
I would like to receive any advice you may have.
Burny is strong.
Don’t break in the first episode just because it’s unusual.
In a sense, it’s a turn limit, so don’t be prejudiced against characters and units.
Grendizer is really dependable.
Stop with the true Getter.
>>5Was the dragon stronger?
>>47All species are weak, but that’s correct.
>>47Basically, it will be enhanced, but the open get will be removed.
Looking back now, the balance between withdrawals and additions is dead.
Don’t overdo your proficiency.
When Dunkoug arrives, make all the modifications.
It’s dangerous to transform it when Machine Robo officially joins.
Is there anything special I wanted to say…?
Is it better not to go to some part of the Byakuto Well route?
No enhancement parts will be attached to Gran Galan and Golion.
Let’s buy the strategy guide.
Don’t enhance the Doberman Wolf.
Part 1 focuses on ez8 and Great Mazinger as the most important.
Isn’t Texas Mac and G3 Gundam and Char’s Zaku strong?
Dancouga will be fully upgraded to level 1.
Isn’t the choice between Shin Getter and Line Weiss Ritter pretty terrible?
>>17So, it’s necessary to do three laps, isn’t it?
>>19There are three patterns of the ED movie.
>>17Well, neither of them is particularly strong…
>>17It’s a three-choice option that includes choosing neither.
If you mention that, then there are plenty of things like the Kampf and the Gundam Prototype 2, as well as others like the Build Burning’s night camouflage and the undefeated Eastern + V-Up unit that don’t fit into a simple two-choice scenario.
Those with leadership are strong.
If you go in with an image from Dunbine or past works, you’ll end up getting hurt.
There are often cases where you have to reduce your HP to the limit in order to defeat the boss.
Combattler, with its variety of weapon types, is quite useful.
I think the Core Booster and Hyaku Shiki were something incredible.
I am forced to solve problems quickly in order to acquire special skills.
>>24If it’s about skill, I don’t need to keep solving quickly endlessly, right?
>>31The strategy guide surely mentions the use of revival, reactivation, and self-destruction for infinite actions, right?
The difficulty of defeating the retreating boss is as strict as weapon modification restrictions in other games.
Daitarn is super strong and reliable.
Terrain adaptation is extremely important, and since it’s S tier in air and S tier on the ground, it’s in the strongest class for the ground version.
However, terrain adaptation will be meaningless unless both expectations and the pilot are at S level, so let’s try to raise the terrain adaptation of Manjō as well when the opportunity arises.
Strongest Unit: Bluigar
If you’re not going to go for the Reverse Sharr, you don’t need to focus on your skill level.
>>28It’s not even an interesting map.
Char is being irritatingly defensive, the upgraded parts of those who left temporarily are falling off, and Alfimi is not here, so the stress is much greater than the sense of accomplishment.
Was there terrain adaptation for the pilot in Impact?
I think it’s more of a genre like a tsumi shogi rather than Super Robot Wars.
Give up on the policy of making your favorite robot stronger.
First, completely upgrade Dunkouga to level 1.
Next, modify Grendizer to the best of your ability.
After that, there are Great Mazinger and Daitarn 3 with leadership.
It’s around the EZ-8, which is good at support.
Prioritize weapon performance over aircraft performance.
I think it’s quite ruthless that if you don’t train some of the characters, you might get stuck at the beginning of the third part.
>>34For some members, the transition from Division 1 to Division 3 should be seamless…
The map where you can get the G3 and Char’s Zaku (wait for 10 turns) is surprisingly easy to clear in 5 turns…
Terrain adaptation is really important, you know.
Episode 1’s Gog gives you a lesson, but…
>>37This is a stalemate point.
I thought Romu was going to be stronger as a companion, but he’s actually pretty weak.
Dare-dare-dare
I have a memory of a madman endlessly grinding this game.
You might think that Daitarn and Zambot have low firepower, but it’s best to fully upgrade their weapons.
Terrain adaptation is important, but terrain effects should not be underestimated either.
The base’s EN recovery and the asteroid belt’s defense evasion effect are super helpful, but it’s really annoying when the enemies use them.
I will eventually stop using Daitarn, but for now, I will fully upgrade my weapon.
