
It moves and dodges in a ridiculous manner, has high firepower, and Aslan dies instantly.
What should I do about this?
It’s just like the original…
It’s just like the original…
!?
>>3The three idiots vs. Asran were struggling the whole time except for when they took down Olga together with Kira.
Which way did you go?
>>1I first dealt with Calamity, which doesn’t move much.
I was beaten up by the Raider Forbidden from there.
>>5Sorry, talking about routes.
>>7It’s natural and a coalition, isn’t it?
The aircraft is using the 105 Dagger with a basic shield.
The basics involve both moving and engaging in gunfights over here as well.
If it’s from the Union, believe in the power of 105.
Not just Asran, but the NPCs in this game are weak.
Since TPS can easily run out of energy, it’s also an option to whittle it down with a machine gun.
Aim for the boost run out.
If you think it’s easy to avoid, you should use the beam rifle and rely on predictive shooting with a long press.
The priority for dealing with them is Raider > Phobi Don > Calamity, right?
The raider’s autocannon and zone are both crap.
I started the plant route, but is it better not to push myself and avoid going to AA at first?
If you’re using a 105 dagger, my only advice is to not hold back on tuning and to make good use of pilot SPA! This game is just generally difficult, isn’t it?
>>13Is it better to focus entirely on the Aile instead of the launcher?
In the end, since everyone will have to fight against the enemy ace, I think you can choose any route you like.
If you’re a coordinator, you can manage any route fairly well.
The boarding restrictions are in place, and the natural AA route is just too trashy.
At worst, if you just max out the beam rifle and keep shooting CS, it should be fine.
It’s tough because the AA route is just too slow, like in any game.
I’m impressed that you survived well.
If you focus entirely on your “Yell” play, the standard 105 has higher maximum performance, so you need to knock down or use the sword at key points.
It’s easy to forget, but you can also issue commands to your wingman to use the SPA! If you let them fire as soon as they accumulate it, your survival rate will significantly increase and you’ll have a reliable partner.
The natural who says it’s difficult.
If you stick with the default key bindings, they were made by a monkey, so it’s better to rewrite them properly.
>>21What do you recommend?
>>25At the very least, it’s better to place step/boost in a position that’s easy to press, like LT.
>>21I ended up clearing it without being able to break away from the keybinds I got used to since the PSP era, which are suited for monkeys.
If it’s before the restriction lift, the one with 105 swap parts has a higher limit, so I pour the over-tuning into the Aile.
If you get the Raider with the Union, it’s easy mode from there.
Kira and Athrun seem reliable, but they’re not dependable.
It’s okay to be stronger, you know?
>>24Aslan, why are you so strong when you’re on the enemy’s side!
>>38The rule is to kill the enemy Aslan as soon as you see him.
Only does bad things.
>>39When the enemy Aslan shines, prepare for death.
Back in the Vita version, I didn’t realize that I could carry over my mechs with my faction, so I was playing with M1, but looking back, I wonder how I managed to clear it.
I really love the part of this game where “you die if you are surrounded and shot.”
Muu-san! Kira! Jan! Partner!
Let’s protect the archangel together!
>>29What the hell is with you, Jan?!
The aircraft you brought is cool, but…
But I’m natural, so I can’t ride!
>>30Why do you have Jin’s gun?
>>31During the Allied Forces era, it played a big role with the captured Zin.
Let’s paint it white to make it stand out!
It’s fine when we do a down follow-up, but I won’t allow the enemy CPU to do a down follow-up.
I was moved by the fact that my partner and Jan are the emotional pillars for Kira as new types of the Federation.
I feel like there aren’t many opportunities to see it like this game.
This guy is seriously just hanging around here…
The glittering evil star “J” (self-proclaimed)
I feel like there are only about three reliable fools on my side.
>>40I don’t know which one it is.
Once you get on a destroyer, it won’t be reliable.
As expected, only a partner who can frequently unleash SP is reliable.
I absolutely won’t forgive Aslan’s deadly technique.
>>42The Ark Angel had 80% of its HP left, but it was blown up in one hit.
That guy is really stupid.
Aslan riding Saber is only this strong in this game.
As expected, it’s strong… TP armor…!
I want to take down the enemy ace quickly.
Let’s use a close-range SPA to instantly kill either my partner or myself.
The three idiots are unpredictable, so you can’t let your guard down.
The three fools in the first stage of the AA route are the hardest.
For now, it’s better to slowly take them down one by one from a distance with shooting.
>>49The urban area in the first half is fine because the buildings are dense, but in the second half, the mass driver area has no cover at all, which is tough.
The three idiots are fought against in a way that feels like it’s fine to take them down all at once, as if that’s the vibe of the scene.
