
Rather, lately the separated form is often abbreviated.
It really is a squad system.
>>2
The squad is overdoing it, but I hope they bring back pairs…
Make it so that we can launch at any time, and once we merge, the launch slots will be freed up.
The recent ability to perform combined attacks even when on standby is appreciated.
I think it would be great if they did something like a pair as a single unit in Super Robot Wars, similar to PXZ.
Both images feature main character-level mechs, so I felt it was a waste… Well, Daizengar is fast, so it’s strong in terms of gameplay.
There are times when, in a hero-type story, I want to put out the number 1 robot and the number 2 robot side by side.
The abilities of the sub and main are added to the whole like in a squad system.
I like it because it can be used for mass-production machines and sub-machines.
Is the recent Daizengar in a riding state?
Recently, or rather, it’s just 30, which also serves as promotion for Soul of Chogokin.
It’s such a waste for things like Jesta and Mark II to become benchwarmers, so I hope the squad makes a comeback.
The combination of blade and horse! The sense of irrefutability is really nice, isn’t it?
It would be fine if they treated mass-produced machines that are only around third-tier as weapons and grouped them together anyway…
I heard that the squad system was abolished because the resolution changed and it became impossible to depict three machines simultaneously.
I like that even the side mechs, which are hard to shine in a squad, have their time to shine.
I dislike having to reassemble it every time it gets taken apart at events.
The Dygengar has fast legs and a sub-pilot.
It looks like there are two spots for buddy stories… so there are times when it might not get used.
I was really struggling with pairs in 3Z, so there’s no need to revive it in BB.
It’s a summoning weapon that’s like the top of a stingy position.
If it’s going to come flying in anyway, having the nuance of always being supported might change the image if various abilities are added.
Are battleships dispatched during attacks by direct assault units for support attacks or defense?
It’s good that I can also deploy mobs, but I think the hassle of arranging them is the bigger issue…
In 30, the number of machines increased a lot with DLC, but the available slots stayed the same! I really think that’s terrible.
It’s tough for everyone who wants to use Majestic Prince.
But I was sad when Aslan became a summoning technique.
The same series of aircraft will chase and provide supporting attacks…
There may have been limitations in capacity for older works, but I wonder if the deployment slot restrictions are still necessary now.
I thought we would make the NEO launch system the basis for the future, but it hasn’t happened! Terada said that, but I wonder why it wasn’t done.
If there were no restrictions, we would have to decide which one appears for each battleship, or the management would become a complete mess.
If the paired sorties increase like in the 3DS, it seems like it would be resolved.
I feel like having too many pieces just becomes tiresome.
Thinking about it now, it’s extravagant to have used a precious slot to deploy the R series for the sake of SRX.
A one-time only three-machine group system.
It was fun to hunt weak enemies with the sub-robot of Eldran to boost my energy, then pull it back and deploy my main unit for the combination.
I found the format of the thread image quite interesting as a guest appearance.
The initial movement of the usual technique has changed.
I don’t really like it because it feels like I’m not using anything other than the main frame for both the small system and the tag.
Isn’t it that the usual junction that was the biggest bottleneck doesn’t exist in the 30? That’s what made it feel like squad-based!
Mass-produced machines can be used as battleship weapons.
Jagaan unit, Bochun unit, Black Knights, D2 unit
I feel that the NEO system is not compatible now that it can deploy multiple battleships.
The development of NEO has a system where, even with many weapons, they don’t easily become obsolete, which I thought allowed for a good distinction typical of simulation games.
The small aircraft wasn’t even given a chance to perform.
Trying to separate during battle is probably somewhat correct.
I thought that with Y, the deformation system would be mostly omitted, right?
Once you start running out of mobility, you won’t use it.
After putting in the firepower with the true Getter 1, I transformed into true Getter 3 and waited, thinking that the transformation really paid off when the enemy turn came, as the broken Ace Bonus of Benkei allowed the 3rd Z to endure.
Even if I’m told not to use it, I feel lonely without it, a transformation.
Even though it’s a robot game…
Sometimes there are characters who start mixing in rough conversations from within battleships while not on a mission, so I hope they can come up with some kind of solution for that.
If everyone is deployed as the default and the map is wide and there are many enemies based on that premise, it would be tedious!
I didn’t like the part where she lets go of the cloak because it seemed too princess-like.
“I seriously thought about the deployment slot for 30.”
Once you add the DLC, even main character level ones can’t come in anymore.
How about creating something like a battleship’s direct escort framework so that it would enter support attacks when conditions are met…?
