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Shin Gundam Musou [Dynasty Warriors: Gundam Reborn]
Topic Started: Tue Sep 3, 2013 5:00 pm (22,214 Views)
tyrox9
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Black Lion
Thu Jan 2, 2014 9:39 am
I still wouldn't hold my breath. There is no precedence to expect such a thing, and if Koei is anything, it's a creature of habit.
no... i guess not, unless you count like Xtreme Legend.

however, they did release old games on the PS2 on PS3 as well. including the original GM.
Edited by tyrox9, Thu Jan 2, 2014 9:42 am.
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wodash
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Black Lion
Thu Jan 2, 2014 7:21 am
I'm doubting an expansion though. GM2 Special was the last time Koei ever made an expansion for a non-Dynasty/Samurai series wasn't it?
indeed, though it was GM1 Special, PS2 GM2 was a pure backport released almost, if not simultaneously with the PS3 version, it has no additional features unlike GM1S aside from the install feature, which Bk said did not available in the PS3 format, strangely.

Quote:
 
The question then is how long are we going to wait until the next game?.
based on the title of the game though, it sounds like they want to quit the licensing and stop making it, the lackluster feel is almost the same with Ken's Rage 2(SHIN Hokuto Musou), which has more content, but still feels quite hollow to some extent, not as fulfilling as the original ones did(which is GM1+2 in GM's case)

hence, the Shin title is more like a swan song rather than a new direction for the game to continue on. they are spending what time they had left to cash in on the current licensing before calling it quits.

that aside, how does the Class 1's regular lv3 musou works now? you just fill it to the brim and it will use all 3 stocks as usual?
Edited by wodash, Thu Jan 2, 2014 10:00 am.
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tyrox9
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wodash
Thu Jan 2, 2014 9:58 am
Black Lion
Thu Jan 2, 2014 7:21 am
I'm doubting an expansion though. GM2 Special was the last time Koei ever made an expansion for a non-Dynasty/Samurai series wasn't it?
indeed, though it was GM1 Special, PS2 GM2 was a pure backport released almost, if not simultaneously with the PS3 version, it has no additional features unlike GM1S aside from the install feature, which Bk said did not available in the PS3 format, strangely.

Quote:
 
The question then is how long are we going to wait until the next game?.
based on the title of the game though, it sounds like they want to quit the licensing and stop making it, the lackluster feel is almost the same with Ken's Rage 2(SHIN Hokuto Musou), which has more content, but still feels quite hollow to some extent, not as fulfilling as the original ones did(which is GM1+2 in GM's case)

hence, the Shin title is more like a swan song rather than a new direction for the game to continue on. they are spending what time they had left to cash in on the current licensing before calling it quits.

that aside, how does the Class 1's regular lv3 musou works now? you just fill it to the brim and it will use all 3 stocks as usual?
from the looks of it, there aren't multi-level musous now. just normal musous which use 1 meter, and then Charge Musous that use 2 meters. but they are all a preset attack, rather differing in length or strength by putting more meter in it.

i enjoy this as its one of the reasons non class 1 units are able to contend.
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LordKarasuman
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I think I have an explanation for why 8-Star missions are as BS as they are. A friend told me the explanation was an absurd one, but I'll recount it to you all anyway.

For those of you who can even make Star adjustments now; what are the main things that make 8-Star missions so much of a pain in the ass? Off the top of my head, there's...


  • AI superarmor making it difficult to hitstun enemies as they attack (a problem even before 8-Star)
  • Purple buff defensive boost making things take forever to kill
  • Purple buff stacked on top of red (rage) buff boosting defense even higher, making things take forever+1 to kill
  • Purple buff/rage buff damage boosts making it ridiculously difficult to even approach enemies
  • AI-only boosts to C1 range


Oftentimes I find myself looking at the MS selection screen and having to choose between either:


  • Something with an MA mode to cheese through 8-Star
  • A giant MA with lower-than-optimal damage (most of them) grinding through 8-Star
  • Using the rare, rare, rare suit that can actually handle what 8-Stars throw at it
  • ... or Suicidally picking something else


But then I played through with my brother recently, trying to cobble together a functional DX for him so he could play with me on an 8-Star. Perhaps to no surprise, even though his suit was weak, just the fact that there was another person there laying the hurt on enemy Aces made it that much easier to hitstun enemies, get them into Powered Down status (removing rage buff), and generally make things so much friggin' easier that it almost felt like I was actually playing a regular DWG game.

