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Project Phoenix

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  1. Like kreshpy has pointed out from the articles in Japanese, the 171s are the current mainstay VFs while the 25 is the next generation valk. Since Macross F features the 25 as the main mecha star, that means it is now in full production run, way passed the prototype stage the 19 and 21 was. Question is, how big is the 25? It looks skinny but its actual size could have been smaller due to miniaturization of components by the 2070s. Need more pics!
  2. Is it me or it's just that Graham is revealing a lot of info lately regarding Yamato's possible release of paint schemes? Usually, those are kept under wraps until before release date is awfully close. Anyhow, it's a good thing so now I know how much blood I need to sell to collect any of these.
  3. The renumbering of the VF-17 to VF-171 could be a move similar to the Mil helicopter company when they introduced the civilian or export version of their Mi-17 helicopter to overseas customers. I remembered it very clearly cuz my dad was on involved in the purchasing of the civilian variant which was then renumbered to Mi-171 to denote it being non-Russian use model. I still have the t-shirt to prove it. Again, it's all speculation at this point. the VF-171 could be an upgraded type of some sort, a local militia variant or a wholly redesigned valk altogether. In any case, I'd love to see more of it. Anyone looking forward to the newer Destroid designs?
  4. I don't know about you guys but watching the trailer got me all fired up for the new series. I am happy that they are going for the non-"let's-hold-hands-and-hug-trees-while-singing-kumbaya" route this time. It looks fairly serious this time and I hope they don't belittle the military like they did in M7. I mean no offense to M7 fans cuz I'm a M7 fan myself. But this time the trailer looks really dang good.
  5. It looks like a rehash of the VF-1. But that is a good thing in my book. Now I am looking forward to see Yamato release them in toy form.
  6. Graham, ask Yamato if they are doing different Valks rather than repaints of current lines after the YF-21. I bet they'll put a gag order on you if you ask. But if there are hints anywhere, please let us know. Tell them we are eager to bleed our wallets for new valks from them.
  7. Happy Birthday Macross!! May we have more great memories together!!
  8. Nice videos! Gotta love watching the 19 and 21 kicking some ass with the Dog Fight track on the background.
  9. I hope they make a figure of MHs from Five Star Stories. But that would be too complicated and too expensive to make I guess. I'd settle for a Mospeada Ride Armor Revoltech if they are making any.
  10. LOL. No biggie. I use Babelfish for hard to translate words myself.
  11. MangledMess: Actually, I could read Japanese and that is how I translate them. I can't write or speak very well though but my understanding is adequate I guess. Babelfish is good for translating words or phrases not entire webpages. It gets funky but sometimes it works. Here's a quick tip: Play the first mission over and over again to stack up your Ace rank count. UN Spacy: I will try finding out the scoring system and post it here once I do so. The 3 columns from top to bottom are Point, Clear Time and Damage. The total points are tabulated in the form of a long yellow bar and your ranking will be shown to the left.
