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Pureauthor posted:Apparently not. Stoner Sunshine's theme will never come to pass will it.
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# ? Apr 10, 2014 17:56 |
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# ? Apr 23, 2024 22:09 |
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Ahaha come on it is SRW. Glacial changes! Maybe in 2018 we will have that feature. Right now I just hope stupid poo poo like trans am doesn't overwrite my music.
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# ? Apr 10, 2014 18:36 |
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I had just time this morning to play two missions. ECS on the FMP units is not what I expected, it's a one time seishin buff at the beginning of the stage. Also there are still two Japans.
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# ? Apr 10, 2014 18:40 |
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More BGMs incoming: Macross F units' theme: The Target 00 Gundam units' theme: Final Mission ~ Quantum Burst Code Geass units' theme: World End FUMOFUUUUUUUUUU! Gurren Lagann units' other theme: Pierce the Heavens With Your XXX! Brunom1 fucked around with this message at 03:34 on Apr 11, 2014 |
# ? Apr 10, 2014 18:43 |
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Yay, my favorite Geass and GL songs are finally in. Digging the World's End remix.
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# ? Apr 10, 2014 18:50 |
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Its going to be SO hard not to make ALL MY SUPERS use Pierce the Heavens with Your XXX. So 2ch people who beat the game say >Nu Gundam under repairs it will use Unicorn Gundam tech for next game >Char is still neutral >Kamille, Emma, Fa, Banagher head to Shangri-La for repairs to their units. >Shin Mazinger plot isn't finished >TTGL final battle ends incomplete with invaders stopping the battle between Anti-Spiral and TTGL, also a looming Menace of an Emperor(?) >FMP plot is finished, EVOL Finished >ELS appear in the epilogue invading worlds Overall thoughts >Space module 77 was hinted >Hostile Aliens from Jupiter >The Game seems rushed but it's better than Hakai-Hen and animations are great.Maximum break needs improvement, Tri system must return for next game. Eternal Volfogg fucked around with this message at 18:57 on Apr 10, 2014 |
# ? Apr 10, 2014 18:55 |
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Brunom1 posted:
This is a pretty good remix. I hesitate to call it one, because it sounds really close to the actual song.
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# ? Apr 10, 2014 18:57 |
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Eternal Volfogg posted:Its going to be SO hard not to make ALL MY SUPERS use Pierce the Heavens with Your XXX. I really hope this won't be an excuse to turn it into the ugly as sin Nu Gundam Ver Ka.
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# ? Apr 10, 2014 19:00 |
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Dr Pepper posted:
Just set it to Max Break theme. Always maximum break with stoner sunshine.
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# ? Apr 10, 2014 19:00 |
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Son Ryo posted:I really hope this won't be an excuse to turn it into the ugly as sin Nu Gundam Ver Ka. Maybe it'll be an excuse to include the Hi-nu?
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# ? Apr 10, 2014 19:03 |
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Stop hotlinking pics from /m/ you guys the moment the thread 404's they're gone. Also I hope it's an excuse for Hi-Nu myself. Also I guess the EVA story stops at Asuka getting slamjammed inside Unit-03 Haha I missed >TTGL final battle ends incomplete with invaders stopping the battle between Anti-Spiral and TTGL, also a looming Menace of an Emperor(?) Kitfox88 fucked around with this message at 19:10 on Apr 10, 2014 |
# ? Apr 10, 2014 19:08 |
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For those Japanese Illiterate, how do I not gently caress up stage 4?
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# ? Apr 10, 2014 19:11 |
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Kitfox88 posted:Haha I missed >TTGL final battle ends incomplete with invaders stopping the battle between Anti-Spiral and TTGL, also a looming Menace of an Emperor(?) Holy poo poo, the crossover I've been longing for Gonna have to import Z3 sooner rather than later I guess!
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# ? Apr 10, 2014 19:12 |
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TheManSeries posted:For those Japanese Illiterate, how do I not gently caress up stage 4? Just survive and defend for a few turns until reinforcements come.
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# ? Apr 10, 2014 19:20 |
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Brunom1 posted:More BGMs incoming: All of these sound really drat good, especially the Gurren Lagann one and World End. Music's a big reason why I love this series and this game definitely hasn't disappointed me yet on that count.
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# ? Apr 10, 2014 19:27 |
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Hahaha. Hahahahaha. Someone just got Chirico's Ace Bonus: Abnormal Survivor now kicks in at 30% HP Ah man this makes him much more usable normally, it's not even funny.
