KIDOU SENSHI GUNDAM: RENPOU VS ZION (ARCADE) RX-77-2 GUNCANNON FAQ Version 0.85 Copyright Wavehawk 03/27/2002 ============ UPDATE BOARD ============ 03/27/02 - Version 0.85 - Corrected description of Zaku attacks. - Corrected names of enemy MAs. - Added the 'Standing Gogg" apparent bug in game. - Re-edited for easier viewing. 02/17/02 - Version 0.80 - First version of GunCannon FAQ. Set at 65 CPL. ======== LEGALESE ======== This FAQ may only be shown at Gamefaqs website, or as part of Don "Gamera" Chan's Renpou VS Zion FAQ. Any reprinting or publication of part or the whole of this article without the authors' permission is prohibited. Any attempt at copying part or the whole of this FAQ and pass it off as another's work is considered blatant plagiarism and will be punished accordingly and personally by the authors themselves. This is a non-profit FAQ written for free and informational purposes only and not to be marketed for any reason. Know fully well that if this is violated in any way, the writer and the maintainers of the page this FAQ is displayed on are perfectly within their legal rights to sue the pants off of you, since murder is not permissible. The information written in this FAQ is neither sponsored by nor endorsed in any way by software developer Capcom nor by entertainment company Bandai/Sunrise. The names and terms Mobile Suit Gundam, Gundam, GM, Zaku, et al., and the likenesses thereof are copyright 1979, 2001 Sunrise animation and Bandai Co. ========== COMMENTARY ========== Unlike Don, I have been a longtime Virtual On fan. When Capcom first came out with the arcade version of Gundam, I was initially skeptical since their previous mecha game, Kikaioh (Tech Romancer) did not really appeal to me, mainly due to it's fighting-game interface. However, I was thoroughly impressed with the result, and currently Renpou vs Zion is one of the few new non-shooting gun games I am currently playing. Nonetheless, I highly recommend reading Donny's general Renpou VS Zion FAQ first before going on to this MS-specific FAQ, as it will save you some trouble later on. ========= INTERFACE ========= Gundam: Renpou VS Zion uses a standard 8-Way joystick and four- button control interface. Ideally, the stick should be controlled by the left hand, and the right hand handles the action buttons (unless, of course, you happend to be double-jointed). Long-time players of the Capcom games Spawn: The Devil's Own or Heavy Metal: Geomatrix should feel right at home, as Gundam uses more or less the same game engine, with a few new twists. Here is the control scheme with respect to the RX-77-2 Guncannon: NW N NE \ | / S F J W - C - E T / | \ SW S SE N - North. Walk forward. E - East. Walk right. W - West. Walk left. S - South. Walk backward. NW - Northwest. Walk forward-left. NE - Northeast. Walk forward-right. SW - Southwest. Walk backward-left. SE - Southeast. Walk backward-right. T - Target selection. Hold down for Sniper Mode. S - Beam Rifle. F - Brawl. S+F - 240mm Twin Cannon. J - Jump Booster. F+J - Sweep Kick. =============== RX-77 GUNCANNON =============== Earth Federation Fire Support Mobile Suit RX-77-2 "Guncannon" Head Height: 17.5 Meters Empty Weight: 51.0 Metric Tons Loaded Weight: 70.0 Metric Tons Power Output: 1380 Kilowatts Armor Material: Luna Titanium Alloy Total Thrust: 51800 Kilograms/Thrust Sensor Radius: 6000 Meters Production Run: (RX-77-2) 6 Prototypes 180 Degree Turn Time: 2.0 Seconds Land Speed: 78 km/h Armament: - Beam Rifle (4 Shots) x 1 - 240mm Twin Cannon (6 Rounds) x 2 - 2 x 60mm Vulcan Gun Notes: - The Guncannon is a fire-support MS designed as part of the Federation's Operation V project. The one in-game is the RX-77-2 unit, equipped a Beam Rifle and a pair of 240mm Cannons on its shoulders. The Guncannon was designed to work in concert with the long-range artillery Guntank and the close-combat Gundam in a small MS squad, and its first combat sortie was with pilot Kai Shiden, as seen in the TV series/Movies. The Guncannon is (I quote a friend) "The Thinking Man's Mobile Suit", as it can be as powerful as (or more powerful than) the Gundam when it comes to sheer firepower. A good knowledge of tactics, distancing, and weapons management is needed to make this a truly formidable mobile suit in combat. - Although the Guncannon in the TV series and movies has a pair of head-mounted 60mm Vulcan gun like the Gundam and GM, they are not available in the game. This is for game balance purposes, as the Guncannon is already a deadly ranged-combat MS in-game. =============== GUNCANNON TIPS: =============== "O...Ore Datte...Ore Datteeee!!!" - Kai Shiden, Mobile Suit Gundam (Don't ask me what that means) Unlike the GM/Gundam which are geared for close combat, or the artillery-piece Guntank, the Guncannon was designed for the interim range--ranges outside of close combat, but too close to truly be considered long range. Although slow, it is still maneuverable enough to be a threat. The Guncannon is a thinker's