
Super Robot Wars V
Zero is unquestionable.
Emperor G wants one more shout.
Is it luxurious?
The fuel efficiency is a bit disappointing.
I have improved it on X.
If anything, it’s relatively strong even at the beginning when it becomes great.
>>3The withdrawal is long… Uncle.
I heard that Cross Ange was really strong, but since it’s small, the firepower isn’t that high? That’s what I ended up thinking.
Since everyone has MAP weapons, there isn’t really any advantage.
>>4It feels like it’s strong based on real criteria and keeps powering up, yet is already strong from the beginning.
>>4It’s really impressive that Salamanman can fire the Eternal Story Cannon with the same consumption as a beam rifle due to the ace bonus.
In terms of total damage with awakening, Getter is the strongest, but could you narrow the power gap of the strongest weapons a bit more?
From the early to mid-game, Tetsuya-san’s moves resemble the works of Director Imagawa.
The standout Super Robot Wars featuring Tetsuya is a masterpiece.
>>9Is it an α side story?
If the real Kusi gets a missile pod, it will transform quite a bit.
Amuro’s adjustments make it incredibly agile.
The strong one might be around Sousuke with the firepower adjustment.
The counterattack is easy to understand, and Salina is doing pretty well too.
This game is one where you can dominate during your turn, but…
>>13I was the last one in the IM with Akito hanging around until the end.
Yamato really needs to be overwhelmingly strong; I can see the consideration.
>>14However, if we’re just going to let Yamato handle the number of downed enemies… it would be better to have the mentally superior Nadeshiko and Ptolemaios as decorations.
The atmosphere of Zambot is amazing.
I can’t do without Kaizok.
After doing T first and then V, there are a few complaints.
I’m impressed that you’re keeping it updated properly.
>>17When it comes to the combat system, I feel like it was completed in T.
The UI is still not great.
But I like the interaction between Akito and Kappei.
It’s my first participation, so it’s fine, but even if they put out that many paramails, I won’t use them…
>>20It would be fine to put it all together like Ryoko does.
I want to deploy it, but it will take up the deployment slots.
>>27They have no teamwork for a combination attack like that!
In the end, even if there is size correction, it just becomes the same scale…
Size is justice.
Maitogain is also M size, so it lacks firepower.
>>23But Great Might Gaine is different!
If it’s not power-based, I want more moves through awakening.
Or is the MAP weapon excellent?
None of the aircraft are that great.
The indescribable performance of the unicorn.
You can embellish it a little more, you know?
Everyone, listen up.
I have reconciled with Full Frontal.
>>28What did you say when we merged?
Banjo appears with dialogue designed for confronting Meganoids because Hokushin was a Meganoid.
Ignoring size difference correction is an essential skill.
The parallel mail group is mostly just hobbies, except for Kun, Ninja, and Vivian.
The lack of presence of Z Gundam is also crazy.
Joining the battle with such poor performance is too late.
>>34The Z of VXT needs a little more careful handling…
I wonder how Y will turn out now that 30 has been strengthened.
>>37I was quietly promoted on X.
For some reason, I was weakened in T.
>>34Camille is slow, but the Zeta can be used pretty quickly.
Mail Rider (Good Luck)
Can’t we do something about this a little more?
AS are guys who can make a living just with ECM and fairy’s eyes, damn it!
Plain but strong Levitaine.
The original work’s flaw of “being unable to perform proper supply and maintenance, resulting in extremely short operational times” is not an issue at all in Super Robot Wars.
>>39The fact that electronic warfare capabilities are inferior doesn’t matter in terms of Super Robot Wars.
>>40The absence of preemptive attacks is a bit inconvenient, but it’s not a problem.
Why did they remove the fairy’s eyes that were in the original work!
I feel like I tend to become outdated when I’m with ZZ.
>>41Without a doubt, the strong Zeta goes back to around the original Super Robot Wars Z, so it’s not really relevant.
Getting to the transfer point is just tough.
What is that distorted range?
The addition of Black Sarena just before the midfield is impressive.
>>46It would be funnier and faster if it were T.
MX was so damn slow.
>>50I understand that there are an incredibly large number of supporters, so it’s understandable to accompany them, but this person just casually decides to split off from the Nadesico team and act independently.
Z is often said to have good firepower including bonuses, but I don’t really feel that way.
ZZ was a prominent money maker in the early stages.
There’s also the Marida event involved.
But the MAP weapon saturation is eating up that portion.
It feels like there has always been a struggle with the performance handling of mobile suits (especially from the Universal Century).
I don’t think there’s any need to force it to be weak just because it’s from the previous generation.
>>49It’s not like performance is determined by the generation, right?