It’s often said that even weak aircraft can transform dramatically when fully upgraded, but if you try to improve all of them, you won’t have enough funds or V-UPs, so it’s better to limit yourself to a few and focus on strengthening the main units that frequently require forced sorties.
You can manage pretty well even without strengthening, so it’s fine to be casual about it.
Wasn’t this game ridiculously long? I think it was around 50 hours even in an RTA (Real-Time Attack) run.
Grendizer is definitely something you should nurture; you won’t regret it at all.
If you don’t make use of support attacks, the enemy won’t fall at all.
Hieiyou may not be as strong as they say, but Soruma is extremely powerful.
>>53Soramata is also cute, so that’s admirable.
GP01 is even more reliable than GP03.
Getter is strong in the first part of the ground series…
>>57Isn’t this a countermeasure against Gog?
>>59I’ll use it properly in the decisive battle against the Demon Empire! There’s a turn limit, after all!
Regarding getters, it is more common to use getters 2 or 3 rather than getter 1 in the game.
The so-called strongest Bouchun has a maximum range of only 1, so Bilbine is overwhelmingly more convenient.
>>61The V-UP doping group is a bit lacking in areas other than firepower…
>>93I can handle core boosters and vehicles with high maneuverability.
In any case, since there are noticeable long and tedious sections, be prepared for it to take several months to clear.
Level 10 hidden power is great, isn’t it?
The zero shadow, once made an ally, isn’t that strong.
The mobility isn’t as outrageous as Hiei’s, and with the resentment taken away, the firepower is low!
“I stubbornly refused to use mass-produced types or fighter planes, no matter what, instead of my favorite main character robot.”
>>66You’ll definitely use the Bluegar… it’s super convenient…
>>73I didn’t buy a good one; I used Raideen.
Both the True Getter and Line Weiss are not that strong.
Also, it’s painful that Linevice can’t use combined attacks.
Among ninjas, Spiegel stands out as exceptionally strong.
>>68In other words, it’s the most useful and strong in G-Gundam.
Given that the balance is strict, various elements can be quite useful.
It has strong resilience and the shield is also strong.
Rather than the dragon, Getter is difficult to use because the change attack that debuts in this work isn’t consistently P or something like that.
However, there are few who can fight underwater without stress at level 1, so it’s better to level them up to some extent to rely on them at key moments in level 3.
The convenience of Bluegar lies in the fact that among strong units, there are no requirements for joining routes or proficiency levels, and the fact that it doesn’t get wasted, including its spirit abilities, is also significant.
Characters like G3 uncle are strong and can be easily obtained if you know how, but without strategy information, it’s easy to miss them.
Just because Princess Romina is cute, searching for images brings up the weird pilot suit from the original work.
Bluegar, Core Booster, and Texas Mac are the top three.
Was Shin-ge a failure!?
I thought it might be better with Shin Getter because we can’t take the line, but there are combo attacks.
>>74If you want to use it, you can use it properly until the end; it’s just that there are other stronger machines.
Ez-8 is a mobile suit I want to use for space battles, but I have to confront the fact that EN modifications will be wasted and the full modification costs are incredibly high.
A devil’s nest that doesn’t say to stop doing it.
>>76It’s extremely quirky, and whether it’s considered a good work is difficult to say.
There is a taste that only has impact…
>>76It’s interesting, so if you’re motivated, I hope you’ll give it a try.
>>84I can’t guarantee whether this being interesting is what is sought in Super Robot Wars.
You can receive support attack skills in certain scenarios, but…
The person I want to attach will exit on that map.
It’s quite difficult without supplies in this game.
I think there are fewer people who haven’t used the strongest supply unit, Blue Gar.
The maximum firepower of the God Gundam is lower than that of the Shining Gundam!
Well, even if you choose a machine based on your preferences, the difficulty of the balance was such that it could go either way, so that part is well done.
Just the fact that Spiegel can be used until the end makes it a masterpiece…
Since Bluegar has no money at first, there’s no need to make it strong.
There are some who invest money beyond that.
>>87A supply unit with high mobility that can fly normally is already useful without any modifications, isn’t it, Bluegar?
