History VideoGame / MSSagaANewDawn

1st Aug '15 4:51:02 PM nombretomado
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* GatlingGood: Oh baby. In addition to both versions of Heavyarms' iconic weapon, we also get the [[GundamF91 G-Cannon's]] cannons and the right arm of the obscure MS-12 Gigan, a heavy weapons MS that was slated to appear in the original 52 episode version of ''MobileSuitGundam''.
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* GatlingGood: Oh baby. In addition to both versions of Heavyarms' iconic weapon, we also get the [[GundamF91 [[Anime/MobileSuitGundamF91 G-Cannon's]] cannons and the right arm of the obscure MS-12 Gigan, a heavy weapons MS that was slated to appear in the original 52 episode version of ''MobileSuitGundam''.''Anime/MobileSuitGundam''.

* MythologyGag: There's a subtle one where Hal offers you a new mobile suit and you have to pick between a Gelgoog or Gyan (you can buy the other one later, though). This references the backstory of the original ''MobileSuitGundam'' where the two mobile suits were designs from rival defense contractors competing to be mass-produced.
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* MythologyGag: There's a subtle one where Hal offers you a new mobile suit and you have to pick between a Gelgoog or Gyan (you can buy the other one later, though). This references the backstory of the original ''MobileSuitGundam'' ''Anime/MobileSuitGundam'' where the two mobile suits were designs from rival defense contractors competing to be mass-produced.
31st Jul '15 4:26:02 PM nombretomado
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* BishonenLine: Done with the BigBad's ''mecha''. He starts off in the Master Gundam from GGundam than upgrades to the nonhumanoid [[http://mahq.net/mecha/gundam/cca/nz-333.htm Alpha Azieru]] mobile armor, and when that's defeated he uses the G-System to reconfigure it into an evil version of [[http://mahq.net/mecha/gundam/endlesswaltz/xxxg-00w0.htm Wing Zero Custom]], which has a more familiar humanoid appearance.
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* BishonenLine: Done with the BigBad's ''mecha''. He starts off in the Master Gundam from GGundam ''Anime/MobileFighterGGundam'' than upgrades to the nonhumanoid [[http://mahq.net/mecha/gundam/cca/nz-333.htm Alpha Azieru]] mobile armor, and when that's defeated he uses the G-System to reconfigure it into an evil version of [[http://mahq.net/mecha/gundam/endlesswaltz/xxxg-00w0.htm Wing Zero Custom]], which has a more familiar humanoid appearance.
17th Jun '15 7:53:21 PM Prfnoff
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Critical reception does not belong in work descriptions
''MS Saga: A New Dawn'', also known by its Japanese title ''Gundam: True Odyssey'', is a {{PS2}} {{RPG}} loosely based on the long-running ''{{Franchise/Gundam}}'' franchise. An odd duck by any standard, ''MS Saga'' places the iconic HumongousMecha of the ''Gundam'' franchise in an entirely new setting and plot, effectively creating an(other) AlternateUniverse to add to the ''Gundam'' menagerie. The result is predictably {{Troperiffic}}, cheerfully combining standard {{JRPG}} tropes with standard ''Gundam'' tropes into something of a ClicheStorm that may none the less be a GuiltyPleasure for fans of either (or especially both).
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''MS Saga: A New Dawn'', also known by its Japanese title ''Gundam: True Odyssey'', is a {{PS2}} UsefulNotes/PlayStation2 {{RPG}} loosely based on the long-running ''{{Franchise/Gundam}}'' franchise. An odd duck by any standard, ''MS Saga'' places the iconic HumongousMecha of the ''Gundam'' franchise in an entirely new setting and plot, effectively creating an(other) AlternateUniverse to add to the ''Gundam'' menagerie. The result is predictably {{Troperiffic}}, cheerfully combining standard {{JRPG}} tropes with standard ''Gundam'' tropes into something of a ClicheStorm that may none the less be a GuiltyPleasure for fans of either (or especially both).

