turn Shinn starts a group attack on the ship with Canard, Sergei, and Ford, which quite easily overkills it. Especially with a Super Critical Feather Funnel in the mix. This also pushes Phoenix Gundam to level 4, and Shinn to level 2!



At the time I'm writing this, the database that I usually draw my World translations and info from is currently down, but as I recall, the effect of ALICE is that when the unit's HP drops below 50%, you gain bonus Unit Defense, Unit Mobility, and critical chance. In any case, it's an item that gives you benefits when your HP falls.



And after this mission, I managed to complete 35% of the unit database! So the game rewards me by giving Lacus Clyne (SEED Destiny ver). Um. Thanks.

Hey, the next few are actually going to be... somewhat worthwhile. And then they get REALLY GOOD.



Now, for evolutions! The Leo Space Type evolves to the OZ Leo, which gives it a fair stat boost as well as some decent weapons. The real thing about this, though, is that it leads to the Tallgeese. And that's going to be annoying...



The F90 evolves to the Gundam F90 (Full Equipment Type). The Full Equipment Type is a combination of three of the F90's equipment packs: The F90D Gundam F90 Destroid Type, the F90A Gundam F90 Assault Type, and the F90S Gundam F90 Support Type. Conveniently, the three packs that were featured in the manga.

The F90 Full Equipment is a ridiculous mobile suit. It takes some time to get to it, but you can just look at the base stats there. Now remember that it also gets +10 to Unit Defense and Unit Mobility on top of it. The F90 Full Equip, even though it's a huge machine of guns and death, is also one of the dodgiest AND tankiest mobile suits in the entire game. It's only real drawbacks are that it has poor weapon ranges, and also runs out of EN fast. I'm going to be evolving the F90, but I'm going to grab another F90 Full Equip later for sure. It just really is an amazing mobile suit.

I'm just sad that F90 is only represented by F90 and F90 Full Equip.
  #251  
Old 11-27-2011, 04:24 PM
Hilene Hilene is offline
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As for the FA Gundam, it evolves to... the RX-81ST G-Line Standard Armor. The RX-81 was a prototype new GM from a MSV series that really was basically a mass produced Gundam that could change it's equipment layout for a mission. In World, the RX-81 can switch between the Standard Armor and the RX-81LA Light Armour RX-81. The Light Armour is a bit faster then the Standard, and has slightly better weapons, but it's not as efficient as the Standard Armor and has worse ranges.



And as for the Phoenix, it evolves to the XXG-01W Wing Gundam, starting a nice line of powerful mobile suits. The Wing line is very strong, but also generally fairly inefficient, so they need to recharge often. But Twin Buster Rifle competes well against the Twin Satellite Cannon, and is generally cheaper to boot. And for a long range unit, it also has decent weapon spread to boot.



And since I have some spare money, I hire a new pilot. This time, I get Harrison Martin, one of the rivals from Crossbone Gundam. His starting skill is in fact a unique one: Blue Flash, which increases Unit Defense and Unit Mobility. And what will I have him pilot? Well, I buy another F90 for him!

I also reorganize the teams slightly so that I now have 4 teams of 3: Mark/Ellis/Ranalow and Daguza/Canard/Harrison in the Freeden; Sergei/Bernie/Graham and Prayer/Ryu/Ford in the Carry Base. This should be a good layout for now, so I'll have to start saving my money to buy a new ship to replace the Carry Base, as well as new pilots to replace all the G Gen Originals.

That's it for this update! Thanks for reading, and I'll see you next time!
  #252  
Old 11-27-2011, 05:17 PM
MageKnight210 MageKnight210 is offline
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Looking at the skills the G-Gen Originals get later on however, the Originals do get some interesting skills, like "Veterian" which increases Unit performace if the Machine is level 20 or higher, as well as the Gender-specific skills that grant a Unit Performance boost in ANY G-Gen Original unit (such as Phoenix Gundam), however if you plan to replace Mark Gilder and the crew, I cannot blame you...

Also, using the "My Character" system is really a free pilot... and is it just me, or am I the only ones that submitted Create-a-Grunts?
  #253  
Old 11-28-2011, 02:05 AM
Mightyblue Mightyblue is offline
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Eh, the My Character characters are pretty terrible. Having a decent amount of both skill and the particular weapon type you want to use (melee, ranged) is pretty important if you want to hit anything with any regularity, and they don't get that. Ditto for Awakening weapons.

You're actually best served by picking up a bunch of the people in the 20~30k range, since they have semi-decent starting stats and don't take nearly as much to level as the series aces. As far as unit leveling goes, most of the points into attack with a few into mobility will fix most problems any suit has.

Anyway, really just wanted to make a side comment about how much "fun" you're going to have with the Memento Mori mission in C rank, especially since you're not overgrinding like I did.
  #254  
Old 11-28-2011, 09:04 AM
Ein-Kun Ein-Kun is offline
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Ahahahahaaha yeah~ That Mission holds a Special Place in my heart and also that Char's Counterattack Finale. hmmmmmm~ I'd like to see Treize someday in this playthrough~
  #255  
Old 11-28-2011, 01:57 PM
Hilene Hilene is offline
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Oh man, Memento Mori. I loved that stage. And I LOVED the episode it's based on. It's easily one of the best episodes of 00.

And yes, as Bernie is easily showing, the mid-ranged pilots are actually somewhat better because they have half the XP required to level, and so get their skills much faster. I mean, back on my PSP game, I had Bernie at level 40 before pretty much any other pilot I had was level 20; and I wasn't even really using Bernie all that much by that point! I was trying to focus on my group of guys with Elite that were powerleveling units for evolution!
  #256  
Old 12-01-2011, 07:58 PM
Mightyblue Mightyblue is offline
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Continuing my much belated playthrough I finally made it through C-EX, which is easy to get way out of your depth in if you're not paying attention (I pretty much only play this while cooking or on the can, etc).

Also, on the topic of the F90 Full Equip, there's one weapon that's present in most of the animations, but is only used in the MAP attack! Guess which one it is.
  #257  
Old 12-04-2011, 03:37 PM
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Welcome back to Let's Play SD Gundam G Gen World!

Today, we completly ignore the supposed theme of the B rank missions, and clearly support the heroes! Mainly because no one likes these villains at all.



This mission is "This Operation Is Time Critical!", which is interestingly one of the few missions in G Gen World that's actually named after the episode it's based on.



