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Super Robot Wars V |OT| V is for Voyage! There's an ENG version!

Gunstar Ikari

Unconfirmed Member
What "dumb shit"? I'm curious what people don't like about SRW besides the simple srpg mechanics.

I've always seen the games as visual novels with cool animations, the only strategy is for SR points (and sometimes they can be trial/error annoying), otherwise you use the units you want and go beat up the enemies while watching a fun story.

Modern SRW has a nasty case of mechanics bloat that makes the games drag regardless of the difficulty. I actually prefer SRW1HD to many of the newer games, despite being as easy as ever, due to the fact that it's really basic.

Yes, the games are selling on their stories, but they still ask for 30-60min per map of SRPG gameplay, in addition to the setup time during intermissions. It'd be nice if they either made this time more interesting or made it shorter.

I'm fully aware that I'm in a super-tiny minority though and that most are fine with SRW the way that it is. Which is why I had pretty much moved on from the series.
 

Bebpo

Banned
Modern SRW has a nasty case of mechanics bloat that makes the games drag regardless of the difficulty. I actually prefer SRW1HD to many of the newer games, despite being as easy as ever, due to the fact that it's really basic.

Yes, the games are selling on their stories, but they still ask for 30-60min per map of SRPG gameplay, in addition to the setup time during intermissions. It'd be nice if they either made this time more interesting or made it shorter.

I'm fully aware that I'm in a super-tiny minority though and that most are fine with SRW the way that it is. Which is why I had pretty much moved on from the series.

Nah, it's totally cool to have issues with it. I like SRW but I think it's far from perfect mechanically. I finally got duckroll to jump in and play at Z1 since he loves mecha anime and srpgs but he couldn't deal with the mechanics boredom and bailed midway through the game.

Can you go further into the bloat? I get that if you're into micro-managing there's a bunch of stuff to do every few intermissions with upgrades, part swaps, skills. I waste a lot of time on the micro-management to make the strongest team possible. But when you're in the map I feel it's fairly straightforward. Uses boost move mechanics to move forward, concentrate dodge buff for reals, aim for supers, take out the grunts, take on the boss use all your SP, keep a few EN units around to refuel, maybe a repair unit or two.

The only thing I miss in V and the last few console SRWs is not taking the mechanic from the portable SRWs (UX/BX) where if you hit O when you are moving it instantly auto-moves your unit in the direction of the enemies. For early grunt rounds, that means R1 -> O -> O -> attack/end turn, R1 -> O -> O -> attack/end turn which moves things ever faster than manually selecting the next move point for every unit.
 
Playasia backordered until April, anywhere else to buy it (thats not insane on price?) How easy is it to get a digital version?
 

garion333

Neo Member
Playasia backordered until April, anywhere else to buy it (thats not insane on price?) How easy is it to get a digital version?

Excellent question as I came to ask the same. Should I setup a Hong Kong account instead of a Japanese account so I get the version with the English subtitles?
 

Shouta

Member
Biggest problem with modern SRW is that there's a lot of stuff under the hood but they haven't evolved the actual tactics & strategy part of it. You're doing all kinds of fiddling but it all amounts to is just dealing more or less damage.

They haven't really done anything that gives you more options for tactics on a map nor have they designed scenarios to test your strategic prowess. Occasionally, they'll throw a curve ball like the maps where your morale gets totally destroyed as in Z2.2 or maybe a water map but those are really few and far between. I actually really miss the status effects that were in the PS2 OGs because it gave characters/mech combinations a unique support role other than simply Resupply, Healer, or SP bank. You can't implore tactics like EN draining enemies or creating a specific tank unit because they don't include systems in the game to do so, normally anyway.

It's just a lot of stuff you're doing without being forced to really think about how your approach something, most of the time. It's fairly understandable as the devs want these games to be easy to play and to allow the players to power up their favorite units like crazy but for the more tactics/strategy minded people, it's a little lacking. The earlier SRW games aren't any better in regards to this but there's a lot less you have to deal with as a whole which makes it quicker to play. It's also harder to trivialize the enemies because the power-ups aren't as potent, heh.

I do love my SRW games but I do wish they'd add more to do during maps and the like.
 
Single maps take for-fucking-ever. At least I can save at any point, but sometimes I just have 25 minutes to a play during the day and SRW don't give a fuck.
 
Single maps take for-fucking-ever. At least I can save at any point, but sometimes I just have 25 minutes to a play during the day and SRW don't give a fuck.

