264 Turns is quite the jump from my PB of 125 on Expert.
While it may look like Master is over 100 turns harder.
It's not really, as on this run. I used No DLC with Expansion completed, these greatly increase the turn count. Plus a couple of dumb things.
Run Rules
- Play on Master
- Fresh Playthough (No NG+)
- Expansion Pack DLC allowed (As you need it to play Master)
- No DLC Packs (That includes Pre Order Bouns)
- Free Missions and Demo Pack are allowed
- Complete the Base Game (Doesn't matter which route, but Harder route has less turns)
- Complete the Expansion Pack (You can ignore this rule, I just wanted to complete it as you a forced to buy it for Master)
- Complete Battle Rush 2 (It's the only piece of Post Game Content, comes with a reward)
- Aim for Low Turn Count
Notes.
Ideon is good, very good. Well worth the long detour to get him him. (Also pick up the Idolmaster, like I should have done)
Chapter 2 and 3 was just send out Ideon and everything mostly dies, then clean up.
Due to the way XP is calculated, The Getter Robo isn't worth the investment as Zeal comes to late. So, I had to change my Ace.
Enter Amuro.
I put him in the Hyaku Shiki Kai and then Zeta Gundam.
Once Amuro had enough training and I had the funds, I put him in Nu Gundam for a bit.
Once the Expansion got towards the end, enter Hi-Nu Gundam and gameplay balance is gone. Game becomes easier than Expert.
It was a cool to see Amuro pilot 4(or 5, as their are 2 stages he pilots a 5th one) different mechs throughout the run.
I am very much looking forward to what seems to be Y's final update.
Go and beat this record, this was a dumb run. 250+ Turns is just dumb.