SD GUNDAM G GENERATION CROSS RAYS

SD GUNDAM G GENERATION CROSS RAYS

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lPaladinl Oct 13, 2020 @ 5:41pm
Is Super Pilot still worthwhile for Inferno Mode?
Unless I am missing something, it seems like Super Pilot is nerfed in Inferno Mode. My units using Super Pilot don't seem to really do much more damage than my units without Super Pilot anymore, even when they have upwards of 1,000 kills. In fact some of my units are doing more damage already without Super Pilot.

Super Pilot used to be the go-to obvious choice in the base game, but now I'm not so sure if it's worth the slot for Inferno, at least not without a massive amount of kills (much more than 1,000 it seems). Until then I am thinking that it would be better to use those skill slots for something else, even if it's to raise attack stats.
Last edited by lPaladinl; Oct 13, 2020 @ 5:43pm
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Showing 1-9 of 9 comments
ClaptrapCL4PTP Oct 14, 2020 @ 12:31pm 
it is worth it, I barely manage to complete all challeges for inferno. Without it, I would have to max level all of them to 999 to do anything. I'm not saying it is impossible not using super pilot, but that is free damage boost you're giving up. Let me be clear,it isn't game breaking but it helps just enough to do something.
lPaladinl Oct 14, 2020 @ 1:18pm 
Thanks for the feedback. I guess I need to experiment some more and dig through my stats more closely.

I'm trying to get back into the game a bit lately, I kinda dropped off after finishing the new DLC content without really touching Inferno.

Since then I've been wasting a bunch of time leveling characters I never really used (even made a new CaC too) and running them through inferno. Already I've got Mask doing more damage than my McGillis who's a higher level with a better suit. Maybe I just forgot to put Kuntala on my McGillis and missed it.

Thing is, I'd expect Super Pilot to at least make up the difference, if not outright surpass the bonus from Kuntala. Especially considering how much lower your base damage is in Inferno.
Last edited by lPaladinl; Oct 14, 2020 @ 1:20pm
mosspit Oct 14, 2020 @ 5:34pm 
I believe it is 5dmg per kill and caps at 10,000 kills unless I missed a patch somewhere. So at 1,000+ kills, it adds about 5,000-is dmg. From the posts, here having kills of the range of 5,000 is recommended.

I just did all achievements and my most used pilot is sitting at about 1,400+ kills. For sure, Super Pilot requires grinding to have good effect. The nerf I believe was about setting 10,000 kill cap. IIRC it didn't change the per kill dmg.
Last edited by mosspit; Oct 14, 2020 @ 5:37pm
✨Nutkun7993✨ Oct 14, 2020 @ 10:35pm 
There's no patch note of anything regarding Super Pilot after the Inferno. The only patch note that has it was about the number of kill cap which is 10000 kill and so max possible is still a flat 50000 damage.

It's nice boost without setback and it has no other reason aside from don't really own it, even that applies to Inferno. A few kill would easily add up just enough to one shot anything on Hell or lower.

However as far as Inferno go. It won't surpass anything especially EX tier ability outright with just a range of 1000-2000 kills. If anything stats increase like a combo of Lv.1 Handling and EX Special Enhancement would easily surpass it in damage plus a nice boost to acc/eva on top of that, it also boosts overall damage of Link-Up Damage especially Raid Link-up one which benefit from pilot stats. If weapon has piercing effect or character has "intimidate" ability, damage boost will surpass the super pilot at that range even more. It's also because there're way more things to consider in Inferno compare to previously where damage is probably only thing you want.

5000 kills would be bare minimum when consider to have enough benefit to replace with other useful abilities. At 10000 kills it boosts to match the "Intimidate + Piercing/Critical weapon combo" at level 600-ish and it would be nearly outclassed at 700-ish. You also have to consider having at least 2 or 3 Lv.1 ability (Like those handling, Opportunity, and even AoE resupply or acc/eva boost) to play with EX Special Enhancement plus Acc/Eva boost to keep up a pace with the enemies in higher level assuming you want to end it as quick and lowest level as possible so the ability slots issues should also be considered whatever the flat damage boost at that range worth the lost in stats acc/eva or other useful ones, a character without inherited ability will have no problem with this due to larger free slots but it can't be said to other top tier pilot. Since ability like Intimidate increases overall potential damage for other damage boost abilities, and Super Pilot acts as bonus flat damage at the end, if you somehow manage to get those in one pilot without suffer too much stats acc/eva lost then the damage will be massive. Good thing about Super Pilot that it requires only one slot and with respectable among of kill to make it all works out in every weapon except Link-Up.

In the other word. It's not game breaking, and not absolutely required but will make thing more faster and also act as fail safe however the among of what makes it viable is nothing short of heavy grinding but you will get to that number eventually with Inferno assuming you use the same team all throughout. It will work as intent in long run.
Last edited by ✨Nutkun7993✨; Oct 14, 2020 @ 11:02pm
minjiachen Oct 18, 2020 @ 4:28am 
It's an easy way to get guaranteed damage through on Inferno, especially if you want to max out mobility first and grind on the last stage. 50k extra damage lets you 2 shot pretty much any non boss enemies
Last edited by minjiachen; Oct 18, 2020 @ 4:44am
lPaladinl Oct 18, 2020 @ 2:16pm 
Originally posted by minjiachen:
It's an easy way to get guaranteed damage through on Inferno, especially if you want to max out mobility first and grind on the last stage. 50k extra damage lets you 2 shot pretty much any non boss enemies

I dunno about easy. I've got over 400 hours in Cross Rays and my best pilots don't have much over 2,000 kills.
きょすけ Oct 20, 2020 @ 8:13am 
Originally posted by lPaladinl:
Originally posted by minjiachen:
It's an easy way to get guaranteed damage through on Inferno, especially if you want to max out mobility first and grind on the last stage. 50k extra damage lets you 2 shot pretty much any non boss enemies

I dunno about easy. I've got over 400 hours in Cross Rays and my best pilots don't have much over 2,000 kills.

Thats' the real problem: super pilot usefulness strictly depends on how many kills you did with any given character, so unless you got at least 5000 kills, super pilot isn't worth it, imho.

The "best" way is to focus most if not all kills on a single character to reach that numer sooner than later, but the cons of it are that you will end up similarly to disgaea, I which you have a one man army clearing stages while the rest of the crew sits back afar from enemies in order to not get obliterated.

Not that you have many options anyway, considering how unbalanced inferno mode is...
Shakuras Oct 20, 2020 @ 10:54am 
For me, Super Pilot is the "must have" skill for inferno :
every grunt is nuked to oblivion by the warship link attack which feed kills to every pilot so they can blow up non grunt stuff.
Last edited by Shakuras; Oct 20, 2020 @ 10:55am
minjiachen Oct 20, 2020 @ 12:28pm 
Originally posted by lPaladinl:
Originally posted by minjiachen:
It's an easy way to get guaranteed damage through on Inferno, especially if you want to max out mobility first and grind on the last stage. 50k extra damage lets you 2 shot pretty much any non boss enemies

I dunno about easy. I've got over 400 hours in Cross Rays and my best pilots don't have much over 2,000 kills.
I'm about 300 hrs in. Most of the pilots that I've been using for a long time got around 9k kills and the dlc ones that I've only started using since inferno patch got around 5k kills. Everyone (outside of ship captain) are still only around lv600-700.

I grind on the last stage using link attacks so vast majority of my kills come from that.
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Date Posted: Oct 13, 2020 @ 5:41pm
Posts: 9