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But I think one needs to actually put on some stat-increasing abilities for this to be truly worth it in any case...
I plan to use them as a means to get decent stats to LVL 1 pilots to help them survive to get kills before (eventually) giving them Super Pilot
Those skills just end up wasted slots and wasted capital eventually.
Also, there's a max limit of six Abilities anyway, so you gotta choose what you boost wisely in either case. And for me personally, the only pilot I want to invest Capital into is Knight Superior Dragon. I prefer to keep the rest of the pilots at their base strength.
True... it'll take a while to get there at the very least, I don't want to know what it'll cost to max out stats when they cap is raised. It's gonna be what, 9,999?
I started boosting some units early on and just can't avoid doing it. While it makes you overpowered, especially for normal, it's made completing the game a lot easier.
At least some stages do make it worthwhile to have those units, some of the final stages are actually kinda tough and it helps to have some boosted pilots.
Of course, because I was playing on Extra the entire time and also trying to earn some real powerful stuff early on (making a beeline for the 00 QAN[T] and Kira Yamato (ZAFT White Uniform) specifically before deciding on what to do next), that also added to it because of how tough some of those stages were. To that end, I think the Ptolemaios 2 Kai and eventually its crew carried me hard for my Warship Group, as for a long time I always ran with a Warship Group and Raid Group, very rarely switching it up until later on when I purchased the Archangel and the GSD crew.
Not so much because the archangel classes are so good, but rather just they have all of the movement and hanger stats you need. It's nicer have ships you know can be used on every single stage.
I love some of the Space-only ships but it just sucks not being able to use them on half of the stages and having to go back and forth between group setup and stage select to swap them out.
I grabbed a Ptolemaios 2 when I unlocked it though, and while it's not the Kai, they seem about the same minus some atmospheric range difference. Those definitely seem like nice ships with Trans Am being a solid attack with point blank range and decent range. The stealth system is a bit of a mixed option for me, sometimes I'd rather have my ship be able to counter but it's definitely helpful for survival.
It's also slightly smaller than the Archangels which can be good and bad. Means you have slightly less range to deploy and dock with, but it also means you can squeeze through levels better.
Something I would have appreciated for post-game is maybe a way to make Warships universally capable for different environment conditions without having to waste all of your mod slots that I'd otherwise like for movement+ mods. Even if it would be lore-breaking.
The Kai also has a Smokescreen Launcher MAP Attack, and I believe overall stronger stats to start. It's the most expensive Warship in the entire game, too.
I mean, you only need to sacrifice the one slot for most Warships to allow them both Atmospheric and Space capability with the mods I mentioned above, stick a Warship Movement +2 on, and then anything else you may desire. I usually don't stick more than one movement up mod for any unit in GGCR myself, reserving the rest for terrain capability and anything else I may need (Additional Hangar, Special Antenna, etc.).