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legoman727
Mar 13, 2010

by exmarx
Actually, I figured out what really annoys me about his re-write.

He's basically kinda-evil-except-not-really-evil Kyosuke now and is so much blander for it.

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ImpAtom
May 24, 2007

legoman727 posted:

Actually, I figured out what really annoys me about his re-write.

He's basically kinda-evil-except-not-really-evil Kyosuke now and is so much blander for it.

Yeah, this isn't an inaccurate reading and it becomes more blatant later on. (I don't think that's a spoiler.)

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
Having no preconceptions of Axel when playing the GBA game, he was one of my favorite antagonists. I don't mind the rewrite much, though, as he's still got the awesome theme song. As long a she's still entertaining.

This is the part where OG2 became great, before it became a grind. Did they fix that?

MarsDragon
Apr 27, 2010

"You've all learned something very important here: there are things in this world you just can't change!"
Not really. Twinning helps with damage output, but the major problem with OG2 is always going to be the stupid hit/dodge rates the enemy can pull, and the fact that pretty much all your units can take three hits at most. It takes them until 2ndOG to make armor worth a drat. Sure, the bosses can still be easily one-turned by the SRX because that's what the SRX does, but the grunts become significantly more dangerous.

KataraniSword
Apr 22, 2008

but at least I don't have
a MLP or MSPA avatar.
I am my own man.

Wounded Land posted:

These guys certainly weren't nearly as goofy in the SRW3 translation :v:
They also didn't have Prevail and such as those didn't exist yet.

No, instead 99% of your damage output was Beam weaponry, so their shields just stopped it cold.

GimmickMan
Dec 27, 2011

UC Gundam units in general were hosed pretty badly in the early games. The various beam weapons were useless against most things you'd face in a space-based stage IIRC.

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.
I'm fine with the Axel rewrite, Axel was one of my favourite protagonists in Advanced, where he's a silly fucker even when he gets his memory back. This however seems like a good time to bring up Super Robot Wars OG2, Ver.A This is a japanese romhack of Original Generation 2, which along with some other changes, notably has the main story switch of Axel into the position of Lamia. The exception of course is you can actually recruit Lamia back.

Digital Jello
Nov 2, 2012

Now I have a machine gun. Ho! Ho! Ho!

Onmi posted:

This however seems like a good time to bring up Super Robot Wars OG2, Ver.A This is a japanese romhack of Original Generation 2, which along with some other changes, notably has the main story switch of Axel into the position of Lamia. The exception of course is you can actually recruit Lamia back.


That's actually a pretty cool concept. Although since OG2 was my very first experience with the SRW series, I'll always remember Axel as the "crazed rival" regardless.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So, we've got the DC, our dimensional friends, and these space cops out to bust us for the heinous and capital crime of not dyin'. That's a pretty good antag squad.

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

GimmickMan posted:

UC Gundam units in general were hosed pretty badly in the early games. The various beam weapons were useless against most things you'd face in a space-based stage IIRC.

The Inspectors also blocked out this little attack called Getter Beam.

But yeah, this was back when an ordinary I-Field completely nullified incoming beam attacks at no cost, and drat near every endgame enemy had one. If your Gundam unit didn't have funnels on it, it wasn't getting used for the end of the game.

That's before we got into other quirks of SRW 3, like how instead of telling individual pilots to dodge or block, you set your enemy-phase strategies globally. Your choices were:

1. Always counter.
2. Counter unless below 50%.
3. Counter unless you might die :frogsiren: (SRW3 AI IS VERY BAD AT JUDGING WHEN THIS WILL HAPPEN) :frogsiren:
4. Never counter.

And every unit on your team would do the same thing.

SRW3 was like this black hole of horrendous design decisions lurking between 2 and EX.

ImpAtom posted:

There are two reasons for that and they're both on the Angelg's redesign.

Four, if you count the ones inside the mech!

Seyser Koze fucked around with this message at 05:32 on Jan 26, 2016

legoman727
Mar 13, 2010

by exmarx

Glazius posted:

So, we've got the DC, our dimensional friends, and these space cops out to bust us for the heinous and capital crime of not dyin'. That's a pretty good antag squad.

