SD GUNDAM G GENERATION CROSS RAYS

SD GUNDAM G GENERATION CROSS RAYS

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Id Mar 25, 2020 @ 5:12pm
I don't remember any tutorial ever telling me about this
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Showing 1-15 of 18 comments
きょすけ Mar 25, 2020 @ 5:23pm 
Custom units are an old thing in the SD G Gen franchise: although there is no tutorial for this, you can check the requirements to these custom forms in the gallery/library.

In both Wolrd and Overworld it was possible to permanently obtain those custom units as separate ones, being fully available for everyone's use, but they reverted this change in cross rays for no apparent reason (RIP custom Waltfeld Gaia Gundam).
TouyaShiro Mar 25, 2020 @ 5:35pm 
Originally posted by きょすけ:
In both Wolrd and Overworld it was possible to permanently obtain those custom units as separate ones, being fully available for everyone's use, but they reverted this change in cross rays for no apparent reason (RIP custom Waltfeld Gaia Gundam).
Probably consistent with other historical-type entries in the series where this is not possible.

I've noticed a lot of people cite World and Overworld in particular as their previous G-Gen experience... I'm beginning to wonder if anyone played G-Gen Genesis and can tell me on the status of such features relative to that game rather than to Overworld, because I imagine most of the structure for GGCR would be far more similar to GGG in comparison to GGOW. Once again, a distinction between "historical" and "Gather Beat" entries.
きょすけ Mar 25, 2020 @ 5:40pm 
Originally posted by TouyaShiro:
Probably consistent with other historical-type entries in the series where this is not possible.

I'm not that sure about this, especially since the final stage has those custom units used AGAINST you with a generic AI, rather than their respective pilot.

Originally posted by TouyaShiro:
I've noticed a lot of people cite World and Overworld in particular as their previous G-Gen experience... I'm beginning to wonder if anyone played G-Gen Genesis and can tell me on the status of such features relative to that game rather than to Overworld, because I imagine most of the structure for GGCR would be far more similar to GGG in comparison to GGOW. Once again, a distinction between "historical" and "Gather Beat" entries.

In this particular case, they were the first games to offer custom units as separate ones (heck, especially the "captain/leader version of said units), as until wars they were locked to each pilot the unit derived from.

Still I'd like more feedback from genesis players as well, as it's the only one I haven't played.
Id Mar 25, 2020 @ 5:42pm 
Originally posted by きょすけ:
Custom units are an old thing in the SD G Gen franchise: although there is no tutorial for this, you can check the requirements to these custom forms in the gallery/library.

In both Wolrd and Overworld it was possible to permanently obtain those custom units as separate ones, being fully available for everyone's use, but they reverted this change in cross rays for no apparent reason (RIP custom Waltfeld Gaia Gundam).
Andrew Waldfield's orange looking Gaia Gundam is in the game when you deploy Andrew with the Gaia Gundam.
きょすけ Mar 25, 2020 @ 5:48pm 
Originally posted by Id:
Andrew Waldfield's orange looking Gaia Gundam is in the game when you deploy Andrew with the Gaia Gundam.

Of course. What I meant is RIP the permanent version which can be used by anyone. :/
TouyaShiro Mar 25, 2020 @ 5:51pm 
Originally posted by きょすけ:
I'm not that sure about this, especially since the final stage has those custom units used AGAINST you with a generic AI, rather than their respective pilot.
The Final Stage is a special case, I feel, so I generally don't count that because they're supposed to fit in with the theme of the rest of that enemy wave. A lot of them are also just minor stat adjustments, or palette swaps, in either case, so it's not like it affects that much; the biggest swaps in this regard, from what I think, are the ZAKU Phantom swaps, as you cannot make separate variants of that MS with the Slash and Blaze Wizard Packs like you can with the ZAKU Warrior. (Elijah's GINN, maybe...)

I imagine the idea is that they limit them as usual to their respective pilots because they're supposed to be those ace customs, like in the source material, exclusively tuned for those pilots. TBH that's why the GOUF Ignited I think should stay the way it is, cause the whole reason Heine's is orange in the first place is because of Takanori Nishikawa. Literally, that's it.

Originally posted by きょすけ:
In this particular case, they were the first games to offer custom units as separate ones (heck, especially the "captain/leader version of said units), as until wars they were locked to each pilot the unit derived from.

Still I'd like more feedback from genesis players as well, as it's the only one I haven't played.
At least a bunch of Commander Type variants are available through Group Dispatch in this game (which I'm glad about as I'm really starting to like the GN-XIV), and several other one-offs, too, like one-arm Gold Frame, a damaged Gusion Rebake Full City, and Super Hyperion Gundam Armure Lumiere Active Mode which is hidden all the way in Singularity Dive with absolutely no indication that you can even obtain it.

