Super Robot Wars/Alpha 3/Info Dump
Relevant info goes here.
Info Dump
Difficulty
Starting from scenario 6, having less than 30% of the SR points will put you on easy difficulty, while having more than 80% will put you on hard. The effects are as follows.
| Easy | Normal | Hard |
|---|---|---|
| Fewer enemy units, weaker enemy types | Normal number of enemy units and types | More enemy units, stronger enemy types |
| All units gain 1 morale when an enemy unit is shot down | All units gain 1 morale when an enemy unit is shot down | All units gain 1 morale only when an enemy squad is fully shot down |
| Funds earned from defeating enemies increased by 50% | Funds earned from defeating enemies increased by 20% | Normal funds |
| Double the bonus funds when completing certain stages | Normal bonus funds when completing certain stages | No bonus funds when completing any stages |
| Player unit critical rate increased by 10% | Normal critical rate | Normal critical rate |
Ace Pilots
After getting a shot-down score of 50, pilots will gain an Ace mark. Being an ace grants +5 starting morale and increases funds earned by 20%. The top three aces, displayed on the intermission screen, receive and additional +5 starting morale.
Evangelion Syncro Rate
Shinji, Asuka and Rei have a unique synchro stat on their profiles. The base value for each is 50, 45 and 40 for Shinji, Asuka and Rei respectively, plus 10% of their pilot level. For example, at level 20, Shinji's synchro rate at deployment is 52.
Synchro is gained in the following ways.
| Action | Result |
|---|---|
| Damaged by an enemy attack | -1 |
| Targeted by an enemy attack | +1 |
| Damage negated by an AT Field | +1 |
| Damaged an enemy | +1 |
| Enemy dodged an attack, or blocked all damage with a barrier |
-2 |
| Destroyed an enemy unit | +3 |
Pilot accuracy, evasion and morale are modified by synchro rate, according to the following formula. The stat bonus is not shown on the pilot's profile and so the morale bonus does not help make attacks available, but it does contribute to attack calculations.
Modifier = (Synchro rate - 20) ÷ 4
Additionally, the strength of the AT Field is affected by the synchro rate. Ordinarily, it blocks all attacks below 3000 damage, though anything dealing more than that penetrates and does full damage. Bonuses to its strength are as follows.
| Synchro Rate | Bonus |
|---|---|
| ≤ 50% | No change |
| 51-55 | +100 |
| 56-60 | +200 |
| 61-65 | +300 |
| 66-70 | +400 |
| 71-75 | +500 |
| 76-80 | +600 |
| 81-85 | +700 |
| 86-90 | +800 |
| 91-95 | +900 |
| ≥ 96 | +1000 |
Ideon Gauge
Ideon has a unique Ideon Gauge mechanic. On deployment, it set to 100, and is modified by the following events:
| Action | Change |
|---|---|
| At the start of the player phase, Ideon has ≤ 30% HP | +10 |
| At the start of the player phase, Ideon has 31-60% HP | +7 |
| At the start of the player phase, Ideon has 61-99% HP | +5 |
| At the start of the player phase, Ideon has 100% HP | +3 |
| Ideon is attacked by an enemy | +4 |
| Ideon attacks an enemy (As squad leader or squad supporter) | +1 |
| Ideon shoots down an enemy | -3 |
| Ally unit in another squad is shot down | +5 |
| Ally unit in the same squad is shot down | +10 |
| Ideon enters a battleship | -10 |
The Ideon Gauge has the following effects.
| Level | Gauge Points | Effect |
|---|---|---|
| 1 | 0-119 | None |
| 2 | 120-139 | Gains 50 EN and 100 armor Gains the "Ide Barrier" ability (Active at ≤ 30% HP) |
| 3 | 140-159 | Gains 40 EN and 5 mobility Gains the "Omnidirectional Missile" attack |
| 4 | 160-219 | Gains 50 EN, 5 mobility, 300 armor, and A rank in water |
| 5 | 220-255 | Gains infinite EN, 5 mobility, 200 armor, and S rank in air, land and space Gains the "Ideon Sword" attack (Available at ≤ 60% HP) Gains the "Ideon Sword" MAP attack (Available at ≤ 30% HP) Gains the "Ideon Gun" attack (Available at ≤ 60% HP) (From scenario 38) Gains the "Ideon Gun" MAP attack (Available at ≤ 30% HP) (From scenario 38) |
The game displays the attack power of Ideon Gun and Ideon Sword as 9999, however their true power is as follows. Note that weapon upgrades do not increase their strength.