No, no, it's not NEARLY that simple.

The big lovely list of people whose asses we need to kick:

The Neo-Divine Crusaders
-The assholes from the School (and get Seolla and Ouka back)
Desperado PMC The Shadows that are backing them
Possibly the jerks at Isurugi Industries who are also backing them

Those unaffiliated assholes with the evil samurai mech that kicked Bullet's rear end in the prologue chapters

The Einst

The Inspectors
-Possibly related to the Guests led by Nibhal whatshisname

And by the way we're still not out of enemy factions. Oh boy are some of the biggest assholes yet to come. Remember Dr. Egret..? :suicide:

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

Seyser Koze posted:

The Inspectors also blocked out this little attack called Getter Beam.

To reiterate, in SRW3, any unit with an I-Field (from Mobile Suit Gundam, although this was back in crossover central when Scirocco ended up piloting a Valsion) ignored all damage from any weapon with the word "Beam" in the name. No beam rifles, sprayguns, cannons, nothing. No Photonic Beam (Mazinger) or Freezing Beam (Great Mazinger). And yes, no Getter Beam, which completely loving hoses Getter-1/Getter Dragon.

By the time you get more than two thirds of the way through the game, every boss has an I-Field. Good loving luck.

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

legoman727 posted:

No, no, it's not NEARLY that simple.

I keep remembering that we're overdue for another chart detailing all the nefarious doings of the Illuminati and the Trilateral Commission, but then I keep thinking that if I do one now, it'll be horribly out of date in another update or two, because that's how this part of the game goes.

AradoBalanga
Jan 3, 2013

Broken Loose posted:

To reiterate, in SRW3, any unit with an I-Field (from Mobile Suit Gundam, although this was back in crossover central when Scirocco ended up piloting a Valsion) ignored all damage from any weapon with the word "Beam" in the name. No beam rifles, sprayguns, cannons, nothing. No Photonic Beam (Mazinger) or Freezing Beam (Great Mazinger). And yes, no Getter Beam, which completely loving hoses Getter-1/Getter Dragon.

By the time you get more than two thirds of the way through the game, every boss has an I-Field. Good loving luck.
IIRC, this bullshit also applied to Breast Fire and Breast Burn, since they were considered beam weapons up until Alpha. Meaning Kouji was almost useless and Tetsuya had to rely on the 1-ammo Great Booster.

Basically, don't play SRW 3 unless you hate your soul.

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

AradoBalanga posted:

IIRC, this bullshit also applied to Breast Fire and Breast Burn, since they were considered beam weapons up until Alpha. Meaning Kouji was almost useless and Tetsuya had to rely on the 1-ammo Great Booster.

Basically, don't play SRW 3 unless you hate your soul.

The worst thing about SRW 3 is their version of "fanservice" secrets is that if you use Camille to take out Scirocco (in the 3rd to last mission of the game), his mind is scrambled and his stats plummet into uselessness, essentially removing one of your best pilots from the roster for the rest of the game.

You can get around this by recruiting Four, who has a game-long turn limit requirement (350 turns or less by mission 47) and is only available on a single path split.

No, wait, the worst thing is that you can't turn off or speed up animations.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Seyser Koze posted:

I keep remembering that we're overdue for another chart detailing all the nefarious doings of the Illuminati and the Trilateral Commission, but then I keep thinking that if I do one now, it'll be horribly out of date in another update or two, because that's how this part of the game goes.

It's actually quite simple!



There you go.

MarsDragon
Apr 27, 2010

"You've all learned something very important here: there are things in this world you just can't change!"

Broken Loose posted:

The worst thing about SRW 3 is their version of "fanservice" secrets is that if you use Camille to take out Scirocco (in the 3rd to last mission of the game), his mind is scrambled and his stats plummet into uselessness, essentially removing one of your best pilots from the roster for the rest of the game.

You can get around this by recruiting Four, who has a game-long turn limit requirement (350 turns or less by mission 47) and is only available on a single path split.

No, wait, the worst thing is that you can't turn off or speed up animations.

They do that in Alpha too.

Of course, in my game Noriko smashed The O before I even realised Sirocco had brought it out. As is right and proper.

