
Mr. Hugo doesn’t usually take the lead, but I have the impression that he was a good older brother and quite unique as a protagonist.
Even if there is a powerful mecha like Zeorymer, you can’t clear it with just that one machine like you can now…
>>3
Well, I can somehow manage the Spiral Castle Rush…
It’s been almost 20 years since it was said that MX was easy and low difficulty.
There were several tough stages of forced deployment.
The final lineup is full of outlaws, and the final boss battle is basically a walk in the park.
>>5
On the contrary, I have a vague memory that the final episode had the weak enemies’ HP suddenly skyrocketing, which was somewhat tough.
I remember a crazy anonymous person who kept circling MX in the past.
>>6
Not the impact side!?
Would it be like registering all works as favorites or something?
>>8
Because that’s Nadeshiko’s Hikaru, an abnormal lover.
I watch the works that Hikaru appears in many times.
>>17
Crazy…
But it’s good love.
>>17
I feel like there was an author like that in an anthology 4-panel comic, but could it have been a nameless one…?
>>17
So the nameless P really existed…
>>8
Huh?
Don’t you usually aim for that when you go through a round in Super Robot Wars?
The game I struggled with so much that I got stuck was Dragonosaurus.
In the early stages, the battle between Dendou and Daimos is also quite interesting.
Do not turn allies into enemies with their statuses unchanged.
It’s great to recreate the OP with a simultaneous attack using RahXephon and Raideen…
Simultaneous voice is nice too…
It’s at a level where dealing with difficulties in MX can no longer be handled in SLG…
Since strong units are quite heavily skewed towards the so-called super type, some space branches can be tough at times.
Hey… Even though it’s a faithful adaptation, why betray?
>>13
I like that when you work hard and wipe them all out, you get a comment from Dolcehnov.
It feels like it comes after Impact in the series, so it gives the impression that it’s easier than Impact.
I think it’s a bit of a shame that you can’t see Aqua’s second cut-in unless you choose the shooting protagonist machine.
I went around several times back then, but my favorite was mostly Dragoon.
Those three machines are useful until the second half, and above all, the Maillot is strong in the final stages.
The stage where I settle things with King Vega on the Moon is really tough.
The only thing I’ve looped in Super Robot Wars is W.
It’s fine to choose favorites because you like them, but it’s not really a big deal.
When considering efficiency, there will inevitably be a hierarchy of advantages and disadvantages.
In the case of the Nadeshiko with many units, the benefits are significant.
It usually goes around J or 8 times, right?
>>24
Raftcranz is great… Chivalry unprepared!
The Dragooner map was tough because I wasn’t leveling up Getter.
I only trained with God Gundam in the Gundam series.
My favorite machine is RahXephon, which I fell in love with at first sight even though I’ve never watched the anime.
…The protagonist’s machine is withdrawing?
The character from RahXephon mentioned the guest army, and it made me chuckle a bit.
I think Torikai said something, but I already forgot it.
The issue of not noticing Black Salena before the action ends.
I like Gundam, but I didn’t really use MX much.
Still, I have memories of using DJ to the fullest.
>>33
SSSS
>>33
It seems that the performance of MS other than the Dije was quite mild.
I remember desperately running away from the Practise until Amuro and Nu joined and reinforcements arrived.
The impact was one thing, but the shield defense has a nature similar to a limited-use reduced damage barrier, so its reliability is extremely high.
In God Hand Final, the way Rom-bro can take a shield is unfair, right?
Even though I understood it, it was crazy when it was recreated.
MX is quite simple, but if you train in a biased way, I think the split surfaces will be quite difficult.
It’s quite tough in the later stages with guys who haven’t really trained or modified much.
Sometimes I ended up getting trapped alone in enemy territory and it resulted in game over.
The EVA mass production units were a hassle in P.
Thanks to the combination of main forces and combined attacks, mobile suits can perform quite well in various situations.
I was glad that the two Kubelai Mk2 units were usable at a level suitable for boss fights.
The Dragoon thing is a hassle if you haven’t leveled up the ZZ characters due to squad division.
Well, if I believe in the Getter’s power, somehow it’ll work out—Keen’s betrayal scenario.
If you raise Dimos too much, the Electric Boy gets killed, right?
