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Super Robot Wars
There is no point in intentionally narrowing the scope of business.
I think it would be nice to earn points and receive rewards for achieving difficult conditions.
To enjoy it for a long time, it’s better not to have combat speed-up or skip options.
Let’s try making about half of it a non-robot work.
There has never been a time when raising the difficulty in the past was a good thing.
>>4
That’s so… terrible…
>>5
I really have never done that…
>>11
The only one that properly adjusted the difficulty is AP, while Compri and MXP just roughly manipulated the numbers.
AP may have poor production cost performance, but it’s interesting as a game.
>>20
No…
>>5
A high-difficulty route that some users and the production team eagerly want to take on, but usually ends up failing.
Let’s change this old-fashioned logo.
Please use a flat design that matches the current trends.
The high difficulty mode came out at 30, but it felt like they just randomly increased the numbers without proper adjustments.
>>8
Please stop badmouthing Super Robot Wars F.
Let’s switch to a school romance game!
Shall we… Oji with episode 2?
It’s not really such a difficult game to begin with… You don’t lose your character when you die or anything.
OG2 was quite a challenging high difficulty level, but whether it was fun or not is a bit ambiguous…
Please release the second OG on multiplayer…
It’s about becoming friends with licensed characters and triggering individual events, something like that.
I think if we’re talking about a new direction, making the proportions more realistic is the way to go.
You can title it “New ~” to indicate something new.
Stylish package art is quite important, so let’s stop laying out the participating works like broccoli.
It is true that most Super Robot Wars users just want to show off and do not really desire true high difficulty.
I’m not saying that the recent easy routes are bad, but I would like something like Legacy Mode.
They say it’s okay as long as you don’t use mind control during the opponent’s turn, but that’s not quite right.
>>22
If you don’t use it, then it’s fine.
>>22
In the end, if it’s within a range that you can handle, then just do it that way.
Rather, I’m the returning player who didn’t realize I could use mental skills during the enemy turn until around level 30 or the end of the first round.
Shall we revive it… the dummy balloon?
Compuri is playable despite the harsh deflation compared to F, so it’s frustrating to hear various comments without actually playing it.
>>25
Disaster and Ryune are suspicious.
>>27
Rather, the third round became relatively easy after we gathered forces like Daitarn, Combattler, Raideen, and Bluega.
I won’t say it’s easy.
>>27
I can’t help but think that using such a term shows a lack of knowledge, like something from a summary site.
It’s true that I want something that’s not the usual.
So please release a new version of Sukukoma.
>>29
I bought it, but I couldn’t sell it…
>>35
Sad
I want the hidden elements I’ve collected to be toggled on and off at the start of each playthrough.
The UX is close to ideal, but I still want an off option.
You don’t need to change the game part, so just put a lot of effort into the story part.
I just want new works to have high fidelity and existing works to have rich crossovers!
I think the crossover is relatively good at this point.
This time, it’s these guys! Nice to meet you! It must be tough to think of the story after that…
If you want to take on a high difficulty level, you can only change the genre.
Should I just give up on the new OG release?
It’s not that Super Robot Wars hasn’t done anything new; it’s that they’ve done new things, but they just didn’t catch on that much, right?
>>38
Shooting games, fighting games, RTS, action games, and Exvs.
We did a lot of things…
>>38
There are some ground-to-air variations in combat anime that really got a laugh, but they don’t pay off and quickly get turned into summary videos…
If you want to play at a high difficulty, why not set your own restrictions?
Another Century’s Episode…
If we restrict all the elements that weren’t present in the Winky era, it would still turn out to be somewhat decent.
How about a new installment of the Superhero Operation?
If the balance of Masou Kishi 3 had been easier, Winkysoft might have lasted a little longer.
>>45
Rather, it’s a posthumous work when folding it…
>>48
Is that the final fart?
There was some negative feedback about inheriting hidden elements, so the next BX will not have hidden element inheritance! But if you collect all the hidden elements, you can go to the true final chapter! It turned out to be misaligned!
I think there are aspects where it’s too easy to earn money recently.
There was a system where the difficulty increased when you achieved difficult goals, right?
Is it the proficiency points?
Even though Masou Kishin III is considered one of the lower-tier games in terms of gameplay within the Super Robot Wars series, I really wonder why the story isn’t very compelling either.
F is probably still being sucked on.