In this sense, the only ace custom that I've seen fully avert this trend is, of all things, the ZGMF-X42S-REVOLUTION Destiny Gundam (Heine Westenfluss Custom) free DLC.
Last edited by TouyaShiro; Mar 25, 2020 @ 5:54pm
きょすけ Mar 25, 2020 @ 6:05pm 
Originally posted by TouyaShiro:
The Final Stage is a special case, I feel, so I generally don't count that because they're supposed to fit in with the theme of the rest of that enemy wave. A lot of them are also just minor stat adjustments, or palette swaps, in either case, so it's not like it affects that much; the biggest swaps in this regard, from what I think, are the ZAKU Phantom swaps, as you cannot make separate variants of that MS with the Slash and Blaze Wizard Packs like you can with the ZAKU Warrior. (Elijah's GINN, maybe...)

I imagine the idea is that they limit them as usual to their respective pilots because they're supposed to be those ace customs, like in the source material, exclusively tuned for those pilots. TBH that's why the GOUF Ignited I think should stay the way it is, cause the whole reason Heine's is orange in the first place is because of Takanori Nishikawa. Literally, that's it.

Can't argue with that and I totally agree, but I'd still want those customs for my custom pilot D:


Originally posted by TouyaShiro:
At least a bunch of Commander Type variants are available through Group Dispatch in this game (which I'm glad about as I'm really starting to like the GN-XIV), and several other one-offs, too, like one-arm Gold Frame, a damaged Gusion Rebake Full City, and Super Hyperion Gundam Armure Lumiere Active Mode which is hidden all the way in Singularity Dive with absolutely no indication that you can even obtain it.

In this sense, the only ace custom that I've seen fully avert this trend is, of all things, the ZGMF-X42S-REVOLUTION Destiny Gundam (Heine Westenfluss Custom) free DLC.

I have completely forgotten about those, as they can't be permanently unlocked in the production list *facepalm* but yes, you are right.

I heard that Gundam Amure Lumiere Active Mode is one of the best due to that kinda OP ability (although it doesn't matter once you unlock some op endgame 00 units, albeit I don't use them).

I appreciate Westenfluss Custom dlc, but I really prefer the original color, buuuuut I'm not Destiny Gundam fan, so eh.

It would be interesting to see if tom create will add more custom units in the future.
Andromeda Mar 25, 2020 @ 6:12pm 
I only found out earlier today when i wondered how i had unlocked Lunamaria Hawkes pinkish Zaku, Turns out you just put the dude/dudette in the correct model and away you go. So Simple yet I didnt think do it.
TouyaShiro Mar 25, 2020 @ 6:20pm 
Originally posted by きょすけ:
Can't argue with that and I totally agree, but I'd still want those customs for my custom pilot D:
Indeed, options are always nice. I'm just glad they didn't forget to implement them in either case.

Originally posted by きょすけ:
I have completely forgotten about those, as they can't be permanently unlocked in the production list *facepalm* but yes, you are right.

I heard that Gundam Amure Lumiere Active Mode is one of the best due to that kinda OP ability (although it doesn't matter once you unlock some op endgame 00 units, albeit I don't use them).

I appreciate Westenfluss Custom dlc, but I really prefer the original color, buuuuut I'm not Destiny Gundam fan, so eh.

It would be interesting to see if tom create will add more custom units in the future.
Yeeeeeep. The Super Hyperion AL Active Mode is defensively superior to pretty much every other unit in the game. With the exception of Special weapons, it completely blocks everything that does less than 6,000 damage to it (just like it does in Stage 03 of X Astray), without any EN cost like the 30 EN cost for regular units with the Armure Lumiere ability (Dreadnought H and the rest of the Hyperion family), on top of only having that ability activate when defending for those units. The caveat in this case is that the Super Hyperion ALAM loses the ability to use the regular Defend command, but who cares when most attacks can't even touch you? Not even the Final Stage's Galbaldy Rebake could get through it aside from the Explosion damage of the Large-Caliber Howitzer (Armor-Piercing) weapon, and of all things it was the Dainsleif of Kimaris Vidar that did!

The units you mention... You're talking about the ones with the GN Field (GN Sword Bit) ability, right? Came in clutch for my earlygame cause I sped towards that thing REALLY fast when I first began the game, as a matter of fact. These days, though, I actually prefer straight damage reductions rather than nullification, and in that sense, Gundam Gremory's Nanolaminate Coat has been a favourite for my defensive needs.