MS; It has more than enough firepower to decimate any enemy MS and even Mobile Armors, so long as one doesn't lose his head and empty it all in one volley (You reading this, Kai-kun? ^^x). The ideal Guncannon pilot is a stalker, sneaking behind cover and hitting its targets whenever the opportunity arises, or else it serves to drive enemy MS into the close-combat range of its partner GM or Gundam MS. ------------- GENERAL TIPS: ------------- - First rule of thumb (for ALL players): Stay alert. It's easy to lose yourself in what you're doing, so much so that an enemy could easily get the jump on you. Especially one who's just respawned and falling from the sky. In the upper-right corner is the radar. Red dots are your enemies and the green cone is your MS' field of vision. Be aware of where your enemy is, and keep on your toes. - The Guncannon has no shield. As much as possible, make use of the range ability of the Guncannon to hit opponents from afar, but be careful of ranged attacks. - Donny has noted that in a two-player game, both players shouldn't attack the same enemy MS as much as possible. In close combat, it's easy for one of you to attack a teammate as well as an opponent. The Guncannon's melee attacks are direct and slow, so there's little chance to injure friendly MS. It is powerful when it connects, and the Guncannon isn't completely helpless in melee like the Guntank. However, melee combat isn't really the Guncannon's strong point, so avoid dueling with melee MS such as the Gyan in close combat. - Holding down on the Target button puts you into Sniper Mode. The Guncannon will kneel down and hold position while you fire its weapons. The Guncannon will not be able to move, but it will be somewhat easier in some cases to hit long-range targets. In this mode, you can fire either the Beam Rifle or the Twin Cannons, but you will be unable to use the Brawl attack (for obvious reasons). More in the WEAPONS section, below. The control scheme in Sniper Mode is as follows: NW N NE \ | / S F J W - C - E T / | \ SW S SE N - North. Aim upward. E - East. Aim right. W - West. Aim left. S - South. Aim downward. NW - Northwest. Aim up-left. NE - Northeast. Aim up-right. SW - Southwest. Aim down-left. SE - Southeast. Aim down-right. -------- WEAPONS: -------- BEAM RIFLE - The Guncannon's primary weapon, but far from it's best. It is far weaker than the Gundam's Beam Rifle, has less shots (only 4 per clip), and has less accuracy, but is still better than the GM's Beam Spray Gun. Take note of a few things: * The Beam Rifle cannot autofire like autocannon or machineguns, but are single-shot. * When at less than maximum ammo count and not in use, long-range Beam Weapons recharge slowly (at a rate of 1 shot/10 seconds more or less), so don't waste your shots; make each one count and restrain the urge to empty your clip. * Beam Rifles fire quickly enough, but need to reload * Beam Weapons penetrate through enemy and friendly MS alike. Be aware not only of what you're shooting, but what lies directly behind your target. * When confronted with Beam Weapons, the best defense is to NOT get hit. This may be a bit of a problem for the slow-moving Guncannon. - The Guncannon's Beam Rifle has only 4 shots, thus it should be used sparingly. The good news is that it recharges fairly quickly among the Federation Beam Weapons. The point is to rotate between the Beam Rifle and Twin Cannons when firing, in order to fully maximize the Guncannon's power. If you manage your firing rhtyhm well enough (alternating between Beam Rifle and Cannon), the Guncannon will almost never be at a loss of ammunition. - Holding down on the Target (T) button will cause the Guncannon to kneel and go into Sniper Mode. Firing the Beam Rifle in this mode allows one to aim the Beam Rifle better, but that all depends on the pilot. This is the reason this mode is called "Sniper Mode": Positioning the Guncannon at long distance, you can take potshots with the Beam Rifle with slightly more flexibility than a moving Guncannon. Basically, the Guncannon in this mode becomes a turret capable of firing up and down as well as on a flat plane. It helps to think of it the same way the new First-Person mode in Metal Gear Solid 2 works. VERY useful when aiming at flying enemies (such as the Azzam in the Takla Makan Desert stage). Release the button to go back to normal movement. BRAWL - Unlike the Gundam and GM, the Guncannon isn't equipped for close combat, as it is designed specifically for mid- to long- range battles. At best, it can give a slow but powerful kick when in melee range, but the Twin Cannons still fire faster. Homing is very poor; after all, a Guncannon should ideally stay out of close combat range whenever possible. - A combination (F, F, F) starts out with a slow right foot kick, followed by a jumping left foot kick, then a sweep kick. Although it can do considerable damage if all three attacks connect, they're usually too slow unless you manage to ambush your opponent from behind. - An aerial 'jump' attack turns this into a jumping kick. This has better speed than the normal brawl attack, and can be used like other aerial melee attacks--to jump over an enemy MS and stun them with a sudden melee attack. Still, it has VERY limited range, so don't rely on it too much except in a pinch. - Pressing the Jump and Melee (J and F) buttons simultaneously will make the Guncannon do the same sweep kick as the one in its combo. Although the Guncannon bends low to do this, it can still be hit by horizontal melee attacks like the Dom's spinning Heat Saber. But it can reasonably dodge Heat Hawk attacks. 