Gyra_Solune
Apr 24, 2014

Kyun kyun
Kyun kyun
Watashi no kare wa louse
I like how they did it the opposite way in Alpha Gaiden, where the Waverider Crash was a secret attack...but getting it meant you killed Rosamia (but it's not like she joined you or anything if you didn't get it). Basically the sole instance of strictly following how Zeta Gundam went down means actually getting a reward for it.

Digital Jello
Nov 2, 2012

Now I have a machine gun. Ho! Ho! Ho!
I never knew about the whole fourth wall deal in that mission :aaa:
I was never that "devoted" to trying to beat them all down in some special order anyhow, but it's kind of cool how the game actually acknowledges the accomplishment, even if it is more funny than rewarding.

Also, until the update, I never actually realized Wendolo was just a kid. I knew he was a younger guy than his cronies, but I didn't realize he was a child. I'd like to know more about his original appearance in SRW3 (since I never played it, let alone found any translations of it), but I suspect I'm delving into spoilers here.

AradoBalanga
Jan 3, 2013

Digital Jello posted:

Also, until the update, I never actually realized Wendolo was just a kid. I knew he was a younger guy than his cronies, but I didn't realize he was a child. I'd like to know more about his original appearance in SRW3 (since I never played it, let alone found any translations of it), but I suspect I'm delving into spoilers here.
The only non-spoiler thing about Wendolo that I can mention right now is his voice changing from the Complete Box release (aka, SRW 3 with the graphics of F/F Final...but with all the problems of SRW 3 still there) to OGs. Complete Box had Wendolo talk in a very high-pitched small child voice, which made listening to him very jarring. OGs opts to give him a much more deeper and sinister voice, to add an extra layer of disturbing to his character. Granted, this is due to a VA change between games, so different VA direction is probably the reason for the change in Wendolo's tone for this game.

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost
Wendolo's role in SRW3 is basically the same as here. The main difference is that the early SRWs' intermission scenes only showed what was happening to your people, never anything that was happening elsewhere, so you never even see Wendolo until you confront him directly. This is probably also why Bian comes out to smack you around personally halfway through SRW2, since you'd never meet him otherwise.

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost
Mission 23



Once again, the killboard shows us a bunch of people we won't be using.

Intro

quote:

Brian Midcrid's office receives word of the White Star's loss. Graien immediately orders a full military response; Brian thinks it may be time to open negotiations, and asks Nibhal to try and make contact. (Nibhal again feigns ignorance.) Brian also wants to pursue a cease-fire with the NDCs, believing that Van will agree now that the threat is clear.

Arado is ready for release from the Mao Industries infirmary. Radha comes to see him for one last round of testing, about his education. She is slightly surprised to hear of the Magus computers, but this surprise is nothing compared to hearing Cuervo Cero's name. Arado asks if they knew each other, and she admits that she was Cuervo's main test subject during his early work on man-machine interfaces, and then became his assistant. However, she hasn't been in contact since he left to join EOTI, and the news that his Cuervo's work has turned to mental manipulation has shaken her greatly.

Rio is doing an activation test for the Huckebein Mk. III, but the TK feedback proves too great and forces her to abort. Marion and Kirk bicker about the system while Rio assures Ryoto that she's fine. He tries to say that he should be the one testing, but she insists that it's her responsibility; he's designing the mechs, so she'll pilot them. He agrees, but is clearly unhappy.

Mao Industries has picked up the signs of battle from the White Star. Ring orders a full evacuation of the company's staff to Cerevis City, while she and the pilots take the new prototypes and escape. There isn't time to load all the mechs, so she and Rio will escort the transport in the 008L and AM Gunner, however, Radha surprises them by launching against orders. She promises to hold off the enemy and buy them more time, thinking that she can't rest until she knows what Cuervo is up to.



Mission 23: The Third Raptor



Objective: Kill. No mastery requirement yet.



We have a group of nine Gunsects. They're not too remarkable, but they give a little visual variety.



Radha and the Schutzwald are the same as we remember. She has SP Regen, which will be handy, as well as Foresight, which will also be handy provided we can get the 130 morale she needs for it to activate. Unfortunately for her, she can't pull better than a 60-70% dodge rate against the robots, even with Focus. :sigh:



Making things more fun, we have some secret poo poo to take care of, so I can't use the Schutzwald's big guns. So the enemies will have lots of opportunity for her to fire back.