I've been using the Big Zam and the Destroy a lot, and I have to say; looking at them on their own, their damage could definitely use some work. Due to the nature of their moves, they CAN put a dent in enemies, but they just can't do it very fast. But even in 8-Star, there's not a whole lot that's going to seriously hurt them if it isn't coming from another MA.

Meanwhile, most regular suits just can't seem to get in on regular enemy Aces normally, but when they do, with full Equipment and a good skillset even Class 3s can get a heckuva lot of damage in especially with some of the gameplay tweaks (changes to Snipe/HS, Instant Hero not being a requirement, etc.)...

Their only problem is they can't even START to damage the enemy.

A second player solves that, and handily, even.

In fact, MAs are uniquely suited for stunning entire groups easily with Knockdown equipped, and perfectly able to tank hits (stray or otherwise) as well. Some other suits with super-quick AoE SPs can also do a mass debuffing job easily (Baund Doc, Knight, etcetera). It's like one player has to play 'support' or something...

... and then it hit me; this is the franchise installment that had a Vita version released. Handhelds... Handhelds are all about multiplayer games.

Basically, what I'm saying is, co-op (especially with calculated choices in what you play, and I don't necessarily mean stuff that's straight overpowered) makes things in 8-Star missions convenient in such a way that it makes me wonder if that was the entire point. In the first place, what if 8-Star missions were simply not designed with single player in mind? Were they intended to be purely for co-op play?

Should we look at SGM endgame as a prototype for a complete swing into the multiplayer arena, complete with traditionally Japanese grinding and ridiculous mechanics that can only be overcome with another person?

Or am I just CRAZY and I need to GET GOOD?
Edited by LordKarasuman, Thu Jan 2, 2014 10:48 am.
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Master Omega
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LordKarasuman
Thu Jan 2, 2014 10:06 am
I think I have an explanation for why 8-Star missions are as BS as they are. A friend told me the explanation was an absurd, but I'll recount it to you all anyway.

For those of you who can even make Star adjustments now; what are the main things that make 8-Star missions so much of a pain in the ass? Off the top of my head, there's...


  • AI superarmor making it difficult to hitstun enemies as they attack (a problem even before 8-Star)
  • Purple buff defensive boost making things take forever to kill
  • Purple buff stacked on top of red (rage) buff boosting defense even higher, making things take forever+1 to kill
  • Purple buff/rage buff damage boosts making it ridiculously difficult to even approach enemies
  • AI-only boosts to C1 range


Oftentimes I find myself looking at the MS selection screen and having to choose between either:


  • Something with an MA mode to cheese through 8-Star
  • A giant MA with lower-than-optimal damage (most of them) grinding through 8-Star
  • Using the rare, rare, rare suit that can actually handle what 8-Stars throw at it
  • ... or Suicidally picking something else


But then I played through with my brother recently, trying to cobble together a functional DX for him so he could play with me on an 8-Star. Perhaps to no surprise, even though his suit was weak, just the fact that there was another person there laying the hurt on enemy Aces made it that much easier to hitstun enemies, get them into Powered Down status (removing rage buff), and generally make things so much friggin' easier that it almost felt like I was actually playing a regular DWG game.

I've been using the Big Zam and the Destroy a lot, and I have to say; looking at them on their own, their damage could definitely use some work. Due to the nature of their moves, they CAN put a dent in enemies, but they just can't do it very fast. But even in 8-Star, there's not a whole lot that's going to seriously hurt them if it isn't coming from another MA.

Meanwhile, most regular suits just can't seem to get in on regular enemy Aces normally, but when they do, with full Equipment and a good skillset even Class 3s can get a heckuva lot of damage in especially with some of the gameplay tweaks (changes to Snipe/HS, Instant Hero not being a requirement, etc.)...

Their only problem is they can't even START to damage the enemy.

A second player solves that, and handily, even.

In fact, MAs are uniquely suited for stunning entire groups easily with Knockdown equipped, and perfectly able to tank hits (stray or otherwise) as well. Some other suits with super-quick AoE SPs can also do a mass debuffing job easily (Baund Doc, Knight, etcetera). It's like one player has to play 'support' or something...

... and then it hit me; this is the franchise installment that had a Vita version released. Handhelds... Handhelds are all about multiplayer games.

Basically, what I'm saying is, co-op (especially with calculated choices in what you play, and I don't necessarily mean stuff that's straight overpowered) makes things in 8-Star missions convenient in such a way that it makes me wonder if that was the entire point. In the first place, what if 8-Star missions were simply not designed with single player in mind? Were they intended to be purely for co-op play?

