Z2-2 second playthrough revival

#41gvzPosted 9/27/2012 7:05:12 PM
Perhaps you should play Impact. I think it's the only SRW which rewards you (with pilot skills) for completing stages as fast as you can.
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SRW Z2 Saisei Hen - www.saint-ism.com/lets-play-super-robot-wars-z2-saisei-hen/
#42MJEmirzian(Topic Creator)Posted 9/30/2012 5:26:58 AM(edited)
>Its actualy the kind where its oh-so-conveniently made for casual bug :

That's cool, thanks for listing those bugs. I'll probably try to avoid them. I didn't use the F/FF Dream seishin exploit.

>Perhaps you should play Impact.

Compact and Compact Color also do that (being one of the SRWs that Impact is based on). I'll get to Impact someday lol.



Completed the 24-27 route splits and up to 33. The area 11 split wasn't as difficult as I thought, because Kallen and Crowe can duo almost everything while the weaker pilots mop up. The first two scenarios of space route end up being more difficult because the Macross pilots are mostly useless and you're up against stronger DM enemies than the area 11 route grunts. The Japan/UN route is the easiest of course, but it's still not a cakewalk like the Z2-2 Japan route splits. The late and endgame should be easier thanks to the full roster of supers, and the impending Hope/Enable I'm working towards unlocking.

Scenario 29 was interesting.. lots of high HP enemies, pretty much demanding the player use most of the hard hitting supers (at least on no upgrade/pp). Scenarios 30-33 have been pretty easy with no original enemies to deal with. Although I haven't been using friendly fire MAP leveling, I managed to get Sayaka and Sumeragi to 41-42 by repairing lv 38 Ryoma or each other if they happen to take damage by enemies.

So far the early and mid game have been more difficult than Z2-2, but the difficulty has been flagging since scenario 29. Looking at the Japan, CB, and Area 11 Scenario 34-36 route splits, the Japan route will definitely be the easiest since I have Hope and Enable on Sayaka and Trider Bot (not to mention all the supers on that route). The CB route won't be too bad since you get Zwei. The Area 11 route will be ugly especially since I haven't been leveling most of the pilots on that route.

Currently 130/33 scenarios (3.9 avg.. barely keeping under 4 still)

Z2-1 turn counts continued..

UN Route
S24a: 5
S25a: 4
S26a: 4
S27a: 4

Space Route
S24b: 5
S25b: 5
S26b: 4
S27b: 4

Area 11 Route #4
S24c: 4
S25c: 4
S26c: 3
S27c: 4

S28: 3
S29: 5
S30: 4
S31: 5
S32: 4
S33: 4
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#43DemiseEndPosted 9/30/2012 5:21:23 AM
Kinda funny how Koji isnt as useful in NUR

That absurdly broken 15 SP Guard become a lot less valuable
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#44MJEmirzian(Topic Creator)Posted 9/30/2012 5:37:32 AM
Kouji is a decent tank even on a no upgrade run. His late-end game problem in Z2-2 is his lack of awaken. I think they made his seishins so cheap to make up for his lack of a subpilot so he could compete with other supers.

In Z2-1 it looks like it's much more difficult for your pilots to learn Awaken. Scenario 50 enemies are lv 50 and well over half of your party learns Awaken at 50-53. Not nearly as easy to pick up and run with during the endgame. So I'll probably end up using Kouji more in Z2-1 at least.
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#45DemiseEndPosted 9/30/2012 6:07:01 AM
The problem i noticed with Z2 Koji is how he lacks that MP before Ace Bonus, kinda troublesome at times, since it is after all the thing that broke Koji and Tetsuya during GBA and DS era

But yeah awaken is a problem for NUR
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Real Metal bounces their breast. Deal with it
#46MJEmirzian(Topic Creator)Posted 10/2/2012 5:52:10 AM(edited)
I took a brief detour to play through this SRW EX Hard Mode Patch. Basically a patch that makes SRW EX, one of the easiest SRWs, more in line with the other winkysoft SRWs difficulty. I played through Masaki's route.

http://www.romhacking.net/hacks/984

It's too difficult for your average SRW player, but if you think you're any good give it a try. It works with the SRW EX English menu patch.
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#47RetsuxDPosted 10/2/2012 6:47:41 AM
Wait-what.
There's SP shortage in L?
*checks gamefile*
*Kira at level 74 only has 114 SP*

Oh my god, I never realized.


But yeah, SP shortage in Z1 is worse.
#48MJEmirzian(Topic Creator)Posted 10/6/2012 5:09:10 AM
Z2-1 update:

Japan Route #4
S34a: 3
S35a: 3
S36a: 3

Celestial Being Route #2
S34b: 5
S35b: 4
S36b: 5

Area 11 Route #5
S34c: 3
S35c: 5
S36c: 5

S37: 5
S38: 5
S39: 2
S40: 1
S41: 1

I've got Sayaka, Fa, Sara, Sumeragi, and Trider Bot Hope/Enable/Supply, which helped me clear S39-41 in 1-2 turns. I have access to 8 enables if needed. Shin Getter is aced for max damage potential, although it's harder to get it to 150 morale in Z2-1.

It's even easier than Z2-2 to repair level in this game because there seems to be less of a "cap" per heal, healing yourself gives more XP, and because most repair pilots come with the Repair Skill innately. While I haven't repair leveled off of friendly fire MAPs, I have swung at enemies just to take damage to be repaired for massive XP gain. I think if I was also using friendly fire MAPs I'd have most of my repair pilots to lv 80+ by now.

I might do a recording of the last few Z2-1 scenarios, or maybe just the final scenario.

Current count: 153/41 (3.73)

Here's a nicovideo upgrade/pp allowed Z2-1 playthrough with a 120 turn clear.

http://www.nicovideo.jp/mylist/28208604
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#49MJEmirzian(Topic Creator)Posted 10/8/2012 11:25:03 AM
Route A
S42a: 5
S43a: 6
S44a: 5

Route B
S42b: 3
S43b: 5
S44b: 4

S45: 5
S46:
S47:
S48:
S49:
S50:

So the end game hasn't let up on the difficulty. It makes most of Z2-2's 50-60 scenarios look pretty easy. It's still not a free pass 1 or 2 turning some of those Z2-2 scenarios, though. The Route A (super route) ended up being more difficult than Route B. They don't let up with the heaps and heaps of high HP grunts and bosses on Route A.

Currently at 45/170 (3.7 avg). I'll probably finish in under 200 turns which will be a good result for a 1st no upgrade/pp playthrough. And I can conclusively say that Z2-1 is a good deal more difficult than Z2-2. Z2-2 has its moments but there's not much that compares to the tight turn limits to make the SR point in some Z2-1 scenarios.

This will be my last post on this thread for a while. I'm going to play X-Com Enemy Unknown for a bit.
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#50MJEmirzian(Topic Creator)Posted 10/18/2012 1:24:34 PM
Bump. Don't want the topic to die. Almost finished with Z2-1.
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