Super Robot Wars/3/Difference

From Akurasu Wiki
Jump to navigationJump to search

complete box version

Difference Information
ps Information First of all, this is important in many ways. In the SFC version of the 3rd series, damage calculation was roughly written as "(pilot's attack power + weapon's attack power) - armor". However, damage calculation in Super Robot Wars CB adopts the formula used in Super Robot Wars F, and pilot stats have been revised accordingly. Therefore, you can think of the gameplay as being fundamentally different from the SFC version."Modification" was introduced as a signature system of Super Robot Wars from the third SFC game, and while in the SFC version you could only modify units, in Super Robot Wars CB you can also modify weapons. What's more, you can perform up to 10 levels of modifications right from the start. It's a good idea to start investing money in your favorite units from the beginning. Also, when transferring units between some units, the modification level is now also carried over. In other words, unlike the SFC version, Getter Robo modifications are carried over to Getter Robo G at the end of the game. This means that you won't waste money, so you can modify with confidence from the beginning.In the SFC version, any pilot who could pilot a mobile suit could use Psycommu weapons, but in Super Robot Wars CB III, pilots cannot use Psycommu weapons unless they have the skills of a "Newtype" or "Enhanced Human." Pilots with these skills also receive bonuses to evasion and hit times, and as their levels increase, they also receive the benefit of an increased range for Psycommu weapons. Therefore, whether or not you're a Newtype makes quite a difference. Other new moves include "Shield Defense," which halves damage, and "Slash," which neutralizes bullet weapons. In terms of unit special abilities, some units, especially mobile suits, seem to be more tenacious than in the SFC version, such as when a pilot with the "Shield Defense" skill pilots a unit equipped with a shield, the "Shield Defense" ability is activated, halving damage taken during battle (however, these abilities can also be said to be true for enemies, so in some ways it can be said to be more difficult than the SFC version). The "I-Field" possessed by units such as the Nu Gundam has been weakened; in the SFC version it completely shut out beam attacks, but in Super Robot Wars CB it is capped at 1500 damage, and if it receives more than that it will penetrate. In the SFC version, the conditions were "Shu must be deployed in the final battle, not be shot down, and the total number of turns to clear must be within 420 turns," but in Super Robot Wars CB, the number of turns has been changed to "within 350 turns ." There is no change in the conditions for Shu. Looking at the numbers alone, it seems much more difficult, but it's actually not that difficult. If you keep in mind the three points of "two-time action," "effective use of map weapons," and "no wasteful modifications," it's not that difficult to clear within 300 turns. The real challenge begins from the middle of the game, when you start to collect units equipped with map weapons. Do your best to aim for the true ending.