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Unit balance doesn't matter because you can upgrade any unit to be invincible and OHKO everything. Been that way for recent games too, but it's even worse in SRW30.
I do think the plot is weaker in this game than previous entries. Part of that is the "non-linear" design they tried to go with. The overall plot is more broken up and less impactful. However I also haven't been a big fan of SRW stories in general. I liked SRW V the most so far, and that was largely due to the majority of the plot just being a copy-paste of Star Blazers/Space Battleship Yamato, with Gundam Crossbone sprinkled in.
Enemy variety wasn't ever that expansive in previous games. iirc SRW30 might have more enemy factions and units than the past few games, granted majority of them are just repeats of enemies in the last few games, recycling their art and animations.
SRW30 was really hard for me to finish, because while I enjoyed it about as much as I have with other SRW games, the sheer length of it started to wear on me. I had to take breaks from SRW30 for months before I could finish it, where I played SRW V and X front to back within a few weeks as my primary game each day.
In the end I don't dislike SRW30 but my enjoyment more or less just comes down to enjoying the roster of units, of which SRW30 is more of a mixed bag for me than previous games, but has a larger roster with some surprise additions that I enjoyed a lot.
You're not wrong here, but I feel like VXT30 got really bad about enemy variety.
As a point of comparison, I started SRW BX recently. Most enemy factions there have like 3-4 different grunt units that get sprinkled across the map, whereas VXT30 tend to literally throw ~20 of the same exact unit at you, with a "boss" unit that only really stands out because it has an order of magnitude more hp and like 8 levels of Potential.
Yeah, SRW30 is a bit TOO long. I still have not finished the 2nd playthrough, just due to sheer lack of motivation.
For me it almost serves as a cautionary tale to be careful what you wish for.
When I played previous games, I had hoped for them to be longer and, more importantly, just have more content to them.
Then I get to play 30 and it was a bit exhausting to mash through so many levels, especially later into the game when the challenge has left the station an aeon ago.
Still a fan though, and I enjoyed a lot of units despite me being more picky this time around. I don't think SRW30 is a bad game, but future releases might want to reconsider the current direction V,X,T and 30 took. Being so much more casual sucks some of the fun and interest out of the game, making missions feel more like a chore instead of a fun experience.
I don't want to advocate for the game to become very difficult, either, personally. But I think it's a bit too much when I never need any tactics or strategy because my entire roster can evade all damage at all times, either have more EN/Ammo than is needed to clear a mission or otherwise regen all EN/Ammo in the field, and I can clear most stages with a single unit in a single turn by abusing extra turns.
I don't even notice the difficulty differences in this game, save for the very early game (maybe first 10 stages?) because the same systems that break the game, work on all difficulties. We might even just need something like a No-Spirits mode, but then you open up a can of worms of units getting obliterated very easily.
SD Gundam also took this route of being too casual to the point of making it feel like a chore (aside from quest objectives, which sometimes add some difficulty. This is also something that was removed from SRW30 to it's detriment.) With SD Gundam I hope they can find a way to combine the mechanics in Cross Rays that allow every unit to be viable, while bringing back some of the difficulty of the previous games. SRW as a series also needs to work something similar out.
Play a fresh save on a PS1/PS2-era SRW, and you'll pretty quickly find your super robots pulling ~40% hit rates against most real robot enemies. Even strong newtype pilots had sketchy hit rates when boss/midboss enemy aces show up. There was a near-constant need to spend SP in order to have reliable damage output, which meant you had to be careful about how much you spent and when. Accuracy-boosting power parts existed, but were not terribly common and competed for valuable part slots.
With Accuracy being upgradeable (and very cheap, at that) you can safely hold onto your SP for defense, which leads to this feeling that the player's army is untouchable.
Obviously there are other factors, like Potential and Leadership getting significantly stronger in recent titles, but the easy access to high hit rates can't be understated.
I've been playing Triangle Strategy and TO: Reborn and I hope SRW take some cues from them, especially on the difficulty.
I ask because your comments regarding the translation hints you are not.
These people don't actually have any idea what they're actually talking about.
Yea.....
My mother tongue is Mandarin. I also understand a bit of Japnaese because Kanji is literally Chinese.
It is quite offensive when someone thinks literal translations are a good idea and they weren't born/raised in that culture/language. It's arrogant, narcissistic, and ignorant.
Because that line translated literally doesn't make any sense. English speakers don't abruptly shout "Timing!". Replacing it with a more natural-sounding line is fine as long as it fits contextually.
This isn't a problem. This is what a translator should be doing, provided it makes sense in the target language and doesn't change the meaning of what is being said.