
Unit Capability HP 3800/3800 EN 200/200 Type Land Movement Speed 9 Agility 52 Armor 400 Limit 245 Shield Equipped Special Ability Transformation Terrain Air A Land B Sea B Space A Wing Gundam Enhanced Parts
I remember that the buster rifle was difficult to use with only three shots.
I wonder why I went back to SD again after that.
>>2
I was originally planning to go with the new SPA series with a realistic body type and the traditional SD series.
The sequel to the new spa flopped, but
Apart from the timing of joining and sustained combat ability, Heero’s stats are also strong.
>>3
If we were weak at that time of joining, it would be unbearable to watch.
Heero hardly speaks during combat.
It seems stronger than the main story.
I feel a sense of confusion about the settings for mobility values…
>>7
This means 12 in bird form.
I thought it was a bird-shaped claw or original, but it actually exists as landing gear.
>>8
I once grabbed Heavy Arms and flew.
But I feel like there wasn’t any attack with claws in the main story.
During the new Spa era, was it the buried treasure system?
Is the overall movement heightened for the purpose of collection?
Is it just my imagination? The map seemed ridiculously large.
I really feel like it was just a spot participation.
But the scene where he fights Domon for the first time was really exciting.
No, I should have received money for the shootdown.
>>15
Reinforcement parts and gold bars are scattered all over the map.
I like limitations as an expression, but as a system, they are bothersome…
If you train, you’ll be strong even with a saber.
It’s a late addition, but weapon modifications are cheap, so it’s a good option for those who like Wings.
It’s the same with F, but it’s treated almost like a hidden element.
…!
The one who was hit speaks.
I feel like I’ve seen the Leo quite a bit as an enemy, even though Hiirou is not here.
I completely forgot, but Zexes and Tallgeese were also participating.
Why doesn’t Hiiro talk that much?
>>22
Did you join because the characters weren’t properly set during the broadcast?
>>25
Since it was released in ’96, I think it was probably completed after considering the production period.
>>27
Ah, it was 1995, so right in the middle of it…
>>27
No matter how you think about it, they must have been developing it during the broadcast.
I could sense from a child’s perspective that Shin didn’t have enough time for various things…
>>26
I was wondering what it meant that the skills listed in the instruction manual were not implemented.
With 15 levels of weapon upgrades, the attack power inflates, doesn’t it?
It’s better to modify the weapons rather than the aircraft.
It’s strange that you couldn’t really use the W series in the old Super Robot Wars.
>>31
Isn’t it true that after α, you can use it normally, and the only one that was clearly bad was F complete?
Thanks to that, the latter part of the story is missing.
In the first place, there are only Hiiryo and Zex.
Left propulsion system malfunction! Don’t do it…!
Why did they let them join in while it’s still airing?
>>36
I want to sell a lot of games.
>>36
I wonder if the users will be happy…
>>36
At that time, even BonBon only released a few issues of the Tokita version in a magazine format similar to Jump or Magazine.
W was probably very eager to promote something.
F Complete: The pilot is so weak that it’s almost harassment; the Zero Custom is unusually strong so that even this pilot can fight.
64: The Zero Kas’ performance remains unchanged, and the pilot’s performance has improved, making it probably the strongest Zero Kas in history.
α: The performance of Zero Kas has stabilized (still strong though).
The craziest one was Deathsize from Super Robot Wars W.
What is that map weapon that looks like a Meiou attack?
It’s still an era where weapons can only be upgraded to the first level, increasing by 200 for now.
I felt that F became unusually bitter.
I heard that the contracts differ between SD and original forms, but I wonder if that’s the case for Gundam and some other works.
>>43
That story is just at the rumor level.
It’s not a confirmed matter, is it?
F~F completion was adjusted to be manageable enough to defeat enemies even if allies are weak, as they appear early on.
They used to be strong as enemies, but once they became allies, they turned into weak characters like those in transformation hero stories.
In the early game, Heavy Arms was strong for me.
