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kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.
Sure but portable is the one I played at uni while screwing around so that's the one I want

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Reiska
Oct 14, 2013

coconono posted:

so I wasn't the only person that kept getting hosed on the last few missions?

You were not, no, A Portable's endgame is absolutely notorious and also it punishes you for playing it like a normal SRW.

MechaX
Nov 19, 2011

"Let's be positive! Let's start a fire!"
A Portable definitely had some pretty cursed strats from what I can remember, like "you are going to have to know to move this unit to this exact spot on this stage ahead of time, unless you want Don Zauser to be almost unstoppable because that one tile he spawns on has regen and armor"

MightyPretenders
Feb 21, 2014

EclecticTastes posted:

I'd much, much rather they do the original, instead. MXP is. Not good.

Counterpoint: that's why MXP needs a balance patch, while the original wouldn't.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

MightyPretenders posted:

Counterpoint: that's why MXP needs a balance patch, while the original wouldn't.

Oh, right, I was thinking more the translation than the balance patch.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

MightyPretenders posted:

Counterpoint: that's why MXP needs a balance patch, while the original wouldn't.

MXP functionally already is a balance patch, since it doesn't make big system changes like AP does. The original MX was very easy, so when porting it to PSP they tried to make it more challenging...by simply stapling a shitload of HP to everything in the game and not really changing or adjusting anything else. This created a game that was still very easy but was now extremely sloggy and tedious to play.

You could improve the experience immensely by simply reverting enemy HP totals back to their original values.

Reiska
Oct 14, 2013

MechaX posted:

A Portable definitely had some pretty cursed strats from what I can remember, like "you are going to have to know to move this unit to this exact spot on this stage ahead of time, unless you want Don Zauser to be almost unstoppable because that one tile he spawns on has regen and armor"

That and the bizarre level curve - there are tons of fleeing bosses in the first 5 stages, and because both enemy levels and the levels of newly recruited units scale to the average of your 15 highest leveled pilots, failing to kill them means your team's levels will be *significantly* depressed in a way that will persist through the entire game.

Also in general the biggest stumbling block for experienced players is that basically the only things worth upgrading in vanilla A Portable are EN (for units that use it) and weapons (because weapon upgrades in AP are way more powerful than any other game in the entire series and absurdly cheap) - other stats aren't really worth bothering with because FUBs are essentially unattainable with how expensive they are. Seriously, most units can gain something ridiculous like +800-950 power on all their attacks for 70k funds, it's absolutely insane.

The balance patch makes FUBs dramatically more attainable, but it doesn't actually change the value of upgrades in a general sense; I still wouldn't really bother investing much in HP/mobility/armor on units you don't plan to FUB (and you can still only really afford a few FUBs, but that's better than affording zero).

The Golux
Feb 18, 2017

Internet Cephalopod



Endorph posted:

oh yeah nichol and tolle are completely justified uses of excessive violence imo. the main one that sticks out to me are the random astray girls that just show up to get turbomurdered and nobody cares.

except people who read the astray manga and had seen them actually do stuff, who were annoyed.

Dance Officer
May 4, 2017

It would be awesome if we could dance!
I'm halfway through AP and while I wouldn't consider it a difficult game it really is a slog. Has anyone played the balance patch? How is it?

Hunter Noventa
Apr 21, 2010

Dance Officer posted:

I'm halfway through AP and while I wouldn't consider it a difficult game it really is a slog. Has anyone played the balance patch? How is it?

I'd like to hear this too, I'm likely to pick it up after I finished replaying @G and W.

coconono
Aug 11, 2004

KISS ME KRIS

challenge accepted. I'll load it up on my Retroid Flip and report back.

Reiska
Oct 14, 2013
It's a little less of a slog than vanilla because you miss less often, but major revisions to enemies were out of scope for the first release (which was intended to be "like vanilla, but with less tedium") - the only enemies that were changed were bosses in the first 7 maps or thereabouts, playable characters who appear as enemies who use the same unit data as their playable version, and Don Zauther so he doesn't brick runs. This means that the lategame is still sometimes a slog because lategame enemies just have way too much HP.

There is a 2.0 version being worked on still which will have extensive enemy changes to make it even less of a slog, but I couldn't give you an ETA on when that's coming.

There's also a 1.1 version of the rebalance patch which should be coming very soon to address a few bugs that have been identified post-release.

coconono
Aug 11, 2004

KISS ME KRIS

Yeah that falls in line with my run so far. I haven't maxed out my money cheatin yet but I've had way less unit deaths. You still gotta use all the SP to clear a map.

