
However, limited to the second.
>>1
(Not bad in terms of balance within the comp.)
Since there are few enemies, not being able to cut the combat animation doesn’t bother me much.
If you use the worst Queen’s Gambit, you won’t be in a checkmate.
I see…
It’s funny how weak the early game forces are in the third playthrough…
I thought it would get easier once our forces were in place, but the enemy’s capabilities are clearly more robust.
The enemy’s hit rate is too high!
>>4
Genoa!
Gabusurei!
Draisen!
Around EX…
I often see impact enthusiasts, but I think those who can do a third loop of the CB version must be on some kind of drugs.
>>6
It’s only frustrating at the beginning, really.
Once Raideen Daitarn joins, we’ll be able to go smoothly!
It’s unnecessarily branching a lot, isn’t it, this disaster?
EX was definitely much easier to play than the other two.
Gundam, Proto Getter, Mazinger Z
GM GM GM
Ron de Beru-tai
Masaki’s chapter is enjoyable because of Dunbine Musou, so I’ll forgive it…
The chapter of Ryune is quite tough.
>>12
I feel like Valcione has been weaker since the SFC days.
Here, you have to land hits on the boss multiple times, but in basic realistic modes, it’s an instant death.
The super type also sinks with two hits.
I feel like I couldn’t use Mazinger at all.
There’s no power-up like an F complete.
Even though damage is in deflation, I can’t cut the combat, so the length of one stage is abnormal.
Daitarn is reliable.
Despite going out of their way to create original graphics and conduct voice recordings for each one,
The balance adjustment is making everything garbage; it’s too much of a finishing touch.
Winky Super Robot Wars Love Channel has had a lot of CB content lately, and it makes me laugh.
I bought the strategy guide and after looking at the later stages, I lost my motivation.
Treasure Trove
I think the chapter on Ryune had just the right amount of bite.
Shu’s chapter is a hassle.
The early stage of the third round is so exhausting and sluggish that the impact feels like lukewarm water.
Give me some of the enhanced bioroid soldiers over here too.
The new spa has perfectly stacked this!
>>27
It’s one thing for us, but it’s quite something to be stuck in the new Spire.
The damage is really inflated, isn’t it?
>>33
I got stuck on the sea stage where Voltes and R-1 are forced to sortie!
I was able to complete the third round in two weeks because I had time.
Even though it’s a hellish final battle route without Quattro, you can surprisingly reach Ragnarok fairly easily, so it’s not too bad.
It felt like I was doing what I wanted to do in the end, except for the balance adjustments.
After playing this game, I realize how well-balanced F Final was.
You can clear it even with an incredibly tough challenge.
>>30
The adjustments are rough, so it feels like anything goes in the end, and the balance adjustments are definitely better in the thread images.
I didn’t like that most of the voices sounded unusually muffled.
To be honest, the combat balance is like this once you get used to it, but the worst part is the financial aspect.
Even with the roughly 1.5 times single item version, the modification costs are tight throughout.
Didn’t anyone realize that it’s not okay to plug the numbers as they were at that time into the calculation formula for F?
Thanks to the casual recording, the cast of the original characters has become incredibly luxurious, which was fun.
Balance and sluggishness are different.
The shooting of the MS in the third generation is generally lower than that of the Super type.
I lent this to a friend who got into Super Robot Wars through α, and it was returned in about three days.
Compared to F, all the values are deflated, but since it’s balanced within the deflation, it’s not as hard as it sounds, and just raising the power of God Bird and Daitarn Zanbar a little makes it much easier.
The original remains unchanged, so the energy level has become a more important parameter than F rank or higher due to the deflation values.
Although it is true that in the original Winky Spalobo, the weight of energy (ki) is quite significant…
The relationship between F and the thread’s balance adjustment is similar to the relationship between α and the α side story.
I didn’t like that there were too many enemies escaping in the midgame unless I earned from repairs and supplies.
On the contrary, I’m surprised that F was able to defeat Riggle in the early stages both times.
The bonus disk is the main unit.
Rather seriously.
>>45
For some reason, General Revel’s voice was there.
There is no voice in the main part.
>>45
The OP movie is good, isn’t it?
>>45
I was really listening to Safine’s voice.
Honestly, the God Voice that is frequently brought up in threads is unnecessary.
Well, I’ll take the route where God Voice is added for the sake of Pigtron’s funding.
To be blunt, F’s final form is just a one-shot kill for first-time players.