On the enemy phase everybody takes their turn to shoot at Radha, and she leaves them all looking like this.









She takes a hit or two, but miraculously she pulls through in good shape.



The enemy have made no move to fire on Mao Industries, confirming Radha's suspicions. Then---



Radha: "An MP Mark II? Identify yourself!"



Arado: "It's me, Ms. Radha."
Radha: "Arado!? What are you doing? That mech should be---"
Marion: "I had it prepared for him."
Radha: "Dr. Radom!"



Marion: "Arado Balanga. I've chosen weapons suitable for your talents. Make good use of them."
Arado: "A knife, an assault machine gun... I get those... but this thing's just a big metal ball! You sure you didn't just give me whatever was lying around?"
Marion: "Don't be rude. I made it in a hurry, but it's been tested three or four times. And given what you said when you piloted the Falken..."
Arado: "Um... I guess so."



Radha: "But..."
Arado: "It's okay, I'm a School grad. And I gotta pay Mao back for taking care of me. If I can't do this, I'll never help... anybody else."
Radha: "...All right. Then please, give me your strength."
Arado: "You got it!"



So now we've got Arado in - of course - an MP Huckebein. It's been a while since we saw him on the battlefield, so a quick refresher... he has Fortune (extra cash), Lucky (automatic crits and dodges at random, especially if you're Evil Tasuku at the end of the first game), and level 2 support defense. His melee stat is noticeably higher than his ranged, so Marion seems to know what she's doing.



Unfortunately, the MP Huckebein is a piece of junk and the enemies still pull a 50% with Focus. That's okay, though, because...











To sort-of-but-not-really quote Chang Koehan, they may have a 50% hitrate, but Arado has this big metal ball. This MP Huckebein has a Boost Hammer, a nod to a ridiculous Gundam weapon that I'm guessing was itself a nod to a ridiculous Daitarn 3 weapon. It won't one-shot these guys if it's not a crit, but that's why Radha softened everybody up on the first turn.



It only has a four-space range, as does the MP Huckster's assault rifle, so it takes a couple of turns for Arado to clear them all out. Amazingly, he only gets hit once or twice as well. Maybe the game is apologizing for the previous mission.



During all of this, Radha's been ignoring the Gunsects and running south. This is because she has the Foresight skill, meaning that this is an entirely logical decision for her in-universe and certainly not a cheese tactic based on having played the game before. :colbert:



Arado pops the last Gunsect at the beginning of a player phase.

Secret Weapon (complete)
On Mission 23, have Arado finish off all of the Gunsects



Radha senses the arrival of more enemies before they appear.



A moment later the transport launches, accompanied by Ring and Rio. The AM Gunner looks to be running fine, although the G-Impact Cannon is offline.



Mao Industries is now completely empty. The masters for all their designs are aboard the shuttle, with only dummy data left in the computers. Marion's also left a virus among the files - an appropriate parting gift for their attackers, Ring thinks. It'll be quite a while before anyone can use Mao's production line...



Ring: "Now, Rio and I will make an opening in the enemy lines."
Arado: "We're going straight into them!?"
Ring: "That's right. If we go the other direction, we draw them towards Cerevis and the other lunar facilities."
Arado: "I... I get it!"



Ring: "Does that frighten you, Arado Balanga?"
Arado: "No way! I'm always best on the front lines!"
Marion: (Hmhm... he's a very promising one.)



Ring points out the target zone. After this, they'll try to join up with the Federation's forces - the Hiryu Kai, if possible. Rio tells Ryoto to leave the fighting to her; he agrees, but then falls silent, clearly unhappy.



Ring: (Riding a Huckebein, fighting against Huckebeins... I suppose we've brought that on ourselves. But I'm the one piloting now... let me show you what this raptor can do! The Huckebein won't vanish here!)



So now we have a big pack of MP Huckebeins to tear apart. We need to escort the Tausendfussler past them to the south edge of the map, with an extra little wrinkle: to get the battle mastery, the transport can't take any damage.



