Super Robot Taisen: Original Generation 2: Difference between revisions

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"* "Any character can be useable if you play to their strengths (within reason). Obviously some are better than others. It's not quite the same story with the mechs; some are much more broken than others, have higher-damage weapons that are just going to be more powerful, have higher stats, etc, but all of this can be mitigated some with just weapon upgrades/switching, stat upgrades, items, and so forth. There are a lot of different interlocking systems in the game that can be used to break it wide open, and the late-game of any SRW pretty much turns into, "just how hard do I want to break things?"
* Any character can be useable if you play to their strengths (within reason). Obviously some are better than others. It's not quite the same story with the mechs; some are much more broken than others, have higher-damage weapons that are just going to be more powerful, have higher stats, etc, but all of this can be mitigated some with just weapon upgrades/switching, stat upgrades, items, and so forth. There are a lot of different interlocking systems in the game that can be used to break it wide open, and the late-game of any SRW pretty much turns into, "just how hard do I want to break things?"


- Pilot skills-wise, SP Regen is a good default skill to put on anyone if you don't know what you want to do with them; it makes it so you can spam an avoidance "spell" every round, or use a morale booster and take the next few turns to regen to be ready to unload later in the mission. Attacker is a good damage booster for anyone who is going to ever, well, attack anything (which is most characters; a good rule of thumb is if a character never gets a damage boosting spell, they're more of a support pilot). Focus (or whichever one makes spells cost 80%) is also good, especially for characters with good-but-expensive spells.
- Pilot skills-wise, SP Regen is a good default skill to put on anyone if you don't know what you want to do with them; it makes it so you can spam an avoidance "spell" every round, or use a morale booster and take the next few turns to regen to be ready to unload later in the mission. Attacker is a good damage booster for anyone who is going to ever, well, attack anything (which is most characters; a good rule of thumb is if a character never gets a damage boosting spell, they're more of a support pilot). Focus (or whichever one makes spells cost 80%) is also good, especially for characters with good-but-expensive spells.