Music: After War Gundam X: Great Power Approaches

Von Alternative is talking with mercenary, Newtype, and all-around asshole Shagia Frost. See, he wants Tiffa Adil, currently the guest of the land battleship Freeden. And Shagia was hired to get her for him.



Music: After War Gundam X: Death Line

Meanwhile, on the Freeden, war hero, captain, and all-around badass Jamil Neate is approaching the Alternative Company in order to raid it for supplies to help the ailing Tiffa. Garrod Ran is all for this plan, and takes the GX-9900 Gundam X before he can get any permission to do so.



However it turns out that the friendly hitchhiker they picked up earlier was actually Olba Frost, Shagia's sibling and also all-around asshole. He smashes through the Freeden and kidnaps Tiffa before anyone can react, escaping back to the Alternative Company. Well, we were heading there anyway, might as well have a better reason for ransacking it then simply piracy.

Von and the Frosts deploy a number of alternate colour DT-6800A Daughtress and DT-6800W Daughtress Weapons to block Garrod's way, in addition to the Frosts in their own units: The NRX-0013 Gundam Virsago and the NRX-0015 Gundam Ashtaron. And we should help them with that!



The Break Trigger is to have Garrod defeat Shagia or Olba. The Challenge Mission is to do so with the non-MAP version of the Satellite Cannon. With no time limit, this is incredibly easy.

But on my first turn I actually choose to dock Garrod back in the Freeden, move my ships forward, and then end my turn, forcing the Alternative Company grunts to approach me. Which the first two lines happily do.



Moving any unit past a certain point to the north and south causes another four Daughtress Weapons and 2 Daughtresses to deploy.



Sergei hops out and shows one of the Daughtress Weapons what a real shoulder cannon looks like, one-shotting it.

MightyBlue mentioned weapons that F90 Full Equip has shown, but it doesn't use. hilariously, it has two that I know arn't in an animation, though I haven't seen the MAP since I don't use them. Namely, the beam rifle it's always carrying, and the railcannons on the shoulder armour.



He then guns down another, but it doesn't deal QUITE as much damage. The F90 Full Equip is indeed a very powerful unit, but it doesn't have very efficient weapons, and it also doesn't have anything for range 2, so it does have a very obvious blind spot.



Speaking of blind spots, the RX-81 Light Armour has only vulcans for 1~2, then missiles from 3~5 and beam rifle from 4~6. It doesn't technically have a full "blind spot", per-say, but anyone within range 2 is basically hitting for free. The Standard Armour is much better off for this, but I decided to just use the Light for this mission.

Anyway, Bernie doesn't kill the Daughtress either! What a chump. Shinn launches out and finishes the job himself.



Speaking of cannons, the Akatsuki's ones are really brutal, and also one-shots the Daughtress Cannon. If it wasn't for teh fact that the Akatsuki can only work well in this form in atmosphere, and it having poor EN, it would be a really brutal unit. As it is, though, it's a stepping stone for me to another great unit. If I wanted to sink Option Parts and levels into an Akatsuki, though, I could probably make it work amazingly well, especially with Prayer or Canard at the helm.



To the north, Mark blasts most of one of the Daughtress Weapon's life with the Double X's rifle, and then Daguza coems in and finishes it off with his saber, getting himself a level up.



Harrison makes his debut by rifling one of the Daughtresses with Daguza helping, killing it. Daguza then cannons the last Daughtress Cannon to the north, with Harrison following up afterwards to kill it.



I Moonlight Butterfly this group of Daughtresses, thinking I was just going to soften them up. Instead, Ellis kills the lot of them. Whoops. She follows up with a normal rifle blast to one of the Daughtress Cannons.



And Prayer shows off his new ride by gunning that Daughtress down. Ranalow rifles another Daughtress Cannon, and then Canard guns that one down as well. And lastly, after Domon vulcans the last of the forward Daughtress Cannons, allowing Canard to blast it with the Buster Rifle.

And with all that destruction taken care of, I end my turn.

On the enemy's turn, the second wave of Daughtresses begins moving towards me, as well as the Frosts. Nothing gets quite into range, though.
  #258  
Old 12-04-2011, 03:38 PM
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Back on my turn, Bernie, Shinn, Sergei, Harrison, Ellis, and Mark all dock. Daguza tries to dock, but can't move far enough. Garrod undocks to prepare for the next turn when the Frosts finally arrive. Ranalow shoots one of the second wave of Daughtresses, and Canard follows up with a Buster Rifle blast, getting the Basic Wing to level 2. Canard's EN is pretty low, so I then dock him. And that's basically all I do that turn.



On the enemy's turn, some Daughtresses attack Ranalow and Garrod. Shagia also blasts the Freeden II with his MAP attack. Otherwise, any enemy that attacked one of my guys got a solid pounding back for their efforts.



Garrod has dialog with both Frost brothers, basically being really upset at them for kidnapping Tiffa.



Canard pops back out of the ship to slash one Daughtress to death, and then Buster Rifles the last full-HP one.



Harrison launches to saber three of the Daughtresses to death, getting the F90 to level 2. After that, I turn the Carry Base around for reasons that will soon be obvious, and end my turn.

Sadly, I forgot about the Virsago's MAP cannon, and I ended up leaving Canard right in the path of it. Thankfully he had more then enough HP to soak the attack, though. Put both him and the Freeden II into critical HP, though. The Ashtaron also attacked Ranalow, but to no effect. The rest of the enemy forces were not in enough range to be any trouble.



Garrod uses the Satellite Cannon to both attack Shagia to get his dialog, and also to blast Olba to meet the Break objective. When one Frost is defeated, they both retreat. Like they tend to do in video games. Jerks.



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

After some dialog with Von that I assume is him being worried about his front line being decimated, he receives reinforcements in the form of Aina Sahalin in the Apsalus II, as well as a number of Dopp Fighters (Norris Packard piloting one), and some Magella Attack Tanks.

That's... not what I would call reinforcements.



Music: After War Gundam X: Death Line

Of course, the mission plot disagrees, and so Roybea Loy in the GT-9600 Gundam Leopard, and Witz Sou in the GW-9800 Gundam Airmaster deploy. Originally having left because their contract was complete, they return to help the Freeden out of this jam because they're pretty cool guys.



The next Break Trigger is to have Garrod defeat Aina. Simple enough.