| Weapon Name | Attack Power |
|---|---|
| Ideon Sword | 12,000 |
| Ideon Sword (MAP) | 9999 |
| Ideon Gun | 15,000 |
| Ideon Gun (MAP) | 12,000 |
Songs
Allies gain the following effects when songs are used on them. When songs are used on Varauta enemies, they suffer morale loss and will retreat if morale is lowered to 90 or less. Against Protodeviln, songs will deal damage.
| Pilot | Song | Effect |
|---|---|---|
| Mic Sounders XIII | ディスク・P (Disc P) | Morale up |
| Basara, Mylene | Planet Dance | Accuracy and evade up |
| Basara, Mylene | 突撃ラブハート (Totsugeki Love Heart) | Morale up |
| Basara, Mylene | Holy Lonely Light | Defense and skill up |
| Basara | Power to the Dream | SP replenishment |
| Mylene | My Friends | SP replenishment |
| Basara | Try Again | Melee attack, ranged attack and song energy up |
| Basara | Try Again (With Sivil) | All pilot stats up |
Basara amd Mylene have a unique Song Energy (歌EN) stat that goes up or down based upon the following conditions. After Scenario 32, they gain the ability to equip the Sound Boosters during a stage by using the SB command after reaching 20,000 Song Energy. The Sound Boosters allow them to use team and MAP versions of the songs. Rey's custom Nightmare is permanently upgraded with the Sound Booster and it does not need to be activated.
| Action | Change |
|---|---|
| Start of player phase | +1000 |
| Participate in an attack (Including evading or defending against an attack) |
+500 |
| Defeat an enemy using a song | +3000 |
| Use the spirit command Passion (情熱) | +10,000 |
| Use a song | -Song cost |
The effectiveness of a song is dependent on the Song Energy of the character using it. Note that all MAP versions of the songs, as well as Disc P, will only change stats and enemy morale by 5. Using Hot Blood (熱血) will double the effects.
| Song Energy | Ally Stat Increase | Enemy Morale Drain | Attack Power Modifier |
|---|---|---|---|
| 0-4000 | +5 | -6 | +1000 |
| 4100-8000 | +6 | -6 | +1100 |
| 8100-12,000 | +7 | -7 | +1200 |
| 12,100-16,000 | +8 | -7 | +1300 |
| 16,100-20,000 | +9 | -8 | +1400 |
| 20,100-24,000 | +10 | -8 | +1500 |
| 24,100-28,000 | +11 | -9 | +1600 |
| 28,100-32,000 | +12 | -9 | +1700 |
| 32,100-36,000 | +13 | -10 | +1800 |
| 36,100-40,000 | +14 | -10 | +1900 |
| ≥ 40,000 | +15 | -10 | +2000 |
Special Sub-Scenario Carryover Glitch
This glitch lets you have 1 save with all 4 main characters and their end-game mechas.
To access the Sub-Scenarios
- Select "Options" at the Main Menu
- Select the 2nd to last selection
- Click any yellow boxes with exclamations and confirm to start the scenario
To access the Special Sub-Scenario
- Complete the Scenario Chart 100%.
- Scroll down to the bottom of the Scenario tree
- Select the yellow box at the very bottom, below the final stages!
Once you clear out all the enemies, there will be some dialogue and when given the choice, choose the Top Option, the bottom spawns in more enemies.
Once at the main menu, start a new game, do not load a clear save!
After you finish the first level, in the intermission menu; you should see that all the parts carried over, all the units and pilots carried over at level 70 with 999PP each.
You'll also have 2 of the same main character, one at level 1 and one at level 70.
credit goes to BassGSothertype
Finding Aya on Scenario 54
During Scenario 54, victory conditions change for the SRX Team to find Aya; "SRXチームがアヤを救出する". 3 points are present where the objective could be, but the point is always fixed based on the 2nd digit of Ryusei's level at the time the victory conditions change.
- If 0-1: Southern location (N24-E16)
- If 2-5: Eastern location (N17-E07)
- if 6-9: Western location (N12-E22)
The stage itself has no time limit concerning this matter, however most players will be keeping their Skill Point requirements in mind, and the game's overall turn count for the ending.
Links
http://srw-alpha-3.seesaa.net/
https://suparobo3-alpha.kouryaku.red/
