God Scrander isn't in this game. In fact, pretty much every series besides Getter don't get their upgrade. They weren't kidding when they said this is only part 1.
I know its a final attack, so I'm not too surprised its like that. Since this game is suppose to be in two parts, I was wondering if they were going to extend Shin Mazinger into the 2nd part or just finish it this game.
And as far as I know, not many series in the game even get major upgrades at all. Either they already start w/ the upgrade (ZEUTH crew), or the upgrade would happen after a time skip (Shin Getter, GL, Gundam 00). So I was prepared.
Yeaaaah... friend was having a hell of a time with that one. I beat that stage for him too. ^O^
Strategy/Observations for Stage 20:
I would suggest that before you kill the last unit of the initial wave, wait till its the start of your player phase, and you have all your units ready to attack. If possible, use Gundam Exia for the final blow, since Setsuna has that pilot ability to move again if he successful makes a kill. You should also take the time to position your units around the map near the spawn points of the reinforcements, that way you dont waste too much time moving around (this also includes putting a unit or two near the OTHER set of reinforcement that pop up after you kill enough of the 2nd wave). You will also want to kill as many units as possible just to get that 3rd wave to pop up early.
The most problematic areas are the northern and western part of the map. The western part because the four western most units are long range units, and they wont hesitate to fire at whatever is furthest away. Don't keep any unnecessary units near the west. The two boss units on the left complicate matters, so you should just primarily attack those two, and rely on enemy phase to damage the grunts around them.
The north part is almost the same, w/ 4 boss units covering that area (but 2 of them aren't that troublesome). One of the boss unit's attacks stops all movement (moving and attacking), so use Flash.
The east part isnt so bad, even though there's a lot of boss units on that side. I found that placing two units primarily covering that area works well, those two being the Macross F battleship in robot mode, and Chirico's Scope Dog w/ the Red Shoulder attachement. As long as there's no other desirable targets, the enemies on the East side will either go for the battleship or the Scope Dog. You might want to put 2 or 3 units close to the top of this spawn point, that way they can cover both the east spawn point and that spawn point in the northeast.
The south part can get tricky. The group on the left are going to try and move up the map, but you should still try to get a few of them before they do. The right group (w/c has Suzaku) isn't too hard, but if you're not covering the area well, you might be overwhelmed.
Oh, I know how to do it, I just don't want to do it again. Like I said, I was on the last turn of the Skill Point and the two mentioned above were still alive with like 2000 HP and I was out of SP and people to attack with heh. Not going to do it again just for that.
Oh, I know how to do it, I just don't want to do it again. Like I said, I was on the last turn of the Skill Point and the two mentioned above were still alive with like 2000 HP and I was out of SP and people to attack with heh. Not going to do it again just for that.
Ahh, I could never do that. Too obsessive w/ SRW games to let a Skill Point go unfulfilled.
When SRW Alpha Gaiden first came out, I spent a whole week on the "true" last stage trying to kill Neo Granzon in under 3 turns, because it was rumored that was the Skill Point for that stage. I also don't like letting my units die (even if though you don't permamently lose them if they do). My idea of a perfectly played SRW game is a perfect Skill Point score w/ no casualties on my side. ^O^
it will help if you know a little/familiar with it. You need to know what spirit command does what though.
damn i spent a total of 300USD to play this game D: but it looks so good. Currently at chapter 9, daiguard seems rather... underpower for a SR, shitty armor, shitty weapons, alright seishin set, it really needs some iron wall seishins or it won't survive a round in the front lines. :/
Actually, if you power up Daiguard properly, it actually does better on the frontlines than Mazinger does because it doesn't rely on EN as much, has 3 seishin banks, and pretty much all of its attacks are Post-movement. In fact, at least two of those attacks are Pierce barriers too which makes it sick for a certain type of enemy. Akagi also is one of the few Super Robot pilots to get Soul later into the game though that's through his ACE Bonus. So it does have a lot of perks to counterbalance its weaknesses. It also has 3 parts slots, gains PP faster than any unit in the game, and can Resupply on the frontline.
That has nothing to do with whether or not it upgrades and everything to do with whether or not 'Gundam Wing: Endless Waltz' appears on the series list.
Well, except for @Gaiden, which had the good graces to give us White Reflection.
Actually, if you power up Daiguard properly, it actually does better on the frontlines than Mazinger does because it doesn't rely on EN as much, has 3 seishin banks, and pretty much all of its attacks are Post-movement. In fact, at least two of those attacks are Pierce barriers too which makes it sick for a certain type of enemy. Akagi also is one of the few Super Robot pilots to get Soul later into the game though that's through his ACE Bonus. So it does have a lot of perks to counterbalance its weaknesses. It also has 3 parts slots, gains PP faster than any unit in the game, and can Resupply on the frontline.
Just rip through the other units and bring some extra units up to take it on before Daiguard needs to Knot Punisher it (if that's the map, I'm thinking of).
However, they made it that units with more than 1 pilot = smaller SP pool or bigger SP cost on their Spirits. And I'm already high levels yet only GL has the double damage spirit, and I don't even like to use that mech!