Overall difficulty is classified as low for the time, but when looking at it on a scenario basis, depending on training, the branching can be very tough in MX.
The Gundam series other than G Gundam doesn’t stand out much, so I thought I’d go without using that, and it turned out to be quite tough.
The ZZ group has a supportive spirit and is quite useful, but it’s not really a line that’s worth using deliberately.
To put it differently, the MS in MX is generally mediocre, except for exceptions like the Dije.
Well, it’s not that I’m weak or anything.
It’s just that things like Dragooner and Estivalis are definitely easier to make work.
I like the way the subtitle appears.
At a time when the Toei version of the Getter Team was commonly piloting the true Getter, it was actually refreshing to see just the G.
The Getter Dragon stands out for being difficult to handle due to its very short range except for the boomerang when used alone.
I like how it’s rare and convenient to move with the combination attack when Mitsuru is accompanying you.
Zephyr and Dendoh, as well as Zeorimer, don’t really appear much in Super Robot Wars…
>>51
Zephon and Zeorimer have a connection with the enemy laterally…
The effort required to create animated works is…
I thought I’d try a restricted playstyle for a change, and playing with only female characters was no trouble at all…
In the early stages, there are too few enemies, so my allies can’t grow at all.
The number of enemies suddenly increases around the complete destruction of the gear headquarters.
The final stage of Dragoon is just a hassle.
>>53
I guess everyone thinks this, right?
This part stands out to me.
>>56
Excluding the Dije SE-R, the Universal Century factions aren’t very strong, and without Dragoon 1, Dragoon 2 and 3 don’t really function well, so if you haven’t leveled up Getter G, it’s going to get pretty complicated…
>>56
The inability to break walls with Dijeh is subtly impactful.
The metal armor is mostly garbage, but the Daimaijin is quite tough and doesn’t take damage, and it’s scattering.
Zeorymer, Raideen, and God Gundam cannot be used.
If you advance slowly, you can manage any way you want, but if you intend to clear it quickly, this is the most difficult part.
I don’t really understand what the fighting shooting attribute was all about.
I feel like everyone was pushed into this in the second half.
In the world where the secret of everything that is useful for connecting with the perfect enemy organization for storytelling exists, there are scheming villains like Zeorimer, but it just happens to be that Masato-kun himself is one of them.
There are about three Great Mazingers.
Great Mazinger
Mass-produced Great Mazinger
Black mass-produced Great Mazinger
Great Mazinger with “Ganso” written on the groin.
>>60
Usually, you wouldn’t choose this, right?
Only Koji-kun can revert to the Mazinger Z costume.
>>60
Aren’t they all the same?
I feel like Giganos Fortress and King Vega are often mentioned as late-game maps…
It had become a training that I also struggled with.
Getters have a good balance of the mind, don’t they?
It was good that each form had its turn, charging in with Liger, occasionally providing support with Poseidon, and being the boss killer with Dragon.
If we don’t reduce the elements of Dendou, the workload will be overwhelming, but is it really okay to remove the distinctive parts?
The only one specified is MX, and the Getter Beam from works around this time and the beams fired by fighting characters are generally considered special moves.
It’s great to get a lot, but I want it a little earlier.
My Amuro won’t lose to plug suits! Charge!
But I quite liked the parts that got challenging in the branching paths of the old Super Robot Wars.
I wonder how I can get through this with the current strength.
In the Vega King battle stage, if you’ve raised your Dizer reasonably well and applied Iron Wall, you can almost wipe it out solo, so whether you struggle or not depends on how well you’ve developed it.
The moon surface could indeed be tough if it’s a disaster no-touch.
The lineup itself has strong mechs, so if you endure, you can crush the rest.
Nu Gundam departing! The battle animation of the fin funnels is cool!
→Aren’t the practices strong…?
I have a few manga artists in mind who might do multiple rounds for Hikaru.
I have a memory of constantly resetting in a stage where losing meant the Gatling Boar was shot down.
Becoming aware of terrains like mountains or buildings makes things much easier, doesn’t it?
Ignoring that area results in painful attacks, and you tend to avoid them not much.
The current Super Robot Wars is too easy, so it’s already changed genres.
Well, it’s a festival game, so that might be okay.
