The Let's Play Archive

MS Saga: A New Dawn

by Tobias Grant

Part 8


Great, but we have something we need to do first before we go there.


yessssss.

The Guncannon is swiftly given to Fritz.


The Guncannon is the exact opposite of the Gouf. strong range, terrible melee.


I give the GM Sniper arm to Aeon. The Back Charge is also given to Tremmie.


And Katz' ever-evolving left arm is changed into a Zaku Kai arm.






The new load-outs. Tremmie's is still the same.

Now let's go to that Mining base!

On my way there, Katz and Fritz learn some new boosts. Katz learned Bakunetsu-ken, which I won't be showing off since you need to be unarmed to use it. Fritz, however, learned Chaff Field which is one of the best defensive boosts in the game because it blocks ALL enemy projectile-based attacks, and doesn't interfere with your own.


After quite a walk, we finally reach the base.


The first room has three passages, let's go down the right path first.


Welp.


Mega Cannons can be a problem since they can and will use Mega Fire. luckily, I manage to kill this one before he could get the chance.


the Mega Cannon was guarding this beauty, as well as an attack upgrade kit.


Disaster! Tremmie's GM Command can't equip the Heavy Lance! Katz' Gouf can, but then he won't be able to use Boosts, and... and...


Aw, fuck it.


I regret nothing.

Tremmie learned a new Boost after that fight called Sonic Boom, which is basically a ranged attack that uses your melee weapon.


Let's check out the left passage.


I hate Counter Zakus.


I'll go into more detail as to WHY I hate them later, since all they did in this fight was defend.


Oh, hey! MP Guntanks!


A note about the Grenade Zakus; They can Terrify your pilots. Terrify just makes it so that they can't use Techniques.


MP Guntanks aren't tough, but they're nice to see.

In the room they were guarding, there was a Hacking tool, a Beam Spray gun, and three stealth systems.


Zaku charges. I HATE Zaku charges.


The Zaku Charge's only purpose is to raise they're allies' EN by three. This can be very problematic during certain enemy combinations. Make sure you target them first, otherwise you are in for a world of hurt.


Time to finally go down the center path.




The Heavy Gouf is a tough bastard. it's got high armor, and some strong attacks. luckily, it's melee is kinda terrible since it has no melee weapons.


Thanks for the arm.


Down the left path is an Ecap (S)


We don't want to go down the northern path just yet, so we keep going right.


Huh?


WHAT DID YOU DO TO MY DOM, GAVENGER!?!







Hi Bask Om.


Eh, while I still don't like how you jacked my Dom, we could use another pilot. Alright, you're in.


Time to do the only thing we can do!














are they gone?








So yeah, Gavenger is pretty cool. I changed his weapon set around, since I didn't like the default set up.

I guess we have no other choice but to Breakthrough the enemy!


FIGHT ONE: TWO ZAKU CHARGES AND THREE ZAKU COUNTERS

Awesome! This fight can demonstrate three things for me!


The first thing is just how dangerous Zaku Charges can make some fights.


The second is how annoying Zaku Counters are. Zaku Counters can do three things. They can either defend, use Bakunetsu-ken, or use Counter Zone.


Which segues nicely onto the third thing: Counter Zone. Counter Zone is a very nice defensive Boost since it forces all enemy melee attacks to target the person who used Counter Zone. Very nice in a pinch or against enemies who mainly use melee attacks.




Gavenger took three Bakunetsu-Kens to the face, and all of them were critical hits. Ouch,


I can also show off one of Tremmie's Boosts. Speed Lancer is a Boost that will always go first. There is a ranged version called Quick Shot as well.


FIGHT TWO: TWO ZAKU CHARGES AND TWO GOUF SPEARS

I'll admit, I was being retarded during this fight.




I let the Gouf Spears use their Power Charge Boost (A Boost that will ignore armor and prevent the enemy from counter attacking) far more than I should have.


I honestly don't know what I was thinking during this fight.


I won, but I could have done so much better.


FIGHT 3: 5 MP GUNTANKS


After the last fight, this one felt like a breeze.


Katz learned Power Charge after that fight, so now I can make great use of that Heavy Lance.


Now it's time for the Mini-bosses!


FIGHT 4: TWO SPEED CANNONS AND TWO MEGA CANNONS


First, get rid of the Speed Cannons.


Second, build up Fritz's EN so that he can use Chaff Field.






Third, laugh at how harmless they've just become.




Thanks to Chaff Field, the battle was swiftly won.


FIGHT 5: FOUR COUNTER ZAKUS AND ONE GUNTANK

This fight can be a problem, depending on which enemy you decide to focus on.




The Counter Zakus will make an active effort to protect the Guntank from melee attacks. while the others hammer us with Burning Fists and attempt to paralyze us with Overheat.






The Guntank, however, can do some serious damage if left alone. Although it can be easily countered with a Chaff Field


It's best to get rid of of the Guntank first, since while the CZ's are annoying, they don't actually do that much damage unless they gang up on a unit or cause Overheat, and Counter Zone can be bypassed with ranged attacks.


After that gauntlet, we stand victorious!


Well said!


Son of a bitch.