Good news, Ryoto's piloting the transport and will actually get a 50% evasion rate if he's attacked. Bad news, he's an NPC unit and he's going to fly straight into the enemy if we don't take them out first.



We've also got Ring in the Huckebein 008L, now just called the Huckebein...



...And Rio in the AM Gunner, sort of a flying cannon. Its built-in mech abilities are a Gravity Territory (defensive barrier) and "Combine." There's nothing for it to combine with, though.



Anyway, we've got a path to clear.






The Hucksters are a bit too hefty to one-shot.



Ring and Rio move forward; the central group of enemies stays put while the left and right wings start to converge on Radha. :stonk:



Even on the next phase, Ring and Rio can't attack (especially Rio, since the AM Gunner has no post-movement attacks). Arado moves up to distract half of the enemies; hopefully Rada can handle the other side.





:stonklol:






why is the goofy joke weapon my best one :cripes:



Arado quickly shreds the right group of enemies. Radha softens up the left.



The middle group largely ignores us and barrels straight towards the transport, attacking Ring and Rio on the way.





The AM Gunner's missiles just can't compete with the BOOST HAMMER.



Ryoto gets nice and cozy with the aliens that are trying to kill him. :frogout:

So now our battle mastery is in jeopardy. There are four MPs all around Ryoto, and by odd coincidence, there are four of us. Luckily, three of them are already damaged (one by Radha during a player phase, the other two by Rio and Ring in counterattacks), and Arado can just crush the last one.



Which he does.



That still leaves the left and right groups, but dumb OGs AI triumphs again; they're only interested in whoever's closest, which means the left group all keeps going for Radha and gets wiped out. And the right group is too far away to do anything.



On the next phase, the Tausendfussler moves forward and we get the mastery! :toot:

But... we're not at the escape zone? :confused:

Scene

quote:

Mekibos appears and promptly shoots down the transport. He introduces himself as an Inspector, or as a Guest if they prefer; Ring and Kirk both recognize the latter term. Noticing Ring's Huckebein, he comments on the unfortunate accident they had during the first model's test, surprising them both - apparently he has some knowledge of what happened. Mekibos offers to spare their lives if they surrender their mechs (and expertise), but Ring flatly denies him. Aboard the downed transport, Kirk and Marion prepare to flee, though Ryoto hesitates to just abandon the Mk. III.



So now we've got Mekibos to deal with, along with the remaining Huckebeins.



The grunts don't last very long.

Our setup for fighting Inspectors isn't quite as good as the previous mission. Arado has Grit for survival and Strike for accuracy, but is mostly out of SP. Rio has Alert, but no Strike. Radha can cast Alert, and can use Attune to cast Strike on somebody else. Ring has Sense, so that's Alert and Strike in one. We can chase Mekibos away if we do 30,000 damage, but at this point I don't have the resources I need to do it.



But I don't realize that at first, so you get to watch me mess around a bit.





Mekibos: "It's too late to ask for mercy!"
Rio: "Who's asking? You're not getting the Mk. III!"



I'm not savescumming to beat Mekibos this time. :colbert:



On the next player phase after his arrival, Mekibos announces that the warm-up's over and it's time to get started. His assurances that it'll be fun and there's no reason to be worried aren't actually all that reassuring. Ring yells for everyone to target the Graterkin's drive system; hopefully the Federation has noticed the commotion, but we're going to have to assume that help won't be coming. Meanwhile, Ryoto still hasn't escaped, to Rio's deep concern...



At the downed transport, Marion announces that they're ready to leave. Ryoto is silent for a moment...



Ryoto: "I'm staying..."
Marion: "Have you lost your mind? What do you think you'll accomplish?"
Ryoto: "I'll go out in the Mk. III."
Marion: "Now? The Type-L's T-LINK system isn't stable."
Ryoto: "Then I'll disconnect it. That should be enough for me to help, at least."



Marion: "Don't be stupid. Don't you care if we lose the Mk. III?"
Ryoto: "If I don't go help, I'll lose something more important!"



:drat:



Kirk: (If we adjust the output, we can get it moving. And Ryoto has plenty of potential. Perhaps this is like the SRX's case... and an element of danger is the key.)



