
Nirfa is good, isn’t it?
Completely agree.
With the current scenario format, there’s no way for the works to be scattered except for forced deployments, so I would like to try using a squad system.
At the time, I only thought it was a hassle, but looking at the recent deployment slots, it might be worth trying again.
I prefer that support machines used only by squad members are summoned with combo weapons.
The formation when merging routes is way too troublesome.
It became a way to confirm who joined during the merge, so it wasn’t a task I disliked.
It becomes different when you repeat the laps.
It was annoying to have things dismantled without permission and to be given a squad name.
It’s not good because it’s designed with things like if routes and persuasion points, assuming repeated playthroughs.
I like squads but I dislike the cost.
I like everything except for the split flow being shit.
The Blen Powered series is treated like external barrier parts.
It won’t be that bad if you adjust the route branching and forced deployment systems since they become a hassle.
The Z formation was so good that I was disappointed with the 3Z.
The mysterious tribe known as the Gohi tribe.
Maps where only fighter types can sortie become harder to play.
I don’t dislike it, but I remember that the squad system was a hassle in its own way.
I don’t think it will be adopted in the current Super Robot Wars, where the number of units and weapons has decreased.
The Triformation System is great, isn’t it?
There is also a kind of standoffish feeling, and it allows for maximizing the number of units that can appear on stage at once.
It’s basically a reinforcement part for the squad leader.
If the assist weapon is strong in 3Z, characters that have been adjusted a lot won’t be there.
It’s really hard to redo it.
Everything else is good, but…
I didn’t dislike thinking about barrier holders, acceleration units, and EN supply…
Tri-formation is not just about putting them together; thinking up formations is really tedious, especially since the enemy’s formations are all over the place.
As the quality increases, the processing can’t keep up, so the squad system has disappeared.
I heard that, but I really want it to come back again…
There were plenty of opportunities to use units that I don’t normally use.
Charging in with a barrier or relying on mental commands to charge in.
For now, I’ll roughly use Bren Powered and hope for a wide-area barrier.
A non-flying aircraft is holding us back.
It seems that without strong ALL weapons, Sulfa has become somewhat mediocre.
It’s great that you can use various units, but ultimately, they can be categorized into MAP, ALL, and boss killers.
I might like the OG twin unit more.
I liked that even weak allies could output a certain level of firepower with TRI attacks.
It’s great that I can perform a joint attack even without having deployed recently.
I don’t really use it much, though.
The fact that all the W series Gundams only shot vulcans was quite impactful.
Can’t you at least make it a twin?
The time for squad formation now takes about twice as long as the time for combat.
It might have been good to be able to bring along units that wouldn’t normally have the opportunity to deploy.
I’m running out of slots, so I don’t have the luxury to bring characters that can read scenario lines or pre-battle dialogues, only using my favorites.
I think it’s getting further away now that there’s a possibility of a re-attack, as there were cases where I couldn’t provide support during an all-out attack.
Transformation is too much trouble, and I never want to do it again.
Even if I auto-assemble, it will definitely be a complete mess, so I have no choice but to do it manually.
There was a sense of satisfaction when I found the perfect arrangement.
When I was a child, I thought it was a flawless and wonderful scenario, but now that I’m revisiting it, I’m finding quite a few painful parts, and it’s tough.
Strong Dragon God… I wanted to fight you…
The convenience of Bren Powered units in squad operations.
I liked that even without firepower, I could contribute to combat through support operations.
I feel like the current Super Robot Wars doesn’t match well, so I would like it to be released as a different game.
There are quite a few units that aren’t used unless it’s a squad system, right…?
Unlike before, acceleration becomes important, so I thought, “Isn’t an acceleration of 25 too high?!”
I like to think about formations considering range and terrain adaptability, as well as coming up with team names inspired by the members, but I guess I’m probably in the minority…
A twin should be just right.
The support mech feels just like an enhanced part, making it easy to understand.
There are many cases where you die from an all-out attack, so the Re-Gz is appreciated.
If you could adjust the difference in usability caused by the presence or absence of ALL attacks.
In that sense, Z’s trial was good, but…
In Gundam and similar shows, everyone except for the ace is usually sitting cross-legged in a warehouse.
A squad-less Super Robot Wars ends up being just a game where you watch the attacks.
Is that okay with you, players?
Is that good? I see…
I’m a guy who uses all aircraft equally, so it doesn’t matter which one.
Why are you throwing away all your weapons, Zengar?
I’m not into efficiency; I prefer a playstyle focused on atmosphere, so I enjoyed taking down enemies little by little without using all-out attacks or map weapons. It was fun to see a variety of units.
If the squad system cannot be implemented due to system issues…
Make the map wider and triple the number of enemies.
I wonder if we can’t make the number of deployed corpses over here three times more!
It’s a squad system, so even if we say we’ll use it, we won’t show it publicly; it’s just for psychological and squad attack purposes.
If it’s about three times the length based on 30 sub-scenario criteria, then yes.
Recently, many works don’t have any switches, so it’s understandable, but I would prefer if, at the beginning, we could focus on the machines that become allies and have them shine a lot, rather than forcing them to be used in a squad.
It was fun seeing the real-type Gundams scatter the weak enemies and then switch to super-type for the boss battle.
It’s good that you can use squad members to deal the finishing blow to enemies that have a little health left, allowing for flexibility.
During gameplay, I wasn’t able to utilize squad attacks at all, so I’d like to replay it, but the playing environment is an issue…
When it comes to Nilfa, there’s really no time, so it can’t be helped.
