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SD Gundam Generation World (PSP) - Custom Challenge [34] CEX 目覚めるとき 

Kibbitz
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As usual, EX stages mean kill everything, which is always fine by me. Only downside is the huge amount of moving back and forth given that enemies tend to spawn on opposing sides of the map, but I am thankful for the breathing room I'm given as well. The Challenge Mission here is similar to BEX, which is to take out the main enemy leader in 5 turns with a Master unit. Our target here is Ribbons Almark.
You'll see that I decided to stick with the Devil Gundam Jr even though I could actually deploy the Deep Striker here (as all EX stages are treated as special terrain, where you get to use your best Terrain rating). I will just stick it from now on as I'm really sick of having the Deep Striker's armaments being stuffed completely by I-Fields or other similar defensive unit abilities. This will likely mean that I'm not going to bother with the Deep Striker once I get to Overworld. We'll see then, I guess.
This time, the unlock is the バイオコンピューター (Biocomputer), which gives +10 to Shoot, Melee, Reaction and Defence. I am toying with the idea of buying everyone the 刻苦 (Hard Work) ability to and max it out to get +60% character and unit experience (the score is just a nice side bonus), then buying Biocomputers for them to counteract the penalties. I'd need 930 Ace Points to buy and max it out. There's one pilot with only 847, so I might do two stages of A01 just to get them there now instead of dragging it out over another 2 stages. I'd lose some damage output, but I think I'll manage. The +60% experience sounds too good to pass up.
This also reminds me. I've been watching a friend play Overworld and man, there's so many differences. Off the top of my head:
- Battleship prices are about tripled. Gotta grind even harder for that Ptolemaios 2. Ugh.
- There's more to capture, especially since there's a Challenge Mission for each Break Trigger equivalent, and disabling the leader secret mech will disable the rest of the squad and allow you to capture them.
- They removed the capture capacity mechanic for your ships, so you can capture as many as you want.
- Masters now have Master Command abilities similar to the seishin commands in Super Robot Wars
- Pilots now only have 3 ability slots as opposed to 5 here. It's kind of disappointing, but I guess it's not a huge issue in the big scheme of things. It does discourage turning pilots who don't naturally have Awakening into such as you're burning one precious ability slot just to unlock the ability to improve that stat.
- Most of the pilot abilities are now part of a common pool, so it's easier to make any pilot you fit any role. Someone I've met kept talking about how Kira Yamato makes the best XO officer in Overworld, and with SEED and also access to the 補佐 (Assistant) ability, this is certainly true. However, IMO, it does dilute the uniqueness of every character.
- Unit level ups are a little different. Here in World, you'll see the amount of stats gained on level up is higher as your unit level increases. For example, leveling up your unit's ATK by once between levels 1-20 gives you +1 to ATK, while doing the same at levels 81-99 gives you +6. There's some min-maxing you can do to get your stat of choice maxed, but I just prefer to evenly distribute everything.
I think the number of enemies you fight in general are higher too. It's pretty interesting seeing how things have changed since. I don't know if I'll still be able to manage with just 1 group in Overworld, but I'll see when I get there.

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2 июл 2024

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