The other two are either magazine capacity, attack range, shot interval, or reload time depending on the type of weapon. Each weapon has three stats that increase as they level up, one of which is always attack power. Their stats increase incrementally from 0-100%, and there is an additional threshold beyond 100% at 120% with no incremental gains in between. Weapon experience: Weapons in this game level up as you hit things that have actual hp with them.Gaining excess experience sometimes leads to extra time on score tally screens, so there are certain missions where experience is avoided. Pilot experience: Stronger upgrades are made available as Albert reaches higher levels, so you generally want to farm as much experience as possible without wasting time.There is usually some major bottleneck present that mandates when shop trips are taken in the form of ammo constraints, money constraints, upgrade availability, etc. Shop trip route: The shop trip route is essentially the backbone of the routing in the game which shapes how the other components are routed.I would narrow the primary routing components to shop trip route, pilot experience, weapon experience, upgrades, money, enemy spawns, ammo constraints, resupply route, and score tally screens. This patch is complete, and is the result of four years of hard work by four dedicated people.By far the most daunting aspect of tackling a Gun Hazard TAS was having to route everything in the run, since there are several aspects of the routing which needed to be taken into account and all have an effect on eachother. That doesn't mean that Gun Hazard's not an enjoyable game, as it certainly is. FM2 was released for the Playstation in 1997. Also keep in mind that it is not Front Mission 2. It often seemed that you spent more time in intermissions than you did actually playing the game, and Gun Hazard solves that problem nicely.ĭo keep in mind that Gun Hazard is not a mainstream Front Mission title - its story does not fit with the main FM universe's timeline. This, in my view, is a plus - the ridiculous customizability of your wanzers in the normal FM series has you constantly going back to stores to see if anything new pops up, and when it does, you spend half an hour outfitting your machines with the stuff. It sports nearly a full hundred battle maps, ally units to take into battle, RPG-style experience and levels, and lots of equipment with which to customize your wanzer, although not nearly so much as in a mainstream Front Mission. Gun Hazard has, to its credit, a much longer, deeper, and more developed story than Valken. As such, it's no surprise that the games play so similarly. Although there is a sequel to Leynos for Saturn (and I've heard that it's very good), when it came time to make a Valken sequel they made a strategy game :( A remake of ASV is in the works for PS2, or so I hear!Īnyway, a bunch of the people who worked on Valken are credited to Gun Hazard's staff as well. Front Mission - Gun Hazard, is a mecha sidescroller, and spiritual successor to the Assault Suits series (of which you may recognize Assault Suits Valken/Cybernator and Assault Suits Leynos/Target Earth.
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