And since I defeated Olba with the Satellite Cannon, I get the secret unit! This time, it's Berserk Allenby Beardsley, in the GF-13-050NSW Nobel Gundam. There's at least 4 Berserk characters that I know of in World, and what makes them special is that their Tension bar is entirely red; in other words, they will either have Super Low Tension, High Tension, Critical Tension, or Super Critical Tension. This can be a pretty huge boon because even just being in High Tension means a damage boost the vast majority of the time.

Of course, uh. She's an enemy right now, so that doesn't help me. That said, though, she's not that hard.

Back to my units, Canard and Daguza dock to resupply, and Ranalow docks just to get out of the way. Units to the right of the map won't be a threat to my guys for a while, so I might as well just put them in their ship for now. Harrison destroys the last Daughtress here in the canyon, and then moves to meet with the oncoming enemy ships.



The Carry Base moves back and then Sergei deploys to meet with the Magella Attacks, destroying one, and then blowing up the base of another. Bernie then launches to prepare for the next turn. After that, I end mine.

On the enemy's turn, the two battleships try to attack Garrod and Harrison but fail, and then launch their own Daughtresses.



Roybea and Witz don't have quotes with anyone, but they do have dialog for the first time they get into battle.



Back to the east side, Harrison shoots one of the Daughtresses, and then Daguza hops out to finish it off, pushing the Leo to level 2. Daguza then shoots another Daughtress with the help of the Freeden II, destroying it.



Canard then deploys and blasts a third Daughtress with help from Daguza, destroying it. He then teams up with Daguza again to destroy the ship that launched the three destroyed Daughtress. Daguza then docks to recharge.

Canard then sees if he can one-shot another Daughtress since he's at Super Critical Tension, but doesn't do quit enough damage and gets knocked out of it by the counterattack. Oops!

On the other side, Bernie shoots at a Dopp and misses. Really? Geez.



One thing the F90 Full Equip has over some of it's parts is that it still can use melee weapons. Also, it uses a beam bazooka in it's saber animation.

Oh, right. And it easily one-shots that Magella Attack.
  #259  
Old 12-04-2011, 03:39 PM
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And then Ford launches and swords two Dopps, getting the Akatsuki to level 2. Ford then destroys the Magella top that Sergei left, and then he docks in the ship to recharge.



Sergei then goes and destroys another Dopp, getting the F90 to level 2. He destroys another Magella bottom, and then docks for recharging. I then end my turn.



On the enemy's turn, Canard kills a Daughtress in a counterattack, getting the Wing to level 3. On the other side, the Dopps and Magella Attacks focus on Roybea and Witz, but don't do any real damage.



Even though the RX-81 has it's own vulcan attack, it uses them during it's beam saber animation. Of course, Bernie still doesn't saber a Dopp to death. Darn. It's just not his day.



Whoops. I forgot to see if Norris had a quote with Garrod. Oh well. Ford got to level 12 from it, at least.



Sergei takes a shot at Allenby, and then Ford comes up to finish her off. Though he ended up not needing the help afterall. He does, though, end up sitting right in front of the Apsalus. After that, I end my turn.

On the east side, the Daughtresses on the wings finally start moving towards the canyon, and the remaining ones from the ship do some potshots at the Freeden II. Over by the Carry Base, a Magella top and a Dopp both attack Bernie, but get killed in the counterattack. Aina uses her MAP, but it doesn't do a whole lot of damage to my guys. Certainly not enough that I'm worried. MAP damage, though, does count as damage to knock someone out of Super Critical, though.



Bernie and Sergei both dock for repairs, and before Ford does he destroys a Magella bottom to get a level up, but misses killing the Magella Top.

To check and see if Roybea and Witz have dialog with Aina, I have Roybea kill the Magella top in order to be able to Chance Step far enough to attack the Apsalus. They end up not having any events. In any case, they did do decent damage to the Apsalus, and I help out by having Graham, Ryu, and Shinn also hop out and shoot it.



Garrod does have dialog with Aina, though.



And he defeats her with the Satellite Cannon, meeting the Break Trigger.



Von is not happy with this turn of events, and decides to take matters into his own hands, deploying his own MA-06 Grandeene to finish off the pesky Vultures.




Music: Mobile Suit Gundam 00 Season 1: Counterattack

He also seems to be backed up by some mysterious benefactors, as three additional Gundams show up: the GNW-001 Gundam Throne Eins piloted by Johann Trinity, the GNW-002 Gundam Throne Zwei piloted by Michael Trinity, and the GNW-003 Gundam Throne Drei piloted by Nena Trinity. Garrod isn't going to let this get in his way, though.

He docks back in the Freeden, and I have the Carry Base turn around to prepare to move back towards the canyon.



Speaking of the canyon, Harrison cleans house, destroying the last two Daughtresses from the ship, getting himself a level up. He docks after that in order to recharge.



Mark comes out to shoot at one of the incoming Daughtresses, and then Daguza follows behind, getting the Leo another level up. Domon jumps out to vulcan another Daugthress, but Daguza's attack misses. After that, I end my turn.

On the enemy's turn, that Daughtress attacks Daguza, giving him a second chance to kill it which he takes full advantage of. The rest of the Daughtresses focus on Domon, except for the ones that deployed during the Generation Break, as they all decided to stay behind.

Back on my turn, Daguza sabers another Daughtress, getting the Leo to level 4 and himself to level 3.



Mark and Domon both go and dock, and then Harrison hops out to kill a Daughtress and get the F90 to level 3. Daguza kills one more Daughtress, and then he docks in the Freeden II to recharge. Harrison shoots the ship, and then Ellis also jumps out to fire a blast at it. Canard then deploys to finish it off with a Pinpoint Attack from the Buster Rifle. And then I tried to be fancy by having Ranalow hit the last Daughtress from the original deployment with his rifle, followed by Canard's vulcans, but it ended up surviving the attacks. Boo.

Back to the west end of the map, I dock the rest of Carry Base's guys, and start moving it towards the canyon, and end my turn.

Johann blasts the Freeden II with his cannon MAP (man, a lot of units have one of those in this level), putting it in critical health. No other unit manages to take advantage of this, though, as they all decided to not move.