Reiska
Oct 14, 2013
For what it's worth, these are the *known* issues/bugs in 1.0 that I'm aware of as of this writing:
  • Axel's skill progression is a little screwed up (he gets illegal levels of support attack and less Prevail than intended)
  • Kochoki and Allenby have incorrect ace bonuses; Kochoki's will definitely be fixed, but Allenby's "wrong" bonus is interesting enough that it might get kept intentionally
  • Domon's combo attacks with Master Asia have wrong (too weak) power values when he initiates them (they're correct from Master Asia's side)
  • Kaine's combo attack with Meio has a slightly wrong power value when Meio initiates it
  • Cardboardler V or whatever it's called (Kerot's altform unlocked with FUB) has the wrong power on its finisher

Prism
Dec 22, 2007

yospos

Reiska posted:

[*]Kochoki and Allenby have incorrect ace bonuses; Kochoki's will definitely be fixed, but Allenby's "wrong" bonus is interesting enough that it might get kept intentionally

What’s Allenby’s ‘wrong’ (and right) ace bonuses? I haven’t played the patch at all but I’m curious.

Reiska
Oct 14, 2013

Prism posted:

What’s Allenby’s ‘wrong’ (and right) ace bonuses? I haven’t played the patch at all but I’m curious.

Allenby's bonus was intended to be the same as vanilla (+10 starting will and +30 max SP); somehow it was accidentally changed to match Four's ace bonus (reduces her Enable from 80 to 50 SP).

Dance Officer
May 4, 2017

It would be awesome if we could dance!
I beat AP. I wouldn't say it's an easy game, but I don't think it's particularly hard for the most part. The only fight that ended up giving me trouble was the final boss. Outside of the first ~10 maps, most of the game was just slowly chewing through the massive piles of HP that enemies are from the midgame on. There's definitely a correct way of playing AP and once you find that out, which units to use, and how to spend your upgrade money, you're golden.

Dance Officer fucked around with this message at 10:36 on Apr 21, 2024

Reiska
Oct 14, 2013
More or less accurate, yeah. One thing I'm finding on my replay is that a lot of the secret sauce is actually just "give Combattler and Voltes as many boss kills as possible" because the two of them together account for half of your level average by themselves.

On that note, the 1.1 update for the AP Plus rebalance patch has been posted on the SRW subreddit. For those wondering why it's not on RHDN the short version is because RHDN's categorization system sucks and under RHDN's site policy it's impossible to put it in the correct category for search purposes. (The long version is: Because the mod is patched against the fan translation and not the original Japanese data, RHDN classifies it as a "translation addendum" - which goes into the translations category of the site instead of the hacks section. Because of technical details with the way the fan translation was programmed, it's impossible to make a single patch which works on both the original Japanese version and the fan translation - the translation repointed all the unit data to another location to be able to expand names and stuff.)

Short version of 1.1 changes for people already playing 1.0:
  • All the bugs I listed a few posts ago are fixed; Allenby was given her vanilla ace bonus back by the way.
  • Fa and Rain don't have garbage will gains anymore, they got switched to 'Normal' personality (this means they now gain will when they hit enemies, no longer lose it when they miss, and gain more will when they kill something).
  • Kamille, Fa, Amuro, Rain, Allenby, Heero, Kaine, Tapp, Meio, Tetsuya, Sayaka, Tekkoki, Akito, Ryoko, and Axel all got minor buffs of some sort, generally a spirit or two having its cost reduced by 5.
  • Lalah got a bit bigger of a buff to make her secret more valuable (a couple cheaper spirits and +10 base SP).
  • Kaine's Spirit got swapped out for Fortitude, Risa's Detonate got swapped out for Strike, Sayaka learns Bless much earlier now, and Yurika's Luck got swapped out for Devotion.
  • Sayaka, Jun, Jack, and Miyuki got their Space ranks bumped up to A so they aren't useless at endgame.
  • Dragonar-1, Minerva X, Great Mazinger, Soulgain, Aschenretter, and Razangriff all got some small buffs in various places. Shin Getter 2 got nerfed slightly.
  • You can now make Noin pilot UC units (and UC pilots can now pilot the Taurus). This was a change being tested for the eventual 2.0 patch that got left in by mistake and was decided to be left in because it's fun.
  • Akatsuki now has innate Hit & Away if you start a new game (sorry, there's no way to make this apply retroactively, base skill sets are initialized on new game).
  • Despite the above note, you don't need to start a new game to fix Axel's skill levels, those will update themselves fine.

