With the title of “SD Gundam”, “SD Gundam Fighting League”, which was launched at the end of August, is a new series of action games that Bandai Namco has rarely launched in recent years. The gameplay of this game is quite similar to “Gundam Warriors” and “Gundam Breaker”. In addition to experiencing the original story, you can also collect various aircraft to assist us in battle. This work includes a total of regarding 80 units, but since a lot of money is needed to improve abilities (levels), this article will introduce you to some of the most efficient ways to make money, as well as the recommendations of the units that will be cultivated following breaking the level.
main way of making money
Since this work requires a lot of money to strengthen the body, and more than 10 million is needed to reach the highest LV80, so “finding the money level” has become an important part that players have to do. Below are a few suggestions for players of different progress to try.
1. The official history of 7B
The biggest advantage of this level is that there is no boss body at all. Players only need to circle the map, find the three main members of the Tekka regiment, and then return to the starting point to annihilate the pawns automatically. After getting familiar with the map and trigger mechanism, you can get regarding 60,000-70,000 money in regarding 8-10 minutes; if you change to the HARD mode following breaking the level, you can get regarding ten times the same time, that is, 60-700,000 money. When players have fewer and weaker bodies to choose from, this level is the most worthy treasure trove of money in the early stage.
2. 5D melee
5D’s melee will not be unlocked until very late, and in the non-free state, it will consume 4 special keys (10 in HARD mode). Compared with the above 7B, this stage mainly focuses on the “six consecutive battles” of the boss body. If the level and strength of our body are high, the relative consumption time will be shorter. If you successfully pass the level, you can earn regarding 300,000 money, and in HARD mode, you can get regarding 3 million, and it includes regarding 20-30 enhanced parts.
However, due to the high difficulty of this level, it is recommended to work together to make money through multi-person connections. If you can only do it alone, even if you fail to exhaustion on the way, the money you have obtained will still be recorded, and the only thing that is lost is Only props and parts. Therefore, here is a “money game without consuming keys”: following completing the “six consecutive battles”, instead of challenging the final boss of the level, instead of directly giving up the task, the player can still get regarding 3 million money and leave the game.
Earning Skills and Body Advice
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Equip the pilot skill “Lucky” (in a certain period of time following the class action is activated, the funds dropped by the enemy will increase by 1).
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Equipped with parts that increase funds.
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When facing a boss-level machine, use the SPA (special move) to hit the opponent, so that when the enemy is defeated, the dropped capital item will turn red, and the value will be greatly increased.
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Use a body that can strengthen the SPA for a certain period of time, and continuously attack the surrounding enemies during this time. Proposed airframes include: Alex, Cubere, THE-O, and F-91.
“Level Correction” that affects the enemy’s strength
This work has a “level correction” effect, that is, regardless of the enemy or allies, if the level difference exceeds 5 or more, the attack power and the damage suffered will also increase or decrease. For example, if our party is LV60 and the enemy’s body is LV65, the damage caused by our party to the enemy will be reduced, and the damage caused by the enemy to us will also be increased. The greater the level difference, the greater the effect of “level correction”. Therefore, when you break the level and challenge the HARD mode, if you find that the enemy can deal more than 2,000 points of damage at once, there is a high chance that the level of the machine is insufficient. The introductory text of each level will also have a “recommended level” written on it. My personal suggestion is that the operating body should not differ too much from the level, otherwise it will become a tough battle.
wingman selection
In single-player mode, players can choose two wingmen to assist in battle. The airframe level of the wingman is the same as that of the wingman pilot. Players do not need to spend deliberately to improve the ability of the wingman. Wingman pilots are linked to the player’s mainline progress, and pilots who are not selected for battle will also automatically increase their level according to the player’s completion progress in NORMAL/HARD mode.
Enhanced parts selection
In addition to increasing the ability value of our party, the enhanced parts will also have some special ability items to allow the body to obtain special effects, including:
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Omnidirectional Defense: The defensive range when defending becomes omnidirectional.
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Automatic Defense: When attacked, if it is in a defensive state, it will automatically defend.
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Auto Repair: When HP becomes 0, it will automatically consume 1 repair kit to resurrect.
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Attack Attribute Beam: All attacks become beam attributes.
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Physical attack attributes: All attacks become physical attributes.
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Endowed with tyrannical body: a part of the fighting attack including sub-armed plus the tyrannical body area.
