stratos wrote:What do you mean for "distance"? Do you mean "survival"? I always thought that the Golden Bat was a ship good at scoring and survival at the same time, but I also thought that the Sword was best at survival because of its slow rank increase.
By distance I mean how far into the game you can get without really pushing score. Some ships are better inclined towards easier scoring, some are better for stage progression.
For instance, the Wild Snail is great for both (powerful Weapon means you need less Weapon bullets to attack targets, while a piercing Shot gives you a great advantage against bosses and densely packed areas like stage6), but because of the slightly higher rank increase rate, you'll need to have a better grip on scoring to compensate; while something like the Flying Baron can be played without really aiming for lots of points and still get far.
Twiddle wrote:Going to write anything about Gain
Just for you, an update to the ships list.
Silver Sword (any variant other than default)
- All-purpose ship. Nice progressive base rank increase rate. Weapon that covers the screen at full power, and can be aimed. Main disadvantage is that the Weapon at low bullet count has really small coverage (a single bullet gives you a tiny napalm burst in front of the ship), so not great for defense. Has great Weapon strength. Tricky to use for scoring, however.
Grasshopper (B/ABC variant)
- Strong Shot which comes with piercing bullets at higher strengths, so you can choose to go power or rank control. Weapon is instant firing and has decent power, also has front and rear coverage.
Flying Baron (C variant)
- Weapon with great range and firing rate (a single Weapon bullet releases enough to down a few drones), however the Weapon is weak, meaning you need more to hit certain targets (like the st6 tank hatches). Shot has width, but is low in power.
Wild Snail (B/ABC variant)
- Best for distance. Great Shot strength, comes with piercing bullet as standard. Bomb is a little short ranged, however. (Japanese gaming mags noted that 80%-ish of all Japanese clears use the Golden Bat.)
Gain (C variant)
- Highest scoring ship via exploits, but very difficult to use since the Options count as piercing bullets (meaning less points from certain targets). Options have great power, but can only fire a single bullet each time (Space Invaders Syndrome). Weapon can be dropped multiple times, great for the st2 flamingoes. Masters exploit the rank increase from the Options for the best scoring technique in the game, Black Heart2. Very difficult to use ship, for players totally knowledgeable about the game only.
Chitta (any variant except default)
- Options are semi-homing, and take a very wide arc to hit their targets. Everything about Chitta is low power. Weapon is very slow to fire, and I think can be dropped multiple times like Gain. High scoring, but almost as hard as Gain to score competently with, perhaps harder.
Miyamoto (C variant)
- Fastest ship, exploding Option shots that do splash damage. Scoring is average but great for distance. Instant firing Weapon, weak power, but covers the screen at max power.
Bornnam (B/ABC variant)
- Best for consistent scoring. Rapid fire options with great range. Lower rank increase rate compared to the Snail. Bomb is slightly slow to fire, so it's best used preemptively, rather than reactively.
It must be noted that in an expert's hands, the Mahou ships have much higher scoring maximums than the standard Garegga ships, partly due to the fact that three of the four Mahou ships can exploit Black Heart2's grenade attack.