The extremely small glimmer of hope is that one might be able to get these units with the upcoming Expansion Pass? There's new Dispatches coming for it in addition to the 5 new stages, but don't get your hopes up just yet. We don't know if they'll include any units like that in them, or just a repository for the new Abilities being included with Inferno Mode.
きょすけ Mar 25, 2020 @ 6:39pm 
Originally posted by TouyaShiro:
Yeeeeeep. The Super Hyperion AL Active Mode is defensively superior to pretty much every other unit in the game. With the exception of Special weapons, it completely blocks everything that does less than 6,000 damage to it (just like it does in Stage 03 of X Astray), without any EN cost like the 30 EN cost for regular units with the Armure Lumiere ability (Dreadnought H and the rest of the Hyperion family), on top of only having that ability activate when defending for those units. The caveat in this case is that the Super Hyperion ALAM loses the ability to use the regular Defend command, but who cares when most attacks can't even touch you? Not even the Final Stage's Galbaldy Rebake could get through it aside from the Explosion damage of the Large-Caliber Howitzer (Armor-Piercing) weapon, and of all things it was the Dainsleif of Kimaris Vidar that did!

Wait, 6000? That's damn crazy! XDDD

Originally posted by TouyaShiro:
The units you mention... You're talking about the ones with the GN Field (GN Sword Bit) ability, right? Came in clutch for my earlygame cause I sped towards that thing REALLY fast when I first began the game, as a matter of fact. These days, though, I actually prefer straight damage reductions rather than nullification, and in that sense, Gundam Gremory's Nanolaminate Coat has been a favourite for my defensive needs.

Yeees, those. But once you hit max pilot level/stats or unit evasion, defense is pretty much unused even toward hell mode (we will have to see how inferno will unfolds though).

Originally posted by TouyaShiro:
The extremely small glimmer of hope is that one might be able to get these units with the upcoming Expansion Pass? There's new Dispatches coming for it in addition to the 5 new stages, but don't get your hopes up just yet. We don't know if they'll include any units like that in them, or just a repository for the new Abilities being included with Inferno Mode.

I just can't wait for the expansion pass, albeit the glimmer of hope is pretty much near to zero, I crave for my beloved original units. XD
Last edited by きょすけ; Mar 25, 2020 @ 6:40pm
✨Nutkun7993✨ Mar 25, 2020 @ 10:00pm 
Probably because those leader/ace custom (not counting special custom that has no difference besides color, mostly refer to standard unit that got tuned up specifically because its original pilots asked for) add a little bonus to MS stats. They nerf a lot of things on MS/MA side in later game so that's probably a case.

Then again since they too nerf the stats value on unit stats make me entirely wonder why they even had a need to remove that feature from the game at all. Not to mention for sake of freedom of choice, eye candy and RPing as this series aim to...those removal are so not welcomed.

Good thing some commander unit can be unlocked by placing on the leader slot so technically anyone can use it but just wish I could use for entirely veteran squad.

Originally posted by TouyaShiro:
Originally posted by きょすけ:
In both Wolrd and Overworld it was possible to permanently obtain those custom units as separate ones, being fully available for everyone's use, but they reverted this change in cross rays for no apparent reason (RIP custom Waltfeld Gaia Gundam).
Probably consistent with other historical-type entries in the series where this is not possible.

I've noticed a lot of people cite World and Overworld in particular as their previous G-Gen experience... I'm beginning to wonder if anyone played G-Gen Genesis and can tell me on the status of such features relative to that game rather than to Overworld, because I imagine most of the structure for GGCR would be far more similar to GGG in comparison to GGOW. Once again, a distinction between "historical" and "Gather Beat" entries.

My experience dated back to ps1 where sd generations games were still difficulty game and a grinding weere real. The strongest unit was Phoenix Gundam and the unit required stupidly amount of grind for.

Lack of QoL and stage locked into each era and all those stuffs. But since there's no other game to compare to. People liked it a lot, obviously otherwise you wouldn't get all those Overworld or Genesis that came after.

But again I feel the true love when I played wars game. I think that's how SD g generations game should have been and should have stayed that way. Battle Animations that were put a lot of thought in. Super Tension Form. Support Defend animation (Crossrays has no support defend animation btw). Banter of specific characters and unique intro before battle animation etc. It was the last game in the series before they start nerfing some existed features in future game.