Back to my turn, I dock away Ellis, Ranalow, Harrison, and Canard (after Canard kills the Daughtress that eluded him earlier), and move the Freeden II out of the range of Johann's cannon. The rest of my guys move closer to the middle, and then I end my turn. And the enemy forces don't want to move any closer either, so I just use my turn to continue positioning forces for the eventual assault.

On the next enemy turn, they finally decide to start moving forward, though not enough to be able to engage my forces. On my turn, I move the Freeden I to get in a position to have Garrod engage the Trinities for their dialog, and then end my turn. Johann takes a shot at the Freeden II, but the other two Trinities attack Witz.



Garrod has dialog with Team Trinity. And by this point it's obvious that Roybea and Witz don't have dialog, so I move them out of the way.
  #260  
Old 12-04-2011, 03:40 PM
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After Garrod gets his dialog with Michael, Harrison swords him, making him retreat. I also deploy Mark and Domon just in case.

On the enemy's turn, I forget that Garrod was sitting directly in front of Johann. Oops. He's still fine, though. Especially since the other enemy units would rather attack the Freeden II.



On the other hand, the Grandeene really hurts. There's no way I can move the Freeden out of the way of another blast, so I'll have to destroy the Grandeene this turn.



Something like this should help. Ellis and Daguza punch a huge hole out of the Grandeene, as well as really hurt the remaining Thrones.



With help from Mark, Garrod takes out Nena...



... and with help from Harrison, he takes out Johann. Now the Grandeene is left.



I thought there'd be dialog with Von, so I have both Garrod and Mark use their Satellite Cannon attacks. There wasn't, so Von is simply overkilled. This gets the Double X a level up, as well. I dock Mark after that, and move Harrison out to meet the remaining Daughtresses, and then deploy Canard to work with him.

Honestly, at this point, the rest of the mission is just mop up. Harrison kills two of the Daughtress Cannons, getting himself and the F90 a level up, so I move him out of the battle. Canard kills a Daughtress and gets the Wing to level 4. Daguza makes use of the Support Defense command to let him keep Super Critical Tension while he kills two Daughtress Cannons and gets the Leo to level 5. And then Bernie kills the last one, getting the RX-81 to level 2.



Arg, my source is still down. Oh well. Unless I miss my guess, this item is an Instant Energy Tank II, which is a perishable item that restores 60% the unit's EN. Which makes it not really that useful, but I guess if you become able to Chance Step forever...!

So, it turned out that after this mission, I only had one unit that was able to evolve. That's no fun at all, so I went and replayed mission A-10 for more XP!



After that one, it's an Improved Field Generator, which increases MAP weapon damage.



Evolutions! So, first off, the Leo (Oz) actually goes backwards in time with this, upgrading to the OZ-00MS Tallgeese. This is a pretty huge upgrade for the suit, and it has some great evolutions along the way. It also has an amusing alternate form that I'll show off later. I want to do one mission with it as Tallgeese first.



Wing Basic evolves to the full Wing Gundam. It doesn't gain anything from this upgrade, other then a very hefty boost to it's stats. A nice thing about the Wing Gundams is that they tend to evolve between each other, as well as any alternate machines related to this the one in question, as you can see here.



My second F90 evolves to the OMS-90R Gundam Formula 90, which is a remodeled F90 after Unit 2 was stolen by the Oldsmobile Army. The main difference between Unit 1 and Unit 2 is that where Unit 1 has the A.R. Chip, Unit 2 has the C.A. Chip, which in World increases the unit's Attack by 10 points, and the pilot's Ranged and Melee by 10 points. So while Unit 1 is defense-focused, Unit 2 is offense-focused. The best thing about Unit 2, though, is that when it's recovered it gets remodelled into the F90II Gundam Formula 90II. Sadly that unit is not in World.

I end up moving the Mars Zeon F90 to Sergei, for a reason you will soon see.
  #261  
Old 12-04-2011, 03:42 PM
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The F90 Full Equip finally makes the complete trip to the F91 Gundam Formula 91. As I alluded to way earlier in the LP, there was, in fact, a fairly easy path to get to the F91 (and thus the Crossbones) from units you have right at the start of the game. F91 is also an amazing mobile suit in World. When the pilot gets into Critical Tension, the F91 goes into MEPE Mode, which increases it's mobility and also makes most of it's weapons multiple hit. And it gets that rad afterimage effect, to boot. But wait, there's more!



If you have Harrison pilot the F91, it changes into Harrison's Custom Mass Produced F91, which changes the stats and weapons around (for example, having VSBR automatically, whereas normal F91 only gets it when it goes into MEPE), presumedly because his version can't make use of MEPE. I'm going to find out, though, since I have Harrison piloting the F91 now.



The RX-81 evolves to the RX-78-7 7th Gundam, which is one of my favourite mobile suits. However, the version in World is actually the one from the fairly recent game, Battlefield Record UC 0081, which redesigned the 7th considerably. Worse yet, even though Battlefield Record 0081 has FA 7th Gundam in it, World does not! Doesn't even have Heavy Full Aramor 7th! That's unacceptable!



Meanwhile, the Akatsuki evolves to the ZGMF-X10A Freedom, making it into a real powerhouse. Freedom comes with a good energy reserve, great stats, and a fairly cheap and long-range Lock 3, in addition to a great range of attacks. And then there's it's evolutions...!

Very amusingly, Freedom evolves to Impulse. I can see why, but it's no less silly for it. And I'm thinking that I'll probably move the Freedom over to Canard, for hilariousness.



This is a silly evolution but I decide to take the Hazel Rah to the RX-160 Byarlant (really? Bah). The Byarlant is very much not as good as the Hazel Rah, but at least it'll get me to some places. But pretty much continuing downwards...


And that's the end of this update! Thanks for reading, and I'll see you next time!
  #262  
Old 12-11-2011, 03:03 PM
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Welcome back to Let's Play SD Gundam G Gen World!

Before I begin this update, it turns out that I forgot something from last week.



I evolved the Turn A Gundam to the CONCEPT-X 6-1-2 Turn X, making it the first "boss" unit I have obtained. The Turn X is really powerful, and has many of the same things Turn A does, just a lot better.

Evolving from the Turn X is mostly for loss, so I'll likely just keep it in my deployment slots as a backup attacker.



Anyway, today's mission is Artemis' Umbrella, based on the Mobile Suit Gundam SEED Astray manga line.