The official joining is late and the performance is outdated, plus the conditions for joining are too complicated, isn’t it too twisted for the F’s W faction?
>>47
It feels even weaker right after the modification cap was lifted and a large number of pilot units joined, and Rondebell is operating at full capacity…
I guess you wanted to express the difference in abilities as an NT, but I can’t help feeling that NT skills were good at this level of advantage.
What is a beam wing?
>>50
What the heck!
It’s hard to believe there are country folks who don’t know about the Beam Wing, which is original to the plastic model and only visualized in Super Robot Wars.
In terms of game balance, I feel that Shin and Second G are really good.
Hurry up and continue, Terada Morizumi.
Well, really… it seems like it’s going to end in about two more times…
If you’re going to use a template, do it properly.
The story of the new Spa starts with the meeting of Heero and Relena, but then it doesn’t relate to the story at all afterward.
I wonder why they only recreated episode 1…
Was it FD? I remember the boss unit was handled like that, but I have a memory of the Tallgeese being easy to use and strong.
Also, Brother Hainer.
The W faction consists of individual terrorists from the beginning, so it’s difficult to have them join immediately upon their introduction.
>>57
I understand this itself.
F and F: The Final Chapter, which has a route where you don’t join the team until the end, is too edgy.
What is an exercise capacity of 52 like?
>>59
Same as ν.
>>59
Gun-Eji at 40
A numerical sense of around 20 with Mazinger.
Why is it Land B even though it’s a Land type in MS?
Anyway, there won’t be any opportunity to use it on land.
At this time, there are quite a few pilots without terrain A as well.
The Winky era has an unusually high number of Adaptation B and below.
>>65
It’s good, isn’t it?
It’s Dunkouga with B’s lined up, even though it’s my first time participating…
>>68
It’s understandable that a ninja could be a fighter pilot, and there are times when the control is transferred to Ryo… but still, a little more restraint would be nice…
Even so, it was good when the processing was 100% at B and 120% at A.
The uncle who suddenly appears as a stalker during the Wing and Shining Gundam Fight.
In the Winky era, the Super Robot Wars had terrain adaptation B with a 100% proficiency, so B is the baseline value, and if it’s super proficient, it’s set to A.
People tend to overlook the fact that the calculation formulas are different from now, like in the Winky era’s terrain adaptation B.
>>71
At that time, B was normal and A felt amazing, right?
When actually playing, B honestly doesn’t matter much.
C changes vividly.
The new spa has cool character illustrations.
I think the maximum adaptability of 14, with 7 for each of the 3rd generation pilots and aircraft, was quite easy to understand.
It hasn’t changed that A is relatively strong, you know~.
Able to fly, has mobility, high agility, thick armor, can create clones, and can output firepower without EN consumption.
The old Aura Battlers were way too strong… they could manage even in space B.
Why is it W’s turn? The popularity of Super Robot Wars first ignited during the time of the third and fourth installments, and there was no broadcast at that time.
In response to that popularity, during the time we aired F and Shin, it was also the time we were developing.
>>78
Don’t give me empty responses, you snot-nosed brat.
>>79
There’s no other reason for that time, is there?
When A had its limits, that’s one thing, but B in Super Robot Wars with S is annoying.
Hey OG.
I personally couldn’t accept that A+B and B+B both resulted in the same B.
The all-A AI modified mechanical beasts have more painful attacks and can be quite surprising compared to the all-B adaptive AI combat beasts.
I think the reason Dunkoga’s B can use fighting spirit and passion is because everyone can.
Since they appear as enemies, when they become allies, it’s understandable that they are weak, as that’s just how the system works.
It is understandable that the performance of the MS is as outstanding as it is on television.
But why don’t I have any hit-related mental commands…?
Did everyone just shoot randomly without concentrating that much?
In the F endings, if you take the final boss Shirocco route, they don’t join the party, right?
Even if we become allies, there’s no guarantee of hitting. The hit rate against Shirocco is 0%.