I think it’s impossible to have exactly the same game balance as the original version, but it’s not necessarily an unreasonable balance either.
When I was in middle school, I cleared everything in the 4th Gen S New Spa F series thread.
I think youth is amazing.
Even though my mental points are a bit low, the energy requirement is too high, making it really difficult to use God Voice.
I understand that the new spa has been stopped during loading or is only using one side route.
I think it’s a bit questionable to be in checkmate.
It’s a pleasure to be able to overwhelmingly beat Gargau, who struggled in the middle of the match, from a distance.
If the complaints are as stated, I think the SFC version would also be abandoned for the same reason.
Adachi Shinobu Agiha’s Voltec Shooter!
Otherwise, it will become a body that can’t be satisfied.
Anyway, it’s frustrating that I’m always short on money in Super Robot Wars.
I think it’s understandable to show a sense of rejection towards a balance that lacks a refreshing feeling due to deflation.
This also significantly reduces the number of turns required for Ragnarok by 70 turns compared to the SFC version.
Once you understand it well, you’ll have about 30 to 40 turns left over.
They say they won’t avoid NT, but as a game, it’s not really balanced in a way that you can expect to avoid much.
Everyone is fighting while recovering from attacks.
It was tough that Amuro and the regular members of the Dynamic group didn’t join at all.
Now that it’s like this, it’s fresh in its own way, so that’s fine.
It’s said that having inspiration is important for Gundam series from SFC.
I think the new spa was relatively easy if you trained with G Gundam, Raystner, and Voltes on the ground route.
For now, everyone has determination.
>>63
By the way, I also generally have a strong determination.
Even though you can only improve a weapon a little by spending money, that little bit can significantly improve the balance.
The new spa gets blocked due to the length of the road.
>>66
But at that time, everyone thought the loading times for simulation games were long, like in Front Mission 2.
It’s quite terrible that the potential for funnels and special weapons has been significantly reduced.
Well, I’ll modify it, but…
>>67
Just a 100 increase really changes the feeling a lot, you know.
The high difficulty level in Super Robot Wars is only considered tough within the series, but in the context of the entire game, it’s not really that high in difficulty.
The La Gear people with their ridiculously luxurious voice actors in EX are great, aren’t they?
Why is Takeo Aono playing a Stedonius soldier?
>>69
The voices of regular soldiers are being done elsewhere too…
I feel that having to use the MS that will probably become useless in the early stages is tiring, so let’s quickly go to Seaside Panic and get the Dijeh SER.
It’s tough that items are scattered all over the map.
Beam absorption
The new spa was a game played in between while browsing strategy guides and magazines.
I just looked it up, but I can’t find the forced deployment stage for Voltes and R-1 at all, so could it be a memory mistake…?
The new Spa is too strong of an enemy with Skull Rook…
I’ve heard various opinions, but I really like that Amuro from the Z era is fighting in space during the third CB.
Grendizer is strong.
Could you please make the focus F-spec as well…?
Let’s properly teach the main-class NT.
One issue with the thread image is the tempo of loading and combat, so improving that aspect still makes it enjoyable even now.
I remember that the balance was already off in the third installment at the SFC stage…
It’s a memory from nearly 30 years ago.
>>83
Remaking that and making it even more like that is artistic.
>>84
Hmm, no experience.
Even though Seira is a valuable Super Robot Wars character with voice lines, she tends to fall behind because Quattro is overwhelmingly stronger.
When characters like Daitarn, Getter, Dragon, Grendizer, Raideen, and Blueger come together, it becomes an easy game where I don’t feel like I can lose at all.
Since the figures are in line with the SFC third version, Getter 3 is used more severely than the original when it’s on Earth.
The appreciation of the Great Snow Mountain’s descent (power 1480)
>>88
It’s tough if I can’t come to the Gato battle.
EX’s SFC version is too much of a masterpiece.
I love the part in the opening of DISC2 where Getter does 3! 2! 1! Ha!
I’ve often heard that EX is easy, but after clearing the 2nd and 3rd stages, I got stuck halfway through EX Masaki’s chapter.
Was it that my playstyle, which relied too much on MS, wasn’t good?
>>92
What MS were there in the Masaki chapter…?
ZZ and F91?
I was despaired when I saw a Getter with only 3 digits for HP back then.
Let’s stop throwing random balances into the F system!
The SFC version immediately resets based on the hit rate after selecting an attack.
I wonder why it was designed that way.
I only like the demo movie.