Melee type suggested parts: all-round defense, automatic defense. Since the class skill already has the effect of “Supremacy”, there is no need for special equipment to “Empower Hegemony”.
Recommended parts for shooting type: physical attack attribute (when facing a body with a beam shield).
Suggested parts for universal type: Use the above parts according to whether the machine belongs to the melee type or the shooting type.
Of course, for the shooting type, you can also consider parts that increase the number of main shots and sub-arms used. The “infinite bullet shooting system” method advocated in the market is mainly to increase the number of main shots and sub-arms. When all the bullets are fired, immediately activate the class skills (immediately fill up all the bullets), and then continue to shoot and accumulate skill points . However, this method also requires the use of the driver skill “Class Executor” that can only be obtained at LV78 (the skill meter consumed when the class action is activated) is required to execute the “Infinite Bullet Shooting” smoothly. For players who have not yet reached this level, there is no need to be too obsessed with equipping parts that “increase the number of weapons”.
The method and introduction of the key body following breaking the level
Knight Gundam + Commander Gundam + Samurai Gundam
If players have pre-purchased bonuses, they can automatically get these three units at the beginning of the game. Commander is a rare physical shooter that works well once morest large MAs with beam shields. The knights and samurai are very strong, and they are easier to use than other units in the early game, but they are not as good as the Kamui or 00 series in the later stage. Most of the knight’s attack skills belong to the front small area skills, and the nirvana is a multi-stage attack. Unfortunately, it takes a long time to play the whole set, and it may not be possible to hit all the opponents when facing the enemy planes with domineering body and constantly walking.
Quantum 00 Gundam
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Level: 1B melee (second level).
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Key points of the strategy: Going to the north of the map can be triggered. The opponent is 0 Gundam. In addition to the wingman, we have two companion aircraft to assist the battle, so the difficulty is not high.
The two sub-arms are both mid-range and long-range. Sub-arm 1 is a tracking BIT, and sub-arm 2 is sprinting towards the enemy. The shooting distance of both is very long. After using the nirvana, the body will continue to maintain the TRANS-AM stance, the main shot will become a super long penetrating gun with only one shot, and the secondary armament 1 will become a giant vertical sword like the nirvana. The biggest problem with the Quantum 00 Gundam is that it is difficult to launch multi-stage combos. It is very difficult to kill the enemy with combos, but as a wingman, its combat power is absolutely amazing.
Full Armor ZZ Gundam
This machine can be said to be a “combat maniac”, if players want to get the trophy/achievement “make 50 HIT”, they can consider using this machine (or the following Jim (Kezarroddo team specification)). The body’s secondary armament 1 can hit 8 hits, but if you only press this weapon continuously, you cannot receive the skill. You must add a main shot in the middle to extend the COMBO time; secondary armament 2 can hit 5 hits, and the nirvana can be breathed. You can hit 30 hits, and you can definitely hit more than 50 hits if you play a full set. In addition, because the nirvana is an ultra-long and ultra-wide MEGA cannon, it also has a high hit rate in the face of large boss battles that are constantly walking, and it is also first-class as a wingman.
Hi-ν Gundam
Commonly known as “Manatee”, it has become the most popular body due to the recent launch of METAL BUILD, and it is logically one of the strongest shooting systems in this work. Hi-ν’s strength lies in that in addition to the long shooting distance, the tracking effect of the induction gun, and the range effect of the rocket launcher, its melee attack is also surprisingly useful, especially the special melee attack is multi-companion, which can play a huge role in clearing pawns. effect. The nirvana is similar to ZZ, but its power and width are slightly narrower, and there is often a problem of “suddenly disappearing artillery fire” when it is launched in mid-air. I hope it can be improved following the game is updated.
Jim (Kezarrodo specification)
One of the final hidden machines in this game, that is, the Jim machine that the protagonist of the game drives before he breaks into another world. Although it is weak in defense, it is better than the fact that all attacks are two HITs due to the relationship between the two guns. The secondary weapon 1 is to walk around the target and shoot in a half circle, which looks cool but has a general effect; the secondary weapon 2 is a throwing technique. After catching the enemy, it will launch a melee shot, which is a relatively unusual move. The power of the nirvana can be called the strongest in this game, and the movie when it is activated is also the longest in this game. Under level 80, it can easily deal more than 7,000 damage. The general body (such as Hi-ν) can only make regarding 100% in the same situation. 5,000 damage.