It’s just that the damage correction is weak, and it’s tough for a realistic type without resilience or MAPW.
The worst thing about Z Gundam is the performance of the Beam Confuser.
It’s just that I removed everything from 3Z and didn’t adjust anything else, so it has become a poorly equipped version with simply bad fuel efficiency, showing a lack of motivation.
>>51Well, if you say it’s not such a powerful technique, then I guess that’s true…
It’s a little trick for funnel countermeasures.
Z has weapons that are too mixed up between shooting and hand-to-hand combat.
>>53There is almost nothing good about breaking up, right?
ZERO is strong, but the regular Z is also quite strong, huh?
>>56I don’t think there was a time when Z was weak after True M came out.
>>66OE was really weak at first, so it was buffed.
>>76First, there’s the defense power bug.
MX: Super slow
W: It’s still late.
V: What’s wrong with you?
Isn’t Daitarn strong?
>>58Big, hard, full specs except for the combined attack from the start.
>>58It’s not weak, but if you were to say it’s really strong… it’s in a delicate balance.
You can become a regular because you get paid.
Everyone with a damage multiplier from the Ace Bonus is strong.
I like training to use Vulkis for teleportation.
I feel like Wilkis is stronger than the numbers suggest.
I was quite troubled with the handling of weapons that used to have the ALL attribute…
There are many well-made DLC scenarios like Hoikou Rou and the mass-produced F91 pilot from the Federation.
Because there is a clear strength in getting the first attack and pocket money with the Soul Sun Attack, Dai-Tarn.
>>70Having defense down is really impressive.
True Ma has been overdoing it, so they haven’t even relied on Majin Kaiser up to X.
If you’re struggling with boosting Dyturn, let’s recreate the sub four-person ride from Alpha Side Story.
V.X is a Mazinger fan.
T is biased towards Getter.
The MS that can’t receive size advantages and has no firepower adjustments are a bit lacking…
In the late game, even with an attack power of 400, you might not be able to one-shot weak enemies.
>>74That’s impossible.
Is the Flame Dragon easy to use on V or X?
Avoiding and counterattacking to chip away at the enemy is a weak way of fighting for normal mobile suits.
Even though it’s a multi-action game
Yamato is strong, but Nadeshiko is also strong.
There are two types of MAP weapons.
>>78In terms of performance for the battleship slots, Yamato Nadeshiko is a definite choice, and there is a competition for the remaining one slot.
>>82If you’re using the Infinite Justice, then I used either the Eternal or the Danan or the True Dragon in rotation if I wasn’t using the Eternal.
>>82Basically, I would sometimes deploy Ptolemy or Galanchael as repair and supply units with the main dragon.
V still has a critical multiplier increase, so it can output real damage more effectively…
>>79The supermarket has the same conditions.
One drawback of Super Robot Wars is that setting hidden flags is a hassle.
If we’re going to go to space from Danang, then just put on the Minoclub and launch us.
Isn’t Nadesico’s system control a bit too unrestrained?
Analyzing all enemies.
Why does it even work on invaders?
>>87In the past, everyone had reconnaissance or junk.
I want you to become my ally in α Azeal again at Y.
The last Meganoid Hokushin, a mysterious crossover.
I arranged Daitarn, Getter, Unit 01, and Mazinger ZERO in a square and made Elle jump in the middle, immediately boosting her to 170 with spirit.
Strong and tough, Mazinger!
Just please stop absorbing energy.
I will recover, but…
Da Nang is kind of halfway between support and combat, isn’t it?
I think it’s unfair that you can become zero after firing 100 shots because of optional zeroing!
It was so much fun that I ended up going around four times.
I’m finally making progress with X now.
At first, I thought the scenario was a bit dull… but it seems to have gotten interesting as more people joined.
I think the scheming parrot is the final boss.
>>98Turtle…
The Sun Attack of Daitarn is the concept of a scraping weapon.
It’s just unfair that Yamato has a P weapon from the start.
>>100Is it really a mothership and it has P weapons?!
>>119Have I been sleeping for about twenty years?
>>129Did you jump from MX to V, is that why?
>>147By that time, battleships were already equipped with P weapons, weren’t they?
>>150Well, I just didn’t remember, so don’t worry about it.
Danang is already fully focused on the joke about submarines flying.
>>101Huh.
Is it the era where surface ships also float?
For support performance, it’s either Eternal or Trolley.
If you look at it purely as a combat force, the True Dragon.
If it’s Matsuzaka Tori or a homo, it’s Jin Nemann.
If I can only deploy one battleship, I’d choose Nadesico over Yamato because it’s that convenient.
In Danang, if you apply a damage reduction barrier, it will become rock solid because it doesn’t need energy!