''MS Saga'' incorporates mecha primarily from the Universal Century ''{{Franchise/Gundam}}'' timeline, specifically from ''Anime/MobileSuitGundam'' to ''[[Anime/MobileSuitGundamCharsCounterattack Char's Counterattack]]'', but includes weapons and equipment from everything through to ''[[Anime/MobileSuitVictoryGundam Victory Gundam]]'' (aside from ''[[Anime/MobileSuitGundamUnicorn Gundam Unicorn]]'', which was released after the game came out). Mecha and equipment from ''[[Anime/MobileSuitGundamWing Gundam Wing]]'' and ''[[Anime/MobileFighterGGundam G Gundam]]'' also appear, though primarily as rewards for beating the aforementioned optional content. The game did poorly both critically and financially, having the dubious honor of being the worst selling ''Gundam'' PS2 game ever, though it's something of a CultClassic among the few who took a shine to it.
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''MS Saga'' incorporates mecha primarily from the Universal Century ''{{Franchise/Gundam}}'' timeline, specifically from ''Anime/MobileSuitGundam'' to ''[[Anime/MobileSuitGundamCharsCounterattack Char's Counterattack]]'', but includes weapons and equipment from everything through to ''[[Anime/MobileSuitVictoryGundam Victory Gundam]]'' (aside from ''[[Anime/MobileSuitGundamUnicorn Gundam Unicorn]]'', which was released after the game came out). Mecha and equipment from ''[[Anime/MobileSuitGundamWing Gundam Wing]]'' and ''[[Anime/MobileFighterGGundam G Gundam]]'' also appear, though primarily as rewards for beating the aforementioned optional content. The game did poorly both critically and financially, having the dubious honor of being the worst selling ''Gundam'' PS2 game ever, though it's something of a CultClassic among the few who took a shine to it. content.
17th May '15 11:15:32 PM NativeJovian
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* PietaPlagiarism: The cover art.
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* PietaPlagiarism: The cover art.{{GenderFlip}}ped version; Tristan cradling Aeon's limp body is prominently featured on the box art. Oddly, this is actually a depiction of the scene early in the game where Aeon is ''first introduced''.
13th May '15 7:09:44 PM bisonx
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* PietaPlagiarism: The cover art.
30th Apr '15 1:08:22 PM nombretomado
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As a departure from most ''Gundam'' video games (which tend to be either arcade-style {{Action Game}}s a la the ''GundamVsSeries'' or TurnBasedStrategy in the vein of ''VideoGame/SDGundamGGeneration''), ''MS Saga'' is a turn based RolePlayingGame in the style of the ''Franchise/FinalFantasy'' or ''DragonQuest''. The player controls a party of characters each piloting a mobile suit; as they fight, the characters gain levels (which increases their stats and expands the pool of more powerful "[[SpecialAttack boost attacks]]" and useful "[[MagicByAnyOtherName techniques]]" that they can perform), while the mecha can be equipped with various combination of weaponry via a GridInventory system. In a hanger with proper facilities, mecha can be upgraded and otherwise modified -- parts from many different mecha can be combined to form one new machine in a robotic form of MixAndMatchCritters (incidentally mirroring the RealLife practice of combining multiple [[MerchandiseDriven model kits]] into a single, new unit, a process known as "[[FanNickname kitbashing]]"). Of course, you can always just switch wholesale to a shiny new mecha once you get your mitts on one. This multi-tiered system, with the linearly-developing {{Character Level}}s of most {{JRPG}}s applying to the pilots and the less restricted CharacterCustomization more typical of {{Western RPG}}s applying to the mecha, can lead to the construction of [[EliteTweak absurdly-customized parties]].
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As a departure from most ''Gundam'' video games (which tend to be either arcade-style {{Action Game}}s a la the ''GundamVsSeries'' ''VideoGame/GundamVsSeries'' or TurnBasedStrategy in the vein of ''VideoGame/SDGundamGGeneration''), ''MS Saga'' is a turn based RolePlayingGame in the style of the ''Franchise/FinalFantasy'' or ''DragonQuest''. The player controls a party of characters each piloting a mobile suit; as they fight, the characters gain levels (which increases their stats and expands the pool of more powerful "[[SpecialAttack boost attacks]]" and useful "[[MagicByAnyOtherName techniques]]" that they can perform), while the mecha can be equipped with various combination of weaponry via a GridInventory system. In a hanger with proper facilities, mecha can be upgraded and otherwise modified -- parts from many different mecha can be combined to form one new machine in a robotic form of MixAndMatchCritters (incidentally mirroring the RealLife practice of combining multiple [[MerchandiseDriven model kits]] into a single, new unit, a process known as "[[FanNickname kitbashing]]"). Of course, you can always just switch wholesale to a shiny new mecha once you get your mitts on one. This multi-tiered system, with the linearly-developing {{Character Level}}s of most {{JRPG}}s applying to the pilots and the less restricted CharacterCustomization more typical of {{Western RPG}}s applying to the mecha, can lead to the construction of [[EliteTweak absurdly-customized parties]].
8th Apr '15 3:03:30 PM Winter
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* EquipmentBasedProgression: New Mobile Suits are a bigger boost to your party's power than leveling up, especially when the new mech has an inventory grid that can fit bigger, more powerful weapons.
31st Mar '15 1:18:01 PM amitakartok
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* LethalJokeCharacter: At first, unarmed fist attacks are much too weak to be useful... then Li Fang appears. Li Fang, in her first appearance, pilots a Guncannon... specced for melee. Apparently, the salesman told her it was a Gundam and Li Fang, never having seen a Gundam before, was suckered into buying it. With only head vulcans and a Z'Gok claw that cannot even wield any handheld weapons, it's not terribly dangerous, right? Except she immediately opens the battle against her with a [[RapidFireFisticuffs Gatling Punch]] boost that has a very high chance of instakilling whoever it hits, ''even without a critical''. And she also has Bakunetsu-ken (overheats target) and Senko-ken (shorts out target), also fist-based boost attacks. Even after she joins the party (for a while), her melee skill is so insanely high that Gatling Punch can instakill pretty much any non-boss enemy encountered at that point in the game.
17th Mar '15 4:54:19 AM Winter
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MAKE DO. The phrase is make '''do'''.
* InfinityMinusOneSword: You have to make due with a few suits that don't quite measure up to the fully top tier ones. The BonusDungeon Mount Trial has three that can be used for the pilots that don't get them.
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* InfinityMinusOneSword: You have to make due do with a few suits that don't quite measure up to the fully top tier ones. The BonusDungeon Mount Trial has three that can be used for the pilots that don't get them.top tier suits.
16th Mar '15 4:40:53 PM amitakartok
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* ArmorPiercingAttack: A certain melee skill line and critical hits both go through defence, making them invaluable against heavily armored enemies that can take no damage otherwise. * ArmsDealer: Vargas is a SkyPirate who also owns and controls the international Black Market, but he's actually a pretty nice guy. Mr. K is a legitimate weapons supplier for Eisengrad, but actually sell weapons to their enemy Dark Alliance as well.
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* ArmorPiercingAttack: A certain melee skill line The Power Charge / Hyper Charge boosts and critical hits both go through defence, defense, making them invaluable against heavily armored enemies that can take no damage otherwise. * ArmsDealer: Vargas is a SkyPirate who also owns and controls the international Black Market, but he's actually a pretty nice guy. Mr. K is a legitimate weapons supplier for Eisengrad, but actually sell sells weapons to their enemy Dark Alliance as well.