Ryoto tells them both to go to Cerevis without him, but Kirk suggests that instead of disconnecting the Huckebein's T-LINK, it'll be better just to switch the OS. That'll take time, but he'll stay behind to help. Kirk tells Marion to go ahead without him, only for her to respond that she's never had to listen to him and that three sets of hands will get the job done even faster. Besides, she doesn't want to abandon the Wildwurger, either.



Meanwhile, we're almost tapped out, but we'll try a thing or two. Radha uses Attune on Arado to queue up a supported attack.



Mekibos: "That MP Huckebein suits you. You'll both die here."
Arado: "What the--- what part of that suits me!?"









This would be a decent start, although it'd be better if Ring were using something bigger. She follows up herself.



Ring: "You're not just after the prototypes... you want my company's factory, as well?"
Mekibos: "That's right. A few mechs isn't enough to win a war. But once we put them into mass-production, it'll be another story."
Ring: "That's how you do things?"
Mekibos: "More than that. Sow the seeds, then reap the harvest - although it looks like some of you have caught on to that."



Another sliver of health gone.



Radha casts another Attune on Rio, who counters Mekibos when he attacks next.









This is with Valor. Not bad, by itself.



We try to follow up on the next turn with another support, this time with Radha kicking it off.



Mekibos: "That mech's a museum piece. You're going to die."
Radha: "I can't! I have to protect the transport!"



Plink.

At this point we're pretty much stuck; we're out of SP and our machines can't stand up to the Graterkin without spirits. If Ring had killed one more enemy she'd have enough morale to use the Black Hole Cannon, which would've made the difference here. But she didn't, so it didn't.



So Radha just parks in front of him and casts Alert every turn to wait him out until the mission ends on its own.

Closing

quote:

Mekibos announces that he's bored and it's time to finish them off, but at that moment Ryoto launches in the Huckebein Mk. III. However, the T-LINK feedback overcomes him as he makes his attack, resulting in low damage, and the Graterkin's counterattack leaves the mech in critical condition. Rio tries to intervene, but is nearly shot down herself.

Ryoto begs the Mk. III to start up, as he can't sit back while other people fight to protect him. Surprisingly (not really), it does; the Uranus System has activated, just as Kirk planned. Wasting no time, Ryoto launches a full-powered attack against Mekibos, then yells for Rio to dock with him in the AM Gunner and opens fire again, disabling the Graterkin's drive system. Seizing their chance, Ring yells for everyone to escape at once.

As they gain distance, the Mao refugees monitor the situation; the Inspectors aren't moving on Cerevis City, which indicates that they're after Mao's facilities as expected. Marion seems to disapprove of Kirk's handling of the T-LINK situation; Ryoto noticed the Uranus System starting up, but doesn't know what it meant, and Kirk makes his escape before he can be asked about it further. Rio thanks him for the timely save during the mission, and he tells her that he's made up his mind to pilot after all.

The transport makes contact with the Hiryu, and the two groups compare data on the Inspectors. By now the aliens have most likely occupied the lunar cities, but since their goal seems to be to use humanity's production capacity as their own, the people should be safe for the time being. Lefina is planning to join with the remaining Federation forces in space for a counterattack, but Gilliam asks her to descend to Earth instead - the aliens will be attacking Tesla Reich next, he suspects, and the Hiryu needs to keep their prototypes from falling into the Inspectors' hands.

Wendolo takes a report on the invasion; Mao's facilities are unusable, but the Moon Cradle's were captured without incident, meaning that they're now ready for the next phase. He orders Vigagi to begin the invasion of Earth, focusing on Langley and the other Federation military bases, as well as capturing Tesla Reich. As a final note, he says to investigate the whereabouts of Shu Shirakawa and the Granzon.



Also, because we got the secret, we get to keep the Daitarn Gundam Boost Hammer.

-----



Ibis: "All done! Tsugumi, what's the snack today?"
Tsugumi: "Chief Takakura's special cheesecake, with an orange sauce."



Ibis: "Yay! Save some for me!"
Tsugumi: "I will, just as soon as you finish this training regimen I worked out."
Ibis: "For cake, I'll do anything!"



