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Super Robot Wars/3/Difference: Difference between revisions

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Starman271 (talk | contribs)
here the srw 3 Difference hope you like it and i know they more Difference in srw 3 but it too long because complete box was bad remake of all 3 game
 
Starman271 (talk | contribs)
time to fix this information again because it not that hard to copy and past the information form japanese website and no you dont need a freaking to test or experiments at all
 
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| '''ps Information ''' || like srw 2 ps version this game also use the srw f system for complete box so what they change well everything that include add weapon modification, parts and etc but srw 3 ps version nerf a lot unit that good in sfc for example ZZ Gundam, which was also powerful unit in the SFC version, has been mysteriously weakened in a different way to the weakening that came with the remake, and has been severely neglected In this game, where damage deflation is prominent, the attack power of the MAP weapons, which are the Gundam's lifeline, has been suddenly reduced by 500 , and the accuracy correction has also been lowered by 20, Furthermore, the maximum EN has also been lowered by 20, and an inexplicable adjustment has been made that "if you perform even a small amount of EN consuming actions *10 , you will no longer be able to fire MAP weapons next GP-03 was a powerful unit in the SFC version, but suffered a disastrous fate due to specification change because the beam barrier's specifications have reduced its absolute advantage over beam weapons, and changes to the calculation formula have further emphasized its already low attack power In particular, the MAP weapon "Micro Missile," which was useful in the SFC version, has a narrower attack range in the "F" version, making it much less useful Furthermore, the damage dealt has been greatly reduced due to the damage calculation formula, making it difficult to find a use for it unless you invest a lot of money into modifying it. super robot unit has been change very bad for example In the SFC version, Breast Burn's fuel consumption was a relatively good 40, but in this game it's a whopping 60, and Thunder Break's is 70, which is significantly worse In addition to this, the initial EN of units whose main weapons are EN-consuming has been lowered in this game, which directly affects Mazinger series units that have very poor fuel consumption. Great Mazinger in particular has had its EN lowered by 50 , meaning that even if you fully remodel its EN, you can only use four shots of Thunder Break. Thunder Break was weak in the SFC version, so the fact that it has become the strongest weapon is an improvement, but even so, this fuel consumption is just too ridiculous. Also, the Great Boomerang in the SFC version had a range of 5 and was non-P attribute, but in this game it has been changed to P attribute with a range of 3, and its performance overlaps with that of Drill Pressure Punch. Similarly, Grendizer's Space Thunder's fuel consumption has drastically worsened from 30 to 60, and its EN has also been lowered, though not as much as Great's. However, Grendizer in this work is now able to use the sub-pilot's mental commands by combining, so it is considered better than Great. However, unlike Reideen, the problem that "the pilot does not learn Passion, Inspiration, or Acceleration" has not been improved... By the way, even in Mazinger Z, the Breast Fire's fuel consumption was 60, which is the same in both the SFC and this game.
| '''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.
With the remake, the fuel consumption of the two units may have been adjusted to match that of Mazinger. It is unclear why they deliberately adjusted it to be worse, though. but they did improve Combattler V so you use other plot spell unlike in sfc you cant use other plot spell while you are on Combattler V form and finally they add anime shock footage for transforming scene in srw 3.
of finally turn count has change in SFC version it was 419 turn while in ps version it is 350 to get the true end.

Latest revision as of 11:50, 27 October 2024

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.