  12. Support Skills The skills listed are for your wingmen. They are listed in the following order: Unit name – Support skill name – Category – Activation condition. Dunbine – Disturbance – Decoy attack – Against strong enemies (i.e. bosses, leader units) Bilbine – Bilbine Barrier – Add Barrier – Player unit AP below 50% Bilbine Camo Color – Bilbine Barrier – Add Barrier – Player unit took heavy damage Zwarth – Grudge – Attack power increase – Player unit AP below 30% Leprechaun – Disturbance – Decoy attack – Player unit took heavy damage VF-1A Hikaru – Simultaneous attack – Singular target attack – Against strong enemies VF-1A w/FP Hikaru – Same as above VF-1A Max – Disturbance – Decoy attack – Player unit firing missiles Vf-1A w/FP Max – Same as above VF-1S Hikaru – Simultaneous attack – Singular target attack – Against strong enemies VF-1S w/FP Hikaru – Same as above VF-1S Max – Disturbance – Decoy attack – Player unit firing missiles VF-1S w/FP Max – Same as above VF-1S Roy – Micro Missiles – Multi-lock attack – Player unit surrounded by enemies VF-1S w/FP Roy – Reactive Missile – Area attack – Player unit AP below 10% Armored Valkyrie – Full salvo attack – Singular target attack – against strong enemies VF-1J – Disturbance – Decoy attack – Player unit surrounded by enemies Queadlunn-Rau (Max) – Missile Launcher – Multi-lock attack – Player unit surrounded by enemies Queadlunn-Rau (Milia) – Impact Cannon – Singular target attack – Against strong enemies Dragonar-1 Custom – Spin Laser Sword – Singular target attack – Player unit taking combo hits Dragonar-2 Custom – Full Open Shoot – Singular target attack – Against strong enemies Dragonar-3 (Late Model) – Jammer – Jammer – Player unit AP below 10% Gilgazamune – Large Cruise Missile – Singular target attack – Player unit AP below 10% Falken Maff – Dual Missile – Singular target attack – Player unit AP below 30% Falken Custom – Hacking – Area attack – Player unit surrounded by enemies Stark Dyne – Disturbance – Decoy attack – Player unit taking combo hits ReGZ – Dummy Balloon – Dummy – Player unit taking combo hits Nu Gundam – Fin Funnel – Support Weapon – Player unit taking combo hits Nu Gundam (HWS) – I-Field – Add Barrier – Player unit AP below 30% Sazabi – Funnel – Support Weapon – Player unit AP below 50% Jagd Doga (Gyunei) – Funnel - Support Weapon – Player unit taking combo hits Jagd Doga (Quess) – Funnel – Support Weapon – Player unit taking heavy damage God Gundam – Burning God Finger – Singular target attack – Against strong enemies Master Gundam – Darkness Finger – Singular target attack – Player unit taking combo hits YF-19 – Micro-missile – Multi-lock attack – Player unit surrounded by enemies YF-19 w/FP – Same as above YF-21 – Gatling gunpod – Singular target attack – Player unit firing missiles YF-21 w/FP – Same as above Wing Gundam Zero (EW version) – Rolling Buster Rifle – Area attack – Player unit surrounded by enemies Gundam X – Satellite Cannon – Area attack – Player unit AP below 30% Gundam X Divider – Divider – Singular target attack – Against strong enemies Gundam DX – Twin Satellite Cannons – Area attack – Player unit AP below 50% Gundam DX (G-Falcon) – Infrared Homing Missile – Multi-lock attack – Player unit surrounded by enemies Gundam Airmaster – Buster Rifle Random Shoot - Multi-lock attack – Player unit Ap below 50% Gundam Leopard – Simultaneous attack – Singular target attack – Player unit took heavy damage Gundam Virsago – Mega Sonic Cannon (Spread) – Area attack – Player unit surrounded by enemies Gundam Virsago CB – Triple Mega Sonic Cannon (Concentrated) – Area attack – Player unit surrounded by enemies Gundam Ashtaron – Atomic Scissors – Singular target attack – Against strong enemies Gundam