Should we look at SGM endgame as a prototype for a complete swing into the multiplayer arena, complete with traditionally Japanese grinding and ridiculous mechanics that can only be overcome with another person?

Or am I just CRAZY and I need to GET GOOD?
You might be on to something with this. But unfortunately, that makes things even worse if it turns out to be the case. Right now it looks as though S-ranked plans can only be consistently farmed on 8-star missions, so it just adds more irritation on top of a really sh*tty game. I really don't like being forced to do multiplayer to gain something essential. It's why I loathed Armored Core 5 so much, and it won't be any different here.
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tyrox9
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In the immortal words of cranky kong from DK64;

"If all else fails; you can always just get better at the game."

lol. but in seriousness, yeah ofcourse it's easier to play with a friend along xD. but i doubt Koei thought of some elaborate plan or had intention for some big multiplayer push like that. I mean, multiplayer has kinda always been a thing with KW games, for a really long time now. it's prolly more unorthodox to play it alone.
Edited by tyrox9, Thu Jan 2, 2014 10:28 am.
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Jaster
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LordKarasuman
Thu Jan 2, 2014 10:06 am
I think I have an explanation for why 8-Star missions are as BS as they are. A friend told me the explanation was an absurd, but I'll recount it to you all anyway.

For those of you who can even make Star adjustments now; what are the main things that make 8-Star missions so much of a pain in the ass? Off the top of my head, there's...


  • AI superarmor making it difficult to hitstun enemies as they attack (a problem even before 8-Star)
  • Purple buff defensive boost making things take forever to kill
  • Purple buff stacked on top of red (rage) buff boosting defense even higher, making things take forever+1 to kill
  • Purple buff/rage buff damage boosts making it ridiculously difficult to even approach enemies
  • AI-only boosts to C1 range


Oftentimes I find myself looking at the MS selection screen and having to choose between either:


  • Something with an MA mode to cheese through 8-Star
  • A giant MA with lower-than-optimal damage (most of them) grinding through 8-Star
  • Using the rare, rare, rare suit that can actually handle what 8-Stars throw at it
  • ... or Suicidally picking something else


But then I played through with my brother recently, trying to cobble together a functional DX for him so he could play with me on an 8-Star. Perhaps to no surprise, even though his suit was weak, just the fact that there was another person there laying the hurt on enemy Aces made it that much easier to hitstun enemies, get them into Powered Down status (removing rage buff), and generally make things so much friggin' easier that it almost felt like I was actually playing a regular DWG game.

I've been using the Big Zam and the Destroy a lot, and I have to say; looking at them on their own, their damage could definitely use some work. Due to the nature of their moves, they CAN put a dent in enemies, but they just can't do it very fast. But even in 8-Star, there's not a whole lot that's going to seriously hurt them if it isn't coming from another MA.

Meanwhile, most regular suits just can't seem to get in on regular enemy Aces normally, but when they do, with full Equipment and a good skillset even Class 3s can get a heckuva lot of damage in especially with some of the gameplay tweaks (changes to Snipe/HS, Instant Hero not being a requirement, etc.)...

Their only problem is they can't even START to damage the enemy.

A second player solves that, and handily, even.

In fact, MAs are uniquely suited for stunning entire groups easily with Knockdown equipped, and perfectly able to tank hits (stray or otherwise) as well. Some other suits with super-quick AoE SPs can also do a mass debuffing job easily (Baund Doc, Knight, etcetera). It's like one player has to play 'support' or something...

... and then it hit me; this is the franchise installment that had a Vita version released. Handhelds... Handhelds are all about multiplayer games.

Basically, what I'm saying is, co-op (especially with calculated choices in what you play, and I don't necessarily mean stuff that's straight overpowered) makes things in 8-Star missions convenient in such a way that it makes me wonder if that was the entire point. In the first place, what if 8-Star missions were simply not designed with single player in mind? Were they intended to be purely for co-op play?

Should we look at SGM endgame as a prototype for a complete swing into the multiplayer arena, complete with traditionally Japanese grinding and ridiculous mechanics that can only be overcome with another person?

Or am I just CRAZY and I need to GET GOOD?
This is true, but this isnt the 1st gundam musou to do the OP enemy thing for a simple mission, in dwg2 that super OP enemy was there for certain mission locked at hard on max star difficulty. I remeber playing as master asia with him at lv 50, best skills he could get, a fully equiped master gundam and still getting 3 shot by a master gundam used by another version of him in that one mission he had where you had to fight another master asia.

