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TheCosmicMuffet
Jun 21, 2009

by Shine

Chaeden posted:

Yes to stupid barely changed names.

I always had a bastard of a time understanding the gundam names on the model boxes when I was little. Isn't the difference here something like 'Ji Go Ku' vs 'Ze Go Ku'? I don't know how they get z' and ze' out of that.

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The Chad Jihad
Feb 24, 2007


Yes, because the real "gently caress you" to IGLOO would be getting an ace killed for legit reasons and not pointlessly right after their moment of triumph

This game is simultaneously a lot more and a lot less accessible than I thought it'd be. Shin is a little easier, just because the pilot mode means you only have to worry about a couple units. Either way I'd kill for just a menu patch

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
YES for map attacks and silly names.

Main Paineframe
Oct 27, 2010

Lunethex posted:

I got lost somewhere along the line, but what is an MAP attack?

And yes, you better believe we're getting the Ze'gok.

MAP attacks are weapons that attack multiple hexes at once. They come in two flavors - beam MAP attacks go in a straight line for five hexes, while missile MAP attacks can be targeted at any hex within a certain radius and hit that hex and every hex touching that hex. They tend to have high accuracy but can only hit each suit once (a beam rifle might have lower accuracy but can fire a half-dozen times or more), which in practice means that they're great for clearing out mooks but ace pilots will almost always dodge them. Sounds solid, but they're actually pretty hard to use - a unit can't use a MAP weapon after moving and they take a ton of energy to use, so it's very situational, and there's not much choice but to sit there and hope that the enemy comes to you but doesn't attack. MAP weapons are only really good at two things: playing defense (a Big Zam parked on a base in rough terrain can handle a dozen mobile suits easily) and invading an enemy's final area (where there'll usually be at least a hundred enemy mobile suits, and you'll have at least half your army there to escort and protect the MAP attackers).

Terpfen
Jul 27, 2006
Objection!

:dukedog:
Serious question: when did MAP become capitalized? It's a "map" attack, not an acronym for something. Are we victims of Engrish grammar?

Anyway, I don't think a map attack is worth sacrificing an ace for, even if he's not the world's greatest ace and Zeon has plenty of them. IGLOO is one giant death trap.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
I've played similar games, and it just seems to be the way they're always referred to. They're always MAP attacks, even when characters are talking about them.

Terpfen
Jul 27, 2006
Objection!

:dukedog:
Right, I'm just curious how that started. It seems like some sort of English -> Japanese -> English word adoption thing.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
According to this, MAPW stands for "Mass Amplitude Preemptive-strike Weapon".

So it's a bacronym.

Meaty Ore
Dec 17, 2011

My God, it's full of cat pictures!

I'll vote Yes on the Ze'gok. MAP attacks sound like they'll be useful in areas with lots of units, and we've been pretty good bout not wasting aces on side projects. We can afford to spare a relatively weak one.

TTBF
Sep 14, 2005



It's a total Yes on the Ze'gok.

Bluemage142
Jun 22, 2009

A little logic in the right place can cause chaos without limit.
If we absolutely must have a superweapon, let's at least make it a good one. Yes to this particular abomination.

Tobias Grant
May 16, 2009

Lucky for you, I'm a dog lover.
Looks like the vote is in favor for the Ze'Gok. I'm actually looking forward to seeings if this suit lives up to the hype.

Koorisch
Mar 29, 2009

Tobias Grant posted:

Looks like the vote is in favor for the Ze'Gok. I'm actually looking forward to seeings if this suit lives up to the hype.

They are GREAT against groups of enemies that are in row, usually a really big group!

I usually put my weak aces in them for training, especially if it's a base since those are absurd.

Main Paineframe
Oct 27, 2010
I'm not a big fan myself; they're frail and basically unarmed other than the MAP weapon, so a couple of Core Boosters are all it takes to chase it away or shoot it down. It's too much trouble to use them in regular fights and Zeon will have much better MAP users by the time you're ready to clear out the major hotspots.

Koorisch
Mar 29, 2009

Main Paineframe posted:

I'm not a big fan myself; they're frail and basically unarmed other than the MAP weapon, so a couple of Core Boosters are all it takes to chase it away or shoot it down. It's too much trouble to use them in regular fights and Zeon will have much better MAP users by the time you're ready to clear out the major hotspots.

I usually put disposable low cost units in front of them to lure the enemies to attack them instead, it works 100% of the time as long as you remember to have the Ze'Gok's at least one hex away from the enemy long range units range, if any of the disposable units are alive after this tactic I either use them for the next time or just scrap them at once.

Panzeh
Nov 27, 2006

"..The high ground"
Does anyone else enjoy playing the Blex's AEUG scenario a little more? It's kinda nice starting from less territory than in the other scenarios.