240MM TWIN CANNON - The Guncannon's bread-and-butter, and the weapon you will use use most often in the game. Although it packs a lot of ammo, remember that both cannons fire simultaneously in normal mode. This means that although your ammo counter reads 6 shots, in reality you will only be able to fire thrice before needing to reload. But there's little worry as the Guncannon reloads incredibly fast. - Being ammo-based weapons, cannons aren't as powerful as Beam weaponry. There are some notable things to keep in mind about them, though: * Ammo weapons do not recharge constantly, but reload after their magazine or ammo drum is completely emptied. However, they reload much faster than Beam Weapons. * Cannon shells explode, thus giving an area effect to the damage. Surrounding MS and vehicles will be hit by the blast. If an enemy MS manages to destroy the shell too close, the explosion will still damage it. * Bazooka and Cannon shells will often knock down an MS instantly. * Cannons have powerful recoil, thus an MS must stand still when firing. Unlike Machineguns, Bazookas, and Beam Weapons, an MS in motion will stop to fire a cannon. When airborne, an MS firing a cannon will be knocked back a short distance due to the recoil effect of the shells firing (Otherwise known as the "Automatic Retreat Function"). * Cannon are artillery-type weapons and will sometimes arc over certain obstacles to hit a target. As long as a target is not directly behind an obstacle, the shots can still hit an enemy MS. - One of my preferred 'ambush' combinations with the Guncannon in close combat is to jump-kick an enemy Zaku which stuns them. Upon landing, I fire the Twin Cannons. More often than not it's a killer move; the kick stuns the enemy just long enough for the cannons to blast them up close and personal. - Holding down on the Target (T) button will cause the Guncannon to kneel and go into Sniper Mode. Firing the 240mm Twin Cannon in this mode is more conservative of ammunition, as it only fires one shot at a time in Sniper Mode. Release the button to go back to normal movement. It helps to think of it the same way the new First-Person mode in Metal Gear Solid 2 works. ---------------- ANTI-MS TACTICS: ---------------- MS-05 Zaku/MS-06 Zaku II/MS-06S Char's Zaku - For all intents and purposes, the many Zaku variants are pretty much the same in performance and armor with little difference between each, save for Char's Zaku. Due to the Guncannon's beam rifle and cannons, most Zaku are easy enough targets to destroy at range, but can be a problem when in melee. The Zaku I fights more or less like the Guncannon, unarmed. - The Zaku II and Char's Zaku posess a Heat Hawk which comes out faster than the Guncannon's kick and can pose a real threat to a Guncannon in close combat. When in such a hasty situation, don't hesitate--fire the Twin Cannon or Beam Rifle in order to at least stun the enemy; your brawl attack cannot beat the heat hawk in terms of speed. Zakus usually aren't much of an opponent individually, but their sheer numbers and low cost can swamp you. - The Zaku I's special brawl attack is a very slow shoulder rush, not really much of a threat unless it comes from behind or to the side. All of the Zaku IIs will do an aerial body-check (!) by leaping into the air and giving you the atomic elbow (if you ask me the boys at Bandai have to cut down on their WWF intake). - The 120mm Zaku Machinegun (MMP-78) is the standard weapon among all Zaku. Though it is the second weakest primary weapon in the game (only the Agguy's 105mm and Gouf's 75mm cannon are weaker), it packs a lot of ammunition (120 rounds for Zaku I/II, 160 for Char's Zaku) and a sustained burst is powerful enough to stun an enemy MS without knocking it down (ideal for a combination attack). It's also relatively better at tracking, since the hail of shots follow you as you move, unlike the straight-line Beam Spray Gun. Be wary, as the hail of 120mm ammo will hit hard enough to throw your aim and cancel the firing of your weapons. - The 280mm Zaku Bazooka is the second choice weapon of all Zaku variants, and the one most commonly used by human players. Since a bazooka has a lot of power and no recoil, it is an easy favorite. One of its other advantages is area effect; if a bazooka shell explodes, the area explosion will do some level of