Is it good to be a Yamato Nadeshiko?
Yeah
I particularly remember that the mid-game of X was especially fun.
>>105Once Nemo resolves to do it, that game is over…
Isn’t the consumer SP for hope too cheap? I always think that.
>>106I’m adjusting my stamina, so it hinders my recovery… that’s how it feels.
>>112Once it automatically recovers at TAC, I forget about it…
>>116By that time, clearing one turn will be easy, so I won’t care about scenarios that require forced turn progression.
Isn’t it too easy to use something like Daitarn or Balan?
In terms of the scenario
>>108I really laughed at Meganoid Hokushin.
>>108By the time we reach V, it’s no surprise that the original setting of the Baran consortium has disappeared along with The Storm, but what they are doing hasn’t changed at all.
During the enemy’s turn, we had Princess Sara singing endlessly to the point where her throat might dry up.
I may not remember clearly, but there were two types of cut-ins that were used for erotic purposes.
The range is incredibly long, and if you add H&A, you won’t be left behind.
>>114What I can do is just poke at weak targets from out of range…
Too plain.
I also wanted a single separation for the Neo Zeong.
I’ve only played Super Robot Wars for about 30 hours and V.
Isn’t inner strength unnecessary…? It often leads to not being able to defeat them and it gets so frustrating!!!
>>117If we don’t do it, the enemy boss won’t be able to keep up with inflation, so it can’t be helped.
>>117In the past, it was much more intense like “nnhhh!!!”, but it’s useful even for allies now…
>>121I never thought I would give even the invincible Kira Aslan some hidden strength.
>>117There is also a proper power-up for our characters’ potential…
>>122It really gets stiff, doesn’t it…?
In the final stages, if Amuro and Setsuna don’t dodge the suddenly 100% hit low-level enemies, they’ll be taken down, but Tobia can withstand it for one turn.
I mean, it will only take 10 damage.
>>117What you dislike being done by an enemy is still strong even when you do it yourself.
>>117I often rely on my own inner strength, so it’s necessary.
>>117It depends on the enemy, but I think about 90% of it is for the sake of hearing the dialogue interactions.
>>117If it doesn’t have it, people will say, “This boss is way too weak!”…
Trans-Am Turemi will become a stronger P weapon.
It’s limited to 2 turns, but it’s a game that usually finishes in about 5 or 6 turns, so it doesn’t matter!
V is especially cheap for fostering hidden strength, so it’s worth it.
When it comes to being born on Mars alone, it makes him a pretty useful man, Banjo.
The only unnecessary skill is protection.
V has tactical standby, and if you awaken and don’t take two actions on the first turn, you get awakening and acceleration every turn, so it was convenient.
To be honest, if I don’t already have it for my own use, I wouldn’t go out of my way to strengthen it.
>>137In the past it was one thing, but after V it is probably close to an essential skill.
I like the positive feedback loop where Tlemie levels up through repairs and increases the extra count…
The parts supply and the department store-like spirit are both good.
When the enemy activates this hidden power, it’s annoying, but when it’s our ally, it feels like a waste of space, doesn’t it? That’s a path everyone walks.
>>139I really think the 30 has become a degradation…
>>144There’s a strong damage cut, but it’s really hard to utilize it for allies…
Suzaku will avoid it anyway, so it’s a form of insurance, but the annoyance on the enemy side was really terrible.
To begin with, the Gundam Seed forces in Super Robot Wars V are quite weak.
>>140The team from Ptolemy was tough.
>>145Quanta is one of the strongest classes in MS… Sabanya or something like that, yeah.
Mwahahaha!!! That flower blooms with the energy of the sun, so it won’t bloom now when the sun is obscured!
Banjo: “Heh…. (smirk)”
Even though I understood, I couldn’t help but laugh.
Isn’t that guy too convenient?
I started X as an expert, and it’s really challenging but super fun.
I never thought there would come a day when the commander would feel this reliable.
Isn’t there really been a Super Robot Wars where Mazinger is weak for a long time?
Isn’t the era of the GBA coming to an end?
Due to the Gamilas fleet cooperation or battleship synergy, even Amuro and Kira get hit quite a bit.
>>149So I’ll take them all out without letting the enemy do anything with this multi-action…
>>155Since the game has been like this from the middle, having map weapons makes it strong.
It’s unbelievably weak compared to Raphael and UX experience.
The species units don’t really leave much of an impression except for the Hi-Mat Full Burst every time…
>>152The Destiny of the Z series was strong, right?
I asked if there were any good works to watch before buying something recently.
I was recommended Cross Ange, but everywhere I checked where I’m registered had individual fees.