That's for sure. As I've gotten further in the game and things have gotten more involved with the story and the maps, I assume that I'll need a minimum of an hour and a half for any chapter. Especially once there's like three different occasions of sudden reinforcements showing up and objectives changing.
 

Bebpo

Banned
Couple things I really like about this game (among many things):

-The new OG non-battle music is really nice improvement. That violin songs in the Nine scenes, the standard map battle music, etc... really good stuff. Some turns I don't even turn on an animation because I like the default music.

-I'm very surprised at how much touching up of Z3 animations there is here. I wouldn't have thought they'd have the time/budget to add all the new series and go back and do so much touch-up work on Z3 sprites. I figured the old units would just be copy & paste. But the touch ups so far have fixed most of the complaints I have with the Z3 spritework & animations. Little things like the flip in the air before Destiny Gundam's sword attack are just cool little touches that weren't necessary but are greatly appreciated.

Single maps take for-fucking-ever. At least I can save at any point, but sometimes I just have 25 minutes to a play during the day and SRW don't give a fuck.

That's nothing new though. For like the last 10 years, once you get 15+ maps in, if you're actually reading the story, intro -> battle map & events -> outro is about an hour per stage with some up to about 90 mins in the endgame.

Otoh if you don't watch animations and don't go for SR points you can probably blow through most of the maps in < 20 mins using map attacks. This also applies to most SRW games.
 
Couple things I really like about this game (among many things):

-The new OG non-battle music is really nice improvement. That violin songs in the Nine scenes, the standard map battle music, etc... really good stuff. Some turns I don't even turn on an animation because I like the default music.

-I'm very surprised at how much touching up of Z3 animations there is here. I wouldn't have thought they'd have the time/budget to add all the new series and go back and do so much touch-up work on Z3 sprites. I figured the old units would just be copy & paste. But the touch ups so far have fixed most of the complaints I have with the Z3 spritework & animations. Little things like the flip in the air before Destiny Gundam's sword attack are just cool little touches that weren't necessary but are greatly appreciated.



That's nothing new though. For like the last 10 years, once you get 15+ maps in, if you're actually reading the story, intro -> battle map & events -> outro is about an hour per stage with some up to about 90 mins in the endgame.

Otoh if you don't watch animations and don't go for SR points you can probably blow through most of the maps in < 20 mins using map attacks. This also applies to most SRW games.

It might not be nothing new, but my life has surely changed in the past ten years. I love these games but they take forever.
 

Bebpo

Banned
Not sure what you'd want them to do though? Less grunts? Where I'm at about halfway the grunt count feels way down from Z3/UX/BX, just enough to get morale up to strongest moves -> boss. Less story? Well, could do that but the story is half the fun.

For me, SRW length/pacing is what it is. Every since I jumped in at Alpha 3/W it's always been like this outside of the DS games (and I'd assume GBA games) which moved at a bit quicker pace and were shorter. I don't know what SRW would be like with shorter maps. Hell, most maps I barely get to see all my units attack more than once or twice.

I guess small deploy counts + fewer enemies could speed things up, that's what makes earlier maps quicker, fewer units to move and why stuff like OGs Dark Prison moved faster with a smaller team of 6-8 units. But when you have 100 units to use, small deploy counts suck since you don't get to use half your units.

Alternatively you could just deploy a handful of your best units, put them out front and counter-attack kill all enemies on enemy turn and it'd probably be the fastest way to clear out the maps outside of big map attacks.
 
Done the first five scenarios and the first bonus scenario so far, the game is much faster paced than I remember SRW being. Definitely quicker than SD Gundam G Gen Genesis. Those maps feel like a slog with wave after wave of enemies.

Seeing Crossbone team up with Yamato just puts a huge smile on my face.
 
Up through Chapter 29 now. I'm really enjoying all of the little touches with the interactions between the characters. It's just a ton of fun seeing all of these crossover scenarios. And also jokes about Judau's slowly growing harem.

Hathaway has been the biggest revelation for me overall. He's just plain awesome in this game, and I never thought that I would find Hathaway cool.

Playing this game always gets me really hyped up.
 

Bebpo

Banned
Other small differences/touch-ups that make me happy:

In Z3 I was really disappointed that when FMP's Arbelest goes into Lambda mode, it didn't effect any of his existing attack animations and only the Lambda strike attack. Was really happy to see V correct that by giving all of the attacks a blue glow/extra oomph when in Lambda mode. It's not extra shadows or anything extensive, but at least it's there.