Khisanth Magus
Mar 31, 2011

Vae Victus

Panzeh posted:

Does anyone else enjoy playing the Blex's AEUG scenario a little more? It's kinda nice starting from less territory than in the other scenarios.

That is my favorite scenario.

LordGugs
Oct 16, 2012

Panzeh posted:

Does anyone else enjoy playing the Blex's AEUG scenario a little more? It's kinda nice starting from less territory than in the other scenarios.

Wait so if you are playing as Blex will you loose by following cannon? Same question with Revel and Jamitav?

Bluemage142
Jun 22, 2009

A little logic in the right place can cause chaos without limit.

LordGugs posted:

Wait so if you are playing as Blex will you loose by following cannon? Same question with Revel and Jamitav?

Yes, and Gihren too. Lose the head of your faction, and you lose the game. All of the remotely-canon faction heads are also aces, so the only way they CAN die is via events. Needless to say, following a canon that kills you... kills you.

(Not sure if already discussed. Spoilertexted for safety.)

Main Paineframe
Oct 27, 2010

LordGugs posted:

Wait so if you are playing as Blex will you loose by following cannon? Same question with Revel and Jamitav?

Yes - if your faction leader was assassinated or otherwise killed in canon, you have to make event choices that prevent the would-be assassins from getting the opportunity, or you'll meet a similar fate (and get a game over). I think all five of the main factions have ways in which this can happen. In some cases, there's ways to keep those characters from turning traitor or otherwise avoid the historical death while still doing the thing that caused the canonical death - for example, while Revil can just refuse to go to the event that killed him in-series, he can attend and still survive if your intel score was high enough to know about the Solar Ray's existence.

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

Main Paineframe posted:

Yes - if your faction leader was assassinated or otherwise killed in canon, you have to make event choices that prevent the would-be assassins from getting the opportunity, or you'll meet a similar fate (and get a game over). I think all five of the main factions have ways in which this can happen. In some cases, there's ways to keep those characters from turning traitor or otherwise avoid the historical death while still doing the thing that caused the canonical death - for example, while Revil can just refuse to go to the event that killed him in-series, he can attend and still survive if your intel score was high enough to know about the Solar Ray's existence.

Though, and this is by testing mind you? I believe Revil is injured regardless. and his unit may be blown up. I know that the Solar Ray causes a certain amount of damage at A Baoa Qu, and every time Revil has been hurt. So I guess it's best to trigger that battle with aceless generics, then send everyone in.

Koorisch
Mar 29, 2009
So is there a Tech Tree list or something for this game?

I've been trying to figure out what to research and what to ignore, it's kinda hard since I don't know which suit is a prerequisite and not or if it's just the Tech Level that matters in the end.

Terpfen
Jul 27, 2006
Objection!

:dukedog:

Koorisch posted:

So is there a Tech Tree list or something for this game?

I've been trying to figure out what to research and what to ignore, it's kinda hard since I don't know which suit is a prerequisite and not or if it's just the Tech Level that matters in the end.

I believe the research list progresses according to canon development of equipment, and you're simply researching in that specific order. I don't think it's a tree like in, say, an RTS.

Jegan
Nov 5, 2009

Koorisch posted:

So is there a Tech Tree list or something for this game?

I've been trying to figure out what to research and what to ignore, it's kinda hard since I don't know which suit is a prerequisite and not or if it's just the Tech Level that matters in the end.

It's hard to say. There are some units that aren't prerequisite but lower the required Tech Level by 1, and there are others that are. You might just want to run http://www14.atwiki.jp/imperatorgirenv/pages/855.html through a translator, but I'm not sure how complete it is

Koorisch
Mar 29, 2009

Jegan posted:

It's hard to say. There are some units that aren't prerequisite but lower the required Tech Level by 1, and there are others that are. You might just want to run http://www14.atwiki.jp/imperatorgirenv/pages/855.html through a translator, but I'm not sure how complete it is

I've been looking for something like this, thanks!

Tobias Grant
May 16, 2009

Lucky for you, I'm a dog lover.
I hate to do this, but I'm going to have have to put this LP on hold for now. I have every intention to finish this LP, but right now I'm just not feeling motivated enough to continue.

I will, however, allow people to post play-throughs of the other scenarios in this thread if they want. Just because I'm not doing anything doesn't mean this thread should stay dead, and I know some people had wanted to do a few of the what-if campaigns.

Herr Tog
Jun 18, 2011

Grimey Drawer
Feel better and keep making great posts~!

Midjack
Dec 24, 2007



Tobias Grant posted:

I hate to do this, but I'm going to have have to put this LP on hold for now. I have every intention to finish this LP, but right now I'm just not feeling motivated enough to continue.

I will, however, allow people to post play-throughs of the other scenarios in this thread if they want. Just because I'm not doing anything doesn't mean this thread should stay dead, and I know some people had wanted to do a few of the what-if campaigns.

