Author Topic: How far can a Mesby take me?  (Read 2591 times)

Offline unback

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How far can a Mesby take me?
« Reply #15 on: February 16, 2009, 06:06:15 AM »
ooh vespa! that'd be best!
IronMan GH2 challenge - beat game in Mebsy/Dora (whichever is worst)
Super IronMan GH2 challenge - beat game in space vespa!

(im off to make myself one too)

Offline Jafet

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« Reply #16 on: February 16, 2009, 06:20:49 AM »
The factory-shipped Dora is definitely worst, both PV and functionality wise. You can't even fly it in a spinner. It has hands, though.

While doing Gordon Valeus's second mission I forgot I was flying naked in the spinner, since you can't fly the Dora in a spinner. Fortunately the two Trailblazers I went up against had stupid pilots and I had Armed Combat 4 (+ Heirloom Katana which I do not intend to return soon) with Dodge 6. After the encounter my Armed Combat skill had risen to 6.

Too bad gearhead games are so drawn out... I tried to take a ttyrec but the file size got quite out of hand in an hour or two, even after gzip.

Offline Jafet

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« Reply #17 on: February 16, 2009, 06:52:12 AM »
How about the ultimate Ironman challenge: complete the entire game with no mecha.

Imagine... that's at least six skill slots you don't have to bother with any more

Offline barrelroll

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« Reply #18 on: February 16, 2009, 10:24:32 AM »
Yeah, things were going pretty well until every single fight against the main faction im against had them fielding phoenixs/vadels and these fighters with really, really mean railguns.


..And then i had to attack a weapons platform. Regardless to say, my poor mesby didnt make it out in one piece, but at least I ended up with a custom vadel and a prototype gaunt.

I'd imagine doing it with a wraith would be insane. Unless you could stick some hands on it or something.

Offline alias

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« Reply #19 on: February 16, 2009, 10:46:25 PM »
You can't put hands on a jet, wraith can have turrets though although there aren't that many in the game to pick from to get good ones.

Okay, here's a list of great parts to scrounge:
Computer 4 (200 capacity) on Luna II: 1t, 4 slots
Computer 2 (100 capacity) on Vadel, Ramuh: .5t, 2 slots
PAR-6 heavy particle on Green Pixie (!): 1t, 3 slots (versus normal 3t, you get only one per green pixie so saving these up takes a long time or a lot of money)
Sparkle Missiles x40 on Blue, Green Pixie (!): 1t, 12 slots (overload and swarm is nifty).
AM Beamgun on Neko: 1.5t, 2 slots (smallest antimissile system with BV that uses battery energy)
Piloting Bonus Software, any Savin: 70ZeG needed, gives +2 pilot mecha
Battery 2 on Ovaknight: 0.5t 2 slots (really, really useful for later fights or slaughtering multiple encounters at once with all those underweight PAR-6s you get from Green Pixies)
Heavy Actuator 5 on Ovaknight: 0.5t 5 slots, each of these increases base walk speed by 5 and they also increase melee damage... which can be FUN if you are really, really good at mecha weapons/fighting and have a super-fast mech.
You can't overload more than five slots per module anymore though so you can't stack arcjet, flight, hover and overcharger 9s in the same limb like you (almost?) could in GH1; small mecha just aren't as fun as they used to be, so I don't know if there is still a hard-ceiling on speed like there used to be in GH1... I guess the HAs are kind of something to stick in your parts stockpile in case you feel like saving and doing something silly instead of loading on your main battle vehicle.
There aren't enough bomb or other area-effect weapons besides swarm missile packs (which are the single easiest weapon to defend against in the game) and most of the best ones seem to come from special-mod mecha--I have a "Fireworks Spectacular" that weighs 14.5t and is a rifle with BV:3, BLAST, SWARM and BURN attributes.  I *wish* I could use this in my arena games but my sort-of Green Pixies just get knocked around by the recoil and only manage to hit one target with it no matter how high my gunnery is.
....Is there any way to make a mech with a head-cockpit, reflex system and high-performance?  It seems to be the only way to even start maxing out what you can put on your battroid before your MV/TR goes through the floor straight into incompetence.

Offline alias

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« Reply #20 on: February 16, 2009, 10:59:44 PM »
Regarding the ironman challenge: How the heck are you supposed to get around to the various in-system doodads like abandoned mines and pirate outposts then?
You couldn't do most of the plots I think... uhm... I guess you could hang around the dungeons of certain space-stations and do the few non-mecha quests there are.  It seems that mecha piloting/shooting is an indispensible skillset even moreso than conversation/flirtation and the development staff seem to agree that GearHead needs an involved hack of the game totality to *try* and make those optional.
Not that I wouldn't love to make-do with SF:2 robotics usage and save those skillslots....  The fun is mostly in the customization.  This would be a very cool thing to do for SF:2 robotics actually, "I don't fly, Hera over there does the flying... I just do her maintenance, help her figure out what to do, which mecha to shoot, where to go and reassure her that those armor plates don't make her butt look big when she's feeling a little insecure and self-conscious."

Offline Jafet

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« Reply #21 on: February 17, 2009, 02:58:55 AM »
Hint: You don't usually have to pilot a mecha in order to fight mecha

Offline Crucifix

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How far can a Mesby take me?
« Reply #22 on: February 17, 2009, 03:14:01 AM »
I'm quite positive that an ironman challenge is simply impossible with the game as is now. You'd need at very least to be able to leave spinners on foot (dependent on sealed/space jets status), and, quite possibly, a drastic movement speed upgrade item for people on foot; maybe skates with motorised Roll speeds? Or World of Tomorrow! hover skates - sliding on a surface of air a few inches off the ground, quite possibly whilst waitressing.

Ooo, actually a Boots slot sounds pretty sweet. Then just use your General Engineering skill to install class 9 Personal Arc Thrusters in every armour piece, maybe you'll barely survive personal combat against mecha for long enough to take it out. So long as they have no blast weapons, mediocre skills, and you're sitting on double digit Dodge.

I'd like an AI mecha, enjoy a +1/+1 bonus same as if it were a biomech, counts as a lancemate.... you can T'alk with it, and watch out because every so often you'll have to make a roll on Robotics to make sure the mecha doesn't decide to take over for a few minutes....

Offline Onisuzume

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How far can a Mesby take me?
« Reply #23 on: February 17, 2009, 03:59:44 AM »
Ok, here's my space vespa for those interrested:
Link to the normal and deluxe versions.
HoverFighter 1
Name <Space Vespa>
Desig <FLC-2>
Scale 1
SDL_Sprite <ghu_vespa.png>
desc <Also known as the body bag on wheels, the vespa is a combat bike piloted only by those too poor or too suicidal to use anything else. This version is updated for use in space.>
FACTIONS <GENERAL>
TYPE <GROUND SPACE>
Legality -10

sub
Torso
   Armor 1
   sub
      CPit
      Armor 1

      Sensor 2

      HoverJet 2
   end
   inv
      BodyArmor 4
      Name <Space Canopy>
      Fits <HoverFighter>
      Mass -5
      sub
         BeamGun 4
         Range 3
         Name <Light Laser>
         Mass -2
      end
   end
end

Offline unback

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How far can a Mesby take me?
« Reply #24 on: February 18, 2009, 03:40:26 AM »
thats superb Onisuzume :D