damage. Finally, the Bazooka is quite effective at knocking down opponents due to its power. The drawback of the Bazooka is that it has a slightly slower firing rate than the Zaku Machinegun, so use that to your advantage. It is possible to shoot the shells as they are fired; if you manage to fire your Beam Rifle at the Zaku as it fires the Hyperbazooka, you could get lucky and hit the shell as well. - The Cracker is a Zaku-sized grenade. Though it has a fairly short range and is not very accurate, its explosive effect covers enough of an area to damage an MS or at least stun it. It is an indirect-fire weapon, capable of going over obstacles such as buildings in order to hit an MS on the other side. It works exceptionally well when two MS are close together, so try to keep out of range. The Cracker can also be used to knock an MS out of its jump, so be wary of this. Zakus usually pack only a pair of Crackers at a time, but this weapon reloads fairly quickly. - The 175mm Magella Top Cannon is only available to the regular Zaku II (Not to the Zaku I or Char's Zaku II). It is similar to the Guncannon's 240mm cannon as it is a powerful artillery weapon, and thus suffers the same disadvantages. A Zaku is much lighter than a Guncannon, thus it has to step back slightly after firing a shot. Also, a Zaku with a Magella Top can go into Sniper Mode, just like the Guncannon, but it can only fire the Magella Top in that mode. - Another Zaku II-only option are the Missile Packs. This replaces the Cracker as a subweapon, while the 120mm gun is the main weapon. The Missile pack carries 6 shots, and it takes considerably longer than the cracker to aim and fire on the ground. Since they are housed on the legs, the Zaku must kneel in order to fire them. They are far more dangerous when fired in air, though, as a Zaku may let three missiles loose at a time in mid-air, and these missiles home in rather well. - Char's Zaku has less armor than the other Zaku, but it packs more ammunition for its MMP-78 and Bazooka. It is also faster and more agile than the other Zaku, and it packs Char's trademark flying kick as well. MS-07B Gouf - The Gouf is tough at short-range combat; after all it was designed for close combat more than any other Zion MS (save for the Gyan). Thus, its 75mm Hand Cannon is the single weakest ranged weapon in the game short of the GM/Gundam Vulcan Guns. As much as possible, avoid close range combat with this MS, as its Heat Sword and Heat Rod(whip) can do serious damage to you at those ranges. The Gouf is also quite fast--not as fast on its feet as a Dom, but definitely faster than a Guncannon, so keep alert. - The Gouf's Heat Rod can reach up to near medium range, and unlike most attacks, the whip can flail from side to side, thus simply sidestepping it is not enough. The Heat Saber is also quite an effective weapon, especially with the way the Gouf slashes (very wide cutting strokes). But at long range, the Gouf is a literal pussycat as long as you can avoid the 75mm cannon (which doesn't do much for it, either). - Fear the Gouf pilot that gets within close quarters. The Guncannon's the slowest Fed Ms, and though it's a very powerful machine, it's easy pickings for a skilled Gouf pilot. Once a Gouf gets in close, you usually only have a fraction of a second to attack him before he destroys you. YMS-15 Gyan - Keep as far away from the Gyan as possible. It's missiles are it's only ranged weapon, powerful enough, but it's nothing compared with it's Spider Mines and Beam Saber. The Gyan is similar to the Gouf in the sense that close combat is its specialty. The Spider Mines it uses are miniature booby-traps; walk into them and they explode like multiple Cracker grenades. - One tactic would be to keep at least medium-range distance, and when the Gyan launches the Spider Mines, fire the Twin Cannon. This will set off the Mines and damage the Gyan. The Gyan is also incredibly well-protected. It is the only MS in the game with an indestructible shield (since the shield fires the Missiles). - The Gyan underwater sucks hard. While this will probably only happen in vs matches, it's good to know that the Gyan loses most of its agility and speed when submerged, and will be an easier target to hit, likewise. In the Belfast and Jaburo(aboveground) stages, this is the place to get the jump on the Gyan, and possibly the only stage wherein its a sitting duck. MS-09 Dom/MS-R09 Rick Dom - The Dom or Rick Dom can be a regal pain for a Guncannon player, as it is usually fast enough to avoid the Guncannon's Cannon and Beam Rifle shots. And unlike the GM/Gundam, the Guncannon has no melee abilities good enough to make up for the Dom's speed advantage. The best thing to do would be to keep moving. Don't even bother applying Sniper Mode here; all combat relies on movement. Try to get behind a Dom/Rick Dom (not the easiest thing in the world to do) and shoot it from there; as long as a Dom/Rick Dom can see you, it can dodge your shots. MSM-01 