Ibis: "...Say. If I do the training twice, do I get two snacks?"
Tsugumi: "Heheh, all right... sometimes I feel more like a pet trainer than a coach."



Ibis: "Everybody who's watching, make sure you study and work hard too. See you next time!"

Seyser Koze fucked around with this message at 22:10 on Jan 31, 2016

Grashbar
Aug 17, 2014

Seyser Koze posted:

why is the goofy joke weapon my best one :cripes:

High base power, low cost, good range, S ranks.

It's just really ridiculous for what it is. In both senses of the word.

MarsDragon
Apr 27, 2010

"You've all learned something very important here: there are things in this world you just can't change!"
It is a secret, after all. Notice that the original Huckbein isn't nearly as good as it was in OG1, because you get it for free.

Anyway, here you can see that Banpresto finally sorted out the Alpha heroes after Alpha 2 came out. OG1 was kind of confused, but by OG2 they've settled that Kusuha is the super MC, like in Alpha, and Ryoto is the real MC. This might be because Ryoto is the same archtype as Kusuha, or he might just be next most popular, or Leona and Tasuku were just busy with their own OG plot. So here's the Alpha real robot upgrade, where the Huckebein Mk II was switched out for the Mk III.

...except Bullet was in the Mk II last game so we're just upgrading out of nowhere. It's fine.

Also, in Alpha the Gunner was a deployable frame for the Huckebein Mk III, whereas here it needs a separate unit to combine. I'm guessing this was to give the protagonists something to do together, but unfortunately the Gunner was also heavily nerfed in OG and it took them something like two games to just make it a frame again. (whereas in Alpha the Gunner was by far the better choice)

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Oh man finally a Huck worth something.
And now all the protag pairs on our side have TK. Great.
Well except for Kyo/Excel. Though they do make up for it in raw stats and damage numbers.

And Banpresto doesn't really know what to do with bullet. But they do fix him eventually, I believe.


[e]Or rather, the scale of OG1 didn't allow for Super pilot Bullet, but that's about to change :unsmigghh:

Rigged Death Trap fucked around with this message at 00:04 on Feb 1, 2016

Alacron
Feb 15, 2007

-->Have tearful reunion with your son
-->Eh
Fun Shoe
Ah the Boost Hammer, the boostiest of all hammers :allears:

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues
I always liked Ryoto but that sequence there is one of the reasons he's my favourite OG character. He doesn't get to be front and center a lot but when he does, he comes off pretty good for it.

AradoBalanga
Jan 3, 2013

Rigged Death Trap posted:

And now all the protag pairs on our side have TK. Great.
The Alpha originals all had Telekinesis in OG1. The problem was that there was very little stuff lying around (Type TT Gespensts, Grungust Type 2) for them to take advantage of that skill until now outside of hit/dodge rates. OG2 is an in-universe surge of fire power for the Steel Dragons, and it ain't stopping any time soon.

But yes, the Huckebein Mk.III. :allears: I love this unit, especially a later upgrade to it. But like MarsDragon said, holy loving poo poo did the Gunner Frame option get beaten to death with the nerf bat for OG. It is now two units instead of one, has lost three attacks (Fang Slasher*, AM Gunner's version of the G-Impact Cannon, Gravity Ring) from Alpha 1 and most importantly, nearly all post-movement attack options. Only the vulcans are post-move now, making the aforementioned future upgrade much more worthwhile for the Mk.III overall.


*=If you'll note, the Fang Slasher is still attached to the Mk.III's arm when docked with the Gunner. And yet somehow, OG wants us to believe that the docking procedure somehow disables the Fang Slasher. I dare you to make less sense. :psyduck:

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.

AradoBalanga posted:

The Alpha originals all had Telekinesis in OG1. The problem was that there was very little stuff lying around (Type TT Gespensts, Grungust Type 2) for them to take advantage of that skill until now outside of hit/dodge rates. OG2 is an in-universe surge of fire power for the Steel Dragons, and it ain't stopping any time soon.