* AttackDrone: UC Gundams bits and funnels make an appearance as techs that can be powered up by the right equipment.
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* AttackDrone: UC Gundams bits Bits, Funnels and funnels make an appearance Fin Funnels are available as techs Techniques. They split damage evenly between the entire enemy party... but if used against a single target, their damage output becomes so high that they can one-shot all non-boss enemies. And they can be powered up by still further with the right equipment.

** Some Boost Attacks have no real use. Explosion uses one of your ranged weapons to deal damage to all enemies in a huge WaveMotionGun style attack, but since it just divides the normal weapon damage up between multiple targets, it ends up being fairly weak. The Speed Lance line of attacks allow you to make a melee attack before anyone else can act, regardless of ActionInitiative, but in late-game this does more harm than good since it doesn't allow your allies to set up support moves to cover you from {{Counter Attack}}s.
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** Some Boost Attacks have no real use. Explosion uses one of your ranged weapons to deal damage to all enemies in a huge WaveMotionGun style attack, but since it just divides the normal weapon damage up between multiple targets, it ends up being fairly weak. The Speed Lance line of attacks allow Lancer boost allows you to make a melee attack before anyone else can act, regardless of ActionInitiative, but in late-game this does more harm than good since it doesn't allow your allies to set up support moves to cover you from {{Counter Attack}}s.Attack}}s. Its upgraded version Lightning Lancer, however, is extremely useful due to not triggering retaliation.

* BigDamnHero: Hal in the Gelgoog than the Gundam, Fritz and his Full Armor Gundam, [[spoiler:and again Hal during the final dungeon.]]
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* BigDamnHero: Hal in the Gelgoog than Gelgoog, then the Gundam, Fritz and his Full Armor Gundam, [[spoiler:and Hal again Hal during the final dungeon.]]dungeon, this time packing a Sazabi]].