Ashtaron HC – Gigantic Scissors – Singular target attack – Against strong enemies Hime Brain – Organic Energy – AP recovers – Constantly active Yuu Brain – Same as above Nelly Brain – Same as above Jonathan Baronz – Same as above Quincy Baronz – Slit wafer(?) – Paralyzing attack – Player unit surrounded by enemies Black Selena – Disturbance – Decoy attack – Player unit AP below 30% Aestavalis (Akito Special) – Distortion Field – Add Barrier – Player unit AP below 30% Aestavalis Custom (Ryoko) – Disturbance – Decoy attack – Player unit surrounded by enemies Aestavalis Custom (Hikaru) – Distortion Field – Add Barrier – Player unit firing missiles Aestavalis Custom (Izumi) – Distortion Field – Add Barrier – Player unit took heavy damage Arstromelia – Disturbance – Decoy attack – Player unit taking combo hits Yatenko – Iron Staff Resonance – Area attack – Against strong enemies Shin Getter-1 (Go) – Stoner Sunshine – Area attack – Player unit AP below 30% Shin Getter-1 (Ryoma) – Same as above Black Getter – Getter Beam –Singular target attack – Against strong enemies Turn A Gundam – Nanoskin/Moonlight Butterfly – AP Recovery/Area attack – Constantly active/Player unit AP below 10% Turn X – Same as above King Gainer – Overblizz – Area attack – Player unit taking heavy damage Enperanza – Black Hole Rocket – Singular target attack – Against strong enemies Dominator – Simultaneous attack – Area attack – Player unit surrounded by enemies Power Golem – Throw – Singular target attack – Against strong enemies Freedom Gundam – HiMAT Full Burst – Area attack – Player unit surrounded by enemies Freedom Gundam w/METEOR – All weapons simultaneous fire – Area attack – Player unit surrounded by enemies Justice Gundam – Bassel (aka beam boomerang) – Singular target attack – Player unit taking heavy damage Justice Gundam w/METEOR – All weapons simultaneous fire – Area attack – Player unit surrounded by enemies Nirvash typeZERO – Seven Swell - Area attack – Player unit AP below 10% Nirvash spec2 – Seven Spectral – Singular target attack – Player unit AP below 30% Nirvash spec3 – Spectroscope Mode – Area attack – Player unit AP below 50% Terminus R909 – Disturbance – Decoy attack – Player unit surrounded by enemies Terminus B303 – Decoy – Decoy attack – Player unit firing missiles Nirvash typetheEND – Vascud Crisis – Area attack – Player unit surrounded by enemies Spearhead SH101 (Charles) – Decoy – Decoy attack – Player unit firing missiles Spearhead SH101 (Ray) – Disturbance – Decoy attack – Player unit surrounded by enemies Nanajin – Aura Slash – Singular target attack – Against strong enemies ArchNanajin – Same as above Oukaoh – Scattering Bloom (Dual Blade) – Singular target attack – Player unit surrounded by enemies Gundam – Hyper Hammer – Singular target attack – Against strong enemies Full Armor Gundam – Missile Bay – Multi-lock attack – Player unit surrounded by enemies Perfect Gundam – Plamo Spirit – AP Recovery – Player unit AP below 50% Exbrau – Steel Wire – Singular target attack – Player unit taking heavy damage Exbrau form-B – Swanfleger(?) – Singular target attack – Player unit took combo hits Exbrau form-G – Plasma Coating Mode – Area attack – Player unit AP below 10% Exbrau form-H – Havrid(?) Open – Singular target attack – Against strong enemies Exbrau form-T – Dispersion Saber – Support Weapon – Player unit AP below 50% Grave Ark – Grave Cannon – Area attack – Player unit AP below 50% Grave Ark Phantom – Energy Shave – Area attack – Player unit surrounded by enemies Blood Ark – Demonic Darkness – Area attack – Player unit surrounded by enemies Gun Ark – Ark Rifle (Charge) – Singular target attack – Player unit took combo hits Next will be a translation of the combination attack list.