Zock - Don't be fooled by its bulky appearance; the Zock is actually a highly maneuverable MS, especially in water stages. It fires a total of eight Beam Cannons, four in front and four behind, so keep to its side where possible. It also has a head-mounted Beam Gun that works well in knocking jumping enemies out of the sky, so don't try to jump-attack it too often, as it will quickly get wise to you. This giant MA costs 1/3 the resource bar, but you'll find that like the Dom, it slides pretty well along flat terrain. - The Zock only turns up in one stage in the story mode: Jaburo underground. At times, you will have the unfortunate opportunity to fight two Zocks at once, which is a pain. Try to find cover and nail the Zock at mid-range if possible, since they're fast enough on flat ground to dodge an incoming cannon shot. Then again, mid-range with the Guncannon against a Zock isn't exactly the best of things to do, either... - Attack from the side. The Zock is designed in such a way that it fires its beam cannons both front and back simultaneously. MSM-03 Gogg - The Gogg has a different sort of Beam Cannon; instead of straight powerful beams, it shoots a shotgun-like spray of beam shot that has fairly good range as well as damage. It is rather slow on the ground, but packs very thick armor and a pair of homing torpedoes/rockets that can also be a serious problem. - Even though they're called "Torpedoes", these weapons can easily leap out of the water and act like normal rockets with no penalty at all. - The Gogg, like the Z'Gok and Agguy, excel underwater. However, this dumpy-looking Marine Mobile Suit is a bigger and relatively easier target to hit than the Z'Gok or Agguy partly due to its size and its slower movement. The Gogg's weakness becomes readily apparent when it engages aboveground; despite its power it packs, it is the slowest Zion MS in the game. It should be little problem for a Guncannon to hit this MS at mid to long ranges, and avoid the Beam Cannon. - Even though it's slow, the Gogg packs a punch at close range. It only needs to hit you once or twice to do serious damage, so as with all enemies, flank it first before attacking. Beware the Gogg's sudden forward rush attack ("The Headbutt of Love", as fans call it). - It's not all that hard to hit the Gogg at range, either. On the ground and out of the water, the Gogg is rather easy to hit, but don't get too cocky or careless. - There will be occasions wherein you will catch a Gogg from behind, simply standing there. I call this the "Standing Gogg" bug, but am unsure if this really is just a bug in the original game (I've not heard of it happening in the DX version), but make the most of it. If you see a stationary Gogg, don't hesitate: attack! MSM-04 Agguy - Otherwise known as "Huggy Bear". The Agguy is the cheapest of the Marine Mobile Suits. It has retractable claws for close combat and a 105mm Autocannon that is slightly weaker than the Zaku Machinegun but not as accurate. Finally, a body-mounted Rocket Cannon rounds out the set. - FURTHER TACTICS PENDING MSM-07 Z'Gok/MSM-07S Char's Z'Gok - Keep AWAY from the Z'Gok. Its close-combat attacks are fast despite its appearance, and it can dish out serious amounts of pain with just one two-hit combo. It also has the advantage in the water, with it's slow but accurate Beam Cannon and the 240mm Rockets. - The Z'Gok's 240mm Rockets are nowhere as powerful as the Guncannon's 240mm Cannon, but they fire in a 6-shot burst and come out relatively quickly, slower than a Machinegun but faster than most of the ammo-based big guns. - It's hard to nail down a Z'Gok with the Twin Cannon since it dodges so well for a large machine. Char's Z'Gok is even more nimble. You'll have to more or less gauge where it will be before firing, and this requires an intimate knowledge of how the Z'Gok works as oppsoed to the Guncannons Twin Cannon. - Underwater, the Z'Gok is king. When jumping underwater it uses no Jump Booster fuel and thus can hover around indefinitely if it wanted to, underwater. Obviously, you do NOT want to deal with this MS underwater. - ALWAYS try to force the Z'Gok onto land. The Z'Gok on land is still a fearsome opponent, but not nearly as bad as it is underwater. In fact, the regular Z'Gok is noticably slower aboveground; its Beam Cannon comes out slower, and it moves slightly slower than it would in water. Use this to your advantage. - Char's Z'Gok is the real threat; it is as fast as Char's Gelgoog(!), and does not seem to suffer the loss of movement that the normal Z'Gok has when fighting on land. - Like the Gogg, the Z'Gok also has a charging headbutt, but I rarely see it actually connect. It's a good dash maneuver, though. In the Belfast stages, I often see Z'Goks doing this in order to cover long distances underwater in a hurry. MS-14A Gelgoog/MS-14S Char's Gelgoog - Nothing desribes pain like a Gelgoog. It's like confronting the Zion equivalent of the Gundam, except that the Gelgoog looks