>>55
Isn’t there nothing else to see besides the BGM of the Saturn version?
>>55
There are just abnormal people who are sucking.
Why was Sukukoma unpopular?
>>56
Game system itself
I found the last part of AP too difficult and I gave up on Super Robot Wars for the first time.
If you spend money on DD and dominate the sales ranking for a month, a new game will be released.
In Super Robot Wars, the high difficulty mode just makes the enemies tougher and tedious.
>>61
If you restrict training, there aren’t many ways to increase firepower…
The first generation was very difficult to clear without the cheat code for unlimited mental points.
Most of Winkey’s Super Robot Wars are just being made fun of and aren’t actually that difficult by the standards of the time.
I think obtaining all SRP in the first round of the first generation Z is more difficult.
>>63
Was there really such a difficult part?
It might not apply since it’s a completely different genre, but I found that the Musou series, which is mostly character-driven, became a bit more interesting with slightly raised difficulty. I would be happy if Super Robot Wars also had some slight adjustments to the system to increase its challenge.
Rather, it was said that they even talked about skipping the battle itself at 30.
>>66
It’s not a social game, you know…
It’s about time the heat has settled down, so let’s release ACE.
The game where you form an EWAC formation and move was fun, but I can understand the dislike for it since you can’t go solo and be invincible.
The one that I thought was somewhat challenging in the end is Z3.
It’s not something that would get stuck, but it was just the right amount of hassle.
>>90
It was interesting; I went through it multiple times.
In terms of Super Robot Wars, the difficulty is high, but if you look at it as a strategy game, it’s on the lower side of difficulty.
>>74
No…
>>90
If you haven’t done it, then just be quiet instead of saying anything properly.
>>97
Please calm down.
>>90
You can’t say exactly what was bad or what you didn’t like, and instead you just keep waiting for a response, huh? You’re just like a shadow mirror, aren’t you?
There are people who want it to be released at a high difficulty level.
At this point, the super expert mode should be quite challenging.
Let’s have some dodgeball and sumo wrestling again to break the monotony.
It’s not just about Super Robot Wars, but there are times when I wonder if the developers even care when they leave difficulty adjustments and self-imposed restrictions to our good conscience.
I also like the game part.
I don’t like it when the BGM has changed from the original remake or when there’s a disparity between reused and new content.
It’s amazing to think that a work reliant on licensed characters has a balance where the robot and pilot are fixed, making everything else feel superfluous.
No matter what robot it is, it can move and be useful if you put any robot in, and only by doing the balance α have I finally realized the abnormality up until now.
AP is being underestimated as even the usually formidable Grand Marshal Orban is overwhelmed by Don’s shock.
Let’s have a dating sim with the past female protagonists!
>>81
There are so many couples that it’s going to turn into NTR!
>>84
Should I only gather free girls…?
>>84
Shut up! In this extremely distant yet infinitely close world, everyone is single and it’s a school parallel world!
I guess I have no choice but to remake the Battle Commander for the new era…
I love OE, but it’s still sleeping on my Vita, and I haven’t cleared it yet.
>>83
It’s not that it’s difficult, it’s just that earning money is tiring.
It is important to familiarize customers with the new system by continuing to make several attempts.
I start making about two works each time, but then I stop.
It’s a shame that just when Sukukoma 2 was starting to be well-received.
I dislike that most of the real-type fighting weapons in AP have become generic movements like OGs, which are really boring.
There is no one left who wants to make it, so it’s over.
I love the kind of methods like AP or SFC series that have high difficulty but also plenty of shortcuts.
The original third-generation MAP weapon is really strong.
The level difference correction in OE is way too severe.
Personally, I wish they would remove the ability to allocate numerical values to characters’ melee and shooting stats.
If you don’t shake it, it becomes unbearably sluggish, and if you do shake it, it becomes so overpowered that the design is just too careless.
When you increase the difficulty in Super Robot Wars, the parts that are troublesome definitely increase as well.
Compared to the past, I think a big factor is that there is no longer time to sit down and take my time.
It’s difficult now, and it takes quite a while to clear it.
I want to save the Odo bag.
Maybe the item inspection content in social games is that, right?
It feels quite unrealistic to control various robots with a single interface or UI, ACE.
I feel like there were quite a few instances where the text in the strategy guides was strange, not just the game itself.