The Raider is the strongest machine in C.E. 71, so if you let your guard down, you’ll die.
>>50In other words, even when three of them appear at the same time in the story, they’re struggling immensely…
It’s only thanks to running out of time that things manage to work out.
>>50The artillery that fits too perfectly with the specifications of the PS armor in this game.
>>54When the cannon fire came flying in the first match, I thought live rounds would work against the PS armor, and I got shot down with a bang! It became a trauma for a while…
The enemy Aslan suddenly glows and uses Fatum to instantly kill, so it’s tough.
The AA route 71 is so strong that it feels impressive when you receive Justice after deploying Lux.
>>55If you’re not a dirty coordinator, you’ll get debuffed…
For now, I think if we equip the lower-class rising and recovery skills, we can manage the unique battles in the main story.
The shield disappears before you know it, is that how it is in this game too?
>>59Before I knew it, it either gets blown away or I don’t do the guard because it’s too bothersome.
The weapons are all set, so Babi is intense.
All kinds of powerful Raider, including grappling guns, machine guns, and steel ball punches.
Once I completed it, I suddenly lost all motivation…
There are no restrictions on the aircraft or tuning, and it feels wrong to weaken myself.
Should I create new data and do a challenge play…
The first move natural is the toughest.
Honestly, I think it’s only natural to find it difficult after choosing Natural from the start.
>>65If you choose knowing what you’re getting into, that’s one thing, but if you just go with “Allied Natural” for your first playthrough, I think it’s unexpected that the difficulty level throughout the game is the most different.
I didn’t think it would be this much.
>>68It’s full of J’s and Sokius’s mobile suits, and there are too many alliance MS that are overly reliant on coordination!!
Wasn’t there something more like this…? Something that could be handled naturally…
Only the dagger and 105…?
>>79I really want the 105 model.
Everyone is here.
That’s how I am.
>>65Regardless of performance, it’s a bit concerning that there are no properly drivable aircraft.
>>71Let’s wait until CE73.
The roughness of the lock-on specification is amazing.
>>66The previous and the one before that were a bit better.
Perhaps the radar performance of the aircraft remains the same as in the Universal Century series, but the stage has become wider, and it hasn’t caught up.
But as a fan who buys works for someone like me (CE), you’d want to ride around as a regular soldier with a dagger first, right…
You can use the original characters to advance!
Basically, it’s not that difficult, but the first move natural AA is quite hard for some reason.
But I want to try rolling with the natural mass production machine AA cool route…
Look at the power of the dagger that has been drastically accelerated in development!
So if I use Mu or Jan on the 2A route, I can ride Strike and Freedom, huh?
It’s rare to find a game where the raiders are this strong!
Shining Evil Star Nameless
I don’t want to remove the rookie.
I guess if there’s no choice, I’ll let it go.
Diakka usually gets taken out right away.
I wonder what was strong about the Zaft Route.
I remember that the exclusive Cruzer aircraft was quite strong.
>>81The Aegis could be used until the end.
Once you get used to the transformation, Saber and others become strong too.
It seems that many anonymous users took seriously the claim that veterans of the VITA version have a strong natural advantage, despite it being predicated on having well-rounded machines, skills, and developed stats.
If I can reach level 73, I can use Noir.
By equipping skills for SP savings and recovery speed up, constantly being in hyper mode makes it an easy game.
In this game, the difficulty spikes with faction branching, but probably starting with a Natural Alliance to AA is the hardest.
>>85On the contrary, when you go to AA as a coordinator, you really feel the strength of freedom…
It’s only natural that it gets difficult if you choose a challenging route.
>>86Even though it’s the original route!
>>88If it weren’t for Kira, I would have died.
I am not Kira, so I will die.
>>88The original work for “Shu” is often said to be on extra hard mode and has a true ending.
>>86There are places where I wonder if this is the difficulty in this direction.
After all, it’s natural.
For now, it seems that the final status will grow better with natural.
Cody has no potential for growth at all.
>>89If you reach 99, it’s ultimately the coordination that can boost it that is strong…
In the end, it’s something like spatial awareness and revolt because it’s a fellow unit, but that’s a different story.
If you aim for maximum damage with your skills, it ultimately leads to a rise of hatred, which hinders the coordinator.
Well, it’s okay since it can be replaced.
Did the foolish and silly natural person not read the system message that says they can’t ride MS properly?
>>96🔪
>>103💥🔫
A dagger is just weak after all.
The era is Zaku.
>>97Zakuranger!!
>>97When you go to 73 and ride it, you think, “Zaku is strong!”
I really love how they completely change when they attach the biological CPU system.
On top of that, I love my child who cares about their friends.
I ended up becoming a natural (extended) in that ridiculous route of Alliance → Alliance → ZAFT → AA.