meaner. It even has more or less the same loadout: Beam Rifle, Beam Naginata that acts as both melee weapon and shield. The only thing lacking is the pair 60mm Vulcan. - The Twin Beam Naginata is a nasty dual-purpose weapon. It's a damaging melee weapon, but when it's spun by the Gelgoog, it also becomes a powerful anti-Beam weapon shield. Unlike regular shields, it will not shatter with damage, and the Gelgoog is perfectly safe from damage. Don't try to charge in, as the spinning blades can shred you. It's better to sidestep and try to go for a shot angle at the Gelgoog where the spinning Naginata does not protect. - TACTICS PENDING MSN-02 Ziong - TACTICS PENDING MA-08 Byg Zam - There's a trick to using the Guncannon against the Byg Zam. I personally call it the "Triple-Shot", and it seems to work only in the Space stages. It doesn't seem to be useful against anything other than the Byg Zam, though, due to the big MA's slow speed and big size (making it such an easy target). Other MS in this stage usually won't fall for a triple-shot and since they knock down on a hit, it's a waste of ammunition. - First, look at the Byg Zam's firing rhythm. Often, it will fire one or two beam cannon spreads before firing its main cannon. NEVER ATTACK THE BYG ZAM HEAD-ON, the main cannon is lethal. Target the MA from medium to long range, ideally from behind or to its side, and then jump straight up. This is not only to avoid the beam shots, but also to set up for your attack. At the peak of your jump, fire the twin cannon. After firing, fire it twice more -before- you land. You will be able to let off all six 240mm cannon shells into the Byg Zam's body. On the ground, you can also opt to fire off a shot or two with your beam rifle, but I'd recommend you keep an eye out for enemy MS just in case. Repeat the process until the Byg Zam goes down. MA-04X Zakurello - TACTICS PENDING MAM-07 Grublo - This is the Marine Mobile Armor that turns up in the Belfast stage underwater. It's not very easy to down, but neither is it extremely difficult; you have more to fear from the Z'Goks in the same stage. It attacks with torpedoes, Beam Cannon, and it's arms, but it also keeps swimming around in figure-eight arcs. It's not a hard target to hit or dodge; you can actually afford to ignore it temporarily and concentrate on the Z'Goks, which are a afar more serious threat. - The Grublo being a marine MA, it cannot get aboveground. If you're feeling lazy, wait for the Z'Goks to get aboveground and fight them there; at the very least you'll have reduced the number of problems you have to deal with. MAN-03 Braw Bro - This is the Mobile Armor that turns up early in the A Boa Qu stage. Technically, it's a flying Grublo with wire-guided Bits instead of missiles. - FURTHER TACTICS PENDING MAN-08 Elmeth (Lala Sun's MA) - Of the mecha I've encoutnered in the Solomon stage, the Elmeth is the hardest to deal with due to it's accurate BITS units and its maneuverability. - FURTHER TACTICS PENDING ------- STAGES: ------- Side 7 Stage: - Side 7 is the easiest stage in the game. In CPU mode it starts off with a Zaku I and a Zaku II, one will carry a Machinegun while the other will pack a Bazooka. Your partner will be either another GM or a Guntank. When two or three Zaku of either type are destroyed, Char's Zaku will enter. Avoid the open hills if possible; stay behind the cover of the buildings while Zion drops in front. - Use the buildings as cover as much as possible. Ducking behind a building makes you a bit more difficult to hit from the Zaku machineguns or bazookas, but that also makes it difficult to fire the cannons. - Try jumping on top of one of the buildings and shooting from there. But be careful as the Zakus may get the same idea and surprise you as you jump. Remember also that the buildings will sometimes crumble due to damage. Grand Canyon Stage: - The CPU match usually starts off with two Zaku IIs, both with Bazookas. If two Zakus are downed, Char's Zaku will replace it. Your teammate will be a GM. - If you start off atop one of the canyon mountains, start off the match by jumping across to the next cliff. While doing so, swap your target and look for the Zaku on your left. - Even better, you can go for Sniper Mode on the cliff and rain 240mm cannon fire on the Zakus below. Try not to be too comfortable, though, as Sniper Mode also makes you vulnerable to an ambush from behind. - Alternately, you start at the bottom of the mountains and cannot see your opponent. If this is the case, move towards the right and be prepared to dodge a bazooka shot, or to take a potshot at the incoming Zaku. - Most of the close-combat battles will likely take place along the river found at the bottom of the canyon. The water is a nice touch but doesn't seem to affect movement at all. However, the tightly boxed-in canyon walls are not for the claustrophobic. New York Stage: - The CPU game starts off with two Zaku IIs. If two Zakus are downed, Char's Zaku will replace