I’m watching a video with a no-mods quick save challenge.
It’s the second time, but somehow it works out.
I think it’s more of a proper strategy game compared to the dodge and counterattack overpowered game around 4th generation new α.
Anyway, modify the armor.
The increase in mobility is too insignificant, it’s a trap.
I found out that I can defeat Valcion during the second half.
>>102
You need to be prepared to waste time for several months.
>>104
In episode 11, 3163 turns is a form of suffering…
Even in the Third Time, Mr. Quattro, who maintains his focus, manages to do his best with conventional evasion and counterattacks.
It’s just that there aren’t many pilots who can concentrate properly.
It was too tough at the end of the second round, so I threw it, but was it easy?
I was able to clear the third one, though.
I remember that the third SFC didn’t allow weapon modifications (right?), so it had pretty good balance.
>>106
Since the pilot’s attack power is applied, they become pretty strong in the later stages with vulcans and sabers.
>>112
SFC can accumulate considerable damage with MAP weapons.
The CB version with the numerical SFC fixed in the F complete equation just can’t earn damage with MAP weapons, you know.
Dendro has turned into poop.
Is the FC version available as a bonus? I remember that Dai Ni Ji looked interesting.
Purchasing parts, etc.
I remember being able to level up due to the level difference in the first encounter of Last Battalion on the FC version.
When the video of defeating the invincible mode Naguzart came out, I was shaking.
The third dimension becomes something like I-field or beam absorption.
Well, I think in the latter part of Gundam series, they’ll mostly attack with funnels.
Hamarn, who is feeling good about using the Kirgigan, is kind of amusing.
Because I regenerated the clone.
I still feel that thread images are quite difficult.
Impact, α Gaiden, and AP are good balanced Super Robot Wars.
Why is the disaster shortening the predetermined time for Ragnarok?!
I’m sorry, but I ended up just throwing it away because this was after the first Super Robot Wars Alpha I bought…
>>118
Alpha is easy to play with…
I bought it back then, but I quickly sold it because I realized the SFC version was more comfortable to play… I didn’t play it enough to talk about the difficulty.
The biggest enemy is the poor tempo caused by load times.
Both F and the F final chapter have this issue, but the combat tempo is horribly bad because the voices start after you load them.
When I think of the new ocean stage, I can only remember Nessar nursing.
Was that R2 over there?
The secondary level is at a playable difficulty, and while EX has become too weak for MS, it is still at a manageable difficulty level.
The third round was thrown.
It’s more fun to play the original than to battle in the second round and bonus.
I was at a loss for words when I saw in the third play that the general soldier unit with over 30,000 HP could only deal 2,000 damage with the Fin Funnel.
Can we really clear this?
The one that deals damage is the Super type!
The genre has changed quite a bit from the past to now, so it’s not really about which is better or anything.
I like being able to clear the game by leveling up my favorite machines and characters the way I want.
The new one is more difficult, so the complete box is still totally playable.
White Getter is weak…
>>129
The Proto Getter was generally weak compared to the original 3D…
Isn’t the total number of turns in Ragnarok (Neo Gran Zon)?
I can’t even be allowed to experience a total defeat play…
Are you saying that the 64 at that time was easy?
>>134
Even though α can be used for combat, if we do it now, it feels overall sluggish.
I have no complaints other than that…
Why did you remake it and add a P to Triblade???
In the α side story, the movement became faster, but the combat cuts felt even more sluggish and frustrating.
The original Third Impact is difficult, but as understanding progresses, it is possible to find some ways to cope with it.
This is too overwhelming because all the countermeasures have been crushed and the enemy has powered up too much.
It’s not about being difficult or anything like that; it’s a struggle, the Complete Box version of the Third Volume.
>>139
The only things I’m happy about are being able to choose a counterattack and being able to modify weapons.
The sub-pilot’s mental command can now be used! (Applicable only to Combattler)
The third installment has good points like the catharsis in the latter half.
It takes too long for the good parts to come out.
I still don’t understand beam absorption.
What is that?
Anyway, I’m out of money.
Seeing something like hit correction +90 makes me chuckle.
I’ve been around Impact for dozens of loops, but I think the complete box is a struggle, so I believe it’s a different type of game.
>>147
Oh no, it’s a madman!
Generally, the layer that got into Super Robot Wars around Alpha ends up having a bad experience, which is why Winky Super Robot Wars has a bad reputation.
No way, even a fan from the beginning can’t deal with this.