If there are elements that require mobility, transformation will also be necessary.
In other words… items are buried in the ground, and the revival of the mental command exploration!
It seems that a fundamental review of the system is necessary.
In the original anime, there are many instances of immediate transformations depending on the situation.
I had a feeling that staying the same during the turn after transforming didn’t really feel like it suited the situation.
It’s a shame that all the usual Super Robot Wars have died.
But I want a new release of SukuKoma even now…
Throw away the naive thought that they should be forced to deploy just because there are rivals with a backstory or persuasion flags in the original work.
Did we receive a lot of messages saying that organizing squads is a hassle?
The enemy unit density was also quite something, but it was swept away by all weapons and map weapons.
Let’s make it so that sizes L and above occupy 2 spaces.
You don’t need to show it since the transformation and part swaps change depending on the situation, right!
If you show transformations and such in the attack animations, there’s no need to show them on the field!
…then I think it will no longer even be a strategic simulation game.
In the stream from the other day, Getter is displayed as a unit with three different forms around the 37-minute mark, so it seems like the operation is the same as before.
The squad and the team were forcibly deployed and had to split up due to route branching, and it was just too troublesome to reorganize.
AI also went bankrupt, huh?
Speaking of which, has Dragoon never appeared in a Super Robot Wars with a transformation system?
You can reach the max level just by going through the scenarios in your 30s without using any support, so just rotate them casually for each story.
Even with a 5-level modification, it’s enough for an expert.
If everyone supported OE.
It’s a simulation game, but the difficulty is so low that you don’t even have to think about your team composition, so I wonder if it ends up feeling tedious after going through it once…
About 5 units in a squad would be good.
The only ones that still have transformations are Getter and Macross.
It’s unbearable to have the Macross getting rattled every time it moves.
In the first place, there isn’t much difference in mobility between the ship form and the battroid.
The weapons of Combattler and things like Nirvash don’t really change much, except for occasional swaps.
It’s a bit sad that the recent Getter doesn’t include the transformation of the true dragon.
OE is a crappy modification system.
Nirfa had a decent amount of weapons and the animation was neat, making it just right.
Isn’t the deployment limit in Sukukoma about 4 units?
Now is the time for Sukukoma to make a comeback and ride the wave of the era…?
The squad and twin units honestly created a disparity in units based on whether they had all weapons or not, which only took more time.
Using map weapons to annihilate is definitely much easier than recent ones.
There are people who want the squad system to return because there are too many allies in the deployment slots, making it impossible to use their favorite units, but is it okay if the combat animations for their favorite units are simplified?
Are you satisfied as long as there’s even a little focus on it?
It was fun to defeat everything with a full area attack, but it’s inevitable that units without area attacks become useless…
Hey, Arad!
I thought it was a bit rough around the edges when it came to weapon modifications being all mixed together.
There is no longer any dilemma in choosing.
It’s tough to wipe out in the MAP right now.
I thought about crushing it in advance, but because of the exquisite arrangement, only about three units can fit at most.
I feel refreshed now that the modification efficiency is standardized.
The finishing moves of the Z2’s Guren and the GN Sword of the 00 Gundam were on the level of art, weren’t they?
Because everything is uniformly strengthened, even the weakest weapon can instantly kill enemies, which ironically makes it a hassle to see the event dialogues.
Although the MAP weapon range has been significantly nerfed in F, there still aren’t many that surpass the crazy “Psy Flash, Psy Flash, Dream Self-Destruction, Revival, Psy Flash, Psy Flash, Dream Self-Destruction, Revival, Psy Flash, Psy Flash.”
I love entering a flurry state with a long special move.
I didn’t use it in an individual weapon.
First, a precaution…
Nirfa is overly beautified, but I dislike that the squad attack weapon doesn’t move from its spot and only fires once.
Since there are only about 15 enemy units around 30, if you accidentally do a multi-action, you’ll end up deploying units that have no work to do.
It’s understandable that the combination of multi-action and map weapons would lead to a layout like 30, as it was too lawless.
But the high difficulty of Super Robot Wars is tedious…
Unlike other SRPGs, there are too few means to deal damage.
For now, please stop with the kind of thing where I can easily do a re-action from the first turn, take down about five weak enemies, fill the gauge, and then endlessly keep reacting… it gets boring.
Elements like multi-action are accelerating inflation, so they might not be necessary.
Zeta of Movement 5 and Wave Rider of Movement 8
Moving 7’s flying Curios.
If you’re asking which one is better, well…
In the case of OG, there is a world of difference between being limited to a sub-pilot and being able to be a pilot.