Now if this was already in Z3, I might be wrong about that, but so far every animation touch up I've noticed on Z3 units when I check youtube I've been right that it was touched up. Can't find any youtubes from Z3 of the normal attacks with Lambda Driver out to compare.
 
That's for sure. As I've gotten further in the game and things have gotten more involved with the story and the maps, I assume that I'll need a minimum of an hour and a half for any chapter. Especially once there's like three different occasions of sudden reinforcements showing up and objectives changing.

Yeah, that's been my issue. My schedule isn't going to allow for long gaming sessions for a while, and it's tough to want to devote my time to what might amount to being all text before a level even starts. Wasn't so much an Issue with the Z series since I was skipping through the dialogue anyway, but I'm actually interested in the series in this one, since I have zero background with Yamato, Might Gaine, etc.
 

Bebpo

Banned
The way I play SRW is I do maybe 1 or 2 maps per session after the initial short ones. It's like watching 1-2 eps of an anime show (to me SRW is kind of its own mecha anime). Sure it takes me a month or two to get through the games, but the repetition never really kicks in for me that way. I always look forward to my 1 hour of punching grunts with giant robos.
 

Bebpo

Banned
Doing the 23-25 split and I really don't understand the point of splits where the group doesn't separate and the maps are the same, units acquired are the same, and the only difference is slight variations in how the maps play out. It's not even like there's different OG characters each route. Just a weird split. As someone that does full scenario playthroughs it's like "yay, get to do the each of these 3 maps twice now -_-", at least looking at the full scenario flow chart, after this all the splits are real splits. Just seems like an odd place to put a fake-split in for 3 stages after the ep22 scenario.

Also I never noticed in the DLC scenarios that there were 2 bonus ones at the very end, one for pre-ordering and one for buying the full DLC pack. Maaaaan, that is a lot of good parts! I kinda like how the DLCs for SRW games now basically just make the game easier and more busted if you want. I mean I play the DLC scenarios for the storylines, but the loot is a nice bonus.

And now that I have Unicorn, the touch-ups are interesting. Bazooka looks amazing compared to Z3, but the NT-D attack is interesting in that the choreography is just completely different. The new one is quicker and has more impact (I like the slash across, slash back instead of just slashing the front of the unit) but I miss the little wave line flash at the start. It's kinda nuts how much time/effort they put into redoing the animations for all these Z3 units.
 
I'm at Scenario 14 so far.

Changing music to 'game-size' is definitely a big plus. On the other hand, the problem that I expected definitely exists - vocals overlapping with dialogues. I'd like to hear what they say. Not exactly a seiyuu/VA fan, but I appreciate their acting.

As far as vocal songs in battle (mostly default ones), the only one that worked well so far is HEATS. I didn't even realize it was on vocal at first since it didn't interfere at all. I'm wondering if it's due to the nature of Ryouma (and Getter Team) always shouting or it just happened that the song had the right amount of volume on vocals. TOMAHAWK BOOMERANG!

Great Mazinger + Guardian/Kanjite Knight? Nope. Switched it to &#21191;&#22766; (from Getter) and it felt soooo fucking awesome. I haven't played Z3 yet, but I think this is the first time I heard it in an SRW. And where is the Great Mazinger theme or a Kanjite Knigt instru? I don't like Kouji but it was worth to us him more often than I wanted in Z2 just to hear Kanjite Knight.

Might Gain? Nope, switched to non-vocal on both Gain and Bomber/Diver songs.
ZZ? On UC side, I've only got ZZ guys so far, and Silent Voice has some overlapping problems.
00 Trailshitter? Daybreak's Bell has quite a long startup, so it kinda works on those parts. Again, kinda bummed that there's no instru version.

This game made me realize how much I hate TIME TO COME (ver. OG). I think it's 'too fucking noisy'. It's kinda funny since I like Sawano Hiroyuki and his "noisy" music (watched/heard UC, Kabaneri, Aldnoah). Speaking of Aldnoah, if they going to include it, they have to put BRE@TH//LESS, otherwise, they might as well not include it.

Also, with all the dialogue and shit in the game, why not make an entirely new BGM for Welt and Charlotte? Stuffing that shitty version of TIME TO COME is shitty. Terada dude, come on.

It's really dumb to high heavens that we have BEYOND THE TIME song, but not an BEYOND THE TIME instrumental. It has been, and will always be one of the best music in SRW. I don't even care about if they just rip the older SRW renditions and put it in the premium song version. I'll try this again when I get CCA/OYW characters.