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



I'm still lightly miffed that the 30 ship looks like a gigantamaxed wing guster Grungust but it is actually just a ship.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?

Siegkrow posted:

I'm still lightly miffed that the 30 ship looks like a gigantamaxed wing guster Grungust but it is actually just a ship.

p sure i have a post in here saying i was absolutely certain it was gonna be a valhawk/valstork situation but fool on me :mad:

Sea Lily
Aug 5, 2007

Everything changes, Pit.
Even gods.

Any tips for playing W? Notably OP units or anything? Just got the translation set up on my 3DS, and the only SRWs I've played so far are the V/X/T games (and a little bit of 30) so I don't know if I'm stepping back into a rougher era or if it's the same kind of thing.

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



The main unit gets real swole. REAL swole. Fire attacks reduce enemy armor for the whole turn, and some attacks (Like the getter 2's Getter Vision) reduce enemy accuracy. So I recommend starting out by using Golion's fire attack at the start of your turn to reduce the boss' defense, followed by Getter 2's vision to reduce acc, and then go whole ham.

Blaze Dragon
Aug 28, 2013
LOWTAX'S SPINE FUND

Sea Lily posted:

Any tips for playing W? Notably OP units or anything? Just got the translation set up on my 3DS, and the only SRWs I've played so far are the V/X/T games (and a little bit of 30) so I don't know if I'm stepping back into a rougher era or if it's the same kind of thing.

W is really easy so don't think too hard about it. You'll be missing a few of the quality of life improvements of the VXT era (no using Spirits whenever you want, for instance, though I don't like this change anyways) and you can only gain new skills from parts instead of buying them with BP (BP only gives stats) but the game's pretty simple.

In terms of broken units, the Tekkamen (except Sol) are absurd. They're SS-sized so nothing can hit them and the game's got a bug on it where size doesn't actually reduce damage so they have no real weaknesses. Plus nearly all of them get two Spirit pools and two lives. GaoGaiGar is stupidly good too, and will become your most powerful unit by the end alongside the protagonist, who is also really drat good. The other GaoGaiGar units tend to be pretty decent too - (Big) Volfogg removes barriers which is invaluable against bosses, the male Ryus share upgrades with each other so you get four units for the price of one, the female Ryus have potent status effects to them, and King J-Der is just powerful and bulky.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The two most powerful investments series-wise are Tekkaman Blade and Gaogaigar, as each of them have 4-5 brokenly good deployments on their own and continually receive upgrades for the entire game.

That said, W is a game where you can pick a random series and use only units from that series and the game will probably be a cakewalk(unless you land on Orgun, since you don't get Orgun until like the end of the game). Use who you like the most and you'll be fine.

Kanos fucked around with this message at 14:08 on Apr 25, 2024

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
I'm pretty sure some lunatic did a game where they literally only used Sol Tekkaman 1 and 2 from the points they were available so yeah W isn't super hard.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Blaze Dragon posted:

W is really easy so don't think too hard about it. You'll be missing a few of the quality of life improvements of the VXT era (no using Spirits whenever you want, for instance, though I don't like this change anyways) and you can only gain new skills from parts instead of buying them with BP (BP only gives stats) but the game's pretty simple.

In terms of broken units, the Tekkamen (except Sol) are absurd. They're SS-sized so nothing can hit them and the game's got a bug on it where size doesn't actually reduce damage so they have no real weaknesses. Plus nearly all of them get two Spirit pools and two lives. GaoGaiGar is stupidly good too, and will become your most powerful unit by the end alongside the protagonist, who is also really drat good. The other GaoGaiGar units tend to be pretty decent too - (Big) Volfogg removes barriers which is invaluable against bosses, the male Ryus share upgrades with each other so you get four units for the price of one, the female Ryus have potent status effects to them, and King J-Der is just powerful and bulky.

Don't forget that Mic Sounders has two spirit command lists (he's the only character in the game with both Zeal and Courage) and can increase Morale directly with Disc P, and that every character from the series has a Super Robot version of the Newtype skill. The GaoGaiGar cast is probably the most overpowered group of units this side of Great Zeorymer; Volfogg is the only one even approaching balanced. Also, surprised that Golion hasn't been mentioned as being fairly busted. Admittedly, not to the same degree as the Valguard/Valzacard, GGG, or the Tekkamen, but this is definitely a game where having five pilots is a very good thing.