But yes, the Huckebein Mk.III. :allears: I love this unit, especially a later upgrade to it. But like MarsDragon said, holy loving poo poo did the Gunner Frame option get beaten to death with the nerf bat for OG. It is now two units instead of one, has lost three attacks (Fang Slasher*, AM Gunner's version of the G-Impact Cannon, Gravity Ring) from Alpha 1 and most importantly, nearly all post-movement attack options. Only the vulcans are post-move now, making the aforementioned future upgrade much more worthwhile for the Mk.III overall.


*=If you'll note, the Fang Slasher is still attached to the Mk.III's arm when docked with the Gunner. And yet somehow, OG wants us to believe that the docking procedure somehow disables the Fang Slasher. I dare you to make less sense. :psyduck:

There is a pair later who can make the Gunner work due to their skills and inbuilt spirits, but they have better options and really the Gunner is just Bad. Still the newest SRW is returning the Gunner to being a Selectable Frame Which is returning Rio to the controls of an actual robot, as she pilots the Red Exbein

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

AradoBalanga posted:

*=If you'll note, the Fang Slasher is still attached to the Mk.III's arm when docked with the Gunner. And yet somehow, OG wants us to believe that the docking procedure somehow disables the Fang Slasher. I dare you to make less sense. :psyduck:

OG remembers that the Alpha Fang Slasher looked pretty ridiculous.

You've got this massive mobile weapons platform, and then the little robot man sitting on top of it throws a dinky Castlevania boomerang.

i mean really

AradoBalanga
Jan 3, 2013

Seyser Koze posted:

OG remembers that the Alpha Fang Slasher looked pretty ridiculous.

You've got this massive mobile weapons platform, and then the little robot man sitting on top of it throws a dinky Castlevania boomerang.

i mean really
Alpha 1 Mk.III Gunner threw the Fang Slasher by simply flinging its arm at the enemy instead of grabbing and throwing it. :colbert:

Also, my anger is more at the bizarre removal of post-move weapons on the Gunner than animations. Seriously, what the gently caress were they thinking?

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

AradoBalanga posted:

Also, my anger is more at the bizarre removal of post-move weapons on the Gunner than animations. Seriously, what the gently caress were they thinking?

They decided that the Boxer needed some love after the way the Gunner could singlehandedly clear maps in two turns?

Granted that's not really an accomplishment in Alpha, with Dancougar or the Bilbine being able to literally one-shot bosses, but still.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

boostiest of hammers indeed.

MarsDragon
Apr 27, 2010

"You've all learned something very important here: there are things in this world you just can't change!"

Seyser Koze posted:

They decided that the Boxer needed some love after the way the Gunner could singlehandedly clear maps in two turns?

Granted that's not really an accomplishment in Alpha, with Dancougar or the Bilbine being able to literally one-shot bosses, but still.

Dancougar, Billbine, the SRX, the super robot upgrade....

Alpha was not the most balanced of games.

Alacron
Feb 15, 2007

-->Have tearful reunion with your son
-->Eh
Fun Shoe

MarsDragon posted:

Dancougar, Billbine, the SRX, the super robot upgrade....

Alpha was not the most balanced of games.

It's SUPER Robot Wars, not Carefully And Statistically Balanced Robot Wars. :colbert:

GimmickMan
Dec 27, 2011

Good things about this stage: The boost hammer, Ryoto doing a cool thing, finally getting the Mk III. I actually like the Gunner, since it is a multipilot unit that works pretty well with a different set of pilots. I find the Huckebein Gunner greater than the sum of its individual parts, at least in this game.

Bad things about this stage: It begins a long, long trend of OG2's that I call "getting ambushed by late game bosses and waiting until they're timed out". If you're not using a guide to know they're coming at you, odds are you won't be able to force them to retreat and all you can do is hope you don't have to redo the stage. It is not very fun.

Gyra_Solune
Apr 24, 2014

Kyun kyun
Kyun kyun
Watashi no kare wa louse
oh AM gunner

your fate in 2nd OGs is so very pity-worthy and yet hilarious at the same time

Hunter Noventa
Apr 21, 2010

This is one of those scenes that was really improved in the Inspector Anime

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Huh, how's that combination going to work? Will you need to build up morale or something, or is it just available from the word go?

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Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP


Mind that one is the Exbein. Which is a super prototype Huck mk. 3
An is related to the mech of a terrible mary sue

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