Music: Mobile Suit Gundam SEED Astray: A Red Strike

The mission starts with our friend Lowe Gear and his MBF-P02 Astray Red Frame searching through the ruins of a recent battle for things he can salvage. However it seems he fell into a trap, and a number of ZGMF-1017 GINN show up.



Music: Mobile Suit Gundam SEED Astray: Mission Start

However, before he has cause to worry, he gets saved by Gai Murakumo and the MBF-P03 Astray Blue Frame. Or, well, "saved", since Gai is actually here to guard the fortress Artemis, and has been forced to attack Lowe.

But... it's only one-on-one. I don't think Lowe really needs THAT much help. Does he...?



The Break Trigger for this mission is to have Lowe defeat Gai. The only enemy on the stage. The Challenge Mission is to do so with the Gerbera Straight attack. Simple.

One thing about this stage is that it's littered with the ruins of destroyed ships, which act as barricades for movement, preventing anything from crossing through them. This means that there's actually lanes of approach as we advance north through the map. Also, the asteroid rubble provides a movement penalty, making the Carry Base absolutely terrible here. I really need to replace it soon.



Oh, I guess the stage isn't as empty as I thought. As you move forward, a number of pirate ZGMF-1017M GINN High Maneuver Type appear around the wreckage as a Yellow army. And after Lowe moves, a group of ZGMF-1017 GINN appear behind us. So, it looks like we have a fight after all!



Sergei shows that having 50 Unit Attack is pretty busted, as he one-shots the first GINN.



Bernie then shows that Unicorn doesn't have a monopoly on crazy beam rifles, as the 7th's also can be used as a beam bazooka. He teamed up with Sergei to kill another GINN.



Sergei leap-frogs towards the rest of the rear GINN formation by killing a third one, and then Bernie and Sergei kills the fourth; this time Bernie just uses the regular rifle since otherwise is overkill. I then let Sergei kill the last GINN. Because of the leap-frogging, neither Bernie or Sergei are close to the Carry Base, so they'll spend some turns moving back. I end my turn after that, since the other Ginn Hi-Moves are still a ways away.



The Carry Base is pretty pathetic in this stage.



Ryu hops out and attacks the frontmost GINN. The Byarlant's cannons are powerful, but not enough to one-shot the GINN. It just has really boring animations, and not that much efficiency either.



Ford, on the other hand, is a much flashier attacker.



But the real star on the Freedom is the famous Hi-MAT attack. A 4~6 range Lock 3 attack with 5500 base damage, it is an amazing attack for sweeping groups of enemy units. It's also not too expensive, though still too much to let the Freedom use it three times in a row. The resulting attack here wasn't enough to kill the GINNs, but it certainly hurt them a lot.

Prayer pops out and kills one of the GINNs, followed by Shinn who tries to finish off the other but didn't do quite enough damage.
  #263  
Old 12-11-2011, 03:05 PM
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Moving from that side for a moment, Harrison hops out to be fancy himself with the F91's VSBRs.



So, funny thing about the Tallgeese. It actually has both a Dober Gun (Ballistic) and Dober Gun (Beam) mode, to represent the fact that the Dober Gun had completly random fire animations in the TV show. In any case, Daguza kills one GINN and wounds another.



Canard finishes it off. He also blasts the third GINN on this side.



Ellis finishes it off with the Turn X's sword. With that, I dock Ellis back in the ship and end my turn.

On the enemy's turn, Gai moves towards us, and the last GINN attacks Ryu, but gets killed in the counterattack.

Back to my turn, since all the enemies are dead except for Gai, I dock everyone except Bernie away and move the ships towards the center to move through the opening. I then end my turn.



Lowe and Gai have two dialog events.

Back on my turn, I dock Bernie and then have Sergei and Ryu deploy. Sergei shoots at Gai to soften him up, and then I end my turn.

On the enemy's turn, Gai attacks Lowe to trigger the second dialog.



With help from Sergei, Lowe cuts right through Gai with his sword. This also gives the F90 Mars Zeon a level up!



When defeated, Lowe tries to find out why Gai is attacking him. And then we trigger the Generation Break!



Music: Mobile Suit Gundam SEED X Astray: Hatred

Suddenly, the reason why Gai is acting the way he has been appears: A force of Earth Alliance mobile suits deploys out of the Artemis. The squad of GAT-01 Strike Daggers is lead by none other then Canard Pars in his CAT1-X1/3 Hyperion Gundam. Canard is angry and looking for the "Gundam", which in this case means Kira Yamato and the ZGMF-X10A Freedom.

Seeing the true colours of his employers, Gai shifts sides and joins us. However upon seeing this, Canard shows off the Hyperion's trump card: the powerful "Armure Lumiere" shield. A miniture version of the energy field that's defending the Artemis, this shield uses up a lot of the Hyperion's energy, but makes it nearly invincible to attack.



Music: Mobile Suit Gundam SEED X Astray: Child of Destiny

However, there's no need to despair. Suddenly, anotehr mobile suit appears to back us up: The YMF-X000A Dreadnaught, piloted by Prayer Reverie.



The next Break Trigger is to have Canard fight Prayer. This is easy enough. And since we defeated Gai with the Gerbera Straight...!



The secret unit for this stage is Amuro Ray in the RX-78-3 Gundam "G-3". He's a pushover, but at least it's a "Gundam". Almost even the one Canard is looking for.

In any case, I dock back away Sergei and Ryu, and move everyone up into the middle gap. The enemy's turn is uneventful, as the enemy spends it moving closer to me.

Back to my turn, moving Gai past the shokepoint reveals another batch of 6 pirate GINN High-Maneuvers as Yellow forces. Since all enemy forces are still too far away, I launch Daguza, Canard, and Harrison to the right side to meet the GINNs, and Ellis to the left.



To the rear, Sergei deploys and takes a shot at Amuro, eating a good chunk of his HP. Bernie then comes out and blasts Amuro with his beam cannon, but barely does any damage. Ryu misses entirely.



So Ford finishes the job.



And there's another secret unit down. Ford docks away, and I end my turn.
  #264  
Old 12-11-2011, 03:07 PM
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The EA forces are still way too far away to be able to attack me on their turn, but the yellow AI advances on Ellis and Guest!Prayer.



Canard and Harrison kills two of the right side GINNS, and then Daguza teams with Harrison to kill the last one.