it. Your teammate will be a GM. This stage is a ruined city, with a large colosseum wall being the first thing you see. - The area behind curve of the colosseum wall is open area. Outside, there are some tall skyscrapers, as well as a smaller colosseum-like crater in the ground, wherein you can also engage your enemy. The skyscraper area, like the buildings in Side 7, provide some degree of cover from enemy attacks, but the heights of most of these buildings make it fairly impractical to jump atop them and snipe. - New York isn't too hard a stage in itself as long as you can keep track of your opponents. I often find that fighting behind the larger Colosseum is more profitable, as there are a lot more obstacles for the Guncannon shoot behind and take cover. Takla Makan Desert Stage: - The CPU game starts off with either the MAX-03 Azzam floating fortress or the Gallop land battleship. For MS support, it has either two Zaku IIs or one Zaku II and one Gouf. If two Zaklus are downed, a Gouf will replace it. Your teammate will be a Guntank. This stage appears as a 'dustbowl'. Huge sand dunes border the sides while the center area is mostly open ground with a few dunes here and there. - The Guncannon seems to have an advantage in the desert, being more maneuverable than the Guntank but packing more or less the same long-range firepower. And since it packs a Beam Rifle as well, it has considerably more ability in terms of distance over the Zaku or Gouf. Don't bother to go into Melee combat unless desperate; mix your attacks between the Beam Rifle and the Cannons. Of the all stages, this is where the Guncannon seems to excel. - Starting off, you can immediately see the two Zion MS and the Azzam or Gallop in view. The second the round starts, your targeting reticule will lock on to the closest enemy (in this case, the Zaku). Take advantage of this opportunity and fire off a shot as soon as the match begins, then immediately jump or sidestep to avoid the incoming shots. The Zaku will be knocked down 90% of the time, as it usually starts off the match with a jump. - You can try to take potshots at the Azzam, as the Guncannon's Beam Rifle/Cannon combination performs exceptionally well against it. Just don't completely ignore the Zakus or Gouf. The Azzam is a great target upon which to practice Sniper Mode on, as it flies quite high and is at a far enough distance; since it hovers directly above the stage, Sniper Mode is the only option to use in order to aim and target it. - Avoid the small 'cages' that the Azzam drops onto you on occasion. They act like the Gouf's Heat Rod, electrocuting your MS for great amounts of damage if you touch the bars. You can avoid damage by staying dead-center of the cage, but it will also leave you a sitting duck for enemy MS to take potshots at. - In the 1-player game, after downing a Zaku, the Gouf makes a flashy entrance from above the highest mountain peak before leaping off and joining the fight. This is a beautiful opportunity; once he leaps, aim and fire off a shot from your beam weapon and watch him fall. Black Sea Forest Area Stage: - The CPU game starts off with two Doms and will keep piling up Doms on you until the end of the match. In this stage there are two forested hills and a wide valley between them. Sometimes (especially during 2vs CPU matches) the CPU will dump 3 Doms on you at a time, and thus have you appreciate how hard it is to go up against the legendary Triple Black Stars, Gaia, Mash, and Ortega. - The Guncannon is the least mobile of the Federation MS (the Guntank can at least roll on flat ground slightly faster), and that puts it at a serious disadvantage against the highly maneuverable Dom. Doms are (sadly) more powerful, have better armor AND are faster. The Dom has an additional advantage in this stage due to its hovering movement, allowing it to skate from one hill through another smoothly. Since the Guncannon's weapons are singleshot (unlike the autocannons of the Guntank or the Vulcans of the Gundam/GM), you'll have a hell of a time trying to hit the Doms, which always seem to dash away in the nick of time. Odessa Stage: - The CPU game starts off with one Zaku II and one Dom. If your partner is a computer, you will be automatically partnered with a GM in this stage. The Federation units will start at the bottom of the cliff, while Zion units start on top, among the buildings. - There is also a large 'land battleship' called the Big Tray, located far off. This provides some heavy cover fire for the Federation forces, but the shots aren't exactly accurate--the G- Fighter was better. - The CPU MS tend to be hotshots, jumping off the cliff to attack. Use this to your advantage and shoot them as they leap down. Especially the Dom, which has less of an advantage on uneven ground. Belfast Stage: - This is the first underwater stage in the game (Jaburo underground is the second). Enemy MS are the MSM-07 Z'Gok and/or the MSM-03 Gogg, accompanying the large underwater