Certainly, there’s not much point in separating fighting and shooting… isn’t “attack” good enough?
>>103
It’s like NEO or OE.
>>103
It used to be like that.
>>103
The ones that can be swapped create gameplay due to compatibility with the aircraft, so they are needed.
The reason it can’t be replaced is that.
Stop recreating the original work.
DD is definitely high difficulty, but is gacha game no good?
Limit on the number of ally’s spirit commands.
Allied ultimate weapons also have a usage limit and recast.
The enemy is using spirit commands aggressively.
You cannot reduce the main HP until you break the enemy’s break gauge with the corresponding weak attribute.
>>106
The nature of the belongings inspection is too big.
The mental command is too strong, so it’s going to be difficult if that isn’t tweaked.
I don’t think that things like inspiration and resilience should be used so cheaply.
>>108
I think if you raise the difficulty, you need to weaken effects like increasing the evasion rate of inspiration by 60% or remove the ability to save mid-game.
>>137
No interruptions are thrilling.
It will be like Fire Emblem.
AP’s ace bonus and custom bonus are too determined by herbs.
Even the games that are said to be masterpieces in the Super Robot Wars series can be quite terrible when you calmly look at the scenario.
Focusing on the treatment of specific participating works in particular.
>>111
The handling of Tomoru’s organ in W has worsened compared to the original, but hardly anyone points it out…
>>127
There are times when there aren’t many fans for things like Golion, so no one says anything.
When the proficiency in the α side story increases, I wondered what they were thinking when you can’t obtain the hidden units.
>>112
It wasn’t that I couldn’t get it, but rather that it would become disappointing.
To be frank, rather than increasing the difficulty, let’s expand the variety of combat animations.
Don’t group three weapons into one technique; separate them.
64 isn’t particularly difficult, but raising the average level in Link Battler gives it a unique gameplay feel.
Because it’s normal to act twice.
It clearly looks like a shooting weapon, but since it has to be a melee weapon due to the pilot’s circumstances, I can kind of understand the thought of just deleting it…
>>118
I think the MX’s projectile attribute was a satisfying answer that makes sense.
>>162
Isn’t it enough to just unify shooting and melee combat under the attack category?
Was it AP that had the aspect ratio issue due to reusing different sources?
Ishiba Tenkyoken is something that shoots, so it’s a ranged weapon!
Well, that may be so…
>>120
It wasn’t because I was skipping; it was that everything other than a range of 1 was shooting at that time.
It’s fine as long as there are some high-difficulty maps instead of an overall difficulty.
In the side story and IMPACT, hidden mechs become weaker as you gain proficiency…
Reduce combat anime.
I thought it was ridiculous that the disc beasts in the second half had 16,000 or 20,000 HP.
It’s true that it’s fine to limit modifications and training for a high difficulty playthrough, but I also want to play in a way where I can go all out with modifications and training and still be able to clear it.
If someone says “Nobody wants that,” then yeah.
I also like scenarios, but the situation of the Gundams from the Universal Century is too mysterious and out of this world.
It seems concerning that some works are favored with all weapons concentrated in martial arts or a single attribute, while others are not.
>>130
Super robots tend to become just about fighting.
Gundam tends to be strictly divided into melee and shooting combat.
>>132
The Big O carrying sadness.
Popular works are good regardless of difficulty because they have a good storyline.
Personally, I like the little gameplay feel of things like Muji F and Alpha Gaiden.
[Martial Arts] Getter Beam
Well, since the basic usage is just shooting, the ν Gundam is good.
Z Gundam, which has a distinction between commonly used weapons and the strongest weapons, is only at a disadvantage.
The distinction between melee and shooting has become one of the reasons for the misfortune of Gundam series.
It looks like shooting to me, but there are people who categorize it as fighting.
It’s great that even in a super type, the shooting skill increases when the original work features proficiency with handguns and sniping, right?
>>140
No, it’s good.
>>140
Kenichi from Voltes was quite expensive, if I remember correctly.
Zoom in on the back of the three-way junction.
When players develop a refined eye, they end up wanting a higher level of quality in the scenarios that goes beyond just thinking “wow, that’s cool.”
It’s been tough for about the past ten years, just having a lot of things I’m dissatisfied with.
I think Amuro and the fighting characters are supposed to be really strong, but they’ve been nerfed for balance reasons.