After that, Canard and Daguza docks in the ship, and Harrison moves to take out a pair of GINNs on the left side. Ellis kills the last one. After that, I dock everyone I can, and then end my turn. The enemy forces still don't really move into range, so I move the Guests off to the side, which lets me move the Freeden II forward more to get IT into range. The Carry Base is still way in the rear, though.

Canard deploys to shoot at one Dagger, and Daguza hops out as well to kill it and attack another Dagger. Ellis hops out on the other side to attack a Dagger as well. After that, I end my turn.



Enemy!Canard gets in range of my dudes and attacks Ellis, but misses. Other Daggers attack Ellis, Canard, and the Freeden II, but are not effective at all. In fact, Canard kills a few with help from Daguza, and gets the Wing to level 2.



Gai, Lowe, and Prayer have dialog with Canard. They also cannot break through his shield at all. Him taking hits drains his Tension, though, and forces him to not attack back. Oh, and having Prayer attack Canard triggers the Generation Break.



Mobile Suit Gundam 00: Approach

Following behind the Artemis team is a squad of GNX-603 GN-X, led by Sergei Smirnov and Soma Peries. They seem to have detected the use of N-Jammers, and have come thinking clearly there's Gundams here to capture.



Harrison deploys out and swords a Dagger to death, getting himself to level 4. He then swords another, getting the F91 to level 2, and himself to Critical Tension. I also mainly had Harrison in the F91 to see if his would get MEPE. I didn't expect it to, but technically his MP F91 actually still has the capability; Harrison himself just isn't that great. He can't, so I'll give the F91 back to Sergei after this mission.

Meanwhile, to the right, the team of Daguza and Canard continues to be a powerhouse, murdering two more Daggers before they both run out of EN and are forced to dock.



Ellis bazookas one Dagger to bring it's HP down, and then I send out Ford to Hi-MAT it, another Dagger, and Enemy!Canard. It misses the full Dagger, but kills the other and hurts Canard a lot.



Mark hops out to beam rifle another Dagger, and Ford tries again with Hi-MAT, getting a critical on the uninjured Dagger killing it, killing the already injured Dagger, and then putting Enemy!Canard into critical damage.



Sadly, Canard doesn't have anything interesting to say about being attacked by a Freedom. After that, Harrison kills the last Dagger on the left hand side, and I end my turn. On the enemy's turn, the GN-Xes move towards me, and the enemy ships move into slightly better positions, while the last Dagger attacks the Freeden II.

On my turn, Mark and Ellis dock away because they're not required any more, and Ford docks so he can recharge. The Guests move forward so that they can get in range of the named enemies later. I also move my ships forward; the Freeden to the left side, and the Carry Base to the right.



Sergei softens up the last Dagger, and then Bernie finishes it off before Pinpoint Attacking the EA battleship. Player!Prayer then attacks the ship, followed by Ryu who finishes it off.



Harrison almost one-shots the last EA battleship, and Daguza hops out to finish it off and get the Tallgeese to level 2 and himself ot elvel 5. With that, I end my turn.

Nothing on the enemy turn manages to get within range of me, so I just dock my units for resupply and move my ships up a bit more. This manages to put the Freeden II's units in range of the enemy, though.



Mark hops out and Satellite Cannons a few GN-X, killing one, missing one, and seriously injuring the third. He still manages to level up, though.



Canard kills the injured GN-X, then teams up with Daguza to attack another. Daguza misses, though, so it doesn't die. Canard attacks the last of the GN-X on this side and seriously injures it, but gets hit in the counterattack and loses Super Critical Tension. I end my turn after that.

On the enemy's turn, one GN-X attacks the Freeden II to no effect, and another attacks Canard but is killed in the counterattack, pushing Canard to level 7. The other wing of GN-X start angling their way over to Canard since they're closer, and one attacks Daguza, but is killed in a counterattack teamup with Canard. This pushes the Wing to level 3.



On my turn, I manage to get the Carry Base just close enough that Ford can launch out and Hi-MAT some of the GN-X, and manages to hit them all.
  #265  
Old 12-11-2011, 03:08 PM
Hilene Hilene is offline
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Daguza and Canard sword the last GN-X over here, killing it and pushing the Tallgeese to level 3. They both then dock away to recharge, and to push the remaining GN-X towards the Carry Base's guys. Mark also docks, and the Freeden II moves off to the side to get out of the way.



Ryu then kills the two GN-X injured by Ford, getting the Byarlant to level 2 and himself to level 4. I then end my turn.



Only Prayer has dialog with Sergei and Soma. Poor Gai and Lowe are ignored.



Yeah, the Byarlant is just generic. I guess they decided it was best to spend their animation budget on the big name mobile suits instead.



Oh, and Ryu defeats Soma, and gets the Byarlant to level 3.



Ford then Hi-MATs the last two GN-X, and Ryu destroys them, getting himself to level 5, the Byarlant to level 4, and forcing Sergei to retreat.

With just the enemy ship left, I deploy Sergei and Bernie to prepare for it, and end my turn. On the enemy's turn, the ship hits Ryu, knocking him out of Super Critical Tension. But that's ok, because he docks right away anyway since I don't need to use him anymore. I do have Prayer and Gai attack the ship to see if there's dialogue with it, but there isn't.



After a beatdown teamup between Sergei and Bernie, Bernie swords the ship to death, leveling the 7th to 2, and clearing the mission!



The reward for clearing this mission is the Deuterion Beam Receiver, which allows the unit to get it's EN fully recharged by any ship that has the Deuterion Beam Transmitter ability. It's handy for units that you want to remain undocked, but a ship can only recharge one unit a turn, there is a range limit, and it uses the ship's one action for the turn.

After the battle, only one unit had high enough of a level to evolve, so I went and grinded A-10 again to get a few more up to speed.



The reward for that mission is the Haumea Amulet, which increases the pilot's Defense rating by 30.



First, the Wing Gundam evolves into the XXG-00W0 Wing Gundam Zero, upgrading it from a powerful single-unit attacker to a powerful area attacker, giving it both a MAP and a Lock 3 that's not unlike the Hi-MAT attack. In fact, it's a bit more powerful then Freedom's, for a tiny bit more EN. And really powerful stats, as well. I swap the Wing and Freedom, though. Because Canard in the Freedom is a hilarious image.