Since I'm rambling about BGMs anyways, I definitely thought that the original song &#25126;&#22580;&#12395;&#12390; was a Yamato BGM (never watched Yamato).

The funny thing is that if I ever make an effort to get custom BGM, it'd be bringing 'missing BGMs' - and most of them would be SRW renditions of older SRWs taken from Youtube or something. Or putting Soul Stranger into the game, because this shit is a fucking masterpiece (maybe I will, if I find a unit to put it on that doesn't have a half-decent BGM).

Now that I think about it, has Banpresto/BanNam ever put their SRW OSTs digitally? Outside of OG ones, of course.

I checked Amazon and e-onkyo, and they only have JAM Project and OG ones as expected.
 
How long is this game? How long does it take for the platinum trophy as well?

50~70 hours if you're a normal person.

Maybe less than 20 if you skip every shit there is.

Also I never noticed in the DLC scenarios that there were 2 bonus ones at the very end, one for pre-ordering and one for buying the full DLC pack. Maaaaan, that is a lot of good parts! I kinda like how the DLCs for SRW games now basically just make the game easier and more busted if you want. I mean I play the DLC scenarios for the storylines, but the loot is a nice bonus.

True GAFfers only use boosters, and only boosters - no mega boosters.

I'm actually surprised how they integrated the enhancement parts into the story.

So far, I'm playing by these rules. I actually expected SRW V to be piss easy, but so far some SR Points are a bit challenging (currently at Scenario 14). The overall stages are not as challenging as vanilla Z, so they're more like Z2-2.

0. Use SRW V theme. We can't get started without this.
1. No upgrading.
Exception: If it is required to obtain a hidden unit, attack, pilot, route, it is allowed. If it's only result is more upgrades (e.g. upgrading unit X by 5 bars before scenario 22 -> unit X will get fully upgraded in scenario 25) then it's not allowed.​
2. No using TacP.
2-1. You get 'free' Skill Programs when first obtaining them - those are out, too. No Skill Programs, basically.​
Exception: Unless they're a requirement for something.​
3. No farming.
3-1. This means no purposely losing to get Ace faster (funds/TacP is are non-issue due to rule 1 & 2).​
3-2. No 'overstaying' in scenarios with infinite enemy.​
4. No ExAction and ExOrder
4-1. More of a personal goal than challenge, mainly to see how things are balanced. I have all three SRW Z3 games but only played/finished &#36899;&#29508;.​
5. DLC is allowed.
5-1. DLC Enhancement Parts rewards are not allowed.
You can't sell parts you've obtained through DLCs (and Special Scenario?) even if they look like normal parts.I have two Barrier Fields currently, one from normal missions, one from Bonus Scenario. In the Factory:Sell menu, it says I only have one unused and one total in my possession.​
5-2. Grungust/Huckebein is fair game.​

I honestly think I should remove 4-1. The nerf to support attack hurts a lot.

Also, I'm griefing over the fact that they removed &#20597;&#23519; (Recon). It's one of my most used seishin, and it was really fun when you could tag 20+ enemies with it and watch the game scan the entire map, lel.

I'll miss you, old friend.

Yes, I'm aware that enemy stats are shown from the start.

I thought I'd like Crossbone guys more, but not so much. Switched Seabook to X1, and things felt much better. F91 is beautiful, but lacks a good mid-power attacks.

Also, Nadeshiko is going to be an pain to Ace on a no-upgrade run unless it gets a P attack somehow. I'm sticking as many boosters to it as soon as I get them. -___-
 
I'm at Scenario 14 so far.

Changing music to 'game-size' is definitely a big plus. On the other hand, the problem that I expected definitely exists - vocals overlapping with dialogues. I'd like to hear what they say. Not exactly a seiyuu/VA fan, but I appreciate their acting.

As far as vocal songs in battle (mostly default ones), the only one that worked well so far is HEATS. I didn't even realize it was on vocal at first since it didn't interfere at all. I'm wondering if it's due to the nature of Ryouma (and Getter Team) always shouting or it just happened that the song had the right amount of volume on vocals. TOMAHAWK BOOMERANG!

Great Mazinger + Guardian/Kanjite Knight? Nope. Switched it to &#21191;&#22766; (from Getter) and it felt soooo fucking awesome. I haven't played Z3 yet, but I think this is the first time I heard it in an SRW. And where is the Great Mazinger theme or a Kanjite Knigt instru? I don't like Kouji but it was worth to us him more often than I wanted in Z2 just to hear Kanjite Knight.