Imo i think it was just laziness, just buff a enemy up so there mega OP and call it the hardest lol.

I honestly dont think of this game as True Dynasty warriors gundam, to me its Dynasty Warriors Gundam Cash-In simply because theres allot of signs of going cheap and lazy. I mean the lack of motivation for getting the game noticed and the fact many things in it where done with cuts prevents me from thinking its the shin gundam musou.

All in all i do really injoy the game, i know its hard to get that by what i say, but those are just my downs on the game, and would still recommend it to a true gundam musou fan. Lets just hope there is gonna be another game soon and that for ONCE they will listen to their fans.
Edited by Jaster, Thu Jan 2, 2014 10:48 am.
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LordKarasuman
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Well, it IS possible to farm S-Ranks solo using certain methods, and can certainly be done easily with an upgraded Destroy and a second controller, but actually doing the content for which they're supposed to be intended is just a massive pain.

If we're SUPPOSED to be using cheap and annoyingly lengthy methods like using DG Cells and shooting far away with Charged Shot Cancels, or sitting around waiting for SP to charge through Psychic... in the one game where skills availability became PILOT SPECIFIC... then SGM endgame has failed as a single player experience.

Edit: Additionally, I'd like to add that while I sound like a debbie downer, I am enjoying the game. Hell, I like the MAs, even with their entirely one-dimensional movesets. Though I'm also the same person who enjoyed playing Class 3s in DWG2. It's just that I'm so entirely miffed by the way endgame is designed that I'm trying to rationalize it; it's causing my brain to twist into a pretzel.
Edited by LordKarasuman, Thu Jan 2, 2014 11:06 am.
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Master Omega
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Thank God I'm skipping this one though. I might grab it when it's cheap, but I'm definitely not contributing to this mess right off the bat.
Edited by Master Omega, Thu Jan 2, 2014 11:09 am.
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wodash
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Master Omega
Thu Jan 2, 2014 11:09 am
Thank God I'm skipping this one though. I might grab it when it's cheap, but I'm definitely not contributing to this mess right off the bat.
my sentiments exactly, especially since nobody talks about the old MS getting interesting and i have like near zero interest in the SEED adds, if i want to play as WZC, Banshee, and Deltaplus or the AWOT Gundams i would probably just get EXVSFB since it has those too and moar interesting original MS'es to play as, namely the Extreme Gundam, why can't GM simply have EXA as its "original mode"?, it revels in crossovers(the bulk of the cast are already available in GM series) and it actually has story and scenes, they just need to translate it into CG animations

in the end this is just like a robot version of Ken's Rage 2, i would still buy it, but much, much later, localized 8XL would've been my KT early buy this year, but after they announce the PS3 didn't get the bundled version, that also got pushed to the bottom of my waiting list, so i guess there's about...zero KT games that i will buy this year, i will buy these next year probably, when the price is dirt cheap.


rants aside, if the SP attacks are now segmented and charging only activates GSP, how would multiple leveled SP's like Raiser and God's ground SP function? it has different outcomes depending on how high your SP levels are in previous games
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Jaster
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Well i guess i can add some good things to this now.

Most of all the old suits (at least ace ones iv used) have gotten much better, hell even Nu gundam that i hated gameplay with do to its punching instead of using a saber and being slower than others on combat is MUCH better now. This also goes to the Gundam itself with faster gameplay and better moves in its S strings to make it a much more likeable suit.

As for the SP changes, it seems they function like you just said to a certain degree.

Example:
God Gundam SP1 with only 1 SP bar full: Simply does its God Finger in spot.

God Gundam SP1 with 2 SP bars full: Does it rushing version of the move above.

God Gundam SP1 with all 3 bars full: Same as above but with heat end finish.

SP attacks however DO NOT consume more than 1 SP bar like GW3 did, just 1.
CSP force the player into a guard like state and starts turning the first 2 SP bars orange, once 2nd one if fully orange you can release O to use CSP.

Edit: Gotta agree with you there wodash, Extreme Gundam should of been this games 4th musou unit :D. In good honesty since MAs where made playable, i was hoping to see the Musha Psyco Gundam as the 4th musou type unit.
Edited by Jaster, Thu Jan 2, 2014 9:34 pm.
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LordKarasuman
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wodash
Thu Jan 2, 2014 1:32 pm
my sentiments exactly, especially since nobody talks about the old MS getting interesting
Actually, I apologize, I've been skipping out on what tweaks have been made to old MS. I was actually pretty excited about a bunch of them, since right off the bat you'll notice what changed if you are at all familiar with how they were before.

