
The image in the thread is our ace.
It’s great to dominate with your favorite machine when you have plenty of funds, but I also like a balance that’s a bit tight and makes you think.
Great Oni is so strong! Ez-8 Oni is so strong! Re-Gz’s strength is amazing! You wouldn’t think that Texas Mac and others are crazy… It’s really something to hold Boss’s attacks to three-digit damage.
Funding has been tight all along.
The strength of Master Gundam, which I am fighting for the first time.
I like the BGM arrangement of Impact.
>>5I like the F91 one…
>>5The guitar solo at the end of the Love Survivor chorus is so cool.
It was innovative that the route branching is determined by the order in which you clear them, rather than choosing right before.
Isn’t it terrible that I couldn’t take the ground route, so I can’t become a comrade with my master and couldn’t get started on Grendizer? The only benefit is the early acquisition of Bilbine.
I love the map BGM of Impact and MX.
G Gundam and Hiei and the new animation teams are really lively and great, right?
>>8I still like the anime of the Impact Hiei’s doppelganger killing technique the most.
You don’t think that the Psycho Gundam you got by raising the flag is that much of a piece of junk, do you?
Just having leadership is already impressive.
The Doberman Wolf that vanishes without reason.
A game where Bluegar and Bochun, who will likely never come in the future, are unusually strong.
I remember that Burny was active as a boss killer in Super Robot Wars.
>>13Because from the very beginning, I can use a combination of passionate fervor and guaranteed hits for surprise attacks.
>>34You have the luck of having 1.5 times the acquired funds, so this is a character for defeating the boss.
The reversal phenomenon due to modifications does occur, but as stated, funds are tight, so it’s not that the high initial value main units are weak.
>>14If it’s as strong as the Blue Garcore Booster, that’s one thing, but when it comes to something like Bochyun, there is a limit to how much money you want to invest.
You might think it’s a lie, but the Blue Gear and Core Fighter are strong.
I really like that Alto Eisen’s trump card is this simple with strong performance.
Blue Gar is unusually strong against Bochun, I wonder.
Recently, the lines for switching Gundams have often been something like “I’m using (weapon name) with (mecha name)!”
The interference that halves the hit rate of all enemy units with a consumption of SP40 has exceptional performance.
Shiro is completely reliable.
I have a bit of a habit of being slow to concentrate and remember things.
In the end, units with high modification limits also have high modification costs.
That said, the presence of W-UP and P-UP guarantees a decent performance.
I’m grateful for Quinmanza, who becomes a mental tank.
The sound sources of IMPACT and MX are better than α and Z series, right?
Texas Mac might produce better results than Getter if you attach V-UP.
Even if you increase your funds with cheat codes, there are many stages you can only clear with unmodified characters, so I want you to feel at ease.
The Iron Wall doubles the armor value, so ConV becomes rock-solid.
I generally like the BGM from the Mazinger series that is used in Impact.
The Minovsky Craft is a promise for the Alt Eisen.
It seems to be compact and was the first to be adopted, but it’s the work where I first learned about the BGM “Kimi o Mitsumete” from F91.
I am very grateful to the staff we have hired.
Since there was no strategy information, I missed getting the strongest weapon flags for Raideen and Dunkoug.
Tetsuya doesn’t really suit being a leader, but I’ll forgive him because he’s strong.
Thanks to Daisuke, Koji-kun feels unusually ambiguous.
When you add leadership to Dangaioh’s role, it becomes an unparalleled boss killer.
Literally, the lifeline of the second part: Grendizer.
>>36I absolutely love the double harken combat animation.
I think it’s the best among the animes featuring Grendizer in later works.
The first week can be this level of bitterness, but that’s okay…
The transition to the second week is terrible, so at least like in Super Robot Wars A, I want to have a multiplier for the second week onwards…
I didn’t do it because I favored Shiro, but I think Barny is quite strong against the early Ez-8.
I think the hardest part of impact is the sluggishness.