Next up, the Mars Zeon F90 evolves to the RXF-91 Silhouette Gundam. Though it's meant to be a knockoff of the F91, it's really not all that much. That said, it does still have strong base stats, and does come with VSBRs as well, so it's quite strong for where I am in the game currently. I move the Silhouette Gundam to Harrison, and the F91 back to Sergei, so I can show off MEPE next time.



Next up, the Nu HWS evolves to the RX-105 Ξ (Xi) Gundam, also known as the one the guy who drew Zeroymer made. Really, for how silly it looks and how silly it's weapons are, the Xi does have very strong base stats, and should work really well with Prayer. At least until I decide to work on a more appropriate Newtype unit for him.
  #266  
Old 12-11-2011, 03:09 PM
Hilene Hilene is offline
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The 7th Gundam decides it wants to go backwards through time, and evolves to the RX-78-6 Mudrock Gundam. While the Mudrock is a beast in the games it's featured in, it's still a low-tier Gundam in World. That's not to say it's terrible, though; I'm pretty sure it's better then the 7th.



The Byarlant evolves to the ORX-005 Gaplant. Maybe an upgrade, but probably not in terms of straight up damage. By this point I'm mostly using this as a way to fill out my profile a little. Maybe one day I'll do a little bit of stuff off-camera to get Ryu on a path to his signature units...



Lastly, the Impulse (Basic) evolves to the full ZGMF-X56S Impulse. This gives the Impulse access to it's pack modes, so I swap it out for the ZGMF-X56S/y Blast Impulse, giving Shinn access to good ranged weapons. They eat up a bit more EN, but as a Master unit, he does have natural regeneration to help mitigate that. And unlike some other strong ranged units, it does have good spread from 1 to 6 with no real blind spots.



Now, my Tallgeese is actually to a level where it can evolve, but I wanted to show this before I do so, since it only works on base Tallgeese. We've already seen some other units change when specific pilots are in them, but they have mostly been just alternate paint jobs or loadouts. This time, though, if you put the Lu Bu Tallgeese that you get from profile competion into Tallgeese, it transforms into a giant version of himself from the SD Gundam BraveBattleWarriors TV show. I say "giant" because he's statted as being size L, which means he's taller then F91.

Lu Bu Tallgeese plays fully to the strengths of his pilot, and is basically another boss mobile suit itself. The problem is that, as you can tell, his attacks also cost MP. A lot of MP. That makes him much harder to use beyond being a beatstick finisher. That said, his animations are pretty amusing, and I'll have to remember to record them as a special video next time.



In the combination section, for some reason, V2 AB + Wing Zero = XXXG-01H Gundam Heavyarms. Sure, ok. I'll get one of these later and start evolving it up, too. Probably when I get my next pilot. And decide who that pilot will be.



And lastly, I just can't stand to use the Carry Base any further. I sell off a few junk mobile suits I'm never going to use, and then buy myself a Mother Vanguard to use in the second slot instead. This will likely be the choice of ship there until the end of the game, and I'll likely be replacing the Freeden II sometime in the C ranks.

And with that, this update comes to an end. I'm going to be heading home for the Christmas season starting next weekend, so I won't be updating this LP next week or the week after, though since I'll have some days off I'll try to put one together in the last week of the month instead. Until then, though, thanks for reading, and I'll see you next time!
  #267  
Old 12-11-2011, 05:39 PM
Mightyblue Mightyblue is offline
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Actually, if you could acquire Gai and Mwu (Destiny) as pilots, they'd get you pretty far. Gai is pretty ridiculous by himself.
  #268  
Old 12-11-2011, 07:22 PM
Rai Rai is online now
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Quote:
Originally Posted by Umbaglo View Post
So, funny thing about the Tallgeese. It actually has both a Dober Gun (Ballistic) and Dober Gun (Beam) mode, to represent the fact that the Dober Gun had completly random fire animations in the TV show.
This actually bothered me for the longest time, both in the show and in this game. I couldn't really put my finger on why, but this pretty much has to be the reason, doesn't it?

MYSTERY SOLVED.

(Also oh god are the Hathaway Flash units ugly.)
  #269  
Old 01-01-2012, 12:29 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

I hope everyone had a good holiday season! Without further ado, let's get back to the LP! Since it seems like it's working well, I'm going to keep using my own hosting for the rest of the videos for this LP.



Today's mission is Break the World, based on Gundam SEED Destiny.



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

The mission is based on episode 6 of SEED Destiny, where terrorists have taken over the ruins of one of the colonies that was destroyed in the previous war and are trying to drop it onto Earth. ZAFT pilots Shinn Asuka in the ZGMF0X56S/a Force Impulse, LaserRey Za Burrel in the ZGMF-1001 Blaze ZAKU Phantom, andLunamaria Hawke in the ZGMF-1000 ZAKU Warrior launch to protect the Meteor Breakers which are attempting to break the ruined colony into smaller pieces, reducing the damage it could cause to Earth. Later, Athrun Zala shows up to help in a ZGMF-1000/A1 Gunner ZAKU Warrior.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

The operation won't be so simple, though. A number of terrorists in ZGMF-1017M2 GINN High Maneuver Type IIs arrive and destroy two of the Meteor Breakers. If they all get destroyed, the ruins of the colony will cause unimaginable damage to the Earth. We're not going to let that happen!



The Break Trigger for this mission is to have a Meteor Breaker survive 6 turns. The Challenge Mission is to have ALL Meteor Breakers survive 6 turns. This actually isn't a hard objective, but does have a wrinkle. Namely, due to the way victory events are coded into the game, should there be no enemy forces on the map at all at any time, the mission ends. So I need to keep at least one enemy alive until the Generation Break triggers.



First off, the Mother Vanguard is a massive ship. Secondly, this is something that they fixed in World over the last game, G Gen Wars. In Wars, ships took up squares so that their sprite was entirely covered up. This means that the Mother Vanguard's spike there would have also been squares that prevent movement or allow targeting. Also the bits on the side of it's "sails". Some other ships are disgusting about it, too, like the Minerva.

Anyway, for the terrorists. I send Sergei and Bernie south from the Mother Vanguard to meet with the ones that deployed to the south-east. The guests move a bit to the north to meet with the terrorist leader.



TAMASHIIIIIIIIIIIIIIIIIIIIII!

To the south, Lu-Bu Tallgeese ruins the south-west GINNs, and shows off his attacks. He's terrible in space, though (which this map is considered), so he'll just sit in the ship for the rest of the level.