Might Gain? Nope, switched to non-vocal on both Gain and Bomber/Diver songs.
ZZ? On UC side, I've only got ZZ guys so far, and Silent Voice has some overlapping problems.
00 Trailshitter? Daybreak's Bell has quite a long startup, so it kinda works on those parts. Again, kinda bummed that there's no instru version.

This game made me realize how much I hate TIME TO COME (ver. OG). I think it's 'too fucking noisy'. It's kinda funny since I like Sawano Hiroyuki and his "noisy" music (watched/heard UC, Kabaneri, Aldnoah). Speaking of Aldnoah, if they going to include it, they have to put BRE@TH//LESS, otherwise, they might as well not include it.

Also, with all the dialogue and shit in the game, why not make an entirely new BGM for Welt and Charlotte? Stuffing that shitty version of TIME TO COME is shitty. Terada dude, come on.

It's really dumb to high heavens that we have BEYOND THE TIME song, but not an BEYOND THE TIME instrumental. It has been, and will always be one of the best music in SRW. I don't even care about if they just rip the older SRW renditions and put it in the premium song version. I'll try this again when I get CCA/OYW characters.

Since I'm rambling about BGMs anyways, I definitely thought that the original song &#25126;&#22580;&#12395;&#12390; was a Yamato BGM (never watched Yamato).

The funny thing is that if I ever make an effort to get custom BGM, it'd be bringing 'missing BGMs' - and most of them would be SRW renditions of older SRWs taken from Youtube or something. Or putting Soul Stranger into the game, because this shit is a fucking masterpiece (maybe I will, if I find a unit to put it on that doesn't have a half-decent BGM).

Now that I think about it, has Banpresto/BanNam ever put their SRW OSTs digitally? Outside of OG ones, of course.

I checked Amazon and e-onkyo, and they only have JAM Project and OG ones as expected.

Yeah, I switched around a TON of the music for custom soundtracks and it worked out really well, though what works for songs seems to vary alot.

It's actually fairly easy. You just need a USB drive. Load the music into a folder called "SRWMUSIC", plug into the PS4 and press the "Option" button during the BGM change menu. You don't have to mess with the system menu or anything, hell you don't even have to exit from the game. It's all automatic. You can even assign specific attacks different music. I do confess to using a video to mp3 converter to take music from youtube or soundcloud though.

I think the Mazinger songs vocal forms work amazing for SRW, since they have strong melodies right out of the gate. If you do try custom BGM "Kabuto Kouji won't stop" is a really upbeat fight theme from the actual show that really fits with Mazinger Z. I saved the big vocal songs for the upgraded Mazinger units.

Pretty much every single Getter opening is super-high octane and works really well, Heats being the standout.

Gundam 00 actually has a glut of good music, a great deal of them that launch straight into the melody without any startup. There's good material yet they ruin it with like 50 remixes of the stupid trans-am song. Z2 had a really good Hakanakumo remix (though the I think the vocal is better), but G00 in general has really good vocal songs that play with strong melodies so there's no awkward build-up period.
Friends is what I used for non-Setsuna
Qualia for Setsuna. I think I watched more of G00's attack animations just cause I liked the songs.

UC Gundam has a billion and a half amazing songs, and the on-disc stuff is excellent. I ended up using sternengesang for the awakened Unicorn since I thought a quieter song would fit the Newtype-Super Power mode more than the higher intensity songs would. Really can't go wrong with UC Gundam's absurdly good music.

All the Universal Century gundam series have alot of material to work with. Beyond the Time is an obvious inclusion, instrumental as well. I'm pretty partial to the Ai Senshi SRWAP remix. The original vocal version is amazing too; I used it for Judau when I got sick of Silent Voice. Just please stay away from the Gackt version, it pretty much butchers the song.
Zeta gundam is also missing the almost-mandatory Bio-Sensor Theme.

Gundam SEED, despite myself generally remembering liking the music, doesn't really have much to work with since most of the songs have really long start-ups. Zips is probably the best song that was sorta the unofficial Shinn theme song in SRWK. Also these guys get benched really easily.

I watched Yamato and I think they literally got all the best songs included. The Space-Anthem like opening theme just doesn't really fit.

Cross-Ange I knew nothing about and the theme they use is pretty catchy, but there's this song that features heavily in the plot of Cross-Ange that really should have vocals. Not a big fan of the song but if the fact that they're singing is plot important maybe it should have vocals?