If we can go smoothly… no, that’s still long.
>>39I really like the combat balance itself…
It’s really tough that moving the unit and the combat cuts are sluggish.
Is it just me, or did they go all out with the PS2 and make the buildings way too big, making the map hard to read?!
I thought it was just a collection of COMPACT2, but surprisingly G Gundam and Nadesico are additional entries in IMPACT.
Battle anime OFF! Combat with Estebaris outside of the gravity wave beam! Super sluggish!
Because they have high support skills and leadership.
Of course, not to mention that Burny has an excellent compatibility with Shiro’s Ez-8 as well.
It seems that there are quite a few madmen who go around several dozen times.
The Bilbine can be used early, and in the third part, it becomes night camouflage in the Byston Well route.
A ground route where Grendizer can be modified, strong upgrade parts can be obtained, and a flag for Eastern Invincibility allies can be established.
When Alfimi appears in parts one and two, it’s really tough.
If you were to say that it would be easier by cheating with funds, it’s definitely not the case because there’s a balance being maintained.
An opponent’s turn that is prolonged due to placing two or more figures in the line of fire of Einstgried.
There are only four skill slots, so I really struggle with the composition…
>>53I find that Newtypes and holy warriors are a bit of a nuisance.
Because I used faces that I don’t usually use, it felt really fresh and fun to play.
The second round is good.
The Burnie from Impact 1 is probably a one choice: the Apsaras II.
I acknowledge differing opinions.
Did you… modify Shining!?
>>56It’s okay, Rain said that everything will be transferred to God in the anime.
>>56Alright, you’re a Shining fan, aren’t you?
The initial spirit is a surprise attack and self-detonation!? Are you kidding me!? → Wow… Burnie is really strong…
The initial spirit is love (full recovery) and a charge!? Are you making fun of me!? → Wow… Shiro-san is super convenient…
Getter 3… Bakuryu… If you were in the first episode on the ground…
I feel like the Newtype only had performance that consumed skill slots.
Building up, building down.
……HIT!
Distortion field
Unyonynyo… Parin!
CRITICAL
(Gauge decrease)
Bihyo -5
The Daitarn is really tough because it has a shield.
Bouchun has strong firepower, but its performance isn’t really that great…
The Core Booster is strong because Amuro can pilot it.
The fact that the Bluegar can carry two people is strong, too strong.
>>63This is when the retaliatory “Char’s Counterattack” (forced switch to Nu) came at me while I was enjoying how strong Amuro was, laughing.
I feel like Shiro and Kyosuke have always been in a tag team using coordinated support.
MEPE is completely split into copies…
>>65This is a completely wrong interpretation!
I was thinking that, and then later it was turned around with the Line Valkyrie.
It seems that even the G-3 Gundam can do pretty well, Bunny.
I’m glad I could recruit the cool Gouf Custom.
The only Super Robot Wars where Burney, Shiro, Norris, and Banning are listed among the strongest MS pilot competitors.
An exceptionally strong G-3 rampaging with nearly infinite ammunition.
It’s often said that while the modified stages have a lot of units that are strong in terms of stats, personally, it’s a bit iffy because I don’t have enough funds.
If you’re assuming things like the G-3 Gundam or the V-UP unit, then it’s certainly strong…
Burney not only remembers the soul on the surprise attack.
I love that it’s completely nonsensical to also learn sniping as a bonus.
If only I could manage the tempo…
It’s tougher than surpassing 100 episodes.
The reuse of α was already a “meh” situation back then.
Even in OT, I can avoid it to some extent, and if I get hit, I can endure it with my shield.
In the second half, I can mostly avoid things with disruption and concentration, so the value of Newtype skills isn’t very significant.
Touhou corruption is strong, but…
It was indeed too tough without any modifications, so even if they came at that time, there was no room to use them.
Although there are a lot of episodes and it’s very challenging…
I think Schvaltz’s official joining is a rare and positive element.