For instance, RX-78 is really good now. Range got boosted and Beam Javelin is great now.

I don't know what the hell kind of scarf bull**** Master Gundam was hitting me with, but I was losing like 50-90% of my health instantly (new C6?) in the mission where you have to fight him one-on-one. And this was before 8-Star. I still haven't used him yet, but I'm saving him for later and I hope I won't be disappointed.

Gyan's range is MASSIVE now, and ASP does amazing damage compared to the mediocrity it used to be. I think it might be in line with Gyan's DWG2 GSP, now.

I could go on.

The real problem is, endgame is just destroying me, leaving me at a complete loss and clouding up my mind in such a way that I'm forgetting to hype all the changes to the old units.
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Wild Lion
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Endgame is pretty rough. With a nearly maxed out WZC I still get three-shotted by Musha Mk II while he C1 spams me
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Cydge
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Jaster
Thu Jan 2, 2014 9:30 pm
Most of all the old suits (at least ace ones iv used) have gotten much better, hell even Nu gundam that i hated gameplay with do to its punching instead of using a saber and being slower than others on combat is MUCH better now. This also goes to the Gundam itself with faster gameplay and better moves in its S strings to make it a much more likeable suit.
I double that.

I used to hate RX-78 gameplay-wise and don't like DWG3 version of Nu.
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wodash
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Jaster
Thu Jan 2, 2014 9:30 pm
Most of all the old suits (at least ace ones iv used) have gotten much better, hell even Nu gundam that i hated gameplay with do to its punching instead of using a saber and being slower than others on combat is MUCH better now. This also goes to the Gundam itself with faster gameplay and better moves in its S strings to make it a much more likeable suit.
the ones you mentioned is obvious, they even showcased it really early(nu, RX-78, Super Gundam, etc.), but what about the rest, many claimed none of the Wings get a much overhaul except for a new charge cancel shot, and all i see on G is Master geeing one new charge attack from the trailer

Quote:
 
As for the SP changes, it seems they function like you just said to a certain degree.

God Gundam SP1 with all 3 bars full: Same as above but with heat end finish.

SP attacks however DO NOT consume more than 1 SP bar like GW3 did, just 1.
so that means i have to fill my SP to lv3 to use the heat End but it will only spend 1 SP gauge to perform?

and what about the god shadow clones? seeing how Hyper SP is gone, is it still in the game for the player to use?
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Master Omega
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The clones are God Gundam's Charge Cancel. It releases three shadow clones that charge opponents. It's surprisingly devastating.

God also had the function of some of its moves changed. The charges are all returning from DWG3, but the C2 has significantly reduced range and the C6 now hits 360 degrees rather than just in front.

Wing Zero's C6 was changed to the AI only special the WZ used to have.

Haven't seen extensive gameplay for many non-OM units, so it will be a while before we know what got upgraded.
Edited by Master Omega, Fri Jan 3, 2014 3:41 am.
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Jaster
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The reason i mentioned Rx-78 and Nu was i didnt like using them in past games at all lol, now there much better in terms of gameplay.

Also thought id throw this out there to, in burst mode, the SP gauge is forced to just 1 bar(even if you have 3), it will show only 1 bar and this also effects the SPs of combination bursts.

Example: God gundams CBSP is its lv 1 god finger move where it justs attacks right were it is and doesnt rush forward.

This also goes for all other units in the game, if you know a suits best version of their SP is with SP lv3 than to bad for you since the CB uses only SP lv 1.

Another example i could give for suits getting new moves is the Kshatriya(doudt i spelled that right lol), its moveset is pretty much same as well with its SPs, but there faster, some have increased range and fell more like you control the suit. While suits that had crappy moves in early games get big revemps in different ways. If theres one thing this game did very good it was the moveset for all returning suits (dont count MA since they werent playable in other games).

Edit: Also ya wodash 1 bar only regardless of what SP it is (except CSP of course).
Edited by Jaster, Fri Jan 3, 2014 4:51 am.
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Wild Lion
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Not all returning suits were improved. Heavyarms and Deathscythe are still low on the tier lists, with nothing in their moveset actually changed, they just get whatever perks the Charge Cancel gave everyone else

Tallgeese II was nerfed considerably, its biggest damage dealer (C4) having its range and power decimated
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Lazaroth
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Cydge
Thu Jan 2, 2014 10:55 pm
Jaster
Thu Jan 2, 2014 9:30 pm
Most of all the old suits (at least ace ones iv used) have gotten much better, hell even Nu gundam that i hated gameplay with do to its punching instead of using a saber and being slower than others on combat is MUCH better now. This also goes to the Gundam itself with faster gameplay and better moves in its S strings to make it a much more likeable suit.
I double that.

