
I was surprised to see even low-level enemies appearing at level 140.
Super Robot Wars T
Recently, people say that the SRW games are easy, but when you increase the difficulty, they are quite challenging.
There are many countermeasures on our side too, so it will turn into an inflation battle.
>>1
I wonder if it’s because I chose the highest difficulty option and the most difficult choice…
It was tough that Kiriko and the others, who were dependable until clearing the main story, became unreliable.
In the final stages, the Cyberbuster, packed with all sorts of enhancements, was rushing around the battlefield.
What to say to a pack for players who are tired of doing it the usual way.
>>4
Isn’t the expansion pack mainly about additional final bosses and the story?
It’s a stance of raising the difficulty by doing laps.
By the way, I’m grateful that the goddess gives me a lot of Tac points.
The power they are using is like the negative The Power…! There was a line like that, but thinking about the Demon King makes me chuckle.
>>8
I was wondering if this goddess managing The Power is okay…
Even though the final boss is unemployed at level 100, when the expansion comes out, the mob Zeon soldiers become level 140, which initially made me laugh, but then I ended up with a serious expression when I saw that my fully upgraded ν Gundam got taken down in two hits.
Recent real-life games are weak, but they can still be cleared if used, but when it comes to expansion packs, they really lose their place.
Cyberstar and MAPW personnel are separate.
I thought that the battle animations of Vangu Nex and Zelguard are really cool.
The combat animation of the Tyrannosaurus rex was mediocre.
>>12
There isn’t a plain character like this among all the Super Robot Wars protagonists… that’s what I thought.
Since it’s a rare opportunity, I wanted to use Nevanlinna as an ally.
Well, not just the supporters.
Seeing so many Nevanlinna exceeding 100,000 HP made me laugh dryly.
The realistic type, like Tobia and Akito, can somewhat hold their own in battles.
Regardless, developing fundamental strength is essential, but even so, characters like Amuro can have accidents, which makes it tough.
Entering the expansion, New Ahan is really tough.
There is no firepower, unavoidable death.
>>16
The firepower of the New Aharn was supposedly capable of outputting values close to maximum damage in this game, wasn’t it?
>>28
Wasn’t it a van?
First, it becomes a premise that the enemy’s hit rate is 100%.
It was only the spike that poured a lot of points, which I was able to somewhat evade.
>>17
In other words, it means to beat them up without letting them do anything with the MAP weapon.
>>23
If I were to seriously engage with the supermarket type, I would die, so yeah.
After all, it’s the Cybuster.
It’s tough that the members in Episode 1 of the expansion are so unreliable.
>>18
I thought there was no one growing except for the chief, but then when Mazinger and Getter showed up, it got significantly better.
Hey, if Mazinger takes two hits, it’s already at death’s door.
Having only the Brave Express Team and Rayearth characters fight at first made me think, “Hurry up and bring more allies!!”
T is already quite difficult to handle normally at the point of being a super expert.
T is originally quite painful for enemy attacks, right?
With resilience and foresight, you can take precautions, so it’s relaxed.
ZZ is a god.
I laughed at Debonair, who appears as a mastermind mixed in with the original final boss.
The expansion suddenly raises the level dramatically, which is a bit scary, but once you catch up, it’s not that bad.
>>29
I think it would be quite tough even if you catch up in levels, as the main focus is on realistic elements.
When you level up, you get a ridiculous amount of Ex counts, so you can just keep doing multi-actions with that.
They were deployed in order from the lowest level ones.
It feels like starting after getting hit lightly once in the real world, activating the hidden strength.
Only inspiration is left; realistic types are completely tough.
>>32
I think there isn’t much difference between inspiration and resilience when it comes to reaching the hyper level of expansion.
Even with hidden strength, it won’t be avoided, so in the end, it’s all the same.
Just listening to the story makes it seem too unreasonable and not interesting at all.
>>34
It’s not interesting.
Well, it’s debatable whether the normal mode has any tactical interest.
>>36
If it’s the expert of the main story, it would be a balance like an AP where everyone gradually advances around Bright.
>>34
It’s fun because if you understand that it’s about exterminating before being attacked, you’ll be able to clear it without taking a counterattack strategy.
I love the original battle BGM from Paradise Lost.
The expert section is basically just a bonus stage after clearing the game…
Our side also has all the protagonists from VXT, so they are unreasonably strong.
If you properly strengthen your skills for high difficulty, you can manage fairly well without having to tweak your stats.
Multi-action can be used frequently, so it’s not as tough as it sounds.
The maximum difficulty of 30 is indeed too masochistic in terms of design, but T is still within a reasonable level of challenge.
>>41
The Super Expert 30 was quite tough.
Recently, the Super Robot Wars games are too easy, so I feel like they should just have a higher difficulty level…
>>42
That’s probably a discussion based on the standards of early week experts.
The level inflation makes the mental points increase to a ridiculous extent, so it’s actually relatively easy compared to how it appears.
The convenient unit has long been an effective means since ancient times.
With this multi-action balance, the wallet flash surrounding 4 squares is definitely weird; even at the highest difficulty, I can get by with just this one.
I’m really happy that Masaki also has proper combat lines as a main character.
When it reached its peak, I thought it definitely had to be a super type.
It fell under concentrated fire…
Masaki is in a bit of a tricky period in the OG, so I think it’s okay sometimes.
>>51
Well, everyone other than the OGs is pretty strong…
Our own EX skills are also overboard, so let’s enjoy the inflation.
The highest difficulty has enemies at a ridiculously high level, so our levels increase quickly.
As a result, the SP has increased greatly, allowing me to use mental commands as if they were flowing like water.
Rex’s map weapon was super convenient.
I don’t want to play a game where the enemy has overwhelmingly high stats and it’s just a hassle… A little inflation is just right…
>>56
Isn’t it just that no one is saying it’s simply bothersome?
It was like having two of the weapons that were used in the original Tirannode, after all.
>>58
Even the strongest weapon just shoots beams, huh…
When the difficulty of T increases, it becomes genuinely difficult, but at level 30, most characters can reach level 200 without needing to focus on earning, and there’s also enough money to fully upgrade them, so it becomes just right at the highest difficulty.
The 30 experts were dissatisfied with the way the opponent’s bonus was locked, thinking that the super expert will come with the update.
I regret not making it an S rank because it was too easy even on the first week Expert level.
However, even at the expert level, it was becoming a situation where the realistic style could no longer keep up.
>>62
Realistic types without firepower skills can only take down weak enemies in the later stages with immense effort and passion, and that disparity in firepower is tough.
In Super Robot Wars 30, at the highest difficulty, I believe only Rayearth can take real hits, right?
>>64
That thing is a super defense mechanism at a level that makes Mazinger look insignificant…
>>64
Sometimes people say things like “Suzaku,” but it dies before it can even activate its true power.
Is Rayearth really that strong?
>>67
Shield defense possible
Magical Knight reduces damage taken by 20%.
With skill and defense, it’s way tougher than Mazinger.