Back to the north, Ryu launches out and beams one of the GINNs for most of it's life.



Also, the funnels on the Xi Gundam? Are actually missiles. Which makes them probably the most wasteful weapons in the Universal Century. In any case, that destroys the GINN, and gets Prayer to level 9. After that, I end my turn since I don't want to kill everyone just yet.



Sato, the terrorist leader, has dialog with Shinn and Athrun. All the guests also have generic dialog for attacking any terrorist, which is included in this video.



To the south, one GINN attacks the Meteor Breaker, and another attacks Bernie. Which is a terrible move for it, since Bernie and Sergei team up to destroy it in the counterattack. And that ends the enemy's turn.

At the beginning of each turn, a new wave of enemy forces will deploy, meaning I don't have to just sit on my hands now that most of the enemies are dead. This turn, the reinforcements are two more GINN High Mobility Type 2s to the north.



On my turn, the guests attack Sato to get their dialog. Then Sergei and Bernie destroy the last southern GINN, and move themselves back towards the ship. The F91 also levels up to 4!



Prayer greets the new arrivals with some beams. Ryu finishes it off with his beam cannons, and then attacks the terrorist leader, but not enough to finish him off.



Ford is able to do the job, though.

So, here's a good opportunity. One of the special features of the Wing Zero is the Zero System. What this does is that it gives a +5 to Unit Attack and Unit Defense as well as increasing accuracy and dodge by 5%, but in addition to that it also gives the pilot a special Tension gauge. The Zero System gauge is 75% Low Tension, and 25% High Tension, with no regular in between. That means that the pilot starts off with a damage done and taken penalty at first, and then jumps up to High. This is a bonus when the pilot in the unit has a Tension gauge that gets High late, which none of my guys really has. That said, the Wing Zero has powerful base stats, and the Zero System's other effects are strong as well, so this isn't really a penalty. It mainly just means that your pilot will start off doing a little less damage.

Given that Ford here punched Sato in the face for 9000 damage, I don't think that's a problem. With most of the enemy forces destroyed now, I end my turn again.
  #270  
Old 01-01-2012, 12:30 PM
Hilene Hilene is offline
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On the enemy's turn, one attacks a Meteor Breaker, and that's it. On my turn, two more GINNs deploy to the north. Shinn and Athrun attack the near GINN to get their generic dialog, and then Ryu kills it. Prayer and Ryu then attack one of the northern GINNs to destroy it, and get Ryu a levelup.



To the south, Harrison engages one of the new GINNs with the Silhouette's VSBRs. It doesn't kill the enemy, though. After that, I end my turn.



That GINN tries to sword Harrison, but gets a beam saber to the face in return for it's efforts. The other GINN sees this, and decides to stay where it is. On my turn, 4 more GINNs deploy; 2 to the east and 2 to the west.



I dock Harrison back into the ship and have Mark launch to Satellite cannon the ones that deployed to this side. It kills one, which gives the Double X a level up, but the other used a shield to survive it. So Canard launches and swords that GINN to finish it off.



Ryu docks in the Mother Vanguard and Prayer moves towards it as well. Ford then deploys to blast both GINNs on the west side, but also doesn't kill them both.



So Bernie swords them both to death. The Mudrock also gets to level 2! After that, I end my turn. The enemy turn consists of the single GINN to the south attacking a Meteor Breaker, but nothing for me to worry about. Back to my turn, 6 more GINNs deploy to the north. Prayer goes to meet one group of them, while Ford docks away to recharge. Harrison also launches to attack one of the GINNs on the other side of the northern group. Ryu launches to meet the one southern GINN, and Sergei finishes it off. I end my turn after that.

On the enemy's turn, the north-western GINNs attack Harrison, but he just plinks back at them with his vulcans. The north-eastern ones attack Prayer, who swords them back.

On my next turn, no more GINNs deploy, so I can't kill all of the ones that are on the map just yet.



Prayer swords all the ones to the north-east to death. Harrison kills one of the north-western ones with his VSBR, and damages another before ending my turn.



Back to my turn, 6 turns have passed so the Generation Break triggers. The Meteor Breakers seem to have started working, but the wrecked colony is starting to get closer to Earth. Lunamaria and Rey escape before they get trapped in the gravity well, but Shinn and Athrun stay back because another group of enemies have arrived to try and stop the operation.



Music: New Mobile Report Gundam Wing: Legend of Zero

A squad of OZ12SMS Taurus arrive, led by Milliardo Peacecraft in the OZ-13MS Gundam Epyon. They're here to stop us from breaking the colony up because they also want to drop something large onto Earth. We definately don't want to see that, so we're going to stop them.



The second Break Trigger is to have Athrun attack Milliardo.



And the secret unit this time is Yuu Kajima, piloting the RX-79BD-3 Blue Destiny Unit 3.

I move the Mother Vanguard closer to the north so that it can engage Yuu, and have Prayer dock to recharge. Shinn and Athrun also start moving to the south to meet with Milliardo. Harrison then destroys the last of the GINNs, getting him and the Silhouette a level up. He then docks to recharge as well. I end my turn after that.

On the enemy's turn, Milliardo moves up towards my units, but none of the Tauruses do.



Sergei softens Yuu up, and Prayer finishes him off, getting the Xi a level up.



Shinn and Athrun both have dialog with Milliardo. Athrun doesn't attack him this turn, since I wanted to start attacking the Tauruses before I triggered the next Break.



A funny thing about the calculation for damage, it seems. Canard blasted two of the Tauruses, and Harrison sworded them, putting himself to Super Critical Tension. The beam saber attack is 4000 base damage, and the VSBRs are 2500 x 2. The Super Critical sword did about 11k damage, but the Super Critical VSBR was only 9300. I end my turn after that.

On the enemy's turn, Milliardo attacks Athrun, triggering his dialog and the Generation Break.



Music: Mobile Suit Crossbone Gundam: Harrison Martin

And now...

... the Earth Federation arrives to destroy the Meteor Breakers. Sure, whatever. I don't question the plotlines in this game anymore.

Anyway, a bunch of RGM-109 Heavyguns and F71 G-Cannons arrive, led by Harrison Martin in his F91 Gundam Formula 91 Mass Production Type.

I should really read the mangas with Harrison, so that I can know if he's just a jerk, or if he is here because he's TOTALLY MISUNDERSTANDING what's going on.
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