  13. Secret Units There are various methods to access secret units which I was unaware until recently. Here are the following secret units based upon their unlockable category. Ace Ranking Gundam Ashtaron – Get 10 Ace Rank Jagd Doga (Gyunei) – Get 20 Ace Rank Perfect Gundam – Get 30 Ace Rank Grave Ark – Get 40 Ace Rank Grave Ark Phantom – Get 40 Ace Rank Secret Clear Spearhead (Charles) – Clear 10 secret Gundam Ashtaron HC - Clear 15 secret Gundam Virsago CB - Clear 20 secret Yatenkou – Clear 25 secret Turn X – Clear 30 secret Nirvash Spec3 - Clear all secret Scenario clear Blood Ark – Clear all main missions Gundam – Clear Extra Mission 1 Falken Maff – Clear Extra Mission 2 Oukaoh – Clear Extra Mission 3 Shin Getter-1 (Ryoma) – Clear Extra Mission 4 Power Golem – Clear 10 VS Missions Gachiko – Clear all (15) VS Missions Player unit launch count Note: You can use any unit on any missions to obtain them but you must consistently use the same unit to gain the launch count. Gundam Virsago – Launch 20 times Jagd Doga (Quess) – Launch 40 times Sazabi – Launch 60 times Obtain through Exp Points Gundam DX w/G-Falcon – Gundam DX’s Exp gauge 1/3 and above Freedom Gundam w/METEOR – Freedom Gundam’s Exp gauge 2/3 and above Justice Gundam w/METEOR – Justice Gundam’s Exp gauge 2/3 and above ArchNanajin – Nanajin’s Exp gauge 1/3 and above Bilbine Camo Color – Bilbine’s Exp gauge 1/3 and above VF-1A w/FP Hikaru – VF-1A Hikaru’s Exp gauge 2/3 and above VF-1A w/FP Max – VF-1A Max’s Exp gauge 2/3 and above VF-1S w/FP Roy – VF-1S Roy’s Exp gauge 2/3 and above VF-1S w/FP Hikaru – VF-1S Hikaru’s Exp gauge 2/3 and above VF-1S w/FP Max – VF-1S Max’s Exp gauge 2/3 and above Nelly Brain – Yuu Brain’s Exp gauge above certain limit (the guide never elaborate) Nu Gundam (HWS) – Nu Gundam’s Exp gauge 1/3 and above Full Armor Gundam – Gundam’s Exp gauge 2/3 and above The above are translated from the Japanese guide that I found. I hope this will explain a lot of question about obtaining certain units in the game. Please note that you can unlock all there through the Free Mission mode as well.
  14. Very nice. He have the pictures posted along with menu translations. That will clarify things more than my lame translations. At least I tried. His naming of the various mecha is quite funny indeed. But so far they are quite accurate except for minor translation erros. Then again, when it comes to Japanese Engrish, you cannot be sure. The funny thing is, he called the blue Q-Rau, Big Max. As far as I recalle in DYRL, Max never became Meltrandi size right? Man, I could go down his list and correct his spellings (ReGz is now Lee Guzzy? lol). I found a complete guide for A.C.E. 3 but it's in Japanese. http://ace3.gkwiki2.com/ I will try and translate some of the secret unit requirements. It seems that to access to certain upgraded machines like the VF-1S for Hikaru and Max are based on their EXP gauge rather than upgrading them directly.
  15. I did another minor update on the mission requirement list. The only mission I'm missing is 12A. I've checked my saved games and couldn't find it. Can someone confirm if they have access to Mission 12A? I have a suspicion that it is a B route only unique mission but I can be wrong. I have not played ACE 2. I've only played ACE 1 and so I don't know the difference between 2 and 3. Of course, 3 is way better than 1 and I hope when the remake of 2 comes out, I'll be able to pick it up. Another minor thing that boggles me is that the VF-1 Fast Packs are not given to you automatically. You have to actually unlock them before purchasing. Luckily they cost around less then 4k Ace points. Next, I'll type up the list of support abilities your wingman has based on the units I've unlocked if anyone's interested.