Evangelion is also pretty hard to do BGM for; they got Sin From Genesis but I'm partial to Beast, the first berserk Eva theme. Can't beat that guitar riff. I also tried like 5 remixes of Cruel Angel's Thesis, including the SRW@ one, and the song just doesn't fit right.

The other series I didn't really know well enough to change out the BGM. All of the Might Gaine themes are winners, the main theme actually being the weakest for me but still amazing.

For Welt and Lotte you kinda just have to out and find something that works. Welt is apparently some kind of Mecha-Otaku so I tried out some Build Fighters song. Wimp (BF Opening 2) works really well if you're okay with Jpop. It starts off with vocals but the guitar hits at like 10 seconds in which is usually right when the impact of the animation starts. It pretty much times up perfectly with Roche Saber (can't get enough of that animation). I gave Lotte the same theme cause I was lazy and I liked the song enough to give two people it.



Edit:
Also, Nadeshiko is going to be an pain to Ace on a no-upgrade run unless it gets a P attack somehow. I'm sticking as many boosters to it as soon as I get them. -___-

I wouldn't worry about it. Ex-Actions make MAP Attacks much easier to use, and Battleships gain Ex-Actions just by being around. Ruri has one of the biggest and earliest MAP attacks in the game, and in true SRW fashion you'll really start needing them when the beefy grunts start showing up. The Nadesico is also a superb frontline unit due to its barrier and Ruri's pretty high accuracy, not to mention it's one of the few reliable early game units that deals well with NadesicoPOD grunts. Ruri was actually my first Ace without even feeding, though I did go out of my way to avoid giving kills to Yamato. That stupid ship oneshots like every enemy grunt till like 2/3rds of the way into the game.
 

Bebpo

Banned
Any battleship outside Yamato without Hit & Away is worthless. With Hit & Away they can be your best units especially with map attacks.

From what I've played Yamato is just like Ideon/Tenga Toppa Gurren Lagann. Invincible giant smashing machine, even with no upgrades.
 
Any battleship outside Yamato without Hit & Away is worthless. With Hit & Away they can be your best units especially with map attacks.

From what I've played Yamato is just like Ideon/Tenga Toppa Gurren Lagann. Invincible giant smashing machine, even with no upgrades.

I'm up to like Chapter 35, and that's pretty accurate. It still does crazy damage, and rarely takes much damage itself (and there's almost always SP Commands that can be used in any situation that could result in even the slightest amount of damage due to all of the sub-pilots).
 
Any battleship outside Yamato without Hit & Away is worthless. With Hit & Away they can be your best units especially with map attacks.

From what I've played Yamato is just like Ideon/Tenga Toppa Gurren Lagann. Invincible giant smashing machine, even with no upgrades.

IIRC Ruri needs hit and away, which does suck, but even without it the Nadesico is still crazy powerful, even if it's just on the enemy phase. Battleships as a whole are alot more useful this game, not just in terms of strength, but in terms of EX-Actions. Just Emergency Retrieval Alone is amazing, it lets you retrieve stragglers and ferry units from one side of the field to the other. You can use it retrieve wounded units, all sorts of cool tactical options open up... not that you have to use them in order to beat this game.
 

Bebpo

Banned
Oh wow, I never thought about using retrieval to move units across the map. Great idea. And yeah Hit & Away was the first thing I put on Ruri and she's one of my top ACEs because of that map attack.
 
Yeah, I switched around a TON of the music for custom soundtracks and it worked out really well, though what works for songs seems to vary alot.

<snip>

But I can't be assed to do all that, lol. :(

I'm more annoyed at the non-inclusions of BGMs. It is especially annoying in 'sequel' games.

On Welt/Lottie, I'm talking about from a perspective of them basically being a new unit. I think one of the reasons I get bored in OG is the fact that BGMs basically stay the same. It'd be 100 years now since Kyousuke had Koutetsu no Beowulf.

I wouldn't worry about it. Ex-Actions make MAP Attacks much easier to use, and Battleships gain Ex-Actions just by being around. Ruri has one of the biggest and earliest MAP attacks in the game, and in true SRW fashion you'll really start needing them when the beefy grunts start showing up. The Nadesico is also a superb frontline unit due to its barrier and Ruri's pretty high accuracy, not to mention it's one of the few reliable early game units that deals well with NadesicoPOD grunts. Ruri was actually my first Ace without even feeding, though I did go out of my way to avoid giving kills to Yamato. That stupid ship oneshots like every enemy grunt till like 2/3rds of the way into the game.

