Front Mission 3: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
No edit summary
mNo edit summary
Line 1: Line 1:
* Load up your Wanzers with 1 slot battle skills so they can combo endlessly. I use ROF1up since Ryogo can learn it with his default Wanzer. Then watch as he combos 2 or 3 hit about 60-70% of the time.
* Load up your Wanzers with 1 slot battle skills so they can combo endlessly. I use ROF1up since Ryogo can learn it with his default Wanzer. Then watch as he combos 2 or 3 hit about 60-70% of the time.


* Also when you get the P beam gun, put it on someone with the AP 30% battle skill with a computer with a high activation rate and watch as it activates every turn allowing you to fire it every turn provided you don't move too much.
* Also if you get the P beam gun, put it on someone with the AP 30% battle skill with a computer with a high activation rate and watch as it activates every turn allowing you to fire it every turn provided you don't move too much.


* Upgrade whenever you can. This will be the key thing that separates you from the enemy. They may outnumber you, but you will get access to the upgrades levels before the CPU will.
* Upgrade whenever you can. This will be the key thing that separates you from the enemy. They may outnumber you, but you will get access to the upgrades levels before the computer will.


* Go after units with grenade launchers first, you don't want them fucking up your squad. Thankfully there are relatively few in the whole game.
* Go after units with grenade launchers first, you don't want them fucking up your squad. Thankfully there are relatively few in the whole game.


* Choosing whether you go with Ryogo or don't go with Ryogo at the beginning of the game will completely change the storyline (its where the scenarios split off). Personally I enjoy Alisa's scenario more (don't go with Ryogo). Its shorter, but it really feels like there is less filler in it. Plus I think the ending was better.
* Choosing whether you go with Ryogo or don't go with Ryogo at the beginning of the game will completely change the storyline (it's where the scenarios split off).


* Don't mess with Hover legs. For the most part, their worthless.
* Don't mess with Hover legs. For the most part, they're worthless.


* Equip a shield on everyone. Its a godsend against highly damaging attacks like melee and missiles.
* Equip a shield on everyone. Its a godsend against highly damaging attacks like melee and missiles.
Line 29: Line 29:
* Try and get a hold of Tiadong arms (Tiadong anything is pretty sweet early on). Slap them together with spare parts (or on a mech of your choice) and train with them until everyone has learned Eject Punch. Now you can eject enemy pilots with one character and have another character move and eject into the newly empty mech. This works because the enemy won't try to steal your empty mechs until much later in the game. Now you can kill the pilot with their own wanzers and keep or sell the parts after battle. This skill works even if you don't have anything equipped in the arm (Hardblow), so learn/equip it more than once or just make sure activation is high (certain backpacks become available that help with this). The sky's the limit! No really, the only thing you can't get into are helicopters.
* Try and get a hold of Tiadong arms (Tiadong anything is pretty sweet early on). Slap them together with spare parts (or on a mech of your choice) and train with them until everyone has learned Eject Punch. Now you can eject enemy pilots with one character and have another character move and eject into the newly empty mech. This works because the enemy won't try to steal your empty mechs until much later in the game. Now you can kill the pilot with their own wanzers and keep or sell the parts after battle. This skill works even if you don't have anything equipped in the arm (Hardblow), so learn/equip it more than once or just make sure activation is high (certain backpacks become available that help with this). The sky's the limit! No really, the only thing you can't get into are helicopters.


* Lots of good advice has been given, but I'd like to add that you shouldn't be afraid to dump AP into accuracy and evasion upgrades. Let your missle unit be a slug and only bother with accuracy. The Salvo skill is also hilarious fun, if only to watch it pick some poor bastard apart. Your gunners will end up gaining a lot of experience due to all the arms and legs they'll be destroying.
* Lots of good advice has been given, but I'd like to add that you shouldn't be afraid to dump AP into accuracy and evasion upgrades. Let your missile unit be a slug and only bother with accuracy. The Salvo skill is also hilariously fun, if only to watch it pick some poor bastard apart. Your gunners will end up gaining a lot of experience due to all the arms and legs they'll be destroying.


* I didn't find the Anti-P/F/I upgrades very useful without knowing what I was going up against beforehand. Mix parts too! You may want to choose high durability on shields over damage reduction. Equip the shield on a beefy arm with full HP upgrades. Put missiles and rifles on arms with high accuracy bonuses and pump AP into the accuracy upgrades you buy for it. Doing this with other weapon types is a personal choice. High accuracy arms tend to have little else going for them and your front line is obviously going to take more fire.
* I didn't find the Anti-P/F/I upgrades very useful without knowing what I was going up against beforehand. Mix parts too! You may want to choose high durability on shields over damage reduction. Equip the shield on a beefy arm with full HP upgrades. Put missiles and rifles on arms with high accuracy bonuses and pump AP into the accuracy upgrades you buy for it. Doing this with other weapon types is a personal choice. High accuracy arms tend to have little else going for them and your front line is obviously going to take more fire.
84

edits

Navigation menu