Author Topic: MAF's DW: Gundam Guide  (Read 1091 times)

0 Members and 1 Guest are viewing this topic.

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
MAF's DW: Gundam Guide
« on: November 05, 2007, 06:06:18 PM »
I know a few people here got it but have been sitting on it for the sake of other games. I have dumped 32 hours into the game so far and have unlocked quite a bit. Here is some interesting info for people just getting into it:

*Dont worry about juggles. Learn to use your boosters. The AI can easily escape juggles if it wants and so can you. This game isn't about juggling, its about out-maneuvering your opponent and effectively using a combination of ranged and melee weapons to win. You can also cancel their supers with your supers and well there's actually a lot going on in ace battles. Take my word for it and focus on out manuevering your opponents instead of just smashing their face in. The aces guard a lot and when low on health become downright obnoxious. At high level play you will eventually have the skill to take on 4-5 gundams at once. Another example is the ZZ Gundam fight against Haman, where she is super charged and you can't run away or she heals. If low on health you need to basically run away within here attack range until your sp gauge charges. This fight was hard cause HELLO Official Mode and the campaign is like 3 missions long so Judau is like level 4 and ZZ Gundam is like level 3 and she was juiced up on something.

*ZZ Gundam is the best melee gundam in the game. Two handed sword with incredible damage and range. At level 1 the suit with a level 30 pilot easily tackled the Moseleum stage on Hard, something that is extremely challenging with say, the Gundam MKII. ZZ Gundam is obtained through a real short Judau Official Mode campaign. Haman is a bitch and hard to kill but ZZ Gundam is worth the time. Hyaku Shiki only requires the completion of 2 char missions in official to make it available to a completed pilot in Original Mode.

*Official Mode is harder than Original Mode. Official Mode is extremely story focused and depends on events to move a mission forward. These events are often UNFAIR and can really screw a player. New players should focus on Original Mode until they have a good feel for battles against Aces, and then grind a bit in Official if stuck. Pilot levels and Gundam levels matter a lot, and Official Mode offers little chance for high kill counts and experience. On top of that the difficulty level doesnt make Official easier, since its event driven a hard mission is still a hard mission.

*My favorite skills, afaik the skills rewarded are fairly random, with the better skills awarded later in. The best skills are green, but there are some yellow skills that are 'ftw'.

Pilot Sense/Mechanical Sense - Best early on. Increased point acquisition, makes grinding a breeze.
Square Drive - All of the Drive skills are great as they multiply damage, but this one is tops. Always have at least one drive skill equipped imo.
Fighting Instinct - No knockdown = best skill in the game.
Armor Gain - When SP Gauge is full, the points normally put into SP are put into regenerating your armor count. I think its a 1 for 1 gain. So awesome. Good against poop troops + ace, bad against just an ace. Without poop troops to charge your armor, you'll never see the benefit while fighting the ace.
School of Master Asia - Your damage output goes up when your health goes down. Very cool against aces as SP gain during ace fights goes to nill if youre in a territory you own.

*Items - Forget about collecting them or finding combinations, cause after 32 hours the only combination I found was some reduced beam damage while boosting crap. Once you start getting Musou Units just use those x3 with the same mechanic if possible.

*Best place for kills for the kills achievement I THINK is still the moseleum. I get 1200 max or so there. Unlike the other Musou games there are very few places you can milk cannon fodder. Best bet is to get to an area where an ace is the guardian then just let him chase you around while more of his troops drop around you. On Easy Mode this is less dangerous but will take ages. On Hard it will be faster but Aces can be dangerous unexpectedly.

I'll try and update more later.
« Last Edit: November 05, 2007, 06:23:08 PM by Jim Shorts »
o_0

Smooth Groove

  • Both teams played hard, my man
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #1 on: November 05, 2007, 06:18:46 PM »
Give me a guide on TF2.  I want to try it but I'm kinda intimidated.

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #2 on: November 05, 2007, 06:20:12 PM »
I only know Heavy, and even that I only have about 5 hours experience with. Not sure im qualified :(
o_0

Re: MAF's DW: Gundam Guide
« Reply #3 on: November 05, 2007, 06:30:52 PM »
*Official Mode is harder than Original Mode. Official Mode is extremely story focused and depends on events to move a mission forward. These events are often UNFAIR and can really screw a player. New players should focus on Original Mode until they have a good feel for battles against Aces, and then grind a bit in Official if stuck. Pilot levels and Gundam levels matter a lot, and Official Mode offers little chance for high kill counts and experience. On top of that the difficulty level doesnt make Official easier, since its event driven a hard mission is still a hard mission.

I found Official Mode really easy, but that might have been because I've got the plots of Mobile Suit Gundam, Mobile Suit Zeta Gundam, and Mobile Suit Gundam ZZ memorized.
野球

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #4 on: November 05, 2007, 06:37:17 PM »
There's a char mission thats insanely difficult. Basically you have to protect the laser cannon, defeat haman and sicccoro or whatever, and then protect the main ship and help out another ace on your side. Hyaku cant move that fast!

Original Mode is easier because it gives players more opportunities to grind and get to events.
o_0

Robo

  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #5 on: November 05, 2007, 06:46:29 PM »
Give me a guide on TF2.  I want to try it but I'm kinda intimidated.

There's a moderately well-written guide on GameFAQs if you can excuse the source, but the class quirks are generally pretty simple and not too difficult to figure out on your own.
obo

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #6 on: November 05, 2007, 06:49:55 PM »
Id be more interested in level guides anyway. 2fort is easy enough, the others are weird.
o_0

Robo

  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #7 on: November 05, 2007, 06:54:07 PM »
Dustbowl is pretty simple too.  I don't think it was changed much from TFC.  And Gravel Pit is basic.  I still don't know what the hell is going on in Hydro.  I almost always get lost trying to get out of the base. :-\
obo

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #8 on: November 05, 2007, 07:13:32 PM »
I wouldnt mind a good engineers where to put turrets map guide ;)
o_0

Re: MAF's DW: Gundam Guide
« Reply #9 on: November 05, 2007, 09:19:30 PM »
There's a char mission thats insanely difficult. Basically you have to protect the laser cannon, defeat haman and sicccoro or whatever, and then protect the main ship and help out another ace on your side. Hyaku cant move that fast!

Original Mode is easier because it gives players more opportunities to grind and get to events.

Yeah, those events pretty much happen in Zeta, so I hauled ass over there ASAP.
野球

MrAngryFace

  • I have the most sensible car on The Bore
  • Senior Member
Re: MAF's DW: Gundam Guide
« Reply #10 on: November 05, 2007, 09:23:41 PM »
Yeah but I cant count on people to defend the ship, or that dumb kid in z gundam :(
o_0