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# ? Apr 10, 2014 20:20 |
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TheManSeries posted:For those Japanese Illiterate, how do I not gently caress up stage 4? Also don't counter attack at all.
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# ? Apr 10, 2014 20:20 |
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The Combo/Tag system honestly does a lot to make the gameplay more fun since you have valid reasons to think about your attack order and such.
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# ? Apr 10, 2014 20:24 |
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ImpAtom posted:The Combo/Tag system honestly does a lot to make the gameplay more fun since you have valid reasons to think about your attack order and such. Can you/someone go into detail about that stuff for us feeble non-japanese readers? Worst part about new systems is that I have no idea what to do for weeks.
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# ? Apr 10, 2014 20:31 |
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So this is how Z3.1 handles Celestial Being: The Movie.
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# ? Apr 10, 2014 20:37 |
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KoB posted:Can you/someone go into detail about that stuff for us feeble non-japanese readers? Worst part about new systems is that I have no idea what to do for weeks. The combo system is fairly simple: Kill enemies and you build a combo which increases your damage and post-battle rewards. However any action you take without killing an enemy (including just moving units) lowers your combo by 1 instead. Tag Tension is fairly straightfoward: Killing enemies (and I believe leveling up) builds up a Tag Tension meter. You can spend this meter in five ways: Activate Continuous Movement (no longer a skill) Increase your PP for your next kill Increase your Z-Chip gain for your next kill. Restore your SP. Activate a Maximum Break. (Increased damage, both pilots can attack at the same range, ignores barriers, uses the entire tension gauge.) So the ideal way to do stages is to plan out long combo chains and then hit a boss character with either a Maximum Break or a Bonus PP/Bonus Z-Chip for maximum prizes.
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# ? Apr 10, 2014 20:38 |
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Cool, thanks. Are the Tag and Combo systems for the whole team or for individual units?
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# ? Apr 10, 2014 20:46 |
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Eternal Volfogg posted:So 2ch people who beat the game say You better not be loving with me here Banpresto.
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# ? Apr 10, 2014 20:49 |
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KoB posted:Cool, thanks. Are the Tag and Combo systems for the whole team or for individual units? It's pretty fun. You can basically chain entire maps down with continuous attack though for better or for worse, but you pretty much need a very powerful ALL attack to do it since assist attacks aren't always the best (although some pilots have really great assist attacks, like Luca from Macross F who actually uses his banshees for his). Although to be honest I'm hardly touching seishins right now in the game with the new SP system. I can't be bothered to use the tag system to restore SP and I keep forgetting you regen 5 sp a turn now. Enemies just don't seem to have very good stats so far but I'm still pretty early. Maximum break basically allows you to ignore all the limitations with assist attacks. The sub unit can use every single move in a maximum break, and they all act as Post movement abilities as well (so difficult to position attacks can be freely used). In addition you can have them assist with their own ALL attack to your ALL attack. Rascyc fucked around with this message at 22:33 on Apr 10, 2014 |
# ? Apr 10, 2014 20:53 |
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ImpAtom posted:The Combo/Tag system honestly does a lot to make the gameplay more fun since you have valid reasons to think about your attack order and such. Yeah I love how much more dynamic the game feels now, although its still like stage 3 only. Its still great though that I have way more to think about now than which unit is above 120 Will and whats the nearest thing it can kill to trigger continuous action.
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# ? Apr 10, 2014 20:53 |
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AradoBalanga posted:So this is how Z3.1 handles Celestial Being: The Movie. This is the single greatest film that could ever exist and the world is a worse place for it not.
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# ? Apr 10, 2014 21:29 |
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AradoBalanga posted:So this is how Z3.1 handles Celestial Being: The Movie. This is making that awesome Quantum Burst remix even better. BlitzBlast posted:You better not be loving with me here Banpresto. Marida/Puru interactions in Z3-2?
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# ? Apr 10, 2014 21:49 |
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So is Hibiki's gimmick just saying constant engrish catch phrases? Not my match! Feel good! Nice one! Well done! Cloud 9! etc he kind of never stops Rascyc fucked around with this message at 22:00 on Apr 10, 2014 |
# ? Apr 10, 2014 21:57 |
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In all fairness, Crowe and Esther did the same thing. "Just one chance!" "One shot kill!" Stuff like that.
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# ? Apr 10, 2014 22:00 |
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Okay, this sounds interesting. Can you explain why you put units into tag teams to begin with? I've never really liked tag team mechanics in SRPGs but I guess I'm going to have to in this game. Can you move one tag team and choose to have both units attack independently, like having two separate units in one icon, or all at once like a normal assist?
