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The basic scenario has 10 units, but during events, a maximum of 20 units can be deployed, so not only SR units but also R units are commonly used.
I was told that, and I thought it actually has quite a few calories…
Well, I guess it’s fine even if it’s an SSR dyeing.
>>1
You need to spend a considerable amount to collect 20 SSRs, and using a non-fully-unlocked SSR is weaker than using an SR with around 2 unlocks.
>>1
Using anything other than the highest rarity is only at the beginning.
Based on my experience with mobile games, that’s how it ultimately is.
The event hard psychic Gundam had 238,000 HP, so you need at least that much to chip away at it…
>>2
That’s quite a lot of HP… My Super Hyperion, which is specialized in durability and defense training in Cross Rays (with a constant barrier deployed), often exceeds 300,000.
The event’s Psycho Gundam easily exceeds 200,000 and has high stats for both attack and defense, right? That’s troublesome.
>>9
The defense is about that much, maybe a 10% increase.
The problem is that the surrounding Psycho Gundams have about 40,000 HP and are tough, and six of them appear.
The most fun time in social games is when you can use the early rare characters.
It is said that MAPW will be adjusted, so it seems like it would be fine not to create the Hyakushiki.
It might still be strong, though.
In any case, due to the strong relationship with the characters, the development machines are sufficient compared to the basic gacha, so if you’re going to roll the gacha, do it with the mindset of fully leveling up the machines you want to use like crazy.
>>7
Well, it seems like I could pick up one UR enhancement item per month, so it might not be that bad after all.
If you can get one enhancement, it’s strong enough.
Someone else will probably do it, but…
Be careful when developing a protruding airframe, as it will result in wasted protrusion.
>>8
Isn’t this system not compatible with mobile games?
>>11
It surely has a lock feature, right?
How can I obtain new units other than through gacha?
Capture or clear reward?
>>10
Capture
The development starting line for things like tanks and fighter planes is purchased with QP.
>>13
Is the capture system one where multiple units surround it, like in Ghazabi?
>>18
It feels like a tradition in G Generation to take down the enemy battleship, but I guess there aren’t any battleships this time?
>>18
Random
Does the character not have any enhancements?
Even if the Big Zam’s MAP weapon becomes weaker, it’s better to build it because it can still rely on its I-field and extremely tough armor and HP.
From the looks of the previous blog, it seems like I’ll be buying the Zaku and the GM multiple times.
The beginning of the 00 series might be with the Anfu or the Phantom.
>>21
In Cross Rays, OO and W were mobile suits at the end of the line, so their appearances were delayed.
Well, since you can develop the highest rarity, it makes sense that in the end, it will only be the highest rarity.
Well, in about six months, the gacha will probably stop producing anything other than the popular units.
Like other Gundam smartphone games
If it lasts for a year, that’s actually quite amazing.
>>23
I’m itching for it to end.
Capture is determined with a certain probability at the time of shooting down.
It seems that there has been an event using this (capture event).
The plain mass-produced machines will probably be sent for development, so gacha will only feature the flashy ones.
I heard there’s auto, but to be frank, how reliable is it really?
It looks like the first stage is going to be long as it is.
>>28
At point β, the head of the auto is trash.
Well, since you can skip it if you’ve cleared it, it’s fine as long as you do it manually once.
>>28
I mean, there’s a skip option.
I only use auto for EXP daily.
>>34
But there is a limit on the number of skips, right?
If you keep looping beyond that, won’t you end up relying on auto? Doing it manually every time is just too tedious.
>>40
There are no skip tickets in the first place, so there are no limits on the number of times.
There is a limit to the number of times you can clear the map.
>>41
Huh, is that the restriction you’re talking about?
Do you not intend to make it a loop game?
>>40
There is a skip for all stages.
If you only want to keep doing the same stage endlessly, then there’s nothing I can do…
>>46
Well, if it’s an event stage, it might turn out like that, right?
>>52
The psycho mentioned above had a predetermined number of attempts to begin with.
You don’t know anything about other Gundam mobile games, yet you immediately say something random.
Random capture, huh?
I want to avoid repeatedly resetting until I can capture the desired aircraft.
>>32
No, you can easily get it even with auto.
>>36
I felt relieved to hear that.
Thank you.
I sent a message to let you know that EXP Daily’s design presumably favors auto or manual over skip; I wonder if it will be fixed.
I really regret not applying for the beta test because I didn’t expect much at first.
The broadcast date for GQuuuuuuX has been decided, so it will probably be released next month.
>>37
I have seen that it was scheduled for 4/16, but that doesn’t necessarily mean it will happen then.
>>37
I applied properly, but both the beta and the network crashed, so you can relax.
I’m glad.
The scenario had a limit of 5 times or 3 times per day per map, right?
It might be because it’s β.
Clearing the map where 20 aircraft can be deployed seems like it will be a hassle or take a lot of time, doesn’t it?
>>47
That probably means there are a lot of enemies.
I think the retail version has a limit on the number of clears for just the hardware.
I think that consuming stamina in the main scenario goes against recent trends, but that’s about it.
>>49
In the main scenario, materials drop quite a bit, so it can’t be helped.
Is it like the hard mode in Priconne?
Is it a full-on social game? Is getting machines not through development but through gacha?
I wonder how much time it generally took to clear one map during the beta test.
>>54
If nobody wants to drop out, it will take time.
In this game, you won’t lose anything even if you get shot down, so if you use expendable units to save time, it should end quickly.
>>57
Huh, there’s no loss!?
>>54
Is the longest scenario about 15 to 20 minutes?
The scenario is limited to five units from that era (such as Z-Gundam, MKII, Nemo, etc.) with a restriction on the pilots, consisting of five restricted units and five free units.
The number of enemies, including reinforcements, is about 40.
Well, there should probably be a lot of distribution Gundam stones at the beginning.
A social game with character loss shouldn’t exist in the Reiwa era.
>>60
It’s not good even in the Heisei era.
Can the aircraft developed once be produced using Capital?
The gacha character loss system is going to be tough unless it’s quite aggressive…
I thought it was a system where you could reuse it after a certain amount of time if it was shot down.
It’s strange that the gacha character is lost, yeah.