There is a powerful skill called SP Up.
The abundance of sub-pilot SP in SRX is crazy.
The EX Multi Action was definitely the thing that sped up the game’s boredom, so it’s honestly okay if it’s gone.
One punch to move it, then the next one punches and moves it… it really felt too much like a chore.
I feel like there was a transformation-specific ability.
Can you transform at the end of your turn? Is that how it works?
Both the true dragon and true liger are too difficult to use, so the true Poseidon was the easiest in a distorted state, so I don’t really mind that it doesn’t transform.
I think it’s a rather unique way to play this game that playing at high difficulty is only possible through restrictions.
I’m not sure if it was because it happened among the staff or if there were a lot of voices about it, but it seems like there won’t be multi-action at Y, so I want to expect it relatively.
The spirit command has been revived with consecutive attacks, but it’s different from the easy-going ExC that anyone can use.
Moreover, recently you can’t even use the high mega with the Wave Rider.
Well, in recent Super Robot Wars, the High Mega itself isn’t that strong.
I remember the second Z reawakening’s re-action was quite terrible.
The conditions for proficiency were based on that premise as well.
When V starts to unleash the MAP weapons, even Yamato will have no work left.
Without the wave motion gun, the Yamato was merely an entity that walked along a flattened road to the boss.
Well, saying it must be SD is just a fixed idea, after all.
That said, having a consistently tall body ratio doesn’t really stand out during the real cut-ins when it comes to making a striking impression.
I wonder what the highest difficulty mode in the DLC is like; I’ve never tried it.
I think it’s better to make Getter capable of transformation at any timing rather than losing the ability to transform.
Will the combo attack be revived?
I feel that in AI, weak opponents are foolish while bosses are just right.
I’ve heard that the expert mode at 30 is pretty intense, but I haven’t tried it, so I don’t know.
Raising the difficulty itself is easy, but you’ve probably experienced many times that the backlash is greater.
I’ve been told off for just ignoring those that don’t hit or for actively targeting weaker support machines.
At the time of T, the additional experts are amazing.
The reason why the Masho Kishin isn’t appealing is because the difficulty is high.
30 Experts+ is a type of SLG where you pay the cost to strategically develop specific units solely to clear specific stages, completing many of them.
The special offer is relatively close.
It’s easier to take poses with a higher proportion.
Having a shorter stature requires a lot of sense.
The latest Y’s God Gundam is just being covered up with realistic cut-ins and is not moving at all, which is terrible.
Even if we try to increase new and innovative real-life scale anime, there are complaints just like now, and fans can sometimes be the biggest enemies.
The reason for the collapse of the game mechanics at 30 is also because of the design that allows for infinite earning, so I wonder how that is going to be addressed in Y.
I quite like the balance of the original and F in the Masou Kishin series, where you kill before getting killed, but 3 is just the type that feels tedious.
The normal highest difficulty at level 30 has enemies with ace bonuses from the beginning and their aim is boosted by about +100, while our level appears at +20 above.
From episode 1, the hit rate is 50%, and it feels like if I get hit while being completely defenseless, I’ll die in two hits.
The Super Expert+ of the expansion pack has ridiculously increased upgrade costs on top of that.
It’s a nostalgic memory how I was amazed by the BR of the GP01Fb from Nirvash…
Even if I can raise my stature, I can’t lower it now, and there’s no turning back.
It’s moving better than DD thought, which is nice.
But there will be people who say that this level is not enough…
Those who are earning infinitely are just the ones playing a total wipeout.
Isn’t the DD anime one of the few elements of DD that can be praised without reservation? There are some disparities, though.
I think it’s suited for people who enjoy planning the distribution from the first episode to the last and progressing with the optimal solution.
I wonder if it’s possible to clear that Super Expert + completely.
In places where new characters are thrown out without modifications, usually reinforcements come if you run away, but there are still some areas where it turns into a reset luck game.
I think there were times when I fought alone without reinforcements.
The anime got bad starting from Z3… Seriously.
What I felt with the 30 playfeelings is
A short scenario that is overly excessive as a sub-scenario.
If it’s not about the length of the main scenario, it will just end with a little whack-a-mole.
Here it is.
I think that after adding more combat animation teams from T in 30, the quality variation has become even more significant.
I thought the high difficulty ground route episode 1 of Super Robot Wars 30 was turning into a game of Risa’s prayers and was halfway into being a bad game, but I wonder if there was a better way to approach it…
DD is a social game, so there will inevitably be a difference in quality between the old and the new.