I used to hate RX-78 gameplay-wise and don't like DWG3 version of Nu.
I triple that. Lol


All old MS's are much better now, better range, rate of fire, faster, new moves (in some) and that new C1 :rolleyes:

Koei is working out something, this game work's like DW8, it's a brigde to the next game (PS4?). That feeling of an unfinished work it's true, but Koei it's a company, and that's how things work.
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LordKarasuman
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Actually, I don't believe Burst SP always defaults to GSP1, either that or some specific suits are exceptions to the rule. For instance, Knight Gundam will use GSP2 instead, for instance.
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Joshelplex
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Master Omega
Fri Jan 3, 2014 3:34 am
Wing Zero's C6 was changed to the AI only special the WZ used to have.
Which move was that? Also, what did his C6 from 2 and 3 become, the charge cancel? Is it that same pose and shot forward?
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Master Omega
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Joshelplex
Fri Jan 3, 2014 5:31 am
Master Omega
Fri Jan 3, 2014 3:34 am
Wing Zero's C6 was changed to the AI only special the WZ used to have.
Which move was that? Also, what did his C6 from 2 and 3 become, the charge cancel? Is it that same pose and shot forward?
The WZ jumps into the air, firing a massive shot downward in a bright yellow pillar. And yes, the old C6 is the Charge Cancel.
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Daosiying
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wodash
Fri Jan 3, 2014 3:15 am
so that means i have to fill my SP to lv3 to use the heat End but it will only spend 1 SP gauge to perform?
Pretty sure they're weapon based. Level up your weapons and it'll amp the SP attack associated with it.

Though this also brings up a point with how stupid the weapon upgrades are at times. Heavyarms can upgrade the beam saber Heero uses in its arm, but there's no options to upgrade the knife.

Well at least this time it's S String actually fires bullets and they modified its charges so it can handle itself better. Radial missiles on C3, extra swing on C4, longer C6 and what not.
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Jaster
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Elite Soldier
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Daosiying
Fri Jan 3, 2014 7:05 am
wodash
Fri Jan 3, 2014 3:15 am
so that means i have to fill my SP to lv3 to use the heat End but it will only spend 1 SP gauge to perform?
Pretty sure they're weapon based. Level up your weapons and it'll amp the SP attack associated with it.

Though this also brings up a point with how stupid the weapon upgrades are at times. Heavyarms can upgrade the beam saber Heero uses in its arm, but there's no options to upgrade the knife.

Well at least this time it's S String actually fires bullets and they modified its charges so it can handle itself better. Radial missiles on C3, extra swing on C4, longer C6 and what not.
Actually its kinda both ways, in this i mean the fact god gundams sp changes when its SP gauge is lv2 or 3, in CB the SP attack the partner uses is always the single filled SP bar version and the proof is in god gundam with domon, this is also added to since your partners lv and the suit they have equiped effects how strong they are.

Parts also add to the SP in terms of dmg, but it can also effect how they look or add to them, which brings me back to god gundam, god gundams CSP or SP2 is his Combo SP attack from DWG3 where he shoots a huge energy blast from god gundams hands, this skill with its equipment at basicly lv1 only shoots 1 energy shot, but when fully upgraded to lv3 the amount he shoots is 3 if i remember right.

I dont use every suit in the game so i cant be completely sure but it seems only certain suits like god gundam have different or upgraded versions of their SP attacks based on their SP gauges current lv.
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Joshelplex
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Daosiying
Fri Jan 3, 2014 7:05 am
wodash
Fri Jan 3, 2014 3:15 am
so that means i have to fill my SP to lv3 to use the heat End but it will only spend 1 SP gauge to perform?
Pretty sure they're weapon based. Level up your weapons and it'll amp the SP attack associated with it.

Though this also brings up a point with how stupid the weapon upgrades are at times. Heavyarms can upgrade the beam saber Heero uses in its arm, but there's no options to upgrade the knife.

Well at least this time it's S String actually fires bullets and they modified its charges so it can handle itself better. Radial missiles on C3, extra swing on C4, longer C6 and what not.
The S string is a full set of shot moves now? Also, when does it use the saber. I dont remember it having that as a move in DWG3, did that get added?
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