* BladeBelowTheShoulder: You can get one of these in the form of the blade-arm of the imfamously ugly Zakrello. It's one of the best melee-focused parts in the early part of the game, but since it's literally just a metal blade, [[AwesomeButImpractical you can't equip and hand-held or arm-mounted equipment]] while you're using it. * BladeOnAStick: Spears are useful for their high damage and defence boosts. Their main drawback is their size makes them difficult to equip on anything not specializing in melee. * BlockingStopsAllDamage: The Double Shield boost well stops all damage, even moves that cannot otherwise be blocked by other boosts.
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* BladeBelowTheShoulder: You can get one of these in the form of the blade-arm of the imfamously infamously ugly Zakrello. It's one of the best melee-focused parts in the early part of the game, but since it's literally just a metal blade, [[AwesomeButImpractical you can't equip and hand-held or arm-mounted equipment]] while you're using it. * BladeOnAStick: Spears are useful for their high damage and defence defense boosts. Their main drawback is their size makes them difficult to equip on anything not specializing in melee. melee. Another problem with them is that spear-type weapons cannot use several melee boosts. * BlockingStopsAllDamage: The Double Shield boost well stops all damage, even moves that cannot otherwise be blocked by other boosts.boosts. Ordinary blocking, however, only halves incoming damage.

* BonusDungeon: A few dungeons don't have to be completed but can to aquire powerful equipment. Usually have a BonusBoss guarding the really good stuff.
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* BonusDungeon: A few dungeons don't have to be completed but can to aquire net powerful equipment. Usually have a BonusBoss guarding the really good stuff.

* BonusDungeon: A few dungeons don't have ** Snipe Assist, Counter Snipe and Intercept Snipe boosts work like this at range, giving a character a free out-of-turn shot at any opponent who tries to be completed but can to aquire powerful equipment. Usually have perform a BonusBoss guarding certain action during that turn. Aside from causing damage, the really good stuff.out-of-turn shot also causes the target to lose their turn. Snipe Assist stops melee counterattacks, Counter Snipe stops all melee attacks and Intercept Snipe stops all ranged attacks.

* CriticalHit: Works differently here, they do somewhat more damage and ignore defence. Little help for the attacks that already ignore armor.
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* CriticalHit: Works differently here, they do somewhat more Grants extra damage and ignore defence. Little help for armor penetration, as well as occasionally inflicting the attacks that already ignore armor.Hurt status effect.

* DefeatMeansFriendship: Bazuli and Lapis join the heroes alittle after they were boss fights. * DifficultySpike: A very noticeable one. Starting after [[spoiler: Hal's betrayal and TheReveal that he's Vladi Zarth]], the bosses become ''much'' harder, to the point that they can OneHitKO (or at least come ''very'' close) even your strongest Mobile Suit with their Boost attacks if you don't either defend or put up the proper counter. Even then, it can be a bit of a guessing game as to which counter you should put up, as most of them tend to alternate between beam, bullet/shell and melee attacks.
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* DefeatMeansFriendship: Bazuli and Lapis join the heroes alittle a little after they were boss fights. * DifficultySpike: A very noticeable one. Starting after [[spoiler: Hal's [[spoiler:Hal's betrayal and TheReveal that he's Vladi Zarth]], the bosses become ''much'' harder, to the point that they can OneHitKO (or at least come ''very'' close) even your strongest Mobile Suit with their Boost attacks if you don't either defend or put up the proper counter. Even then, it can be a bit of a guessing game as to which counter you should put up, as most of them tend to alternate (albeit with a preset pattern) between beam, bullet/shell and melee attacks.

* EleventhHourSuperpower: The Nu Gundam -- which has the largest possible equipment grid and among the best stats in the game -- is only available after the penultimate boss fight. The Sazabi, similarly powerful, only joins in for the ''second half'' of the FinalBoss. You'll need them both for the PostEndGameContent.
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* EleventhHourSuperpower: The Nu Gundam -- - which has the largest possible equipment grid and among the best stats in the game -- - is only available after the penultimate boss fight. The Sazabi, similarly powerful, only joins in for the ''second half'' of the FinalBoss. You'll need them both for the PostEndGameContent.

* FightWoosh: The screen breaks into squares that fade out. The pattern and color changes depending on the type of encounter -- RandomEncounters, PreExistingEncounters, and {{Boss Battle}}s.
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* FightWoosh: The screen breaks into squares that fade out. The pattern and color changes depending on the type of encounter -- - RandomEncounters, PreExistingEncounters, and {{Boss Battle}}s.