It’s not the amount you used for the carry-over after clearing, but the amount you have, and it disappears in the second part, so, is it really worth going that far…!?
>>80When I do the second round, I can easily handle the Gog and manage to keep Noris from retreating while maintaining my focus.
There was a mysterious sense of emotion in realizing that even though I couldn’t transfer much funds, my player experience points were properly carried over.
The modification stage is at the lowest rank, as befits a main character machine.
Conversely, that leads to the advantage of being inexpensive, making the Combattler quite convenient.
I won’t forgive the original birthday system.
I keep hearing about G-3, but what was the Char’s Zaku like?
>>83While strong, there isn’t much reason to use Char’s Zaku because the G-3 has a powerful Gundam Hammer that doesn’t consume EN.
When I’m told to play again, I say sorry, but my stomach isn’t feeling well right now, so maybe next time… but I definitely do like it, that’s for sure, the impact…
From a gaming perspective, there are a lot of things to think about which is fun, but I guess those weren’t the elements being sought after in Super Robot Wars.
I didn’t really understand the choice between Reinvise and Shin Getter.
And generally, the true Getter is chosen.
>>86After going around a few times, you start to wonder if we actually don’t need either of them, right?
Whether it’s a dragon or the truth, the Getter itself isn’t that strong…
>>86You’ve even gone so far as to prepare a movie for me…
>>98I can do 3 laps, yay!
The altars are arranged diagonally to the boss.
Because there is something like this (V-up unit)!
The fact that the battle skip doesn’t actually skip at all, combined with the large number of episodes, makes it an ordeal.
I really liked preparing to defeat the many retreat bosses.
But the poor pacing and the rewards for completion didn’t match well with the game’s length of 100 chapters.
It was funny how Gundam Spiegel was active like a joke.
If the PS2 is in perfect condition, I’d like to start playing again…
The mass-produced type was incredibly strong, but in the end, modifying the super robot was crucial for defeating the boss.
Good balance, Yoshi!
I didn’t know Texas Mac was that strong…
I already forgot, but wasn’t there something about not being able to use modified units other than the main character’s in the reverse Zeta?
>>97Gato turns against the enemy.
Is that your maximum?
I also liked the animation of Dangayo.
Rhein Weiß is out of the question once Rampage Ghost can no longer be used.
Newtype! Holy Warrior! True Getter!
In terms of Super Robot Wars, the gathering of those who should be guaranteed strong characters is all rather lackluster in IMPACT.
(While defeating enemies just in time for the second week, Char is lecturing us over here with a MAPW that involves our allies.)
It’s rare for more than 100 replies to go by without any posts about Hiei.
If it’s on a line, we can’t do a combination attack, and isn’t the performance itself not that great?
>>106Even though you can now perform combined attacks in OG and the combat animations have been greatly enhanced,
It’s pretty sad that they only carried over the subtle performance issues of the crucial line.
>>106I think the fact that the true Getter isn’t that strong also contributes to a delicate balance in the two choices.
>>106I really like Line Weiss itself, but there are definitely parts that make me go “hmm…” which is really frustrating…
I really love Messer Guranzu’s “That That That That!!”
I liked various MS that shoot beam rifles or machine guns with a range of 4 or 5 after moving, using the strongest weapons.
The four members of Dangaioh memorize all the necessary mental commands.
The Lilith royal family’s emblem also allows for SP recovery and is strong.
The feeling of “it’s too late now” when Baikanfu officially joined.
I think there should be more Super Robot Wars that Brother Schwartz can use freely.
>>112The man who benefited the most from Hiei’s participation!
The maximum firepower is relatively low, but it’s extremely easy to handle, and with training, the Full Burnian can be used until the very end.
Mental consumption is quite intense, so multi-person super types are strong, while single-person super types are lacking.
>>114So here is the telekinetic Raideen.
>>116It’s not that I’m weak, but the firepower…
>>114I think the Mazinger team, which excels in support, Raideen, which can use mental commands violently, and Daitarn, which is incredibly tough, were all easy to use in their own ways.
