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Battle of Shumiklam (BALDR FORCE EXE)

In BALDR FORCE EXE, the weapon action system determines the weapon's movement status and distance.

Weapon configuration

The three attack buttons each allow you to set weapons in normal sprint, short sprint, long-range, and close-range modes, with twelve deployment positions in total. Battles train weapons and unlock new equipment, so movement and distance directly affect combos.

Additional challenges

After clearing the stage, Bald Hell offers special stages and point rewards, while survival offers continuous battles. Both can use weapons trained in the main story.

Weapon growth in published materials

DC published 60 types of weapons, and using them allows you to upgrade them to level 3; Force Crash also features a variety of usable finishing moves.

The battle results branch into the plot

Victory or defeat can change the branches of the story. For example, the outcome of the Ryan Line and the Yagisawa battles lead to 'Ryang' and 'Oblivion' respectively, and the battle results in the Bachelor Route are combined with actions taken before immersion.

An example of an aerial combo from the MPC edition

In the MPC included version of Paulun, he uses Boost Upper, Lance, and Air Tackle to lure enemies into the air, followed by follow-up attacks. During setup, Stun Rod suppresses E-finger to knock enemies away, Swingwire adjusts position by descending, and waits for the former's effect to end; DD missiles are used to connect with the Imperial Final.

MPC included standard sprint build

The same player sets the normal dash position as a ranged weapon: Bomb Missile is suitable for attacking while retreating in midair, Photon Blaster can temporarily block due to its duration, and Multi-Warhead Missile Pot excels at fast attacks. This was the setup and trade-off for this trip.

Practical gameplay approach for mobile shooting

The 2006 battle strategy used evasive dashes against group enemies, combined with scattering or lingering projectiles; In solo battles, you move around the target, use weapons that hit more easily, and keep attacking continuously and remind the late game to watch out for landmines and other traps.

Examples of mobile shooting setups

This guide places the Double Submachine Gun, Multi-Warhead Missile, and Research Missile in the normal dash position, utilizing more accurate trajectory, spread range, and stationary projectiles respectively. The author emphasizes that the sprint speed can still be maintained during launch; Starting with a double submachine gun allows for early training.

Related entries

References

Data compiled on: 2026-10-12.

本版编辑:免费机器翻译 · 2026-10-23

内容许可:CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/

本译文依据的源修订