** TheLancer: Fritz, and later Temmie
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** TheLancer: Fritz, and later TemmieTremmie

* ForgottenFallenFriend: [[spoiler:Averted, Gavenger is never forgotten after his sacrifice. If anything he's more important to the team after his death.]] * FormFittingWardrobe: Almost everyone looks like they are wearing an outfit at least one size too small. Tremmie infact might be wearing pants far too small for her.
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* ForgottenFallenFriend: [[spoiler:Averted, Gavenger is never forgotten after his sacrifice. If anything anything, he's even more important to the team after his death.]] * FormFittingWardrobe: Almost everyone looks like they are wearing an outfit at least one size too small. Tremmie infact might very well be wearing pants far too small for her.

* GodzillaThreshold: The villains go to the moon in the last part, so Tristan and friends need to make a spaeship to pursue. The leader of the Unicorns at first objects because a spaceship could potentially make another Great Fall, but because of the threat presented relents.
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** The Speed Lancer boost attack is pretty much this. It guarantees a first strike but unlike Lightning Lancer, it does not grant immunity to counterattacks - so the obvious solution is to use it in conjunction with the most powerful melee weapon available to ensure a OneHitKill. ** Melee suits in general are this. While able to dish out a ton of damage, they also take more themselves due to having to endure counterattacks. * GodzillaThreshold: The villains go to the moon in the last part, so Tristan and friends need to make a spaeship spaceship to pursue. The leader of the Unicorns at first objects because a spaceship could potentially make another Great Fall, but because of the threat presented relents.

* GridInventory: Used to equip weapons. Each mobile suit's inventory is a rectangle of a certain height and width (the smallest is 3x4, the largest is 8x8), and each weapon is represented by a certain arrangement of squares. Melee weapons tend to be tall and skinny, while ranged weapons are short and wide; for example, a basic beam saber is one square wide and three tall, while a basic beam rifle is only one square tall but three squares wide. The dimensions of the grids reflect this as well; a melee-oriented suit will be have a tall, thin grid, while a ranged-oriented suit will have a short, wide grid, and a balanced suit will have a nearly square grid. * InfinityMinusOneSword: You have to make do with a few suits that don't quite measure up to the fully top tier ones. The BonusDungeon Mount Trial has three that can be used for the pilots that don't get them.
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* GridInventory: Used to equip weapons. Each mobile suit's inventory is a rectangle of a certain height and width (the smallest is 3x4, the largest is 8x8), and each weapon is represented by a certain arrangement of squares. Melee weapons tend to be tall and skinny, while ranged weapons are short and wide; for example, a basic beam saber is one square wide and three tall, while a basic beam rifle is only one square tall but three four squares wide. The dimensions of the grids reflect this as well; a melee-oriented suit will be have a tall, thin grid, while a ranged-oriented suit will have a short, wide grid, and a balanced suit will have a nearly square grid. * InfinityMinusOneSword: You have to make do due with a few suits that don't quite measure up to the fully top tier ones. The BonusDungeon Mount Trial has three that can be used for the pilots that don't get them.

* JailBaitWait: Referenced by Vargas when you talk to him at Rock Diggins regarding Lyra.
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* JailBaitWait: Referenced by Vargas when you talk to him at Rock Diggins Rock, regarding Lyra.

* JailBaitWait: Referenced by Vargas when KatanasAreJustBetter: Not quite. The Ninja Sword, looted from the Black Assassin optional boss immediately before Tohai, is slightly behind the best sword the player is capable of buying at that point in the game and gets outclassed quickly. Its only noteworthy feature is that it inflicts the Acid status effect on the target. ** Its Kampfer owner, on the other hand, is ''very'' deadly with it, almost always scoring critical hits that can wipe out somewhere around 90% of a mobile suit's health in one hit. Add in the fact that he's an avid user of [[SwordBeam Sonic]] [[OneHitPolykill Storm]] and you talk to him at Rock Diggins regarding Lyra.can see why he's a bonus boss.

* JailBaitWait: Referenced by Vargas ** Even Tristan can be regarded as this. Early on, his choice of boosts and techniques are quite limited, especially when you talk it comes to him at Rock Diggins regarding Lyra.ranged weapons. Near the end of the game however, he learns the Fin Funnel technique that can absolutely ''devastate'' enemies from afar.