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# ? Apr 10, 2014 22:07 |
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TARDISman posted:In all fairness, Crowe and Esther did the same thing.
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# ? Apr 10, 2014 22:07 |
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Policenaut posted:Okay, this sounds interesting. Can you explain why you put units into tag teams to begin with? I've never really liked tag team mechanics in SRPGs but I guess I'm going to have to in this game. Can you move one tag team and choose to have both units attack independently, like having two separate units in one icon, or all at once like a normal assist? Because you put units in teams or you deploy half the characters you normally could.
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# ? Apr 10, 2014 22:09 |
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Dr Pepper posted:Because you put units in teams or you deploy half the characters you normally could. Oh, so putting units in teams lets you go beyond the deployment limit? Okay that sounds useful.
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# ? Apr 10, 2014 22:13 |
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Policenaut posted:Okay, this sounds interesting. Can you explain why you put units into tag teams to begin with? I've never really liked tag team mechanics in SRPGs but I guess I'm going to have to in this game. Can you move one tag team and choose to have both units attack independently, like having two separate units in one icon, or all at once like a normal assist? It's basically a partner system. You get two slots per deploy and there is absolutely no reason not to partner people up. You can choose to have both units attack the same target, both units attack separate targets, or just one unit attack (usually with an ALL attack.)
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# ? Apr 10, 2014 22:14 |
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Policenaut posted:Okay, this sounds interesting. Can you explain why you put units into tag teams to begin with? I've never really liked tag team mechanics in SRPGs but I guess I'm going to have to in this game. Can you move one tag team and choose to have both units attack independently, like having two separate units in one icon, or all at once like a normal assist? Every unit in the game has an attack marked as "ASSI" (for assist obviously). Whenever you attack a unit, the sub unit will always use its assist attack as long as it's within range (post movement doesn't matter, they always use the assist attack unless you're maximum breaking). As far as attacking, they took the same system from Z1 but tweaked it a bit. Both units can attack the leader or split their attacks between two enemy units in the same pair. Unlike Z1 though you're still locked to using the assist attack with the partner. If you use an ALL attack, your partner does nothing unless you are maximum breaking and then they can lob in their own ALL attack (they might be able to use a different single target attack, haven't tried). Honestly the mechanics are very simple. If you played Z1, it should all be very similar except now you have a new menu option for spending your tag options. Maximum break is pretty similar to OGs2 but less of a hassle to use.
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# ? Apr 10, 2014 22:16 |
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Policenaut posted:Oh, so putting units in teams lets you go beyond the deployment limit? Okay that sounds useful. Not quite. Have you played any Squad based SRWs before? The games are designed around each unit being a group of mechs. In this game's case the leader mech and the backup attacker.
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# ? Apr 10, 2014 22:18 |
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All of this sounds pretty exciting. I've never actually played an SRW with a squad system before so this is all new and confusing to me, but the way you're all explaining it makes it sound good. Okay, I think I'm down with this. Thanks!
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# ? Apr 10, 2014 22:19 |
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Rascyc posted:Maximum break is pretty similar to OGs2 but less of a hassle to use. Pretty similar might be a stretch. Maximum Breaks were a huge restrictive pain in the rear end to use in OGs2nd and were basically big fancy support attacks that were reserved for blowing up big nasty bosses. This game encourages you to fliff out maximum breaks to kill anything and everything that's just a little too tough for you to bowl over normally. Being able to double up on ALLs and have your partner use post-movement and range restricted attacks freely is pretty ridiculous.
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# ? Apr 10, 2014 22:45 |
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ImpAtom posted:The combo system is fairly simple: Kill enemies and you build a combo which increases your damage and post-battle rewards. However any action you take without killing an enemy (including just moving units) lowers your combo by 1 instead. Sweet baby Jesus. I was kinda bummed when you said continuous action was no longer a skill. Only to realize you can basically act forever so long as you keep killing things. New favourite SRW. Hands down.
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# ? Apr 10, 2014 23:04 |
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# ? Apr 23, 2024 22:09 |
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Kanos posted:Pretty similar might be a stretch. Maximum Breaks were a huge restrictive pain in the rear end to use in OGs2nd and were basically big fancy support attacks that were reserved for blowing up big nasty bosses. This game encourages you to fliff out maximum breaks to kill anything and everything that's just a little too tough for you to bowl over normally. Being able to double up on ALLs and have your partner use post-movement and range restricted attacks freely is pretty ridiculous. I pretty much use continuous movement or z-chip bonus (no good reason for this last one).
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# ? Apr 10, 2014 23:10 |