Personally, I felt that Getter and Zambot were rather subtle.
The impact is nice because the battle theme of F91 is watching you.
I like Eternal Wind and the launch of F91 Gundam, but my favorite is “Kimi wo Mitsumete.”
The psychic slash is super cool!
The firepower is high and the standing picture is good.
What is that Sazabi’s HP?
After overcoming the tight funding, it’s a breeze on the second lap! … There’s no way that’s possible, especially when the funding is tight until the end; even if the remaining balance is carried over, there’s nothing left.
I feel like there was a kid who said, “Aren’t you the same as Animation α?”
>>120I think the returning members from the spin-off were just reused except for the additional weapons.
The characters like Dunbine and F91 that weren’t in the side story have been redrawn and improved.
I like the sea demon because it’s cool, but it’s frustrating that it takes up two slots even though it doesn’t have a map.
I feel like the song selection by Z was different from the original.
Well, I guess it wasn’t forgiven…
I remember that Dangaioh was incredibly strong as a boss killer.
For now, it’s probably fine to stick with the main units… that’s the idea that Super Robot Wars has thrown into question.
Hiei is overwhelmingly strong in evasion.
The enemy is too tough, and there are HP recovery and turn limits.
It’s not that broken; the balance in the final stages.
BGM like that of a space detective.
The patent for the PS1 expired a few years ago, and the patent for the PS2 will expire soon as well.
I wish a compatible machine would come out.
A complicated development of Kyouji and Schwarz coexisting at the same time.
What are you doing by cutting down the Makibishi launcher already?
There are quite a few kids whose brains have been fried by PVs, right?
I was using Hikaru to help with funding by putting him on Excalibur.
Looking back, the MAP weapon was also narrow in scope and difficult to handle, that machine.
Grendizer is really reliable and cool.
It seems like there are people who have been brainwashed by this game itself.
>>136I really love the animation of Hiei Dougaioh G-Gun!
>>146I understand, I will add the Machine Robo there too.
>>136I like that you’re doing a great job of recreating the scenario.
If only the tempo improved, I would want to do it over and over again…
>>136The person who is the director of Y said during the interview that they had completed three rounds of IMPACT.
>>163If I can become a director after three rounds, I wonder if I could get to make about 20 new Super Robot Wars titles…
>>166Impackter seems like it’s going to create something problematic for game balance, so it’s not good.
All of Hiei’s animations are cool.
Especially the katana that is drawn from the back and thrown as is.
>>137I like UX more.
The standing illustration of Dunbine is definitely better in the latest version, but I prefer the execution of the Hyper Aura Slash from IMPACT.
I didn’t use the sky magic, so I want to do another round…
Nah, I think it’s fine now…
Impact’s Strongest Army
Texas Mac
Core Booster
G-3 Gundam
Char’s Zaku
Zambot has a somewhat ambiguous image every time.
>>145Deploying just to disrupt Keiko.
Just throw shurikens from a distance.
>>145After all, it’s sleep learning…
Speaking of the theatrical impact, it’s the gradually decreasing HP bar.
I really liked that.
Huh? The double hook is the strongest weapon!? From there.
Watching combat anime makes me think it’s cool… this really has the aura of a special move… and I come to that conclusion.
I modified it saying that ZⅡ is stronger than Zeta, but it had no shield, so it was kind of lacking.
When you obtain the emblem of the Lilith royal family, multi-passenger vehicles become extremely strong.
I still want the Spiral Knuckle, after all.
When my master defeated Hiei, I was truly thrilled.
The rewards for clearing with fewer turns were really strong, weren’t they?
Thanks to that, it is required to clear it as quickly as possible.
I remember that the route where you let the master die was more exciting and closely aligned with the original work than the route where he survived.
When it activates, it’s super fun, but it’s difficult to use it on purpose; I love the last-ditch effort.