>>146
Even if it’s super strong, there’s no weapon to counter it.
>>150
I won’t go out of my way to swing the saber.
First of all, there’s the issue that it’s not very interesting as a game.
I’ve been deceived by the fact that it’s just a character game up until now…
>>147
You have a unique sensibility.
The Moonlight Butterfly is a martial weapon.
I have a memory of being troubled because the strongest weapon of the BX original machine kept flickering between melee and shooting.
My high rating is for BX, but it’s not a game that faithfully reproduces the original.
It was interesting to talk about it being IF.
I found the scenarios from the Winky era to be more interesting.
>>154
There’s probably not enough volume to judge whether it’s interesting or boring.
>>154
It’s too much of a contrarian approach.
Recent RPGs allow you to choose from about three difficulty levels at the start, so I would like that to be the case.
If it’s too easy, there’s no point in modifying it.
>>155
It’s been like that for about 10 years now.
>>155
Haven’t you played the old Super Robot Wars?
The auto-save should not be absent; it would be fine if it disappeared once loaded.
Stop with the new stuff, just make it like usual.
How about remaking F soon?
Was the old scenario where I was made into a Zaku maniac or a homo really good…?
Are they not going to use the unit system anymore?
I used to like the formation.
If the Super Robot Wars maker released additional mechs as DLC, it would be great to be able to play endlessly.
I heard that the squad system was unpopular, but I really liked it.
>>167
The Triforce was good too.
>>173
Aren’t you becoming a power of the gods?
>>167
That was really tedious to have to reassemble every time there was a branch, but I think it’s fine to do it in a format like 30 since there aren’t any branches.
Well, even if a format like 30 comes out in the future, I probably won’t do it anyway.
The scenario became so boring from around F that it was painful.
I think it’s not very interesting as a game to overly focus on equality, making everyone have the same peak weapon attack power almost at the same time, and making the mental commands quite similar. But well, it’s a bit late to say this now.
>>169
So just because of that, if a combat unit appears that doesn’t have passionate skills, I would be like, what is this garbage?!
Are you listening, Shinonome from 3Z?
>>181
Get fired up with enhancement parts!
After that, it might get boring when you keep defeating the original game’s final boss and then defeat the original final boss to finish, right?
It was unbelievably easy.
Even though I wasn’t intentionally leveling up in the free map, by the end, all the units were either not getting attacked at all or taking negligible damage, and I was taking out enemies left and right with weapons that didn’t even matter.
As soon as the DLC was added, no matter what I did, the real-life evasion rate dropped to 10%, and I was like, “Huh?!”
>>172
I felt like there was enemy firepower that could take me down in one hit, especially near the end or in a half-hearted super type.
A twin unit is fine, but a squad will probably be a hassle.
I think a two-unit formation is just right…
The genre called SLG…
>>178
It’s one thing to go this far, but…
I want to see a Super D-sized Battle just like the Super Robot Wars system.
In transformation hero shows, powered suit heroes, fantasy heroes, and magical girl genres, you know…
Sometimes it’s not uncommon for that kind of thing to appear, but there’s really not much like Super Robot Wars.
>>189
You definitely don’t want it to stay the same and will arrange it unnecessarily.
>>178
But it’s also true that I don’t want to go back to the days when strategy guides would say that this character is useless like they did in the past.
What should I do?
The formation of the squad takes time, and the troublesome nature of the disorganization becomes prominent.
The most enjoyable time is when new works are announced and I’m gathering songs for KASUSAN.
Isn’t the fact that FE turned into a gal game more of a winning element than its difficulty?
>>184
If you ask me if I want to do something like J, then I do want to.
I don’t dislike teams because they can bring in supporting characters besides the main ones.
There are times when there aren’t enough deployment slots, and I can’t even deploy the main units.
I used to like making people switch trains, but I haven’t done it at all recently.
I want a level of craziness that aims to appeal to kids, like throwing in Paw Patrol.
If the enhancement parts can be that extravagant, I think it’s about time they release the W-UP unit, right?
I have the impression that Super Robot Wars with gal game elements tends to have problematic scenarios.
It’s J and K’s fault.
The mental commands have become quite customizable, and the differences in character abilities are mostly just the unique skills now.
I feel that a balance where anyone can use it if they train is probably the best.
It has a strong aspect of being a character game.