
Kiritan, Kiritan Cannon, fire!
Unlike now, the game didn’t end when battleships were destroyed.
F Completion has terrible balance, and the Complete Box is also boring…
Other than that… it was good, but there were some complaints typical of the times, and it gives the impression that it’s considered somewhat difficult.
For better or worse, the performance differences between each aircraft are significant, and the weaker ones were practically unusable unless they were strengthened with considerable effort.
Also, since weapon customization was individual, it was tough if I didn’t properly upgrade my special attack…
I feel like I only used strong ones and it seemed strong, but I guess it’s because I’m the type to like strong robots, and the ones I like are weak, so I didn’t force myself to use them.
Let me skip the movie.
It’s already slow to load as it is.
It’s not that it’s difficult, but the favoritism towards certain works was so extreme that it would definitely cause an uproar now.
I’ve only done MX, but it was fun.
During the SFC era, it was just about swinging around map weapons or pushing through with strong units.
F final and the complete box are just poorly balanced.
F and the Fourth Generation were not particularly difficult compared to games of that time.
It’s tough that I can’t cut the combat now.
What’s tough right now is definitely the tempo.
64 is good.
If you know the difficult spots and play, it’s easier.
There are certain difficult stages, but that’s normal in a game.
Even if it’s just a simulation, I can’t proceed without really thinking about it.
F also only gives a glimpse of Ideon and Gunbuster in the final movie…
I think it’s something like a riot…
But it’s a masterpiece that you should play.
But it’s sluggish.
That may be what a classic is.
No… I don’t think it’s necessary to do that…
Personally, I like a difficulty level around XO.
I liked the second-generation G because it was laid-back.
Even without Winky, in terms of difficulty, it’s comparable to AP.
Gathering parts on the map is a hassle.
GC XO was a masterpiece except for the part at the beginning where I thought it was G Gen and not the Super Robot Wars I was playing…?
The scenario was really boring when it was F.
I hope it’s on SFC, but it’s tough with loading on PS.
I think IMPACTER is crazier than WINKIST.
The units and pilots have clear strengths and weaknesses.
It’s common to just focus on leveling up specific strong units and push forward.
The one that turns out terrible with member division.
It’s recommended to solve it quickly, and doing it with a lot of knowledge brings out its flavor… Impact.
Gilberg is super annoying! It’s such a balance.
I wholeheartedly agreed with the line, “You’re being too persistent!”
I wanted you to watch the combat animation (standing still and sliding), so I intentionally did not implement a skip option!
I added limit reactions to create realism! (Almost everyone in the realism category is bright red and only allies are suffering.)
Winky’s unnecessary obsession is dragging him down too much…
The Drysen’s Tri-Blade!
Eva is also a single hit!
I don’t want to call it garbage because I have memories of enjoying it as a game.
It’s honestly trash that a lot of the knowledge about robots and characters I learned from that was fabricated.
It’s a character game, yet it doesn’t have the balance of a character game.
But I like that the conversation part after the intermission doesn’t drag on as much now.
By the way, why was the Winkey removed in the first place?
The 4th dimension really had a limit of decorative status.
Well, even if we calculate the performance between works a bit leniently, there’s clearly a difference, so it’s strange that old Mazinger and the original Gundam, as well as weak MS, can stand alongside Gunbuster and fight on the front lines.
The Getter Beam comes from the fingers.
The variation in the aircraft’s strength is severe, and the funding is quite limited, so modifying it as a hobby becomes really tough.
I like the attitude of trying to break through, even though concepts like the height difference of α1 and the growth system based on usage frequency didn’t follow later.
Each armament was strengthened separately, right?
I recently played through Winkey’s Super Robot Wars again, and it’s enjoyable with a good balance; it’s not as difficult as people say.
Just the fact that (back then) kids would be interested in character games changes the conversation entirely.
I learned that Heyazan dies like this in Super Robot Wars.
When I saw the original work, I thought, “This guy is still alive.”
I feel like A still had a Winky-like balance.
If I raised the Ki of Dunbine and Bilbine, and trained the Aura cut and mobility, wouldn’t that work somehow?
Personally, I don’t like movie skipping because it makes it feel more like work.
That said, I can’t stand redundancy, so ideally, something as straightforward as the combat in the Fourth Generation or a beam rifle would be perfect.