Dance Officer
May 4, 2017

It would be awesome if we could dance!
W's original units are easily the strongest units in the game, and the Nadesico carries as hard as it always does. W isn't a hard game, so just pick the units you want to use.

Caphi
Jan 6, 2012

INCREDIBLE
The Soltekkamans are about the only way to play W wrong. Even Orgun is fine, he just comes off as extremely Blade At Home.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Yeah the closest you get to a 'bad' series are the Wing boys and Noin who are all pretty clear second stringers (though Heero makes a valiant effort).

And even then I think Duo and Quatre have the best availability in the game and are competent enough to solo it themselves so :shrug:

ImpAtom
May 24, 2007

The Astray/SEED Units in W are hilarious for the absolutely insane upgrade carryovers.

Astray Red Frame carries over to Blue Frame, X Astray and Elijah's custom GINN.
X Astray carries over to Hyperion.
Strike Gundam carries over to Freedom and Strike Rogue
Freedom carries over to Justice, Duel, Buster, and Blitz.

So for the cost of upgrades to Red Frame and Strike you get 10 units. (Though two are secrets) which is hilariously bonkers.

Edit: Also Archangel upgrades carry over to Eternal but lol at being a carrier in W that isn't the Valstork or Nadesico.

MechaX
Nov 19, 2011

"Let's be positive! Let's start a fire!"
Is the Nadescio in W better or worse than it was in J

Because I recall the J version being almost unbeatable

Dance Officer
May 4, 2017

It would be awesome if we could dance!
Does anyone want to do a draft run of W, by any chance? Finishing AP hasn't cured me of my SRW itch, and from what I remember W is pretty fun to draft, if a long game.

ImpAtom
May 24, 2007

MechaX posted:

Is the Nadescio in W better or worse than it was in J

Because I recall the J version being almost unbeatable

It's pretty much the exact same unit and is 'worse' only because the overall quality level of W's units is astronomically higher.

Dance Officer
May 4, 2017

It would be awesome if we could dance!
Nadesico is not half as strong as it was in J because it misses the big SP pool it had in that game, it doesn't have nearly the same staying power. The Banpresto Original battleship is no doubt the strongest unit in the game, but the Nadesico can still do some hard carrying.

Schwarzwald
Jul 27, 2004

Don't Blink

EclecticTastes posted:

Also, surprised that Golion hasn't been mentioned as being fairly busted. Admittedly, not to the same degree as the Valguard/Valzacard, GGG, or the Tekkamen, but this is definitely a game where having five pilots is a very good thing.

Golion is a house of a unit. It'd be top tier in nearly any other game.

Schwarzwald fucked around with this message at 19:49 on Apr 25, 2024

AradoBalanga
Jan 3, 2013

Sea Lily posted:

Any tips for playing W? Notably OP units or anything? Just got the translation set up on my 3DS, and the only SRWs I've played so far are the V/X/T games (and a little bit of 30) so I don't know if I'm stepping back into a rougher era or if it's the same kind of thing.
The only thing not mentioned by others is that you don't have the SP Regen/SP design that modern games have. You have a set amount to start with and that goes down as you use SP. The only way to recover SP is with consumable items (that are one-time use in W, also unlike modern titles), or you pick up the P.A.S.F.U. equip part which recovers 1 SP for every space moved. You do not get that particular part until the absolute end of the game, mind.

The other thing to know is that the ExC system/Ex Actions are not present. Battleships do not have any of the extra mojo that the ExC system gave them, so stuff like Restore Action is an actual spirit command called Enable in this game that only a few support subpilots learn. An actual good idea for the late game is to yank Noal out of the Sol Tekkaman 2 and keep him in the Blue Earth because Milly, the Blue Earth's second subpilot after Noal/Aki move on to their respective power armors, is one of those subpilots that learns Enable.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Caphi posted:

The Soltekkamans are about the only way to play W wrong. Even Orgun is fine, he just comes off as extremely Blade At Home.

Orgun is fine on an individual level. His big issue is that only joins at basically the end of the game, at which point you have like 7 other Tekkamen who range from "about as good" to "astronomically better".

Endorph
Jul 22, 2009

https://twitter.com/ranposdx/status/1784046169720754386

not an actual srw thing but iron saga vs is an upcoming crossover mecha fighter. so far theyve announced dancougar, mazinger and boss borot, and dancougar. plus some original mechs

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

And Getter.

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Endorph
Jul 22, 2009

lol getter is in te footage but i forgot to type it, oops

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