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Chirico is a decent pick for the same reasons except he comes later in the game and the Scopedog is even more reliant on needing to avoid damage rather than taking it.
Ryoma, either one, is still the king of damage output iirc. +30% damage output at 170 Morale. Devolution gives you the extra Getter forms and their ace bonuses give you more utility (Like -30% damage taken with Benkei)
Not exactly primary ace material, but Fuu and Umi(ace bonus) have Cheer and Bless respectively at a paltry 20sp so they are basically permanent fixtures as support as soon as I unlock them.
Again, not really primary ace material but Ogami from Sakura Taisen is one of my favorite supporting characters with eventual access to Rouse and an extremely useful ace bonus that makes missions where you're struggling to survive significantly easier(0 damage from cover (support defend)). Low maintenance too since his level doesn't factor into that ace bonus at all.
For the most part, I just randomly send pilots out anyway though, once you get a run going, spirit commands and staying grouped up are my usual mo so I don't really have a Super Unit beyond Combattler V (on Earth), Red 5(on Space) since they have good survivability and damage with no upgrades early on.
Anyway, what are your thoughts on using both Ryomas? One thing I noticed, while trying to rush through stages, is Hi-Nu is significantly faster because of his map attack. But I have a feeling this won't be applicable on SE+ due to the stat boosts.
Ill be using Ogami and Lelouche for sure because they can buff.
You did mention playing after your second NG+, which will make it easier.
It follows S-expert rules after the first 5 maps or so and I'm guessing you've already done that so you know that all the challenge is frontloaded. If you can survive the high level enemies, you've won. If you cannot, then all the weird setups to survive come in handy.
If you were expecting something mechanically harder than s-expert, then sorry. The tooltip on starting S-Expert+ very clearly states enemy stats are set to s-expert, so aside from inflation of numbers (and other minor restrictions), it's the same experience all over again.
There's some weird ♥♥♥♥ where you can't clear some DLC stages without leveling up (lack of needed Spirits so you don't die.) But outside of that, I'm pancaking the ♥♥♥♥ out of everything.
I think I over-estimated the difficulty after reading the "this is too hard" threads. I was planning to min/max with Command stacking, Lelouch, and the Sakura dude for buffs along with moving in groups to synergize Support Def/Attacks ....but that's all overkill.
I'm good w/ the difficulty tbh. I just came back from Elden Ring lmao
This is what I was warning about before the release of the Expansion Pack. People hyped up the new difficulty mode, but when I read what it does on paper, it didn't sound to me like it addressed any of the important issues that trivialize the game.
Slowing the rate of leveling does help a tiny bit, but like someone said, it extends the difficulty just a few levels. After a certain point you've capped out the difficulty again while you continue to grow in power exponentially, at a rate higher than the enemies ever will.
So at best it makes the early game more difficult, beyond that it's not really fixing much. Super Expert has the same issue of some debut missions being stupidly balanced as well (but still do-able), before Super Expert+ came along. I still remember some of the major wastes of time I had to do to get through Gridman's early stages on a first playthrough Super Expert run. I had to run just to get SP back.
https://screenrant.com/super-robot-wars-30-best-team-build-guide/
Basically, this was made before any of the DLC came out, and it factors in the probability a player did not pre-order the game to get early access to SRX and Cybaster. It's a short list of which pilots to focus on and which upgrades/skills/parts to maximize for each pilot.
I also have been following this guide for unlocking secret pliots and support characters and mecha:
https://akurasu.net/wiki/Super_Robot_Wars/30/Complete
It's been updating to cover the latest DLC, so it's semi-complete. But it helped me get secrets like the Lancelot Albion Zero, Kagero, etc.
Highly recommend new players to check out both links, they really helped me out.
The screen rant one is pretty bad tbh.
The top tier mech not counting DLC:
Real:
Anything Amuro use cause you can give it to other gundam pilot to power them.
V2AB.
the whole MJP cast when deploy together. (10k POWER combo attack is not for show).
L-Gaim Mk2 have one of the strongest MAP and his ace/spirit list make him can exploit ExC.
Both Lancelot and Guren are top tier survival.
Huckebein30th have some riddiculus scale damage too.
Fa is cheap wish caster.
For super
Mazinger Z and Getter are also top tier damages dealer.
Gaogaigar... Well let just say too bad they don't fully to hakaioh properly it still really broken
Van the dawn just get him to 170 morale then toss him in middle of enemies every thing will vaporized.
Gridman is good.
Ikaruga is a isekai MC.
Fu/ Umi are good supporter
Screen rant is complete trash. Like I would fire the person who wrote it that bad.
The Zealot spam = broken.
Anything that adds to evasion or attack after all calculations = broken.
Certain characters, like Van, are completely broken on the enemy turn despite not having Zeal (you are meant to throw these straight into the enemy line.)
Everything I said still works on Super Expert+. I'm 40 missions in with 5 super units. If you don't do NG+ and start SE or SE+, you funnel all resources into one character. It's not hard; just takes longer (possibly more resets to avoid bad RNG.)
If one were to do this on a "first run", just power up a single super unit.
In the case of my over-prepped run...I've been running map wide Cheer, Gain, and rotating EXP, PP, and Money power parts between a team of 10. Some characters, like Karen, are objectively ♥♥♥♥ due to lack of unique Skills but I wanted to use because boobs. Even these under-performing characters are going around 1 shotting enemies.
My characters are between level 90-110 (which is kinda why they're broken af too) and missions rarely go beyond Turn 1 (ExC Multi abuse, Gridman has 2x SSS item + ExCx2, I do not use him because he will ♥♥♥♥ everything up and take most exp.)
By rotating between 10 characters, the "average level" goes up higher. Because the enemies scale to your level, it means you get more exp.....
TL;DR: Forget Super Units, pick who you want to play because you're going to one shot everything anyway! Not complaining though, just surprised how piss easy it is with some straight forward planning.
In other words it's just Super Expert except the difficulty lasts a few stages longer with experience nerfed.