The customisation found in Assault Suit Leynos 2 is a feast of giant lasers and assault rifles to jam onto your favourite stompy battle machine, but to say the pre-mission load-out menus are a riot of numbers and gauges is something of an understatement. This is my little attempt to free a bit of the basic information locked away in the manual and pass it on to anyone who might need some help.
We’ll start with the status bar found at the top of the screen as you play-
Blue crescent on the left: Your energy level. Energy is consumed when firing B-type weapons (plasma rifles and lasers) and when replenishing lost health.
200/green bar at the top-left: Your health, represented as both a number and a bar
Missile Alert: This box displays various emergency warning messages
GL: Game level. This is the current game difficulty. This value can alter in real-time.
EP: Enemy Points. Current number of points you will be awarded based on enemies shot.
DP: Damage Points. Penalty points accrued for receiving damage.
Mission Time: Time elapsed
The six boxes on the right are the weapons you currently have equipped, laid out in a way that corresponds with the Saturn’s six face buttons. The numbers represent the number of magazines left in the weapon, and the number of rounds left in the current magazine. So (12) 4 on the SG-V20 means there are 12 magazines left, and 4 shots left in the current one before you need to reload.
Auto (1) means you’re currently using auto-targeting mode 1 to aim – this can be changed at any time in the pause menu. Some weapons are manual-aim only (a warning will be shown in English in the weapon equip menu). The three different auto-aiming behaviours are:
1) Target whatever’s closest
2) Prioritise incoming missiles
3) Prioritise whatever has the lowest health
Now we’re on to the main customisation menu:
I’ll break it down into smaller sections to try and make the assault on your eyeballs a little easier to bear, starting with the weapons section at the top-right.
The top six boxes show the weapons you’ll start the mission equipped with, including the position of your jump/boost and auto/manual aiming switch. The bottom three show the reserve weapons you’re taking into battle but can only use if you switch out something in a main slot while paused during a mission (‘Set Weapon’ option). The third slot is blanked out in the screenshot as you need to equip a particular Device (Extra Weapon Bay 1) to unlock it.
Weapon equip menu:
You’ll find yourself here after selecting Weapon>Equip from the main customisation menu. The top-left box is a list of all your currently available weapons, organised by type.
The mid-right box shows your current power setting (you can only alter this by selecting ‘Power’ from the main menu), how many weapon power points this piece of equipment needs, and how many points you have remaining.
Which brings us on to the most important area of all, the stat box in the bottom-left. This gives a detailed overview of the selected weapon’s abilities.
Attack type: One of either A, B, or C as described in the ‘Armour’ section directly below
Attack range: The bigger the number, the longer the range
Attack power: Most weapon’s power decreases over distance. This blue graph shows how it performs over short/medium/long range.
90/90: This is the gun’s maximum up/down aiming angle when pointing in any given direction.
SP: reload speed
Level: The level you’ve currently set your armour to (explanation with the next image)
All weapons ultimately fall into one of three categories: A, B, or C – so if you have armour with a high defence performance against A type weapons but a low C rating you’ll shrug off enemy machinegun fire but take a lot of damage from homing missiles and similar heavy weaponry.
A: Standard physical weaponry – machineguns, shotguns, punches
B: Energy weapons – plasma rifle, lasers
C: Explosive rounds – missiles, bazooka, napalm
We’re now going to take a quick detour from the main customisation menu here to look at the armour sub-menu.
The only things you need to worry about here are selecting your armour from the list in the top-right box (selected by pressing up and down on the d-pad) and the Defence Performance readout on the bottom-right. Pressing left or right on the d-pad while on this screen will raise or lower your chosen armour’s level, with the graph showing how each defence type performs at each point. Why would you ever want to lower your armour’s level? Because the lower the level, the lighter it is, easing the strain on your maximum load and allowing you to equip bigger, heavier, weapons.
So as you can see, the Hybryx Pro 800 armour has pretty rubbish A and B type defence but the C doesn’t drop off significantly until about the halfway point, giving you lots of wiggle-room if your next mission’s mostly missiles (say that three times fast!).
This is shown on most sub-menus and updates in real time so you can see how you’re distributing equipment weight. The game doesn’t prevent you going over your weight limit even though you can’t deploy in an over-limit state, so make sure you’ve always got a little bit showing in the ‘Left’ row.
Your suit’s basic statistics. You’re free redistribute your yellow power points however you like, but you can’t remove red points – these are your suit’s baseline stats.
Mobility: General movement speed as well as your suit’s maximum weight allowance
Weapon: Weapon power. Also used to determine which weapons you can equip, as some require more weapon power than others.
Repair: Speed at which your suit recovers from damage
Right, I think that’s all the not-obvious stuff covered! Let me know if anything’s unclear and I’ll try to improve this page further, OK?