4. No ExAction and ExOrder
4-1. More of a personal goal than challenge, mainly to see how things are balanced. I have all three SRW Z3 games but only played/finished &#36899;&#29508;.​

lel.

I haven't made the decision whether to remove it or not, but I'll manage even if I don't. Sumeragi Lee Noriega was one of my earliest Aces in Z2-2. And that was a no-upgrade/no-PP run, too. :D

I need to Trans-Am Nadeshiko.

I'm still annoyed that they use her Z3 ace bonus instead of Z2. That shit was monstrously awesome. The number of enemies that could hit Aced Allellujah right next to Ptolemy is extreme small.

IIRC Ruri needs hit and away, which does suck, but even without it the Nadesico is still crazy powerful, even if it's just on the enemy phase. Battleships as a whole are alot more useful this game, not just in terms of strength, but in terms of EX-Actions. Just Emergency Retrieval Alone is amazing, it lets you retrieve stragglers and ferry units from one side of the field to the other. You can use it retrieve wounded units, all sorts of cool tactical options open up... not that you have to use them in order to beat this game.

Basically this.

Battleships HAS always been useful. But since the game is basically on the easy side (most people don't do no-upgrades), most people end up not using any strategy.

All SRWs I played since SRW W, I played without upgrading a unit, or using PP. And it was the best change I've done in my SRW playstyle (+partial rotation of rosters). Well, maybe except the rotation on DS/3DS games due to changes in mechanics.

Mothership's size will make them pack a punch in majority of cases since most of them have decent enough firepower.

That can be said for most units in the game. The only real way you can fall in terms of power is basically everyone learned nekketsu or tamashii, and you don't. This is basically what happened to Quattre and a few others (<____<). Still works generally, but when high HP grunts (or bosses) comes, you'd definitely feel it when you want to take them down sooner than later.

That or they decided to make you a Methuss.

As far as I have gone, I'd actually argue that ships don't have as much impact in this game as vanilla Z. Having Minerva or Argama do MAP attacks in early Z stages basically turned 'shit, I don't think I'll get that SR point' to 'ok, I might have an extra turn to spare'. But then again, I'm talking from a no-upgrade/no-pp gameplay.

Just Emergency Retrieval Alone is amazing, it lets you retrieve stragglers and ferry units from one side of the field to the other. You can use it retrieve wounded units, all sorts of cool tactical options open up...
Oh wow, I never thought about using retrieval to move units across the map. Great idea.

That has always been possible since a few games ago (I dunno, 10 years ago? Pretty sure L had this), except that the battleship had to be right next to the units (so can pick up 4 max). I've been using that since ages ago, and I still do in this game(well, the normal retrieve one, not the ExOrder one).
 

Bebpo

Banned
I finally read the plot summary for the Hathaway Flash novels because of all the Mufti stuff got me thinking that Tobia is talking about HF being canon in his timeline, and the novels sounds fucking awful. Glad SRW V isn't covering HF's canon story. I'm all for dark depressing gundam, but the plot just sounds Destiny-ish terrible fanfiction even though Tomino wrote it. Also Penelope is the ugliest Gundam ever.

I miss having the time for JRPGs like that...

And add another 20-30 hours to that if you do all the scenarios! :p
 
The way I play SRW is I do maybe 1 or 2 maps per session after the initial short ones. It's like watching 1-2 eps of an anime show (to me SRW is kind of its own mecha anime). Sure it takes me a month or two to get through the games, but the repetition never really kicks in for me that way. I always look forward to my 1 hour of punching grunts with giant robos.

I have the vita version so I can play whenever I get a chance. I usually just burn through SRW games. (So far have finished Z2, z2.2, and z3. I dropped z3.2 since V is in english and I dropped V for Zelda getting back in now that I am almost done with Zelda)

I sincerely hope SRW has a PS/Switch future. The games are pretty long and being able to play on a handheld device lets me finish them.
 
I finally read the plot summary for the Hathaway Flash novels because of all the Mufti stuff got me thinking that Tobia is talking about HF being canon in his timeline, and the novels sounds fucking awful. Glad SRW V isn't covering HF's canon story. I'm all for dark depressing gundam, but the plot just sounds Destiny-ish terrible fanfiction even though Tomino wrote it. Also Penelope is the ugliest Gundam ever.