The last three episodes of D are quite something.
If you properly operate the strong ones as a simulation, it can be easier.
Do you want to make your favorite robot fight? Don’t be spoiled.
The reason Dunbine was strong is that the old AI prioritized hit accuracy and would approach enemies in close range.
The combat movie skip feature could reduce the feeling of routine if it’s similar to the new skip effects in G Generation.
It seems like making (it) would be difficult.
The loading times were long, not just in Super Robot Wars.
I’m really grateful that I no longer have any stress.
I love the slash sound effect that I usually only hear in Winky’s Super Robot Wars, like the one in Bofuen.
The game has a level of difficulty where you can casually save, attack, and if it doesn’t work out, restart.
I found that there were fewer truly unmanageable aircraft than I had thought while watching various videos.
Well, there isn’t really a reason to use it unnecessarily.
It’s interesting how the “past” imagined by anonymous users differs.
That said, there are people who are doing things like restricting themselves to only Super robots in F/F Complete, or banning protagonist mechs and Newtypes.
If you have solid SRPG skills, you can clear it using your favorite characters without any problem.
The conversation usually ends with the captain’s remarks.
Bragging about someone else’s achievements is really stupid, so you should stop it.
It will be miserable.
When it comes to talking about Winky’s Super Robot Wars, it’s usually just about Shin, F, and the completion.
It’s sad that there aren’t many discussions about the FC Second and SFC Third generations.
It was the first Super Robot Wars, I think…
ZZ’s High Mega Cannon is too strong festival!
Since it’s a Winky Super Robot Wars brain, I want the High Mega Cannon to be Dokiun, not Pohi.
If Winkey Super Robot Wars were ported with a battle skip feature, I wonder if I could still play it there…
People often say “complete it,” but I didn’t even feel like buying it since you could just play the original.
I knew that the load would increase from the beginning.
NT and Holy Warrior bans are relatively manageable.
If only Chris would let me use him, I could manage somehow in my dreams.
I want to do 64…
I think it would be quite tough if there were bans on guaranteed hits.
F-completion allows some characters to easily reach level 99 through supply, so I’ll let it slide…
Even if you say it can be cleared, it’s like saying that if you reset until you hit something with a 10% hit rate, you can win…
Weak ones may have the mentality of not being allowed to be at the ace level.
The damage calculation formula is somewhat complicated, but the important factors are roughly energy and terrain adaptation.
Well, without knowing anything, I’m going to face the problem of the thin layer of allies in Glory’s Sunset and how hard the Psycho Gundam is, dealing with it by shooting my allies on the map somehow.
For the time being, I remember that using the iron wall resulted in damage of about 10.
I think the 4% evasion of Bilbine in F-completion probably remains as an unpleasant memory for players.
Since B is 100%, that should be the standard, but it gives the impression of being a step lower due to the unnecessarily high amount of A.
When you use things like α and Impact now, it becomes annoying due to the unit’s sluggish movement.
I think there is a distinction made around the time of Winky, rather than just an age-related one.
Isn’t it likely that many people won’t understand if you say Winky anymore?
If anything, the Super Robot Wars that corresponds to what a typical young person imagines as “the past” is…
On the contrary, it might be one of the easier ones in the series.
I miss the days when we all occupied the top of the mountain.
You have a great body. Why don’t you join the Getter Team? I really don’t know about that.
If we’re going to make a break, wouldn’t it be before and after Super Robot Wars T?
Whether it can be done with the current equipment or not.
The original enemy was dropping real-life enemies in a joking tone, so I was pissed off in my childhood.
A retreat boss would be a challenging element in a game with simple damage calculations like FE.
An ace character with a value of action points that is 2 times lower than a weak character.
The balance was off; there were checkpoints, so even kids could clear it, but without them, it would have been over.
I used to play with a strategy guide in hand, including that infamous character evaluation known for its sharp critiques.
Going back to the third time, it’s of course impossible to use mental abilities during the enemy’s turn.
I feel like the inability to choose between counterattacks and defense each time is a tough reason.
The terrain’s HP and EN recovery has completely died recently, hasn’t it?
The hidden element template itself probably has one of its origins in Super Robot Wars.
SFC era, long ago.