* MetalSlime: Metal Zaku and Gold [=GMs=] both have low HP and give, respectively, large amounts of ExperiencePoints and money with a chance to drop rare e-caps. To offset this, they have tons of speed and defence -- to the point they always go first and cannot be damaged by anything other than a critical hit or armor piercing attack. With their ability to run away from a fight and disable your MS, you're never guaranteed a win. The most powerful of these are a full up BonusBoss.
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* MetalSlime: Metal Zaku and Gold [=GMs=] both have low HP and give, respectively, large amounts of ExperiencePoints and money with a chance to drop rare e-caps. To offset this, they have tons of speed and defence -- to the point they always go first and cannot be damaged by anything other than a critical hit or armor piercing attack. With their ability to run away from a fight and disable your MS, you're never guaranteed a win. The most powerful of these are is a full up full-up BonusBoss.

* MetalSlime: Metal Zaku ** Vargas is an exception at this. While he does leave after Tohai, you can fully customize his equipment and Gold [=GMs=] both have low HP and give, respectively, large amounts of ExperiencePoints and money do whatever you want with a chance his GM Sniper, except replace it with another suit. But when he does leave you, you get to drop rare e-caps. To offset this, they have tons keep the GM Sniper, all of speed its equipment and defence -- to all the point they always go first and cannot be damaged by anything other than a critical hit or armor piercing attack. With their ability to run away from a fight and disable your MS, you're never guaranteed a win. The most powerful of these are a full up BonusBoss.upgrades you paid for it.

* StandardStatusEffects: Same old effects, shiny new names to make more sense as applied to giant robots. Acid is poison, Short is paralyze, etc.
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* StandardStatusEffects: Same old effects, shiny new names to make more sense as applied to giant robots. robots. ** Suit effects each have a separate item that removes the effect immediately, a technique that does the same, another technique that immunizes the target against that particular effect for the rest of the battle, an Option Part that grants a 50% chance to resist the effect, another Option Part that immunizes against the effect while equipped. The Maintenance Kit item immediately removes all suit effects on the target, not just a particular one; the Perfect Guard Option Part also grants complete immunity to these. Equipping a Maintenance System Option Part also clears suit effects if the mobile suit in question spends a turn in the rear guard. *** Acid is poison, just poison: constantly decreases HP every turn but cannot kill by itself. Lasts until removed. *** Overheat disables a mobile suit's offensive weaponry. Offensive techniques are still usable, though. Disappears on its own but can be removed ahead of time. *** Short completely paralyzes a mobile suit. It cannot take any action whatsoever until the effect wears off or is paralyze, etc.removed. ** Mind effects are lumped together when it comes to removing them: any item that can remove a mind effect works against any of them. The Therapy technique can also remove mind effects, while the Mind Guard Option Part grants a 50% chance to resist a mind effect - on top of the effect being able to roll a miss on its own, just like ordinary attacks. *** Shock is just stun: it causes a mobile suit to lose its turn (if it hasn't taken its turn yet) and the ability to counterattack. Only lasts for the current turn. *** Terror disables the ability to use techniques. Disappears on its own but can be removed ahead of time. *** Confuse causes the target to start acting randomly, regardless of what orders it is given, usually doing things like shooting and debuffing allies or buffing enemies. Disappears on its own but can be removed ahead of time. If removing it is not an option at the moment, sending the affected unit to the rear guard stops it from doing anything potentially harmful. ** Hurt decreases a pilot's stats. Hurt+ grants even worse penalties. Lasts until removed. ** Additionally, there are techniques and sniping boosts available to debuff damage, armor and speed. Techniques are also available for buffing these. Buffs and debuffs counteract each other: if a unit with an active buff is debuffed, it merely loses the buff and must be debuffed again. Similarly, debuffed units can be given a buff to restore their original stats. If a unit is already buffed, buffing it again will have no effect; similarly, a debuffed unit cannot be debuffed any further.

* WakeUpCallBoss: The first Gouf will teach you the importance of defending against boost attacks. The Xamel shows the necessity of defensive boosts.
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* WakeUpCallBoss: The first Gouf will teach you the importance Aeon is ''not'' talking out of her ass when she advises defending against the Zock's boost attacks. They will '''hurt'''. ** The Xamel shows goes even further - and this time, you get no warning whatsoever that not having Fritz ready with Chaff Field will result in your party getting obliterated. ** So you got through the necessity Xamel with minimal trouble due to liberal use of defensive boosts.Chaff Field and is now facing the Apsalus? Not so fast: while the Apsalus' main cannon can be blocked with Beam Field, its Magnetic Storm boost '''cannot'''. And it can still wreck you very badly, especially if it crits. Fortunately, the Apsalus, like all bosses, uses a fixed attack pattern; memorizing that can help timing when to use Chaff Field and when to defend instead.
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