And add another 20-30 hours to that if you do all the scenarios! :p

I am kinda surprised about that. Was expecting the game to cover Hathaway's flash since it's a debut series.

I never personally read it but I recall it being good/being recommended. I only read the 0079 Tomino novels since they got a US release. Would be nice to get the Zeta/CCA/Hathaway's Flash/etc novels. My friend would probably never read Hathaway since he killed Chan in CCA.
 
SD Gundam G Generation Genesis has Hathaway's Flash (officially referred to as Brilliant Hathaway in English) as a playable storyline. Haven't played it yet to see how closely it follows the novel.
 

Bebpo

Banned
Stage 24 earth route was one of the best Universal Century cross-over stages I've played in SRW. Lots of surprises.
Kamille is non-coma wtf! Ple and Ple Two! Bright meets Hathaway! Penelope is in the game!

Also it was nice they gave Daguza more character here than he got in his own OAV lol. And Captain Otto was pretty awesome here.
 

Rymuth

Member
I finally read the plot summary for the Hathaway Flash novels because of all the Mufti stuff got me thinking that Tobia is talking about HF being canon in his timeline, and the novels sounds fucking awful. Glad SRW V isn't covering HF's canon story. I'm all for dark depressing gundam, but the plot just sounds Destiny-ish terrible fanfiction even though Tomino wrote it.
Well, it's a natural progression from his own version of Char's CA which confirmed Amuro/Char's death and left the baby he had with his girlfriend without a father. Kamille also died in Zetas novelization.

So, personally, I see HF as classic Tomino and it bookended Bright's military career quite definitively.
 

Bebpo

Banned
Well, it's a natural progression from his own version of Char's CA which confirmed Amuro/Char's death and left the baby he had with his girlfriend without a father. Kamille also died in Zetas novelization.

So, personally, I see HF as classic Tomino and it bookended Bright's military career quite definitively.

My issue with HF is that...unlike the dark stuff you mentioned, which are dark moments in storylines where major events happen and people make a difference, in HF, it seems like the entire story is pointless? From the synopsis I read of the story, nothing is accomplished in HF, no one makes a difference and the whole novel sounds like it exists just to troll Hathaway with
Ghost Quess even telling him she never cared for him and he's a loser just moments before he's executed. Basically it's an entire novel that exists solely for the fact to kill Hathaway off and depress Bright to retire.

I can't think of anything Tomino I haven't really enjoyed (I even like Brain Powerd & Rean 2.0), but the plot just sounds like a total miss to me.
 

squall23

Member
I finally read the plot summary for the Hathaway Flash novels because of all the Mufti stuff got me thinking that Tobia is talking about HF being canon in his timeline, and the novels sounds fucking awful. Glad SRW V isn't covering HF's canon story. I'm all for dark depressing gundam, but the plot just sounds Destiny-ish terrible fanfiction even though Tomino wrote it. Also Penelope is the ugliest Gundam ever.



And add another 20-30 hours to that if you do all the scenarios! :p
Feddies would be too scared to even try all their corruption shit with your party running around. Less Feddies idiocy = Mafty not needed.
 

Absol

Member
Yup, maybe when I retire in 50 years.

Just do what I do and try to finish one stage a day!

I've put the game in the back burner when Nier came out then I started on Yakuza 0 lol. I'm almost done with Yakuza and I have about a week before Persona 5 drops so I can focus on this game again.

or start on Zelda... fuck.
 
I did the math. If you stop posting in Neogaf and other social platforms, you'd be able to finish and platinum this in a day, without skipping anything. Watching every attack animation, even.

Savage.


But speaking of difficulty. There are still some challenges in SRW games even if you do upgrade pilot skills and unit stats. Stuff like Gadlight giving you 3 turns to fight him in Z3-1. I find those things fun as well, and I can't imagine you can actually take him down in that time period without him retreating if you don't rely on upgrades.
 

Reishiki

Banned
Speaking of difficulty spikes, I just got utterly dismantled by
25 copies of Nevenlinna
on the final stage. I really need to rethink my setup for that one.
 

Bebpo

Banned
Damn, missed Bonta-kun secret stage. Wonder what the requirements are. Akarasu wiki just says shoot down FMP boss dude w/sousuke in map 25. I did that and I tried to ace Sousuke as well just in case but was a few kills short and didn't get the secret map before map 28. Might try to reload last save and ACE Sousuke and see if that makes a difference. Kinda surprised a month after release a bunch of the secrets requirements are still unknown.
 
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