PS1 era, a long time ago
In the GBA era, long ago.
The PS2 era, a little while ago.
Isn’t it impossible to find information about the 4th server in WoWs without any data?
Recently, I feel like there was a viral video showing that when you defend with “do nothing,” the damage from a map weapon is reduced to 1/2, making it seem like doing nothing provides a better defensive effect than actually defending.
It’s not so much difficult as it is painful.
It takes quite a bit of time for one map, and assuming you’ll go through it multiple times is impossible.
But you like how Amuro, who is piloting the Gundam, is already hitting the limit reaction from the beginning and is all red, right?
The video of F causing a self-detonation and revival to make Poseidal retreat without fighting was terrible too…
It appeared… a boss that comes out in an area with a major HP recovery that heals like crazy.
Winky, regardless of game balance,
There are works that make you feel like you should be more considerate of the copyright holders and fans!
“Unless it’s NT, they’re not human, kind of MS riders.”
It’s terrible to think that you can’t use the Servines Vaus unless you exchange for the Dunbine.
The strongest weapon of the MS ended up being a beam rifle.
Even with modifications, it only does about 1000 damage to the boss, so it’s effectively useless.
It’s a Mazinger that has a paper-thin armor that doesn’t look like an iron fortress.
It’s often said that (rapid fire) is…
I think it’s unavoidable to compare it with other works.
It’s not good when the boss-class revives! And then the Dark Emperor appears in that kind of situation.
Mazinger is only tough at the beginning, you know…
I thought there would be restrictions in my self-imposed play, but there turned out to be more loopholes than I expected, which made it enjoyable.
If you play using the standard method, due to the limits of modifications, you need to chip away at them during the counterattack turn with a strong unit that has Amuro focused.
This game is too tedious to handle.
Nilfa is overall lukewarm, but the Dark Emperor is somehow different…
Mazinger has an image similar to a strong Jagan, but only in the early stages.
That’s not how you treat a super popular robot.
And the reckless power-up of the Mazinger series’ Alpha spin-off.
It’s fine to say whatever you want about the complete box.
Great Mazinger and Grendizer felt relatively strong even during the Winky era.
It’s treated better than a Gundam that you only reluctantly use at the very beginning because everything else is just subpar…
Kaiser was born because Mazinger Z is tough in Super Robot Wars.
Mazinger struggles, but doesn’t get beaten up like paper until the final episode, right?
In the early game, dealing 10 damage to the mechanical beasts while being tough leads to quickly getting hit by the Calvary Temple and being partially destroyed; that’s 4th generation Mazinger.
F has a somewhat rough balance like Dunbine and Billbine’s unmatched fighting style.
There were parts where I thought about leading the HM to the water area to defeat it or arranging the setup to avoid getting hit by MAP weapons.
It’s true that considering the specs, Z is weaker than the beginner-level ones, but still…
The Gundam W from F actually ended up not having the Gundam team come together at all if the story was properly recreated, just like in the original series…
The performance is worse, yeah.
The only serious threat in the early game is the Deathscythe (enemy) that fires a barrage of buster shields.
There are the Winky period, Alpha period, and VTX period.
The Winky period feels like a character game…
Since then, it has evolved quite a bit as a game.
I remember that the balance was smooth for playing GB’s second G as well.
Was there no fourth period S? That’s too much continuation.
Completing it was difficult, but the other parts were just okay.
Completing it was difficult.
As expected, it’s amazing… the mysterious missile from Doros!
Completing things like EX was enjoyable.
If it’s the standalone version for the third time.
Char’s Custom Zaku (FZ)
I still like the adjustments in this massive volume game that test the fourth use of ZZ.
I think SFC Masou has a strong offense, but it has a fun game balance.
Sometimes there are these silly people who deify Winky for no reason…
I think it was just roughly put, to put it nicely.
It seems strong all the time, but surprisingly there are times when it’s not.
I was making money with my trained cyphers.
Katr and Gohi always have a weak image.
The performance of the Gunbuster and Zerokas was extremely high.
The decrease in opportunities to use W in F is a fatal flaw, though.
Since it had a novel position as an ally, I did think it was relatively well-evaluated.
There was a time when we were trying to make a proper SRPG even though the scale wasn’t suitable for balance control…