
I’ve been doing the AA route since ’71, but I’m dying a lot.
The three idiots are incredibly strong…
I just started, but in the third episode of the alliance, I immediately sank in AA and realized the difficulty is surprisingly high.
Basically, we have always had fewer forces, you know… AA…
Going for AA on the first round in natural mode seems the toughest.
When playing ZAFT, doesn’t it seem like MA is stronger than MS…?
Isn’t it too much that the three idiots are too strong?! I thought so, and then I found out they can use the mechs from the time of the alliance! That’s really confusing!
>>6It’s something that’s been said since the Vita days.
>>8It feels like every player has fallen for it at least once.
The Astray was too weak, so I ended up going back to the 105 Dagger.
Alliance → For a while, just keep firing Agni continuously.
Well, I think it’s a good idea to go for the 71-year alliance first and get the right to become a biological CPU.
What’s up with the subtlety of M1 Astray…?
Defending with this is impossible, Orb!
>>11Thanks to that, Murakame is strong…
It’s just unfortunate that when coming from the Alliance, Noir is too strong, and even when coming from ZAFT, they can’t threaten the positions of the Zaku or Saber.
105 is too much of a masterpiece MS.
Well, but…
It’s no wonder that the AA route is difficult…
If you get the Raider with the Alliance, the rest is easy until the Yakin ends.
The protagonist’s side is too tough! It’s a path that most Gundams go through…
Could the dagger type be a masterpiece?
Instead of the clumsy M1, Justice gives it a bit earlier…
Riding a Zaku is fast! It’s strong! It’s exciting to feel the difference compared to the MS from ’71.
Sword Calamity is so strong → Abyss is super strong! → Zamuza is so strong! → Star Gazer has crossed the line…
My current situation as I’m doing it for the first time.
In the end, the airstrike with Meteora makes both MS and MA look like trash.
Strike Noir is amazing!
Whether it’s Destiny, Strike Freedom, or Justice, I will turn it all to ashes with my proud twin pistols.
Let’s have Actaeon create more MS.
Super coordinators and their capable companions.
On the battlefield where I barely survived
A pinch of natural.
>>24What the hell is this guy…
Noir is also powerful and strong with Fragarach.
I’m happy about the issue of Provy being too strong, but I’ve heard there are still higher levels to reach, so I’m looking forward to it.
I thought I would at least finish the Orb Release battle before going to sleep, and then the first battle was…
Dearka, Aslan, and the three daughters were all shot down, but it ended quite easily.
I thought the AA took off in the next AA defense, but then it said to defeat the three idiots, and it was impossible! I got shot down.
>>28It’s kind of uncool that the optimal solution is to just run away during the liberation battle…
>>31Huh, did I clear it just by running away!?
>>34While escaping and shooting beams, if I keep my distance, I’ll run out of medicine and retreat on my own.
>>41I see… That’s one way to do it…
But it certainly looks uncool…
Because it doesn’t get much attention.
It seems that there are many naturals struggling without knowing that the initial keybinds were created by a monkey, so it’s better to rebind them.
>>29This is ridiculous! To try to control this many aircraft with such a keybind!
>>29It’s the same as the first one, but what’s the problem?
I think it’s hard to avoid and switching equipment is a hassle.
>>38If there are no problems, then that’s good enough.
It’s already out, isn’t it?
>>39It was no good for some reason.
>>39But I’m so bad at games that if I change the controls from the tutorial, I won’t be able to play at all…
After using the M1, riding the Murakumo feels a bit emotional.
Thank you, Athrun… thank you, wise people of Orb…
Do you need elements from this game container?
>>33Honestly, I wanted the weapon to be collected regardless of its range when attacking.
In the old version, there were only about three types of patterns, so this is definitely an improvement.
I wonder if I can buy it and enjoy it with just the feeling of having liked the Gundam Battle series.
>>36In the remastered version, surpassing the tuning limits is quicker, and it has become closer to a similar feeling.
Compared to Battle Universe, the tuning is a bit more restrained and doesn’t seem as ridiculous.
Also, since the difficulty is a bit high, it’s hard to just dive in without thinking and resolve it with SPA or hyper mode.
It’s either charging in with the Sword 105’s dash melee, going all out with melee attacks using the pilot’s SP, or dealing damage with Agni; that’s how to deal with the three idiots.
If we can take down two enemies before our ally M1 falls, it’s almost guaranteed victory.
>>37I don’t really understand the specifications of the Launcher Agni, so I’ve been using the Ale all along.
Is a sword or launcher better against the three fools…
>>42The support is well-balanced, but it mainly becomes a scattered weakling.
What is this SP attack of AA Route Last’s Provi…?
I unleashed freedom and turned it into ashes at Balena.
On the contrary, can you take down the three idiots in the liberation battle!?