Though I appreciate the freedom of choice they give to pilot in Cross Rays. In Wars only specific few characters were truly good, not all characters could pilot suits, some couldn't even fit in every role in warship. Stats could only modified through level up points like MS
きょすけ Mar 25, 2020 @ 10:22pm 
Originally posted by ✨Nutkun7993✨:
Snip

I just want to let buried in the past the grinding of oooold sd gundam games. They were definitely fun, but they haven't aged that well.

I loved wars and played way more than I had to, but IMHO world nailed everything in a better way, with the only downside of removing intro/outro for every unit, which kind of ruined some units (remember the badass intro f91 gundams had at super tension on wars?)

Overworld added many more units, but almost any MA form have been removed, along all the super tension form of every unit aside from unicorn and banshee (rip especially God and Master Gundam hyper modes).

Cross rays does definitely some good things, and introduces some neat QoL features, but it also reverted back some ideas.

But hey, at least the haro system is not back anymore. XD
TouyaShiro Mar 25, 2020 @ 10:35pm 
Originally posted by ✨Nutkun7993✨:
My experience dated back to ps1 where sd generations games were still difficulty game and a grinding weere real. The strongest unit was Phoenix Gundam and the unit required stupidly amount of grind for.
Ah yeah, back when Phoenix Gundam was the powerhouse unit. It got continually nerfed over the years, didn't it? Then they mitigate it somewhat with Phoenix Gundam Full Power... and then they nerf that unit, too! It may be the reason why you start with two Phoenixes in this game.

Originally posted by ✨Nutkun7993✨:
Lack of QoL and stage locked into each era and all those stuffs. But since there's no other game to compare to. People liked it a lot, obviously otherwise you wouldn't get all those Overworld or Genesis that came after.
The primitive beginnings of the series. I won't lie, I want to try out some of these older titles myself. I got this game on Switch at launch, actually, so I have the Sisquiede (Titans Color) and Monoeye Gundams access, so I could if I wanted to... but I can't read Japanese as of yet, sadly, and I haven't found any translated full guide for this game. So I'll have to hold off on this for the time being...

Originally posted by ✨Nutkun7993✨:
But again I feel the true love when I played wars game. I think that's how SD g generations game should have been and should have stayed that way. Battle Animations that were put a lot of thought in. Super Tension Form. Support Defend animation (Crossrays has no support defend animation btw). Banter of specific characters and unique intro before battle animation etc. It was the last game in the series before they start nerfing some existed features in future game.
I imagine that the shift in the way things were animated (where they're basically 30FPS renders mapped to camera angles) is the reason why the way animations worked had to change from the style of instalments of Wars through to Overworld, especially considering the same applies to any unit with a unique introduction, unique victory animation or a unique dodge animation. It wasn't as easy to render what is basically a video rendered at the same time as the changes in camera angles in the 3D space in order to have units stay within their powered states in all animations.

I think the trade-off was worth it, though, considering those very same attack animations that they put emphasis on provide some real nice eye candy and blink-and-you'll-miss-it details if you look closely (such as Destiny Impulse and Destiny Impulse R both having an attack which completely drains its battery and reverting the VPS Armor back to its colourless state after the animation ends, a nod to its notorious battery issues that led to the development of the Destiny Gundam proper to rectify it).

To make sure I had a better view of what you were talking about, I went to go look at a video of the instalment you mentioned above. Seems that animations in that series were primarily done basically with segmented sprites all moving around and swapped out depending on the animation, alongside the visual effects of the weapon being used. Definitely a lot simpler than the way they do it nowadays (which is a full 3D animated render for the attacker and any special animations, doubly so for GGCR since they upped the framerate and improved animations all round over there).

Originally posted by ✨Nutkun7993✨:
Though I appreciate the freedom of choice they give to pilot in Cross Rays. In Wars only specific few characters were truly good, not all characters could pilot suits, some couldn't even fit in every role in warship. Stats could only modified through level up points like MS
It's absurd to think you could make the female leads of each timeline more lethal than their benefactors... But as Gym Ghingnam says, "There's no such thing as going too far in G-Gen!"
Last edited by TouyaShiro; Mar 25, 2020 @ 10:36pm
Lapetirubern Mar 26, 2020 @ 3:52am 
And now they've announced that the true ultimate Phoenix is coming back in the expansion. Alongside its pilot.
TouyaShiro Mar 26, 2020 @ 4:38am 
Originally posted by Brass Saturday:
And now they've announced that the true ultimate Phoenix is coming back in the expansion. Alongside its pilot.
Nah man, I'll always side with the Phoenix Gundam as being my favourite of its many variants.

Also, Master Phoenix ain't even a Phoenix Gundam!
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Date Posted: Mar 25, 2020 @ 5:12pm
Posts: 18