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You are perfectly welcome to capitalize on these inherent strengths or ignore them altogether and build mechs and pilots in an unconventional way, Sometimes, unexpected roles may emerge.
For example, by virtue of having 4 parts slots after all the necessary AOS upgrades and 3 pilots with a varied mix of Spirit commands (including Zeal), SRX makes for a great support machine. You wouldn't necessarily consider this role at first glance because it is obviously built for combat but it works quite well.
I personally like to give Ryusei the Supply Parts skill and load SRX with rare parts like Hero Chronicle (Valor + Focus + Gain), Victorious Turn (+30% damage inflicted and -30% damage for an entire turn), Ultra Repair Ampule (completely restore all SP, HP, and Energy), and Essence of Jigen-Ryu (Soul, Accel, and Charge). Essence of Jigen-Ryu, alternatively, could be replaced with Miraculous Mark (among other benefits, can cast Miracle- i.e. a huge number of beneficial Spirits all at once, including Soul, Valor, Focus, Gain, Zeal, Accel, Flash, Persist).
Supply Parts allows the SRX to give the aforementioned effects to any adjacent units. Meanwhile, Acceleration (which Rai has) and Boost Dash give SRX a lot of mobility and allow it to easily get next to other units. On the chance that the SRX cannot reach the target, Ryusei simply casts Zeal to gain an extra action. Also, Aya has Prospect, which allows you to give 30 SP to any pilot, solidifying the support aspects of the SRX crew.
Basically, SRX excels as a Support machine that can also fight and tank.
The Gespenst is also, beyond its combat ability, a great machine for grinding PP, money, and MxP- if you are into that sort of strategy- as you can easily get its speed to 19 to 20, then load it up with the parts that provide extra resources for each space you move. The mech is very suitable for this role because it, too, has 4 part slots after upgrades.
And because Gilliam has Zeal, you can keep getting extra movement until his SP runs out. If you have a lot of characters with Prospect, you can keep on refilling his SP for extra uses of Zeal. But admittedly, this is a a very boring way to get extra resources and isn't strictly necessary.
Still, it's additional illustration about how unexpected roles can emerge once you consider the capabilities of both machine and pilot in combination.
We just need to make each mecha unique with its own series-related abilities along with their downfall, kinda like back in SRW A or MX.
Yeah, we will have muh broken units, but just ignore them since SRW is made for challenge run and such.
I know. I've played enough to know classes are not a real thing. It was more for newer players who might find all the stats very confusing. Because they confused me.
Defense:
A robot having high HP and Armor is a way too keep yourself alive. A robot having high mobility is a different way to keept yourself alive. Armor and Mobility don't affect how you attack.
That's what people mean when they say "Super" and "Real" in the context of this game.
The way a robot defends changes how you use them. Support defense is more useful next to squishy evaders. Personally, I find the supers easier to play with.
And of course some mechs have a somewhere-in-between or just have both.
Attack:
As you said in your post, some have close range attacks, and they need high movement to get to attacking position.
Some have high range not-post-movement attacks that needs high range to reach your enemies because you can't move before firing.
The style of attack also changes how you play and position your mech. Your sniper should have "hit & away", and you should always think about where you need to be to be in effective range next turn. With a close range, you need to think how not to overextend and defend yourself when attacking.
And of course some mechs have a somewhere-in-between or just have both.
Theoretically, you can have any kind of offense with any kind of defense. But very often the tanky mechs are also close ranged, and the dodgy mechs are also snipers. Which again adds to the "Super" vs "Real" class description often used.
But the two things that changes the way you would use the mech the most are how it defends and how it attacks. And whether or not it has any support abiities.