Just taking one hit is barely possible, so it’s impossible…
While it’s common for Gerobi, Agni has a large power and can knock down opponents, and since the hitbox remains for a while, it’s rewarding if you get caught by it.
The accuracy of the main weapon is important.
It becomes visibly different after turning 60.
The three idiots appear everywhere and are strong, which is probably a reproduction of the original work, but it’s tough.
At least give me freedom.
Switching Strike parts shares points, so it’s difficult to change parts and use them during combat.
Having a wingman carry a beam cannon provides decent support, which is helpful.
It’s impressive how it penetrates buildings and such.
The three idiots are quite a drag even if they are riding in a conversion Strike with Cody.
I think the three idiots will stabilize if they focus on dropping Calamity first and leaving Forbidden behind.
When in a pinch, the three idiots go crazy and start using their special moves, and for some reason, they’re moved, reminding me of Assault Survivor.
I’m scared that if I let my guard down, I’ll get beaten up by Calamity or Raiders in the SPA…
I, the Seed Zaft: I’ve wiped out Freedom, Justice, Eternal, Archangel, Kusanagi, and Dominion… Huh!? Chairman Zara lost!!? Why!!!????
Zaku of Seed Destiny: I’ve swept away Strike Freedom, Infinite Justice, Akatsuki, Eternal, Archangel, and Kusanagi… Huh!? Chairman Durandal lost!!? Why!!!???
Bourdeuil Noir Strike EIWSP is great, isn’t it…?
Fast acquisition and super instant firepower of Burdual.
A versatile noir character who wields dual pistols and also carries a beam rifle.
The tuning limit of E·IWSP is twice that of Noir.
The IWSP railgun feels like the IWSP sub from the old EXVS Strike, and I kind of like it.
Strike E’s appearance in games is too precious.
Moreover, I only know about actions and maybe the CFO.
In this game, ultimately, deviation shooting and accuracy tuning are what matter, so even a regular beam rifle is very appreciated.
I like how the Zaku Warrior and Phantom are given distinct personalities in a subtle way.
I used the rumored stargazer, but I’m so stupid I can’t stop laughing.
The Zaku’s shoulder shields are reliable when used by itself and really frustrating when faced as an enemy.
I feel the remnants of Metas from Cruzegates.
Two shots are definitely strong.
When I play this game, I feel like being a Natural in the world of SEED is suffocating…
>>68In the end, it’s the strongest.
It’s wonderful that you can attach two skills.
Let’s work together for a normal world of blue through hatred and rebellion!
>>68Everything is the coordinator’s fault.
I’m leaving the special attack just as it is without thinking about it at all.
Could it be that the aircraft’s SP is stronger?
>>69While the Burduel is fine for pilots, it might be easier to switch to an ace if the unit has a special fighting move.
>>69The one that says “special combat” is better off as a pilot.
Noir and SPA are just terrible.
If I was dominating with the raider, the final stage is tough…
“Crush each other with Kuruze and Kira! Don’t come one after another!”
>>70Kira: “You, who have continued to interfere all this time! Only you!!”
Kuruze: “If they knew, everyone would desire it! They would want to be like you!! (Strength) They would want to be like you!!! (Strength)”
The specialized Kruze machine has Din wielding dual handguns, giving it considerable firepower.
Both Din and Gates are afraid of running out of ammo.
Cerberus Zak, a reliable one despite its appearance.
The aircraft SPA has a big variability, so the slow motion is somewhat round.
The good ones make you think… is this really okay?
Be careful because Starge and Live Zaku are really just a burden if they aren’t equipped with a machine SPA.
Providence’s SPA has a long effect duration and high firepower, so it’s strong, right?
>>80A SPA stronger than Provi would be the cream of the crop, like Starge and such…
At first, I didn’t know what Noir’s SPA was doing.
It’s about throwing a short anchor and raising it regardless of whether it hits.
It’s understandable that those two mysterious units that are stronger than the three idiots would have a higher priority than Cruze…
The main unit is relatively strong, and on top of that, the SPA is lawless Providence.
It glows almost constantly when I adjust skills and such.
It gives the impression that auxiliary weapons are becoming more and more useless.
I never thought I would miss a simple head vulcan so much.
The Deadly Alliance route was really tough because it meant facing almost all the main characters.
I like to unleash follow-up vulcan fire after knocking someone down in a fight.
The beam boomerang in Assault Survivor was so strong against that big target, but now it’s just a nuisance…
The allied aircraft’s destroyer is too soft, and before I know it, it’s taken down…
The walking motion looks fun, and even though the Destroyer Corps is walking, it somehow doesn’t feel threatening.
If you go through the Zaftrout of Seed and Seed Destiny, you can become a greater nemesis than Orphe, who continuously hindered Kira.
You could say it is an enemy determined by genetics.