I'm currently on Stage 16 ( Geass, 00, Votoms route ) and I just love this game. The music is a big highlight for me aside from well, you know, the robots! Chirico is such a beast too!
I'm currently on Stage 16 ( Geass, 00, Votoms route ) and I just love this game. The music is a big highlight for me aside from well, you know, the robots! Chirico is such a beast too!
Fun stage, in a "screaming-nervous-scared-panicky-pooped-in-my-undies" kind of way. Amp that up even more if you want to get the Skill Point. BWAHAHAHAHAHAHA.
I get the feeling that today of all days, the mailman is taking the day off because he's sick or something. Getting the feeling I won't be starting this until next week :/
You guys enjoy your super expensive PSP game. I'll just keep to this GBA version (OG2) that was recommended for me to try out. A few questions on that:
1) Is the battlefield just for imagery? Do you ever have any meaningful interaction with the battlefield?
2) There are so many options available to me during intermission. I can upgrade pilots (skills and stats), I can upgrade mech stats, I can buy new weapons (and upgrade them?) I can switch mechs between pilots, etc. This is all overwhelming. Is there a neat primer on what is the best course of action to follow in any given situation? When should I spend points to upgrade my pilots or my mech. when should I buy new weapons, parts. etc. How do I know to identify who benefits from what spending? @_@
Very happy with the game. About stage 35, took the Wing/Geese route everytime, pretty happy overall.
Much happier when Setsuna and Heero are together though, can't understand a lick of Japanese, but when they have their bouts of ....... it's always enjoyable for me.
Still really pissed that of all SeeD Destiny character's they carried over
Lunamaria
.
Got to say though, I am missing Grendizer something feirce. It maybe just because I am a Dizer fan, and I will admit that. But the lack of Duke, Rand, Dizer and Gunleon seems just very odd with everyone else showing back up.
You guys enjoy your super expensive PSP game. I'll just keep to this GBA version (OG2) that was recommended for me to try out. A few questions on that:
1) Is the battlefield just for imagery? Do you ever have any meaningful interaction with the battlefield?
Certain parts of the field either add or subtract to your hit/dodge rate (forested area, building, etc). Certain square also will recover some HP or EN at the beginning of a turn, if a unit is on it. If there are any units underwater, be well aware that certain weapons (lasers, primarily) lose their effectiveness when they are used and cause less damage. This applies to either getting shot at while underwater, or shooting someone WHILE underwater. One common tactic is to dive into the water in order to survive longer, or use a unit that's absolutely fine underwater to attack enemy units.
Niblet said:
2) There are so many options available to me during intermission. I can upgrade pilots (skills and stats), I can upgrade mech stats, I can buy new weapons (and upgrade them?) I can switch mechs between pilots, etc. This is all overwhelming. Is there a neat primer on what is the best course of action to follow in any given situation? When should I spend points to upgrade my pilots or my mech. when should I buy new weapons, parts. etc. How do I know to identify who benefits from what spending? @_@
There's no BEST way to upgrade, it really is more of a matter of personal preference. For example, I upgrade evenly for the most part, I don't try to max out one unit ASAP. I know of others who do that though, so either way is perfectly fine.
When to spend point/credits? That's easy. When you're getting slaughtered, you probably have to spend at that point. To be honest, if you're good at the game, you can go quite a long while w/o upgrading anything (I can make it through a whole playthrough of SRW Alpha w/o spending a single credit. BWAHAHAHAHA)
just started playing today. So awesome. When I saw wing units I was like damn it's been awhile since I seen wing units for me. So use to the endless waltz units.
holy shit stage 20 FUUUUUUU, most difficult map so far, i had to retried it 10+ times to get the SR, so bloody annoying. there's like 10+ boss characters simultaneously on the field and its a headache to keep your troops alive while dissing out enough damage to kill them in 3 turns.. bloody hell. I want my 3 hour back D;
Woohoo, mail came really late in the day but I ended up getting it. Played 2 maps so far and here are some thoughts:
1. First of all the biggest change to me is the elimination of the fast foward animation system that was introduced in Alpha 3 and has been in every SRW since and the replacement of it with the "chapter" skipping system. For me, the introduction of FF is what hooked me on SRW; until they introduced FF animations I had played SRW games but never stuck with them. I probably hold FF for 90% of all animations because I'm impatient and I don't really care about grunt or non-impressive attacks but I'd still like to see them so I hold down FF. So it's a bit of a shock to not be able to FF.
But I've always wanted them to introduce the ability to skip the animation of one side and jump directly to the counterattack. So the new system is really cool! The new dvd "chapter" style animation skipping is done really smart since you can see ALL the dialogue exchanges, hits/dodges, dynamic kills and skip everything else in the middle. Thanks to this I'll probably see a lot more dialogue exchanges than I ever have in a SRW game since I'll just leave the animations on and skip the actual animation part and leave the exchanges.