Dark Souls 2 is that tough? :v:

I kid. We'll be here when you come back.

Khisanth Magus
Mar 31, 2011

Vae Victus
I'm going to be doing a run through of the best faction Casval's Neo Zeon, which will probably start tomorrow.

Jegan
Nov 5, 2009

Khisanth Magus posted:

I'm going to be doing a run through of the best faction Casval's Neo Zeon, which will probably start tomorrow.

The easiest faction anyway. Like Zeon, they start the game practically owning space. Unlike Zeon, this is despite having only 5 space territories, that's how powerful their starting force is. Earth is a different matter, since the other factions start 3 tech levels above them, but it's not exactly hard, and their Tech Tree still has all the good stuff, not to mention the unique thing. That's the real reason you're doing this faction, right?

Khisanth Magus
Mar 31, 2011

Vae Victus

Jegan posted:

The easiest faction anyway. Like Zeon, they start the game practically owning space. Unlike Zeon, this is despite having only 5 space territories, that's how powerful their starting force is. Earth is a different matter, since the other factions start 3 tech levels above them, but it's not exactly hard, and their Tech Tree still has all the good stuff, not to mention the unique thing. That's the real reason you're doing this faction, right?

The "unique thing"? Most definitely.

If no one else does it and I still feel like it after steamrolling through the first game, I will probably do Tem Ray's Army

Jegan
Nov 5, 2009
Taking longer than you thought to put a post together, or did you just forget about the thread?

Tobias, do you mind if I do the first 15 or so turns of the new Gihren? There's a bunch of engine changes that make taking North America a lot harder. 13 turns should be enough to take New Yark and California, but I want to leave some margin for error.

Khisanth Magus
Mar 31, 2011

Vae Victus

Jegan posted:

Taking longer than you thought to put a post together, or did you just forget about the thread?

Tobias, do you mind if I do the first 15 or so turns of the new Gihren? There's a bunch of engine changes that make taking North America a lot harder. 13 turns should be enough to take New Yark and California, but I want to leave some margin for error.

Taking a bit longer. Will be up this weekend, I have just been trying different ways to do this. I have both the psp and ps2 version of this game(hey, I like the series a lot), and I was trying to find a good way to get the screenshots with the psp version, but I haven't managed to find a way I like with that, so I ended up having to do it on the ps2 version, which is less convenient for me and so getting it started took longer.

Tobias Grant
May 16, 2009

Lucky for you, I'm a dog lover.

Jegan posted:

Taking longer than you thought to put a post together, or did you just forget about the thread?

Tobias, do you mind if I do the first 15 or so turns of the new Gihren? There's a bunch of engine changes that make taking North America a lot harder. 13 turns should be enough to take New Yark and California, but I want to leave some margin for error.

Go ahead.

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."
Shame that this LP was abandoned, I was enjoying it quite a lot and it got me into playing the game for awhile.

Tobias Grant
May 16, 2009

Lucky for you, I'm a dog lover.

ElBrak posted:

Shame that this LP was abandoned, I was enjoying it quite a lot and it got me into playing the game for awhile.

Funny you say that, because I'm hoping to get back to doing this LP in the next week or so. Right now I'm fixing up the previous updates and getting the table of contents up to date.

Midjack
Dec 24, 2007



Tobias Grant posted:

Funny you say that, because I'm hoping to get back to doing this LP in the next week or so. Right now I'm fixing up the previous updates and getting the table of contents up to date.

Awesome - I kept it bookmarked just for that.

Koorisch
Mar 29, 2009
I was hoping that you would return Tobias! :woop:

Tobias Grant
May 16, 2009

Lucky for you, I'm a dog lover.



It's been a while, but the vote ended up in favor of getting the Ze'gok, so we send Werner Holbein off, and start clearing out his old room.


New suits!


Efreets!


Juaggus!


Aggs!


Zocks!


And Grublos!




Since I had a surplus of material, I do the trade again. This will likely be the last time I do this for a while.








I then blow most of my new found cash in order to open both Hawaii and Madras to attack, and to start the Flanagan Institute.


I spend the rest on new suits, specifically the Dom, Zock, and the rest of the Jaburo assault suits.


I was left with just enough cash to upgrade a few suits, and to give Char his own custom Z'gok.


Some more suits are dropping down from space.


On Earth, I begin my assault on the two Feddie bases. However, my goal isn't to conquer them. At least, not yet. My main goal is to turn those two bases into experience farms for my pilots.






That's a lot of Feddie units. However, I'm sure my Z'goks will be fine since most of the dangerous ones can't attack underwater units.


On the second turn, I strike, focusing on Coreboosters and Don Escargots.




Mash and Shin easily take care of their targets.






Char downs another.




The only ones who didn't manage to kill something were the unpiloted Z'Goks.