Normally, the usual lineup is somewhat difficult to use.
The only weakness of the Blugar is that, as expected, when charging in alone and providing support, it can run out of ammo.
You might not need to worry too much except for the long-term battle at the end of Part 1.
What’s strong is that due to the added ninja skills, Schwarz benefits immensely compared to the Hiei faction.
In the second stage of the Char’s Counterattack chapter, is the ally reinforcements stripped of their upgrade parts?
>>91Since it’s being peeled off, Rom brother, who came all the way here, is less reliable than usual.
First, because I just use relaxation and don’t move, it doesn’t matter whether it’s in a line or with Weiss…
If you ignore Estebaris, stages will be added that will make things difficult for you.
Please love me in moderation.
VUP is also valuable, so it’s necessary to allocate it systematically.
Be careful not to defeat East foe with Domon just like in the original work, as it would replicate the original.
People who like this seem to also like AP.
Well, it’s better to honestly look at the strategy guide for this hidden relationship.
It’s not as simple as just having the relevant characters fight each other recently.
>>101I defeated my master with Domon as in the original story, but I died! Why!?
>>117It’s just like the original.
The downside of impact is not the difficulty or length, but rather that the behavior is simply sluggish.
>>102The benefits of high difficulty and quick solving are rather satisfying, and I prefer them if I’m doing it occasionally.
It’s hard to recommend this because it’s long and the behavior is sluggish.
I think modifying the ez8 is partly about how much we can rely on Burny’s good luck.
If it’s just about defeating the retreating enemy, a simultaneous attack from Great and Bluegar would be fine.
Shining’s greatest enemy is not inheriting modifications from God.
>>105Moreover, at the very end, transfer to a part of it.
In the first place, the Reverse Char stage has restrictions on defeating enemies, so even if it’s removed, well…
It’s fine if you just act as a decoy around there.
AP is high difficulty, but the fact that you can do it incredibly smoothly makes it completely different.
It’s amazing that Sorcery is so strong yet has V-UP suitability.
To reduce stress at the start of Part 2, I also want to prioritize modifying things like Grendizer for ground routes and Mazinger for space.
Despite having many stages, IMPACT is quite troubled by finances in the later stages due to the numerous split units.
The settings for defensive support and offensive support are quite cumbersome compared to now, and when choosing to evade counterattacks against enemy attacks, it didn’t have the option to change with just one button for the L and R buttons, which I think made the tempo worse.
Even if you’re the type who wants to take on challenges without strategy guides, I think it’s better to check the conditions for unlocking hidden units.
Too hard to understand!
If you carelessly talk about impact, the training monks will come!!
The design of short-range high-power non-P weapons intended to make players pay mental points for assault use is really remarkable compared to recent years.
The impact of size adjustment is stronger with larger sizes, and there’s no advantage to size S.
So far I’ve understood that I need to be careful with the first episode’s Gog and that Great Mazinger is strong.
>>119The Alteisen isn’t as hard as people say.
Be careful! The Weissritter isn’t as avoidant as it sounds!
The basic Kuuma is too strong, and while actually Joe Hiei is also strong, there aren’t really many reasons to not merge with basic Kuuma aside from character love and such…
Hiei has a similar vibe in UX as well.
I think it would be a relatively good game if the map could be primarily selected from the mini-map, and if the battle cuts and map weapon behaviors were quick.
The length is inevitable as it is based on a three-part series and also includes scenarios from additional entries.
Compared to the usual Super Robot Wars, the first episode is at least three levels higher.
So Bluegar was that strong, huh?
I was only using the main protagonist’s machine.
>>123The increase in firepower due to modifications and V-UP is one thing, but learning awakening in part one is also incredibly convenient for quick clears.
I thought there would be benefits if I acquired proficiency, but…
Generally, the lower difficulty levels have better rewards and perks… in a sense, it’s a form of balance adjustment.
Why is it better to skip early proficiency and take it in the later stages even when aiming for a reverse shower route?
It’s convenient in the ocean map, so it’s a good idea to level up Getter and Bakuryu.
Even if you’re in the water, it’s fine as long as you choose the right weapon, just like the Gog.
