Rabite
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Post by Rabite on Jul 22, 2010 12:19:08 GMT -6
So I was thinking it's not a good idea to discuss about Girhen's Greed over at the RPG discussion thread, so I started a new one here!
- Continuing the same topic:
I personally don't think it's a big problem playing in Hard or Hell mode, it just takes longer time to regain your position, you'll still be fighting the same units... it's actually easier on other modes than EFF, since that's the mode where you need 3 times the numbers to deal with enemies on Earth, and you have to move fast.
And Loki's doing it wrong, he didn't get V Project done as soon as possible, that really hurts since without the WB events you'll have to face more aces, no tech bonus since V Project never get finished, and Amuro's data feedback helps too at the first.
For Zeon... I didn't play too much Zeon but the same tactic and strategy applies, hit enemies when they can't return fire, use ranged units to damage them and finish them off up close, and try to not lose any units at all, if you have a team that lost a unit or two, keep it back so it don't get killed, AIs usually target the group that's easy to kill.
As long as you can keep your units alive, I personally think that it's better to use stronger units than more units, a Gundam with a good pilot can easily defeat a stack of units.
Another thing to point out is... the AI usually take quantity over quality, so if you're winning, you'll notice that they'll slow down their research, which means more easy exp. =P
Now Discuss!
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Post by Akira Takamedo on Jul 22, 2010 14:09:01 GMT -6
I'm going to give the game another shot today with more information under my belt, as I wasn't even aware you could upgrade individual units (Zaku I to Zaku II C, for example), and thought it was limited to purchasing new ones.
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Richter
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Post by Richter on Jul 22, 2010 15:01:04 GMT -6
The trick for zeon is that you can't lose your momentum, you have to take as many places as possible before EFSF starts to make GMs, or worse, gundams. When those start rolling out things get a lot harder and your problems will be compounded.
While they only have T-61s and saberfish though its easy to kick their asses as long as you play smart and don't get totally mobbed and annihilated. The biggest issue early on is the dreaded submarine, and the best counter is to research zaku II Js and put them on dodais so they can fly out over water and sink them.
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Post by Carlos on Jul 22, 2010 18:54:39 GMT -6
Damn you people. You make me want to play..
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Richter
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Post by Richter on Jul 22, 2010 19:30:54 GMT -6
Damn you people. You make me want to play.. Give into your desire young one, only then can you realize true power.
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Post by Carlos on Jul 22, 2010 19:44:33 GMT -6
I'm older then you ;p
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Richter
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Post by Richter on Jul 22, 2010 19:56:48 GMT -6
That's not the point.
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Rabite
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Post by Rabite on Jul 22, 2010 20:54:24 GMT -6
Using Dodai+MS is a stupid move in my opinion, sure you have a higher movement, but your mobility drops to minimum, and you burn supply too much to fight for long battles.
...But if you ARE using them, remember in the newer versions, you no longer combine MS with Dodais to upgrade them, you have to spend money and supply to do that.
Besides... come on now, you're ZEON, you have an awesome navy, a team of Z'Gok can easily kill a EFF sub, also they screwed up something and the Gogg have super attack power for it's Mega Particle Cannon.
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Richter
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Post by Richter on Jul 22, 2010 21:07:22 GMT -6
Yeah, dodai riders are pretty bad, but when you have one fucking sub sitting in california or new yark keeping you from taking the province in a timely manner, you'll sure wish you had upgraded a few zakus to ride them. Especially New Yark, because California doesn't actually have any water supply points you have to take to win. Remember you can get on or off dodais in battle if you don't want to waste supplies.
After that, though, I stop using them as soon as I get goggs. They got better in the PS 2 version now that they can snipe with those beam cannons.
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Post by Akira Takamedo on Jul 23, 2010 1:07:25 GMT -6
I've played through the first few turns and I've noticed a running trend of the same problems - I run low on resources and money early on, the Federation sends hordes of battleships at Side 4 and Earth orbit that I can't deal with, and I end up losing a majority of my units to them when I try counterattacking.
So, I guess I'll just keep on trying. As a reference point, I make it up to the Second Earth Descent Operation where I have to take New Yark and California, but I don't exactly have the resources to commit to the attack because I'm busy trying to keep space together while taking as much of Europe as I can. Obviously I'm doing something wrong here, but I can't quite pinpoint what.
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Richter
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Post by Richter on Jul 23, 2010 1:43:09 GMT -6
Here's what I do, I send all of my HLVs to begin with to the orbit over north america and odessa, blitzing New yark, California, and Odessa is imperative so you have to make sure you use as much force as possible to do that. Meanwhile send all your ships from solomon, a baoa qu, side 3, anywhere not the front line to the areas around jaburo's orbit (the only orbital area the EF starts with) and the space near side 4. When all your crap gets into place storm the jaburo orbit and the space zone separating side 4 from luna 2. Then move and take the space to the right of jaburo's orbit to cut off luna 2 from side 6. Because the computer is a cheating asshole and will take over side 6 and then expand out and fuck you over. Then garrison all 3 space areas that border luna 2, you don't get to push the feddies out of space entirely for a very, very, long time; so all you can do it fortify when possible and hope they don't mass for a break out you can't handle.
Also, Magella tanks, use them. They're cheap and have a range 2 attack. Decent for picking off hordes of feddie armor early on.
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Richter
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Post by Richter on Jul 23, 2010 9:32:35 GMT -6
Atleast with EF (and I assume Zeon and maybe every other faction) the first 10 or 15 turns are the most important. Oh, this reminds me. On very easy, easy, and normal mode you have 5 turns at the start where the AI won't attack you. So if you see an empty province send 1 unit in there and take it, just remember to reinforce later. This is particularly handy in the USA so you can encircle California and New Yark so no reinforcements can get shipped in.
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Rabite
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Post by Rabite on Jul 23, 2010 10:10:28 GMT -6
Loki, it's first 10 turns because you're on Very Easy, you can afford the time, if you're playing on normal, you better fight up to Beijing and start the battle by turn 4-5, if you don't reduce the production of the Zeons soon, they'll be able to swarm you with their higher income.
EFF is usually among the hardest faction to start in this series... and as a challenge, you can make it harder by NOT doing V Project, then you'll have to wait until turn 20(50?) before starting to produce units, and then wait a bit more for the WB team to join you as volunteers... but it's pointless since you don't gain anything from it.
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Aki, you won't have enough resources to keep your production line running at full speed for more than a few turns, so watch what you build, upgrade the units instead of producing new ones, and keep things alive, also, scrap useless units for resources, and remember you get one unit free after researching.
But usually you'll have more resource than money, since you have to spend them on plans and research, and research gets really expensive later on.
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Post by Carlos on Jul 23, 2010 20:47:35 GMT -6
That's not the point. Yeah, but I don't want to deal with trying to get it to work.
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