There is no crunch.
>>78
That’s the current policy, so please do that voluntarily on EX hard or something similar.
>>82
When you reach around level 30, the terrain effects become almost meaningless, which is making the game even more flat.
Increasing the difficulty won’t fix this.
>>83
I think it would simply make the game more interesting if it considered things like terrain suitability a bit more.
In modern times, thinking about such things probably just makes it seem complicated, so people decide to give up on it…
>>78
I mean, these days, if a game is even a little bit difficult or has some hiccups, it’s called a bad game.
The creators must have to be quite considerate as well.
If the distortion field doesn’t allow for any major damage from beams or G-weapons like recently, everything is mitigated, so it’s incredibly tough.
Mars and NERV underground are almost event battles.
The impression was so deep that it felt like it was mixed in with one of the episode titles of Robo that had been parodied repeatedly just last month, like “The Glory’s Sunset.”
The performance of UC series MS is generally unreliable, so when I’m told to use that in a branching scenario, it makes me go “Ugh…”
I feel like the double zeta is still dragging from the time of impact, and the range of map weapons still seemed to be messed up.
I wanted to play it for the first time in a while, but the PSP I have at home is completely dead.
I think it would be nice to have a robot bond game with a scenario that I like.
I remember that when you put a pilot with a gun fight on the V-Gun, its range became ridiculous.
The impression was that MX was easier compared to α Gaiden and Impact, which had a significant impact.
In about 30, gold will be surplus at any difficulty.
There are too many modifications being carried over; it’s excessive.
Well, they have separate modes prepared for high difficulty now.
I can’t go back to a Super Robot Wars without a shutdown…
By modern standards, even MX would probably be considered a terrible game that’s just too difficult to clear…
I think there are some aspects of 30 where they just threw their hands up at adjusting because there were too many maps.
I liked the tense feeling when unpleasant enemies or layouts appeared, though.
>>96
The support defense formation of Turn X is nice, isn’t it? No, it’s not.
Since the enemies in the previous Super Robot Wars were tough, MX felt refreshing because the enemies were soft.
MXP has been adjusted by HP, and that is no longer the case.
There was a time when I almost got stuck because I couldn’t come up with the idea of using D3 for support defense in the stage where I fight Albero with Hugo who is low on energy.
Playing 30 with no modifications and no training restrictions is quite challenging.
It’s impactful in front of MX, isn’t it?
Well, compared to that, it feels easier…
The low difficulty of MX is partly due to many weapons being too convenient.
It’s like a Dragoon-type rifle that can attack two adjacent enemies simultaneously, or it can fire simple map weapons rapidly.
The HP balance for the retreat boss is just right with this.
It’s almost impossible to shoot down the Hakka Robo with P.
When I lent it to a friend who had never played SRW or any SLGs before, they ended up getting a game over during the tutorial.
It seems that they didn’t notice the existence of the mental command because I only handed over the software.
I want them to participate in Eva and Rahxephon again, but the compatibility is definitely with the old movie, right?
Even so, I want to see Shin Eva and Shinsei side by side.
MX has memories of suffering from the range of weapons.
Is fighting shooting still a hidden stat even now?
Despite raising the average age of female pilots, Aqua-san in her provocative swimsuit.
It was interesting that MX had Koji, Judau, and Domon in a state of growth.
The terrain suitability is honestly low, and I feel bad that various units have been used as jokes and defeated…
Although it uses the same method as MX, I felt that the connections between the conversations before and after the scenario in 30 were very weak.
MX has some aspects that are beautified, but…
>>112
It’s a completely different approach because you can freely choose the order of some scenarios, unlike the 30.
>>112
It feels like MX and Impact had a narrower range of scenario choices and also unrelentingly managed conversations only with the characters that were definitely present at the time.
Well, maybe that was just enough.
The part where Gilgazamune appears was quite tough.
The Gunjam team is also very strong, and the enemies of Dragoon are powerful.
The guys who are in the running for the strongest unit are already strong enough with just a little enhancement.
Rather, it’s better to consciously raise weaker characters to avoid crying over forced deployments, which will lower the overall difficulty of the strategy throughout the entire game…
Even practices are quite strong.