I think it would have been better to have lined up Sulfa when they were overhauling things like Mazinkaiser.
The number of aircraft and the weapons have improved to 30, but to be honest, the XT was tougher.
It’s really frustrating that the enemies get tougher reinforcements and their numbers also increase in the second half, so I’m done with it.
It’s bothersome but does not lead to anything interesting.
I prefer the squad’s total war-like approach.
The Daizengar later became fully equipped except for the Guardian Sword, but it was incredibly strong.
If you want to increase the density per map, about 30 episodes is the limit.
It seems like it could lead to a strategic element where you can switch main characters even during the enemy’s turn.
Even though I want to scatter 30 on the map, I absolutely won’t let them group together with 3 to 4 units or more… I’m really fed up with these initial positions.
J just gathers everything together and harvests it all with Meiou and Full Burst without thinking at all…
In recent years, with the increase in appearances of works and limited slots for main character robots, I hope they allow for at least a minimum pairing.
The squad system itself is good, but it’s a pain to reassemble it every time there’s a branching point, and it tends to become an ALL-game.
The squad is easy to play since the initial Nilfa only requires us to respond to forced deployment without division branching.
Well, it seems that the scenario restrictions were way too big, so it got ruthlessly broken apart in Sarufa…
In terms of UX, it has branched out, and since it’s become incomplete, I’m really at a loss for what to do.
I remember that in the final stage of Nirva, almost all units were deployed thanks to the squad.
If you can provide the benefits of going solo, I wouldn’t mind being revived.
I wanted to make the most out of the single-unit twin combinations, but it was frustrating that it felt like I was missing out if I didn’t pair them up.
I want Ace to move like he does in the original work.
Keith shines brilliantly in support.
The squad system is unfortunately not compatible with scenario branches.
When the branches converge, new units are also increasing, so we have to start over from scratch again.
I have started to think that the issue with Sulfa might just be due to the squad system and the excessive number of participating works not fitting well together.
I want support and soul multiplier revival more than squad-based.
The part of the squad that I dislike is the hassle of forming it, so if that could be resolved with a nice automatic formation or a comfortable UI, it would be great.
I have a vague memory that forming a squad or a duo in OGs was bothersome, but what was it about?
The soul’s multiplier has dropped to about 2.2 times, right?
When you make Eva a squad member,
I liked that both Gundam and Mazinger could deploy an AT Field.
The platoon system’s tag team style in Z3 was quite the optimal solution.
I wasn’t able to get the Wind Dragon or Thunder Dragon out with Sulfa, and I’m hitting my limits early…
One of the advantages of a squad is that it makes combining attacks easier.
Even though the multiplier for the passionate spirit has been decreasing, the damage values themselves have been inflating due to skills and mecha abilities, so I think it might be okay to bring it back.
After the second round, it’s become possible to form and deploy OG.
In the first place, since subs can shoot all weapons and there are also ALL options, there are many parts that need to be matched more than with a squad, so in terms of hassle, there’s not much of a difference.
Considering the increase of Terrain B as if it were harassment, it might actually be the most troublesome.
I don’t dislike the ones that treat multiple units as a single group from the very beginning, like in OE.
I’m unhappy that the tag didn’t hold back on learning with passion.
It’s nice that you can use every detail, even the side mechanics of each work, without any waste.
I liked that I could properly use guys who wouldn’t come out no matter how you think about it.
As a first team, it was good to be able to showcase individuality, even if it was something like the members being excellent as squad members.
Since it’s TacP, there’s not much need to keep deploying them for training anymore.
If you could tell me something like “This guy has pre-battle dialogue!” when deploying, it would be fine to go solo… I should have just looked at the strategy guide when it was available, but it’s no longer being released.
I liked the pair unit system that also serves as enhanced parts for mobile devices after L.
It’s nice that the characters in the scenario stop arguing inside the battleship.
I understand that it can be a hassle to express individuality with formation costs, but I liked it.
The squad system is a hassle because the enemy also forms squads, so I don’t really like it.
Also, it’s good that in a small squad there aren’t many enemies, so we won’t have those all-out attacks on a single enemy.
Recently, enemies are hitting way too accurately, so it seems like side characters will frequently get knocked out.
In a map with many enemies at level 30, there are about 50 enemies, and with our deployment limit of 15, if each person takes down 3 enemies, it will be over, so even if we form a squad…
It’s too much trouble to think about terrain adaptation and mobility.
I feel like I might be okay with it if they abolish the enhancement parts like in the mobile device series.
If we want to increase the number of units handled by the squad, we need to remove some information from the single-unit system, otherwise it will become too complicated.
In works like Majestic Prince and Fafner, which tend to have an increasing number of mechs, it becomes a desirable system.
Is it that the Death Scythe is an attack for the entire squad?
It was strong, convenient, and I used it a lot.
I think it’s better to consider them as a pair of two because the burden becomes lighter, but once it goes beyond three, it suddenly becomes complicated and tough.
For some reason, the OG series twin units were quite a hassle…
OG had a twin spirit and all that…
Beam size (ALL)
Beam Size (MAP Weapon)
Isn’t that sickle a bit strange?
OG can fire both the main and sub weapons simultaneously up to ALL, making it essential for dealing with weak enemies, so that also needs to be taken into account.
In addition to that, there are also generic weapons and abilities, so well…
The memory of Zero Cat being exceptionally strong.
For now, let’s put in one BrenPowered.