So I'm sad I can't FF through boring looking attacks after the inital 2 seconds of realizing this is going to be a boring attack. But I love the new skipping. So pro/con thing. Would've been nice if they let you do both since it's not like O is used for anything during the animations or even let you change between the two in the system options, but oh well; I can live with the new system. Also I wonder if they couldn't do the FF because of UMD sloooow read speed.
2. The lack of vertical space and size of the units during animations. Obviously it was inevitable that going from a 4:3 resolution to a lower 16:9 resolution while keeping the resolution of the unit sprites around the same was going to cause a more close-up screen-filling look. It just looks a little...cramped at times; like it could use some more breathing space. It's not bad, just different and again I'm sure I'll get used to it.
3. Backgrounds are weird. They look nice but there is this strange layering effect I've never seen in a previous SRW. At the start when things start scrolling it's like a stutter/screen tearing effect between each layer and until the units pop up and start moving it's kind of distracting. But once the animations start you don't really notice it much. Since Z1 had the same type of layering I'm not sure why it's only being weird here. I think it might be an effect of going from an interlaced game to a progressive scan game.
4. Cutins. The cutins look gorgeous, but some of the timing of them is weird so far. Like with Crow the whole "super fast FFx3 speed cutin at the start before he's even done anything"...is strange. I'm used to cutins being like the unit starts up, starts their attack and the cutin kind of flows into it. Here a few so far have just jumped straight into the cutins at the start and cutins are flying in and out REALLY fast which just seems weeeeeird. I dunno, not bad; just odd.
5. Loading. After data install it's good for the most part, but you can definitely tell where the loading keeps the game from being as smooth as the PS2 or DS games. Like when you first start an animation there is the GIANT Z BOX until it loads in the character portrait and the unit shows up, and when you attack with a new unit instead of instantly starting the new unit BGM like every SRW to date, there's kind of a pause....then your new BGM kicks in. And using seishin has a tiny bit of load pause before the seishin animation. Even around the UI there's just little mini-pauses here and there that must be from the loading. I wonder if this stuff is smoothed out when running the game off a memory stick like on a hacked PSPGO. It's still a quick game with short loading, but just not quite as smooth as the DS/PS2 titles.
6. Map is gorgeous. Looks better than I could have imagined. And I'm surprised by how huge some of the maps are. The only odd thing here is the black border around the outside of it so when there is an event and the camera jumps to a corner of the map you're staring at a huge black space for half the screen. Again, some odd choices in the game.
7. More voiced story lines. Yes! I was disappointed by how few voiced story scene lines there were in Z1 compared to Alpha 3. I'm guessing other people were as well as it seems like already there are a good amount of voiced story lines.
8. Otherwise, everything else seems great as usual. Nice looking animations, interface seems fine, story scenes look good.
9. Daybreak Bell arrange is kind of mehhhhhhh
10. Question about mission 2:
before the mission Crow's boss tells him he'll get paid 30,000 for the job then adds 50,000 if he does the job without taking damage. Does doing the mission without taking any damage actually change the story?
These Dimensional Monsters can go die in a bloody fire, one hopefully caused by a Mazinger Photon Beam. I mean, come on. These things drain EN and Will while hitting hard with great accuracy? And a goddamn barrier on top of that?
I'm practically spamming Focus and Trust every turn just to stay alive.
These Dimensional Monsters can go die in a bloody fire, one hopefully caused by a Mazinger Photon Beam. I mean, come on. These things drain EN and Will while hitting hard with great accuracy? And a goddamn barrier on top of that?
I'm practically spamming Focus and Trust every turn just to stay alive.
before the mission Crow's boss tells him he'll get paid 30,000 for the job then adds 50,000 if he does the job without taking damage. Does doing the mission without taking any damage actually change the story?
I don't think it changes the story if at all myself. Speaking of that part:
Stage 30 stuff:
A little past it but forgot to mention. Lol poor Crowe, finally pays back his debt and then Traia took his "Use my money to develop the weapon" a little too far. New shiny attack though and double his original debt, hah. I wonder if this attack changes with the setting you choose at the beginning of the game.
These Dimensional Monsters can go die in a bloody fire, one hopefully caused by a Mazinger Photon Beam. I mean, come on. These things drain EN and Will while hitting hard with great accuracy? And a goddamn barrier on top of that?
I'm practically spamming Focus and Trust every turn just to stay alive.
I forgot how long some of these stages are. By map 5 I think I'm already dropping back to my 1-2 maps per day srw playing like I do with the console ones. Map 5
geass
route was ridiculously long before even getting to the battle.
I have come to the decision that the Pilot Skill: Continuous Movement (300 PP) is the best goddamn skill ever.
When you start getting the ZEUTH units, at some point, they'll start joining you w/ enough pts to buy that skill. It makes all the difference in the world, and makes getting the skill points in the later stages way easier.
Continous Move and Attack Again are incredible skills, for sure. I put both on Crowe and he's just ripping through enemies like crazy. I've given it to most of my units in fact even though I don't use them. Mazinger is gonna be epic with both on though, Proton Beam spam from long range? OOOOOOOOH YEAH