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- filling the GET gauge of the ship when you have it as guest ally ( usually the "reccuring" ship of the hero team when there's one )
- finishing story level related to the Ship ( the Eternal , for exemple, is unlocked by playing through SEED )
To unlock the Ptolemy 2 Kai , you'll have to fill its the get gauge of the Guest during one of the Trailblazer stage.
Potluck II can easily be acquired by playing the Awaken the Trailblazer Stage 1 on very hard and simply putting it near the front to let it do a bulk of the work and iirc it can use warship link.
The get gauge has been explained above. You need to do it for warships the same as MS.
edit: I forgot to add that having a strong captain with high command stat and using warship link is the most efficient way to level the Wing 0s.
That's true, however I feel like it has the most long term payoff. Especially since a decent warship can more or less solo very hard on most if not all stages.
As for the Warships skills I can easily find what I need in another post. But right now I want to get the Ptolemaios Kai II to start off. Then eventually working towards getting the Arcangel, and Eternal
Essentially you simply need to take [1] wing zero, and level that to, I think, level 7. And then you use the develop option and evolve that into a wing zero EW. The ideal thing to do is load a battleship of Wing Zeros up, and then deploy them all.
You use ship link to attack with your warship, which can select multiple targets. You should make sure all wing zeros are within the blue coverage zone to be included in the link up. A higher command stat will make the area they can be inside much larger. Every unit that participates in a link up will gain experience. The accuracy of the attack is given by your communications officer, iirc.
You can find out what each stat does in the area where you can power pilots up. At the very bottom is a description of each stat when you've selected it.
The exact stage you do this on isn't really relevant. Your exact captain isn't relevant. Your exact ship isn't relevant. I used the starting ship for this. The main purpose is simply to level up the wings and develop them into EW, then sell them. If you want to keep one, you can. They sell for over double the cost of buying a Wing Zero.
How you actually level them doesn't really matter either.
As stated above, another method would be using dispatch to level, and leveling different units. The return on Wing Zeros is basically the best for your money, though it is quite an expensive operation to get off the ground.I personally enjoy building things like this up, so I found it fun.
Your base strategy overall is simply to find a unit you can train, level it, develop it, sell it. And do it as many as possible at once, in the shortest amount of time. There's not really a wrong way, there's only a most effective. Even if you started with two Wing Zeros or whatever you picked, and then used the payoff to buy 4 Wing Zeros, that's fine. It's all fine. If you have a ton of dispatch items it wouldn't hurt to send dispatches over and over as well. You get a lot of them for running very hard missions and the IBO Gekko stage I suggested spits them out on Very Hard.
That being said, all of this is somewhat mid-tier. It's not hard to get to imo, but it's not something you can do from the very start. But you can apply the base strategy in a variety of ways. And when you develop something you don't need to unlock it by filling the get gauge. Sadly, you can't develop battleships so filling the get gauge for the potlemos would be required.
That being said you can use the opportunity you take while you're filling the get gauge to level the units you plan to develop and sell. It'll take longer but when you're gonna sink 70-100 hours in the game does it really matter?
edit: I may have already mentioned it but you're free to keep as many WZEW as you want.
However there are other methods that are grindier, or just sending dispatch missions. I would also agree that once you get capable of dealing with Very Hard stages then you begin to maximize your profits as well. Not to mention that the Get Gauges for units fills super fast in Very Hard stages.
But IIRC to buy 7 WZ costs about 300k and you make roughly over 700k once you sell all of the EWs. So it's no a bad profit for how fast you can turn it around. If you want to grind out money, that's why it's so good. Obviously you can accumulate money just find over time, as Heero says but this is how to do it 'quickly'.
It also boosts your core understanding of the game imo. And while this isn't a difficult game, it's a very esoteric one. Understanding all of the skills, making them work together, putting pilots and crew in the right place, etc is all very fun to me. So to me the road to getting there is more fun than beating the story stages for series I've already seen 3-5 times or more.
The thing with the OO movie boy band and the P2K is that you can easily get them by playing the OO A Wakening of the Trailblazer first stage on Extra and simply only use the guest units.
The Gundams are pretty self-explanatory. As for the P2K, you have to just stuff it into the ELS swarm and let it do its thing.