Well, I’ll forgive it because Lenny is cute…
Who is that riding this black lion?
The black lion is quite handy, but later on…
>>128I feel that way, and since the beast magic is also delicate, I don’t want to modify it too much…
The Phoenix Thunder Hawk is pretty mediocre, so I want to strengthen it later.
When you aim for proficiency, it basically becomes a hassle to clear it in low turns.
I’ve been stuck on episode 5, thinking “I missed that… I could have leveled up here…” and I can’t progress at all…
You should just play without worrying about it.
It’s like Kōji-kun, who has a lower base stat based on the number of support actions, right Kyosuke?
Dancouga should be modified in two stages.
Do you understand!!!
I won’t forgive Kyosuke for saying there was a beam coat in the first episode…
Well, if you want to do it roughly, you can do it however you like.
Because it is long, fluffy, has many hidden elements, and the benefits of quick solutions are significant.
There will be various differences between playing efficiently and playing casually.
If you’re concerned, I think it’s okay to thoroughly look for a strategy.
Alt and Weiss are ultimately just Gespenst Custom level… that’s how it feels.
It’s nice that there are magical parts in VUP, isn’t it?
When it comes to Getter, Ryoma has the least amount of appearances after all…
The combination of Getter Vision and Open Getter is seriously dependable…
The FA Hyakushiki Kai is undoubtedly strong, and there’s no reason not to use it in MS once you obtain it, but it requires quite a troublesome process, like shooting down the stubborn and persistent Type 2 and lowering its proficiency to upgrade it to FA…
The boss’s retreat HP is relentless, isn’t it?
>>142It was troublesome, including Butcher’s positioning during the Mazinger launch.
>>148The V-UP unit can be obtained from the container after the destruction judgment.
You can have Burnie self-destruct the fully modified Chobham Armor Alex (which has the highest HP among the interchangeable MS).
Exceed retreat HP.
>>142Gilberg survives with 1 HP.
This beam rifle can’t be used underwater, but the Gog’s mega particle cannon can!
What am I shooting at?
>>143Reproduction of the original work?
The hidden condition of Pull is so unclear that it makes me laugh.
If you can concentrate and gather your focus on relatively simple tasks, it makes things much easier for you afterwards.
It looks rough and tough, but it’s definitely a Gespenst… thinks Alto.
>>146Since the inside of the bulky part contains bearing bullets, it’s quite understandable that it’s relatively weak to impacts.
The balance adjustment between the new type with hit evasion and the old type with support is exquisite.
>>147(Not avoiding it that much, as I said)
Texas Mac is really strong too!
I’m glad I happened to be modifying Grendizer…
The sky demon is overwhelmingly strong, but I like the moves of the beast demon.
It’s definitely not a game I can recommend, but I can understand why it gives birth to abnormal impact lovers.
If I have one piece of advice to give you, it would be…
The Nadeshiko-type units have overly long battle off performances, so I don’t really recommend them.
But if you don’t train, you’ll get stuck when entering Dirado, so make sure to train moderately.
I believe that if we don’t take Estebax, we’ll end up with one extra pilot.
>>157I don’t think there are many people who use Esthevaris…
The reason the latter part of Super Robot Wars feels tedious, which is rare, is because there are only a few strong MAP weapon users like Sorcery Magic.
There are quite a few moments when I think it was good that I did as I was told.
If I hadn’t modified the second part or Grendizer, the early stages would be too bothersome.
Weak aircraft have a high modification level, so it seems like modification costs are high, but since modification costs are rank-based, unless you’re aiming for full modification of the aircraft’s performance, the amount of money you need won’t vary that much.
Especially considering the increase in weapon effectiveness, it’s a bargain.
It’s just that the growth in aircraft performance is poor because it increases in ratio.
My name is Mastery All-Taker.
It took about three days to get through a map that you can’t clear without defeating some reinforcements from somewhere, and I ended up stalling.
I remember when enemy reinforcements were supposed to arrive on turn N, and even after wiping out all the enemies I had positioned before the specified turn, the reinforcements didn’t come early and I had to wait.
I didn’t know about Dangai-O, so I was perfectly caught by Bloody I & II.
