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It’s tough that there are only Super-type and Mazinger-type units.
Lately, it has been easy to dominate by increasing the real-type mobility and charging in.
>>2
Although it is different from the thread’s intention, it’s a mode where NTs can act twice and use funnel-type attacks in the latter half, like a rampage battle mode.
I like it when the number of deployment slots is roughly the same as the number of allies.
Too many Bochyuns!
When mobility was also related to accuracy…
It’s tough that Compact has to be played in Byston Well for several episodes from the first stage.
It was super fun once I got through there.
>>6
Bilbine is too late!
>>6
I was able to clear Compact 1 just with Amuro and the Gundam’s Hyper Hammer.
In the second half, I end up being weak, just letting the established members attack in the way we’ve decided.
I guess this guy will get additional armament, and a successor will come… Is it here…? It’s here! I like that part.
In the final stage, everything gathered together, and we played until the end with those fun memories.
Those who had ν or Sazabi on their side from the start were pretty scared.
In games like this, by the second half, I inevitably figure out a strong and stable way to fight that works for me…
I’m the kind of person who uses second-string characters, hoping for more mobile suits and unexpected interactions between unusual characters on Gundam-themed stages.
Usually, it ends without saying anything.
The level of weakness in the early stage of F is so remarkable that even the Re-GZ brings me to tears of joy.
Just placing someone with high combat capability and counterattacking will finish things off in the endgame.
Recently, there are things like consecutive battle bonuses, so it’s hard to be invincible.
There are some machines that I won’t use until the end, but it’s tough unless I modify them…
It’s fun to guess what’s coming by looking at the names of the early stages.
I’m so overwhelmed that I can only modify energy.
Isn’t F’s MS quality strict not only in the early game but also in the later stages? It’s only manageable because the NT faction’s abilities are high.
What, can’t the Jegan shine?
To me, the Winky era was the Super Enemy Too Strong War.
The difference is huge depending on how well you can utilize terrain effects.
I kind of want to play Super Robot Wars again while properly counting the range as 1… 2…
Recently, it feels like we can manage somehow by just leaving things as they are.
>>22
When it comes to things like alpha or Z, I start thinking about where to place them to counterattack the most.
The Rigazee and Z are shining machines in the middle of the battlefield.
I like the scenes where the normally not so reliable protagonist mech becomes dependable because of a branching event.
Without V-UP, the strongest among these is probably Rhinoceros.
Pretending to be Argama (with bugs)
It’s great to manage the sub-character’s mechs since the protagonist’s machine alone isn’t enough.
>>26
Surprisingly, it can fight, huh? Texas Mac.
>>26
The fun part about this shuffling is that you can switch things up.
In the Third Generation, Metas is quietly strong, so I let Amuro ride and make him part of a two-top with Camille from Z.
Icon from the time when Borotto was glancing sideways.
I didn’t modify anything other than my favorites, so it was pretty tough.
It’s not just in Super Robot Wars, but in all SRPGs.
In the early stages, there are few things you can do.
In the final stages, the balance is often disrupted.
So it’s most enjoyable when there’s a moderate increase in the things you can do.
There are too many Aura Battlers, but what work is this?
>>31
I think it’s COMPACT1.
I’m getting thrown into the Bystone Well from episode 1!
>>31
COMPACT
The first episode begins with Ronde Bell transferring to Byston Well.
Those who have transfers feel uneasy about whether the modifications will carry over.
>>32
It was a huge shock that the Ryuuko-oh was not included in Grungust.
But I never want to go through a third time again.
I’ve played quite a bit of both Super Robot Wars and G Generation, but I think I’ve only actually cleared about two of them…
It’s nice that even the non-main characters are showing up…
In the middle section, I’m stressed out by a sort of constraint-like play to collect hidden elements.
When the super robot series other than Mazinger and Getter gather, it feels like the mid-game.
Isn’t it great how Noin’s Taurus takes down opponents one after another, pushing the distortion field right from the start of A?
It feels like the timing to decide the unit name will be after the early phase ends.
When a conversation comes up about maintaining the protagonist’s mech, it feels like, “Here it comes, here it comes!”
During the Winky era, I was primarily focused on Amuro, so whenever a strong MS arrived, I would allocate it to Amuro.
Sometimes it becomes like a problem-solving chess game while struggling with how to defeat the retreating boss, but it’s fun, isn’t it?
After that, position yourself in a place to recover before the boss arrives with reinforcements and push them out…
The strain from the previous war has taken its toll, and ν is currently undergoing an overhaul.