On the enemy's turn, the majority of them target Shin, who manages to weather the storm just fine, although I'll need to send him back for repairs.


Char, meanwhile, manages to destroy a Corebooster that attacked him.


On turn three, Shin starts heading back for California while the others attempt to prevent the enemy from pursuing.








Only Char and his team of grunts turn up disappointing results.


On the enemy turn, they managed to destroy another of Shin's Z'goks. Luckily he managed to escape on the next turn.






The rest of the battle is spent mopping up the planes that are still left.


All in all, a good start. I going to need more units to tackle the main island, though.




A single G-Armor against 3 Zaku-II Dodai-riders and 2 Acguy squads.


I planned to play it safe, since I didn't want to lose more units than I had to.


What actually happened was a Benny Hill-esque chase scene as the G-Armor ran away from me while I was trying to scan it with my Acguys.




I'm sure that if I was willing to get into a prolonged battle here, I could have come out victorious.




But when the Ground Gundams revealed themselves, I decided to retreat and wait for reinforcements instead of take more losses than I had to.




This should be more than enough to take down whatever enemies are stationed here.




Some Gaw vs Corebooster action. I wish I had put an actual pilot into that Gaw, but oh well.


The G-Armor decided it wanted in on the action too, with the Gaw whiffing on every shot.


On the next turn, I sent the recon plane out to scan everyone, fully expecting it to get shot down afterwards. Surprisingly, it was completely ignored




Battle results.


They try their best to shoot down the Gaw, but as long as it stays on the base, it's effectively invincible.


Time to bring the pain.




The G-Armor never stood a chance.


The Gaw disappoints.




Everything else ended as you would expect.


On a counterattack, the Gaw manages to kill something!




On the last turn, the final Corebooster is destroyed, and the rest of my forces move towards the lone Sabrefish squad.


---TURN 31---



Because we saved Garma, obviously we won't be able to do his funeral speech. However, now we can do something that will effectively do the same thing, called the "Survival of the Selected" speech. Because doing this will lower your alignment (but will also raise every unit's morale by 20), I wouldn't consider doing this unless you are going for a Chaos playthrough.


All my cash goes into developing the Efreet. Because gently caress yeah, Efreet.




Status of the two factions. We've finally managed to overtake the feds on research!


Because I spend all my cash on development, I didn't have enough to replenish Shin's squad. Instead, I upgrade his Z'Gok into an S-type so that he can get back into the fight.

And since I had just enough cash to pull this off, here's something I know all of you have been wanting ever since the Gouf Custom was finished.





:c00l:


Space is as chill as ever. On the ground I'm restarting my attack on Madras, and sending reinforcements to most of my ongoing engagements.




Some Federation reinforcements.




Char and friends take down some more planes.


Soon my forces engage the new Feddie units




It goes about as well as you would expect by now.




The rest of the battle is spent recharging our energy tanks and taking down whatever planes are still around. So here's a look at the generic GM mobile suit. It's absolute junk compared to our current suits.






Finally managed to corner this G-Armor and take it down.




Time for Norris and Ramba's Excellent Adventure to begin anew :getin:




With a surprise guest appearance by the Hildolfr Trio!


Annoyingly, a G-Armor took some potshots at my Hildolfrs.


All those planes made this a target-rich environment. However, because I was distracted by all the planes, I was blind to the danger the Hildolfrs were in...






The planes never stood a chance.




Uh-oh...


:stonk: Oh please no...


My Hildolfr! You sons of bitches!


And the bastards didn't even have an ace in them.


You guys have just volunteered to be target practice for Norris and Ramba's new suits!




:black101:


After the Gundams were destroyed, nothing else on the field could pose any sort of threat, so the last turn was spent mopping up whatever was close by.




Yawn.


---TURN 32---



Oh boy. Here it is, one of the most important decisions in the game. Kycilia is asking us whether we want to send the Black Tri-Stars after the White Base or not. While it seems like a simple decision to make, there's more to it than that...

If we say YES: The Black Tri-Stars will die, and so will Miss Matilda. However, because the White Base took damage fighting the BTS, they will not be able to participate in the Federation's upcoming attack on Odessa (which is going to happen soon. Don't ask me how they'll manage to sneak their assault force behind our lines, because I don't know.) This could also open up one of the potential ways that we can assault Jaburo.

If we say NO: The BTS and Miss Matilda will survive, but the White Base crew will participate in the Odessa attack, making it significantly more difficult to defend. This will also close off the potential Jaburo assault route.

I'll keep the vote open until :siren:Saturday at 12:00PM EST:siren: and because this is such an important decision, please explain why you chose your vote.

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Pimpmust
Oct 1, 2008

NO, Don't send the Black Tri-Stars, because they be bros'!

(Also getting to see the White Base up close and personal)

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