I put it on my master and Kappei.
Even now, it’s pretty twisted that if you defeat your master with Domon, you can’t make him your ally.
>>162Since he killed the master just like in the original story, it’s no wonder he wouldn’t join the team, but still…
Since Zero Shadow is so cool, let me use it more!
I thought all the starting moves for God Hand Smash were the same! But it seems that in the original work, Rom-san also added moves on a whim.
It’s crazy that even when using map weapons efficiently because of the directing, it still takes time!
I used it because it was really cool, but to be honest, I only remember struggling with its performance…
>>169I was frustrated because I couldn’t see the weapon stats in hyper mode when I was modifying things.
>>169I think it’s much easier to handle than Shining because it still has a clone.
I remember that the maximum firepower excluding combo attacks was Shining, but I’m not sure.
>>169After moving, you can utilize the Heavenly Shock Fist for support and maneuvering, but the dodging relies too heavily on the clones…
Also, the energy gained from hyper mode doesn’t recover or anything.
After watching with Raideen-chan, it’s a bit amusing to see in the God Voice acquisition event movie how Droeme is being shot down so easily.
Hiei and Machine Robo are using amazing Super Robot Wars magic.
>>171Rom brother only cuts out the image of being cool, right?
Domon and Ryoma’s evaluation will increase when they provide support attacks.
Yes, yes, since it’s a ranged weapon, having support made the support Rock Breaker Punch quite convenient for Domon and God Gundam.
“I want to use Schwarz and Galaria in Y for the first time since IMPACT.”
Certainly, until God enters hyper mode, it’s a bit subtle.
>>181And the consumption of energy is too excessive…
When I was a child, I thought support attacks? That’s not the main character’s job, right?
The ground map is quite a difficult issue, like the impact or the console Super Robot Wars from Tose…
The height difference really makes it hard to see the units…
Spiegel >> God Master
I love how the unique skill of a ninja crosses the boundaries of works.
I wished Seabook had support attacks by default too…
The deep bass of the music in Hiei is great…
>>188Listening to too much of Impact makes me feel a bit confused when I hear other versions or the original song.
I think the subtle feeling of the line’s performance is due to the fact that the range of the strongest weapon seems to be short-range.
Alto is strong in the second half.
I love the sound effects when spinning weapons like the skeleton’s naginata and the explosion dragon’s poleaxe.
Because this was my first Super Robot Wars, I thought for a long time that the series was difficult.
Domon and the master have low evasion, anyway…!
“Grendizer between the two parts is truly the ruler of the universe.”
Is the Great Mazinger in Part 3 the king of the universe?
>>195There’s work to be done that will inspire Maria, right?
Vaice is better off being the Rampage handler alongside her husband than being in the line.
>>196The line may not have strong individual performance, and since it loses its combined attack, the True Getter isn’t really that strong to begin with, so it becomes a passive choice.
The Weissritter had unusually high weapon modification costs for some reason.
I’ve had to raise them out of necessity because of the frequent forced deployments.
If I can’t modify Dunkouga and Grendizer in Part 1, the difficulty in Part 2 will be too high.
>>198As a result, the route branching between the surface and Byston Well is too favorable for the surface.
Even if I delay getting Bilbine, it will probably work out somehow.
The damage from custom modifications to Shining that were made without hesitation is significant.
>>199Isn’t it terrible that the first ride of God is the final episode of the ground series?
Speaking of which, this is the only time I’ve experienced the scenarios of Raideen and Dunkouga being recreated.
>>201The only ones that can fight against Bararo are Sukukoma 2 and IMPACT.
Muge is coming out little by little.
Without coordinated support attacks, we can’t defeat the retreating boss…
Removing the P attribute from range 1 to allow the use of the new command’s charge attack is a bit too distorted.
Reikage and Hyper Garaba are stronger than the final boss.
In the surface chapter, Kyouusuke’s partner was Shiro.
I wonder who will be Excellens’s partner in the space edition.