Mobile Armor MAM-07 Grublo. Fed forces start aboveground and must make their way toward the lake to engage the Zion MS. - One of the immediate dangers of underwater combat is that the water is thick with silt and mud. That makes it quite hard for the Guncannon to aim at longer distances (and rendering Sniper Mode next to worthless). Add this to the slowing-down of the already plodding Guncannon, and you've a dangerous cobination working against you. The only advantage may be the Guncannon's weaponry functions just as well underwater underwater as aboveground. - Remember also that even if you cannot see the enemy MS, you can still target them. Use that trait to your advantage and try to hit them before they can see you. The Z'Gok has a nasty set of torpedoes that have fairly good homing, so watch out. At very long ranges, toss a couple of shots from the 240mm cannon; an unsuspecting Z'Gok will be surprised to have cannon shells landing onits head from out of nowhere. Jaburo Stage (Above): - This is the second underwater stage in the game. Zion MS here are the Gouf and the Z'Gok. They may later be replaced by another Z'Gok, Gouf, or a Gogg. - At the outset, take aim at a Zion MS, any oen in range, and let loose the cannons before hitting the water. There's a good chance you'll be able to knock down one of the enemy MS before they dive. Jaburo Stage (Below): - This is a cavern stage, taking place inside the underground city of Jaburo. Zion MS here start off with two (woefully underappreciated) MSM-04 Agguy MS. Later on, MSM-07S Char's Z'Gok and/or the MSM-01 Zock replaced the downed Agguys. - There are two ways to go about this stage: Destroy the Agguys and Char's Z'Gok will appear, followed by a Zock. Hit the Char Z'Gok as much as possible, but concentrate more on the Zock and how to destroy it. Solomon Stage - The first space stage. MS here is the MS-R09 Rick Dom and either the MA-08 Byg Zam or MA-04X Zakurello Mobile Armors. Once two Rick Doms are destroyed, either the MS-15 Gyan or the MS-14/14S Gelgoog/Char's Gelgoog replaces it. The Byg Zam, of course, makes up a bigger portion of the Zion resource bar, so destroying it is crucial. - Assuming your partner is a capable GM pilot, the Guncannon will have the easiest time of all the Federation MS to destroy the huge Byg Zam...Which actually isn't saying much, but a single Guncannon can realistically wipe the Byg Zam out as long as the enemy MS don't bother it. See the Anti-MS tactics, above. - The Zakurello is another matter entirely. The Zakurello has thick armor and is quite nimble. It doesn't take as much off the resource bar as the Byg Zam, but it's speed and power make it a problem, not to mention the fact that as a flying MA, its hard to shoot down from the ground. Fire off the cannons, but more often than not you'll find yourself trying to nail the MS first, as the Guncannon doesn't do too well against it. - What is said for the Zakurello also holds true for the Elmeth, but the Elmeth is a more nimble machine and packs a lot more accuracy in firepower due to its BITS systems. A Baoa Qu Stage (Above): - This is apparently the first half of the final stage. MS here are the MS-14/14S Gelgoog (may vary), and the MAN-03 BraBow. Once two Gelgoogs are destroyed, the MSN-02 Ziong will appear to replace them. - The battle takes place at the very top of the A Baoa Qu asteroid fortress. At the center is a very large tower with outcropping support struts. Both sides start out evenly, opposite each other with the tower in between. - The A Baoa Qu stage has even less gravity than the Solomon stage. Be careful; the gravity is so low that even the Guntank can dodge shots. It can also come as a rude awakening to players trying it out for the first time; often, a jump can send an MS so high up in the air that you may lose track of your opponent. Floating down from a very high jump also makes one an easy target, as well. A Baoa Qu Stage (Below): - TACTICS PENDING ======== CONTACT: ======== For any further queries or comments, please email cybertrooper@edsamail.com.ph with Subject: Guncannon FAQ if you have any questions, I'll try my best to answer them. Send me no Spam; my mother just unloaded 60 cans of it on me wholesale. ======= BIBLIO: ======= These FAQs I have worked on as of this writing. All game FAQs are available exclusively on GameFAQS. I have also written some material for GURPS. Half-Life: Counterstrike (PC): - Counterstrike Real Weapons FAQ Metal Gear Solid 2: Sons of Liberty (PS2) - Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ Gundam: Renpou vs Zion (Arcade): - MS-14A/S Gelgoog FAQ - MS-09/R09 Dom/Rick Dom FAQ - MS-07B Gouf FAQ - RGM-79 GM FAQ - RX-77-2 Guncannon FAQ ======== CREDITS: ======== - Thanks to Don "Gamera" Chan for his FAQ on Gundam: Renpou vs Zion, which helped give me a head start on this game, as well as additional notes on the Azzam. - Quantum amusement, for actually bringing this gem of a game here instead of yet another fighting game.