I’m riding this (the original Gundam).
I understand.
>>49
Why?
>>49
Please say it’s hidden underground like a Gundam!
I like the G3 Gundam coming out from there.
>>54
Moreover, the BGM isn’t the usual upbeat Char, but rather “den den don den den don den den don.”
>>49
I was relatively convinced about piloting the original Gundam at the age of 30, and I thought it was good to head out shortly after to receive the mass-produced ν variant as a replacement.
I thought that if we made our army too strong, it would become just a chore.
>>51
30 is seriously this.
There are too many allies but too few deployment slots, so I can’t really make use of them.
I think it’s fun until MAP weapons can be operated efficiently.
If the MAP weapon is weakened, it will become more difficult to play for annihilation, so there will be more things to consider.
Lately, it seems that even from the beginning, there are characters with a lot of passion, so I don’t know how they are considering the difficulty level.
Recently, I dislike that the level of acquiring passionate spirit has been adjusted.
It’s still good that Amuro, who is using whatever he has, can ride the First, and Camille, who is riding the MK-U.
What is Judau being carried by Nemo?
You can enjoy that training three times in EX.
>>57
The EX chapters, especially Shuu’s chapter, are too short…
>>57
It’s sad that there is no supply.
I like when reinforcements arrive and power up my forces.
The Re-GZ is quite impressive flying around haphazardly.
I will place Yamato here.
The Jet Scrander and Getter G are both under overhaul!
Tetsuya, come early once in a while!
I want to buy a mass-produced machine at the bazaar again…
The Rigazzy’s front line is too long!
>>65
I can fly! Shot down only once doesn’t count! Moderate firepower! No wonder it’s being heavily utilized!
When I was watching Gundam without knowing anything about it, I never imagined that Amuro, Camille, and Judau were strong characters.
>>66
Of course Amuro would understand!
Camille and Judau are uh.
Another unexpected reinforcements… Are you not going to conduct long-range reconnaissance?
Amuro from Z can end up piloting the Re-GZ for a long period, depending on the situation…
When it comes to Rikaze in Super Robot Wars, it’s the BWS, right? I don’t really understand the reason for the treatment.
Even though it has a form that ends its role in an instant as a disposable item in the story.
>>71
A beam that seems more impressive than a beam rifle is emitted.
This is all there is to it.
>>71
Isn’t it because it makes it easier to differentiate performance from other MS units when we talk meta?
>>71
Units with mobility, firepower, and remaining lives are super convenient…
I’ll send just the pilot of the Gundam Prototype 3 and add the Orchis later.
In the final stages, the difficulty is set so that even players who are not optimally trained can clear it.
I love Romeo and Juliet from Super Robot Wars A (GBA version) with this hand.
If you enter the base, it’s game over, though.
There are not enough numbers to surround the base.
The enemy is of the Daimos type, and we are mainly of the Real type.
Fully mobilizing things like gym cars to accumulate damage.
The damage taken will be balanced by shield HP and base recovery, making it feel just right for that stage.
First, I will end my turn and check if reinforcements arrive before resetting.
In the old days, terrain effects were important…
>>80
(What kind of terrain can you just sit on and recover…?)
>>81
Stop making me say it, they are looting.
Worrying about spending money on the aircraft.
I think it would be good to revive the terrain effects.
As a result of the loss, it becomes more difficult, and since you can’t avoid the realistic elements, you end up dying in one hit and also lack firepower.
I think it would be just right if we adjusted it to a level that can be avoided, including terrain effects.
I dislike it when new units come later because it makes me think, “Why are you coming without modifications?!”
There was a time when even beam rifles didn’t have the P attribute.
The effect range of Cyflash is amazing~
>>87
It’s too wide, it might involve my allies.
Ally identification?!
Even though it’s called Super Robot Wars, I remember that in the early days, it seemed like they favored real robots to the point where you could say they disliked super robots.
In the past, Super Robot Wars was quite strict in adjusting P weapons with a range of 1 or more.
>>90
If the number of enemies on the stage increases with this adjustment, I will take them out all together with a counterattack.
Anyway, it was just too tiresome unless I blew it up with MAP weapons.
I wonder why they were so harsh on the Mazinger series…
It was like a realistic type, but if I had inserted NT, I could have been unbeatable.
To defeat the guest, super-type firepower was required.
I never disliked that sense of balance.
A large number of Gratonios Sig Genova “Hey, I’m back again!”
In the realistic style, clear the way and then launch a full-scale attack with the hot-blooded sure hit of the super type at the end…