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The only things he did in translations that bugged me were when he would misread a 'b' syllable as a 'p' syllable, or vice versa. Which is a dumb, nitpicky thing, to be sure, but it's something that usually stuck out to me when I noticed it.
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# ¿ Mar 28, 2012 18:47 |
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# ¿ Apr 26, 2024 05:51 |
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Pureauthor posted:I've never seen the point of Counter. Supers can tank the damage and come out stronger for it, Reals can just avoid it. And unless you're powerful enough to consostently OHKO mooks, you'll be sitting through their attacks anyway. I feel the same way. It's nice if it goes off, but I would never try and count on it or add it to someone who didn't already have it. Hit and Away and EN Save on Kouji always worked out pretty well for me.
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# ¿ Apr 2, 2012 02:36 |
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Mercury Crusader posted:(Or G Gundam, The Best Gundam) I am obligated to appear and agree with this.
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# ¿ Apr 4, 2012 02:30 |
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Pureauthor posted:That might work if the most efficient way to clear maps in J wasn't to stand still and let the enemy army come to you, because if you move over to them the wave spawning at the opposite end of the map (and you know there is one) will take twice as long to get to. Alternately, moving to meet the enemy means you meet in the middle of the goddamn ocean instead of staying put on your nice little island.
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# ¿ Apr 26, 2012 14:59 |
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vilkacis posted:
It's a problem if we're talking about the G Gundam units, which are equally bad in the air or the water.
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# ¿ Apr 26, 2012 16:54 |
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D featured probably the most off-the-wall interpretation of Char's Counterattack; as your team is preparing to prevent Axis from dropping the colony on Earth, the original enemies suddenly create this huge barrier over the entirety of the planet, at which point everyone goes, "welp," buries the hatchet, and joins OZ.
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# ¿ Jul 1, 2012 13:45 |
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SaitoBatch posted:Doesn't Zambot 3 have that thing in Z1, where Keiko can kick the bucket if you don't do something? That....kinda irritated me, but at the same time was right in there with Tomino's kill em all mindset at the time. Keiko, the third sub-pilot, never dies, no. Aki, Kappei's girlfriend-insofar-as-12-year-olds-can-have-girlfriends, becomes a human bomb, because Butcher is a giant rear end in a top hat, and if you don't complete enough Zambot 3-related triggers in previous stages she blows up and dies like, I assume, in the anime. However, Aki is never a pilot/sub-pilot, and the only gameplay effect of saving her is getting an Ending Point (although you should save her anyway because it's the right thing to do and if you don't Kappei is so sad ). Edit: forgot I wasn't in the general thread.
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# ¿ Mar 2, 2013 20:55 |
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Omnicrom posted:That secret is also a massive pain the rear to get sadly. It's nearly impossible for Rand to get and to reliably get it on Setsuko you need to give up on another secret. On all of my playthroughs of Z1 I've done sadly Kappei has had an unhappy ending Setsuko has a pretty easy time of it, given that you get 5 points for destroying Butcher pretty early on (tough but not impossible).
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# ¿ Mar 3, 2013 08:26 |
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Godsigma is solid early on in Setsuko's route back in Z, since she has mostly a bunch of mid-level Gundam units that don't pack a lot of punch combined with a bunch of super robots who don't have really strong final attacks yet (or even their final forms, some of the time). So having something around with a really strong final attack and the ability to restore EN for free without a morale hit is pretty handy. However, once the other units catch up and you get access to more units you run into the fact that Godsigma is more boring than a box full of boxes.
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# ¿ Aug 5, 2013 01:15 |
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# ¿ Apr 26, 2024 05:51 |
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ActionZero posted:That LP would be better on Atreem. I laughed way too hard at this. The hell of all of this is that Mist has one of the dopest theme songs in addition to being a huge rear end in a top hat.
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# ¿ Apr 28, 2014 00:06 |