It’s a bit too strong if I try to kill everyone all at once because I’m retreating.
It has been a long time since terrain has been meaningless except for the sea.
It’s not a strong game that can ignore complaints, you know, Super Robot Wars.
I guess K-level would be the worst form of strength individualization, so it probably won’t drop to that level.
I like the ending theme song.
Only in MX can you see Amuro, who made a stylish entrance with the ν Gundam, struggling to dodge and not quite hitting even when focusing!
I have a memory of the counter correction being quite severe.
The Dragoon is strong even with three units in operation, but it feels like the slightly awkward use of Tap is a stopper.
The infamous IMPACT episode 1 is actually quite interesting as a SRPG.
After getting somewhat used to it, I was surprised at how easy it is to drop Norris while maintaining concentration.
Only MX has a support attack system that isn’t just for assistance!
Up to about 5 aircraft can participate!
>>123
It’s a guy that can aim for maximum firepower, but it has a somewhat plain system…
>>123
After four missed shots, a massive boosted single shot comes flying in.
But I can’t get on board with the combined attack, that’s for sure.
Support is allowed for combined attacks, but…
>>128
MX can perform combined attacks by both the ones receiving support and the ones providing support, which is pretty amazing.
Many have good fuel efficiency, so you can casually unleash things like Unison Kick or Double Getter Beam.
The blue hawk had quite an unruly performance.
I’ll forgive it since it’s quite a late entry.
The PSP version is terrible.
Impact and MX compile multiple scenarios as chapters, so the timeline remains consistent.
The number 30 has a system like a social game, so inconsistencies occur.
>>131
The break section is too long.
About four episodes is the limit for shuffling.
In scenario 30, I just got Camille as an ally, but then in the next conversation, he started talking about the Brave Police commander as if he completely trusted him, saying, “That person should be fine,” which made me laugh because that’s just not right.
I remember being surprised when I defeated Yatenko right in front of the deployment at the final stage of Nadesico, and the stage ended.
>>135
It’s excessive to not even need to shoot down a six-shot or the Yatengu light.
Akito used his love to wait, and when he chipped away with Daimos and the others, the event triggered and it was over!
Isn’t the MX the dual blade that can cut fate, even Baikanfu doesn’t know?
In the original work, it is used only in a human? state with twin blades.
Wasn’t there a bug related to training in MX?
I remember clearing it quite comfortably.
>>139
It’s on the sulfur side.
I’ve heard that the PSP version has become unnecessarily stiff.
Recently, most robot anime are flying in the sky…
If we wanted to, we could unleash the Final Dynamic Shuffle Alliance Punch Special with a simultaneous combined attack!
But on my first try, I cleared it with just Z and ZZ, so it wasn’t really that difficult.
>>144
What they’re saying about the difficulty is just a recent trend to criticize it.
I remember it was really difficult to use in the early game because it was weak until Dragoon was strengthened and Kane awakened.
If I hadn’t strengthened the MS units, the Giganos Fortress would have been really tough.
Of all things, even the most developed D1 in Dragoon is missing.
A stage where you fight Medius Roks in its second form only once.
If you shoot down an enemy before reinforcements arrive in one battle, you can probably gain funds and experience points, which is not widely known.
When you first see it, you realize that it’s important to nurture everything evenly…
I don’t know which aircraft will be allocated to each route branch.
I think the worst part is eliminating the post-battle conversation scenes and nearly erasing the existence of non-combat characters.
Even with a low level, I managed to get through the Dragooner part of MX somehow.
I leveled up to a certain extent just by fighting on that map.
I hadn’t used Den-Dou much, but I was surprised at how incredibly strong it became in the final episode of the route.
Since there is a clock manager, I generally don’t have any trouble during boss battles.
It’s an MX that has made the impact difficult, so it’s easy, easy.
And this is the last Tose’s Super Robot Wars that I heard about here the other day.
>>154
It’s the last licensed Tose Super Robot Wars.
Why is there talk about 30 in the MX thread?
>>155
Well, that’s probably because it’s the latest installment in the series.
Congratulations, Y!
I felt that the Clock Manager had a lot of bosses with resistance, one way or another.
Well, it’s true that it’s problematic just by the fact that even part of it can be turned into a punching bag.