  16. Minor update on the mission objectives. See the previous page for it. Apologies for lack of updates, I've been busy with classes and looking for a job. Mission 14 is basically a time survival mission. The briefing indicates a continuous stream of cruise missiles being fired at your mothership and allied warships. The objective is basically just to ensure your allied units survive the blitz while trying to take down those annoying cruise missiles. There will be a warning pop up telling you cruise missiles detected and you can see it on the radar by looking for a fast moving singular blip. Enemy reinforcements will appear from time to time and they will overwhelm you if you're not quick enough. To make things more interesting, the Ghost X-9 decides to come in and massacre your allies and attack your mothership. Killing the Ghost only yields bonus point and nothing else so it is your secondary target in this mission. My advice is to keep moving and watch the radar at all times. Kill the Ghost if you can, but make the cruise missiles your priority as they will take out about 50% of allied warship health and 25% of your mothership per hit. Mangled Mess: I've posted a secret requirement in the previous page for Mission 14. I hope it helps. As for the difference between with or without FP, the only changes are additional points for Armor, Weight, Dash and Vernier. The major difference for the YF-19 and YF 21 is when you use them with FP, the lose some Dash but they got increase Vernier. What this means is they will lose minor mobility during Dash but they will not use up the Vernier bar that much. Graham: Despite the fact it is a crossover game, I can't help but feel that Macross mechas got the star treatment this time. Seems to me, this is the best rendition of Valkyrie combat so far. As usual, any questions, comments please let me know. I'll post more updates later.
  17. My only request if they are remaking it: fix the ending.
  18. Just unlimited ammo for your weapons. Basically you can mow them down without worrying about reloads. You will have the options of equipping it or not in the upgrade screen after purchase.
  19. Here is my guide for the Deployment screen prior to the launch screen and the mission itself. There are 5 choices in this screen: Launch Player (Your currently selected unit) Wingman 1 (Your currently selected first wingman) Wingman 2 (Your currently selected second wingman) Return (Return to the Intermission screen) Under the Player selection, you are given these choices: Select (Choose your unit to use) Upgrade (Explained below) Repair (Self-explanatory) Ground Training (There will be a voice-over teaching you all the specific capabilities of your chosen unit. Perfect if you understand Japanese) Space Training (Similar to Ground Training, except it teaches space combat using your specific unit) Basic Training (Teaches you basic moves) Under Upgrade, you get to upgrade your unit’s following stats: Armor Dash Vernier Turning Attack Power If you have beaten the game once, the choice to purchase the Limiter will be at the bottom. Under both the Wingman selections, there will be 3 choices: Select (Choose your wingman) Upgrade (Same as the Player choice) Repair (Self-explanatory) Notes: 1) If your unit or your wingman’s AP falls to 10% or below (indicated by the number highlighted in red), they will not be allowed to launch until full repairs are made. 2) I don’t know if anyone noticed this but under the Wingman selection, at the bottom where they show the pilot’s image along with the unit name and pilot name, there is a 3 row info cell showing the abilities of your chosen wingman. i.e. Take Gundam X for example: Support: Satellite Cannon Category: Area Attack Activate Condition: Player’s AP falls below 30% Each wingman has their own set of support abilities. If I get the time, I'll write one up for all the ones I've unlocked. Hope this helps.
  20. The chaff is suppose to lure away missiles fired at you. If you keep upgrading your speed and armor, somewhere by Mission 15 and above, you'll be so fast and so tough, it didn't matter anymore if you get hit. I find the arm shield is only effective when the attacks are coming from the front. It does cut down the damages taken but not very much unless you upgrade your armor throughout the game.
  21. Actually you can do that. In Fighter mode, the L2 and R2 button serves as your rudder controls. I'm not very sure but I think double tapping them engages the roll. I'll double check tomorrow after I get enough sleep.
  22. After you beat the game and replay it, you will get to buy the limiter in the upgrade screen. P.S. Anyone need a translation o the upgrade screen? I can do a quick one.
  23. I'd like to add that B route has two memorable missions from Macross Plus as well.
  24. Thanks guys. I thought I help out since I see there are a lot of confusion in understanding the menu system when i was reading about it in Gamefaqs. You'll notice that I've only completed Route B. Maybe mike can fill in the missing spot with his Route A missions? Graham, after certain missions, the game will ask you if you would like to move to the next world. Press the CIRCLE button to say yes and X to stay in the current world. You will notice this occurs after missions 8 and 16. Other times, the game will move you to the next world based on the story. To know which world you are currently in, notice the blue or red globe that is in the lower right corner of the Intermission screen. They will either say World A or World B on top. Again, I apologize if my explanations are a little haphazard. I am glad to be able to help.
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