>>101What a chaotic background you have…
Coordination Union → Isn’t it quite easy with AA?
>>102That’s why, like in the thread without a name, those who took the biggest risk first and the others have quite a different perception of the difficulty.
>>102I think the first three fools in the AA at Codec are tough, so that’s quite a barrier.
I mean, in this game, the initial natural mode is just a limitation.
Windham is extremely strong, but the timing of acquisition is poor.
>>104If the Jet Striker had been before the branching, it could have performed well enough not to lose to the Gundam.
Either way, it’s limited to the surface…
I want to do a version with added freedom.
I belong to the Black Knight Squad in Foundation (Natural).
The control methods for the Battle series are changed each time to feel similar to the VS series.
The default operation method is off in terms of intuition.
I was able to clear the route by fully focusing on beam weapons for now.
Challenges don’t go that easily.
I want at least one more work.
Due to the fact that almost all Zaku units are equipped with wizards, there are ironically no unarmed versions.
What a filthy coordinator!
Aren’t all the MS in your army based on coordination?
>>116Well, in the official history, they were struggling with tanks and fighter jets all the way to Panama…
At first, the fact that it’s not designed for Zaftrian Naturals is a sign of good conscience.
>>117It’s too much of a head-cruise, you know.
>>117Elijah’s play is difficult to clear, so it will probably reset soon, but just having this makes a difference, right?
To be honest, I think that with performance as high as Freedom or Justice, even if the stats are reduced due to the natural piloting restrictions, they can still fight without any problems.
Our army doesn’t have to rely on filthy coordinators because our Bio CPU-kun is doing great.
My custom 105 dagger is the strongest! I love it because I can do it!
Somehow, Zamuzaza is strong…
If you’re doing things naturally, both the biological CPU and the extended ones are so convenient that it’s no wonder the federation would create enhanced humans.
>>125I mean, there are too few mobile suits that Natural can pilot!
>>128The order in which they are handed out is also strange due to the number.
Don’t just send over the Jaun and Sosius units on your own initiative.
>>128That’s why, after ’73, there was a significant increase in the number of MS that could handle natural tuning, which indicates progress in technology.
>>134The natural OS is amazing! No wonder the orb is being restored with the patent fees.
As expected, a stupid and foolish natural one is no good.
I often ran out of ammo because I didn’t notice the ammo decreasing with the charge shot.
>>130In the past, there was actually no consumption, so it couldn’t be helped.
If you think of it as a means to rapidly charge ammunition, it’s strong, but…
The United Federation is good because there is Sword Calamity.
Ultimately, the reason to start from natural is that the coordinator can become natural, and that’s about the only reason for role play.
>>135The OS that Kira made is amazing, right? Even the orb was able to recreate the mass driver that self-destructed just from the royalty, and it makes me smile.
Oh, has the port version already been released?
>>136Maybe about last week.
Since I finished everything in VITA, I might recommend it to a friend who became interested in CE through the movie.
If you set it up according to the settings, without the Mobius, the initial unit is the captured Jin, and then the Long comes next.
It’s a waste to be usable, but this game’s long (duel) dagger is too difficult to use.
>>142The increased armor type, such as Fortestra, isn’t very strong…
The original route has natural pilots dying left and right, so it’s tough to go with natural, of course. If you say that, it’s true…
I will fight as Zero, a survivor of the Grimaldi Front.
I’m very lonely without Barry Ho.
Even if this game covers movies, it seems like the only addition would be something like the natural MS Murakumo Kai.
By the way, there are no usage or terrain restrictions for the Gunbarrel or Dragoon, right?
Even if it’s there, it would be a problem.
What would the position of strangely strong characters like the ones in this universe or Meta and Gazoum be?
>>149Aren’t you a raider?
>>149Excess
>>149How about something like noir with double pistols?
Cruise Gates is strong too.
I like Duel Dagger Fortestra… the railgun is just full of quirks, though.
I believe you know that I am the second hawk of Endymion…
>>154I don’t have the second ace pilot, so I can’t pilot the mobile suit without the natural-use operating system…
It’s great to be in a position where you can be boosted or protect a boosted person.
Is it true that starting with natural will ultimately lead to having the most MS?
>>158That place doesn’t change.
If it’s natural, there will be limitations.
>>158It feels like I can win against coordinators not with a usable MS, but with the freedom of skills.
Why is there a restriction on the Burst that Mu-san could ride?
>>159Muu-san has an ace, so there are essentially no restrictions.
You’re being cheeky!
Natural mobile suits and such!
It’s the Fraga tribe.
I wanted to create an operation feel similar to an AC, but it’s not completely a free key configuration.
The Fraga family is a lineage of geniuses…