I’m wondering whether to watch it or just start without watching…
>>156I started doing it without watching, so I sometimes see the thumbnail and think, “It’s that guy with his private parts wide open!”
>>156Honestly, it really divides people between those who like it and those who don’t.
It’s better to play the game first and then watch if you’re curious.
>>156Since it’s my first time participating, I think it’s okay for it to be somewhat roughly recreated.
The main story is much more intense compared to Super Robot Wars, so it’s a work I want you to see someday.
>>156I think it’s fine to just play V to a certain extent and watch the main story if you’re interested.
When it’s based on Shin Mazinger, Mazinger is equipped with long-range weapons and has no weaknesses.
The usual combination assault is good, but…
What is this Zafutoredd combination… and now a second one has appeared!
Starting from 3Z, the policy is to explicitly differentiate the performance between the main MS and sub-character MS, so even units that were strong in the past are frequently showing weaknesses now.
>>161To be honest, I would be happier if they just made the main character strong rather than lowering their firepower when modified like in IMPACT or AP.
With the AOS update in 30, it adds massive healing every turn, making the low HP strategy unsuitable in the first place.
During the MX era, battleships had P weapons, but I honestly think they were just really weak weapons.
Even though it’s a considerably abridged version of Kuroan at the beginning in X.
Why do the livestock of this rotten country perfectly replicate both…?
Even ν has been lacking in firepower for a long time.
It used to shine during the alpha days.
Gundams other than W and 00 have been sidelined for about the last ten years, haven’t they?
In the latest Super Robot Wars, there are only a few real types that are stronger than most super types, and among those few, some super types are even stronger.
>>171The size is basically large.
Multiple pilots on board.
Some kind of firepower adjustment ability.
MS can’t win against something like this.
I think V has a lot of confusing elements if you play it without having gone through the original works, as it freely does whatever it wants with the scenario.
Isn’t there anything in the original work, Sakurakaname?
>>172In the sequel, I became Kaname Sagara…
>>172It’s great, isn’t it? Apostles appear! Eva launch! Rampage! Defeat! Next apostle appears! Eva re-launch!
>>176If you’re the kind of person who plays Super Robot Wars, you probably already know about Eva without needing it to be reproduced in detail.
The description of re-attack alone sounds like a powerful skill.
>>173Amuro used to charge in alone like that…
>>173No, it’s simply strong.
>>178To be precise, those who start with high skill and have a convenient long-range weapon are often strong.
There’s no need to force it on someone who doesn’t have it.
>>206It’s fine to attach it to Captain Okita and Kinkeed, but that’s about it.
>>206Isn’t the range irrelevant for a counterattack?
>>173Isn’t it usually pretty strong?
If you raise your skill level, you also get the benefit of almost guaranteeing critical hits.
The real-type characters are mostly those that boast destructive power, just like you. ZZG Self-Nighting.
I only know Chicode! I liked the appearance, so I was using Alkein, but I wonder if it will get additional equipment…
>>181Alkane has always been subtle.
>>183Got it! I’ll do my best!
>>183It feels more user-friendly to be able to enhance the beam rifle with Extra Arms after unlocking the strongest weapon.
>>181One will be added in the final stage.
>>181There are additional weapons, but the operation remains harassment from outside the enemy’s range.
The protagonist’s mecha tends to lean towards the realistic side, so it can sometimes get overshadowed.
>>182I think the original character is fairly decent since they generally have ace bonuses with firepower adjustments or skills attached.
>>182Rather than half-baked super elements, it’s stronger to have something like MAP weapons and go all out.
After doing Z, I realized the potential of my strength, and then after doing AP, I thought that the potential is boring and should be eliminated.
The enemy’s skill level has an upper limit, so if you have someone who can exceed that, just level them up to that point and they can definitely provide supporting attacks by themselves, making their reattacks normally strong.
Especially in a playthrough, it’s really strong.
The one that’s overshadowed by the strong counterattack is the support attack.
It’s not about balancing a formation.
If Ace Proud is aiming for a difficult first round, then I want to attach a bit to it, so it’s really just about the protection, isn’t it?
It’s a subtle thing.
The unique bottom power Level 9 of a formidable enemy is great, isn’t it… no, it’s not great.
>>193The second z is amazing, and it’s normal for the boss’s adjustment to be around +50%, making it hopeless to dodge in a realistic setting.
When I could use the pseudo-synthesis first awakening form normally, I felt both “Yay, it’s cool!” and “Is this really okay…?” at the same time.
Incredibly strong like a fool.
>>194I’m seriously 고민ning with number 13.
Awakening is hard to give up.
>>202I think it’s really strong except for the fact that you can’t transform into a Jin without killing one.
>>194However, it is also difficult to part with Unit 13.