Banning is too reliable when divided into three units in part three…
I feel like ZⅡ was quite user-friendly on MS as well.
>>169The presence or absence of Z II and FA Hyakushiki Kai drastically changes the difficulty of the Mars route in Chapter 3.
Great! Grendizer is so cool! It’s one of the few robots I can use in Super Robot Wars.
The game mechanics are strong in leadership and support attacks, so Getter, which lacks both, struggles in that regard.
In skill coordination, there are opportunities to provide support once in each of the first and second parts at the end, but the low proficiency requirement makes it valuable…
It seems that the main force in weak battles varies quite a bit from person to person.
I was GP01.
A line becomes strong when you put effort into it.
With a support of 4 and a weapon that consumes a lot upon awakening, if I maneuver to make the resurrection happen, I can turn into a demon of support.
Especially useful against enemies of Nadesico with half damage taken.
>>173The resurrection skill is incredibly tedious, but it’s a strong and unusual skill, isn’t it?
Was this also obtainable at a low difficulty level?
The fast-solving play video I saw long ago was amazing.
It might lose speed a bit towards the end, but Daizer and Great have always been heroes.
If we’re considering using it in the Nadesico team, I think the main Nadesico and either Izumi, who has the Relaxed trait, or Hikaru, who has the Lucky trait, would be the ones.
The rest will depend entirely on personal preference.
I just want to play a past Super Robot Wars port on Steam.
If you hit Char too much, he gets angry, right?
>>181If the surrounding Gyaradoga gets defeated too much, this villain will cause a game over.
>>181If you kill too many of my friends, I’ll get angry.
“I get angry even if I kill myself.”
In the first place, being in a position where you can’t complain even if you’re massacred.
It’s a bit of a cheat, but it’s easy to reach LV99 with repair supplies in this game.
>>183I’ve never done it, but it seems like it would be a hassle to do it with the behavior of impact…
I feel like the Spiral Knuckle has a better impact than the Shazala.
>>184Shazarara is weak to begin with, but it’s quite usable and I need more attacks…
>>184If you think about it that way, then yes.
I understand why it’s recommended since it’s not often chosen.
>>184Having it or not makes a big difference in how usable Dangaioh is, doesn’t it?
>>184Isn’t it a knuckle even at C2…?
In the combined Operation 3, there were about 8 aircraft deployed, right?
There’s no room to let anyone join us.
>>198The Plasma Typhoon is a P weapon with a range of 2-7, so it’s excessively overpowered. C2’s Shazala.
>>198C2 is convenient among the two parts…
>>207Unlike IMPACT, the resource allocation is quite tight until the end, so it’s more troublesome not to take Shazarra.
>>184The P weapon with a range of 6 and the ability to move again makes Shazara quite strong.
When it becomes the third part, I get out of breath.
The Valvaro from Part 2 is quite useful.
I feel like there was something like a self-destruct revival formation.
This game offers the unique feature of combining Yurika and Jun to perform special techniques while managing an esthetic salon.
But if you’re going to do nearly 100 episodes anyway, it would be better to include Char’s Counterattack so there are no regrets.
It definitely feels like there are some aspects not fully explored even after doing 100 episodes… which makes me curious.
>>188The second round is too heavy for anyone other than the madman.
Hot blood 1.5 times
It was 1.8 times with leadership and passion.
Only some characters can become retreat boss killers, right?
If I think about the difficult elements and say I’ll do it on the second round, I probably won’t do it at all!
The Psycho Gundam, which is obtained with great difficulty, is unbelievably weak…!
Honestly weak, why is it so pathetic… It’s rare to be able to use it on my team…
>>195Since all of them were EN consumption weapons, the fuel efficiency is poor.
Was it around the time when the IMPACT round rewards could still carry over only the money you had on hand?
>>201But this is big.
The problem is that I’m out of energy to go for a second round.
>>201It’s not just that it still is, but rather that it’s all about the impact…
What is up with Gato betraying you at level 99 when you take the reverse Shaar route…?
You’re originally part of the Dozle faction, right?
Overall, MS is unreliable, but thanks to the presence of the leadership from the beginning, Shiro feels like he has a higher level of preferential treatment.