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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).
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.
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.
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.
Of course. What I meant is RIP the permanent version which can be used by anyone. :/
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.
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.
Can't argue with that and I totally agree, but I'd still want those customs for my custom pilot D:
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.
Wait, 6000? That's damn crazy! XDDD
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).
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
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.
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
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
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...
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).
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!"
Also, Master Phoenix ain't even a Phoenix Gundam!