https://akurasu.net/downloads/Mazin_head.png
Come hang out with us in the Discord server.
Account creation is disabled due to spam.
If you want to help out on the Wiki, poke us in on our Discord server in #wiki.
Please consider supporting the site with the PlayAsia referral links here or via the donate buttons in the sidebar, it really does help.
https://akurasu.net/downloads/Flonne_cheer.png

Super Robot Wars/OGs/Game Mechanics: Difference between revisions

From Akurasu
Jump to navigationJump to search
Ghost (talk | contribs)
Added more info, fixed a hyperlink.
Ghost (talk | contribs)
m Fixed formatting. Added upcoming headers.
Line 2: Line 2:
OGs has three difficulties that the game can be played at but they change throughout a playthrough depending on the percentage of SR Points that you have acquired:
OGs has three difficulties that the game can be played at but they change throughout a playthrough depending on the percentage of SR Points that you have acquired:


'''Easy'''
==== '''Easy''' ====
* You must currently have less than 20% of the total SR points in your playthrough.
* You must currently have less than 20% of the total SR points in your playthrough.
* Enemy units will give 20% more money when shot down (x1.44 modifier). This stacks with the bonus from the ''Normal'' difficulty.
* Enemy units will give 20% more money when shot down (x1.44 modifier). This stacks with the bonus from the '''Normal''' difficulty.
* Your pilots will gain +5 Will at the start of each scenario.
* Your pilots will gain +5 Will at the start of each scenario.
* Whenever a pilot is force-deployed during a scenario (i.e. you can't deploy them at the start), they will sometimes deploy with more Will.
* Whenever a pilot is force-deployed during a scenario (i.e. you can't deploy them at the start), they will sometimes deploy with more Will.


'''Normal'''
==== '''Normal''' ====
* You must currently have between 20% and 80% of the total SR points in your playthrough.
* You must currently have between 20% and 80% of the total SR points in your playthrough.
* Enemy units will have no upgrades on their mechs or weapons (except special cases).
* Enemy units will have no upgrades on their mechs or weapons (except special cases).
* Enemy units will give 20% more money when shot down (x1.2 modifier).
* Enemy units will give 20% more money when shot down (x1.2 modifier).


'''Hard'''
==== '''Hard''' ====
* You must currently have more than 80% of the total SR points in your playthrough.
* You must currently have more than 80% of the total SR points in your playthrough.
* Requires a minimum of 5 SR points to switch to the Hard difficulty.
* Requires a minimum of 5 SR points to switch to the Hard difficulty.
Line 24: Line 24:
== '''Pilot Training''' ==
== '''Pilot Training''' ==
Instead of spending Pilot Points (PP) on [[Super_Robot_Wars/OGs/Pilot_Skills|Pilot Skills]], you can instead spend PP to increase a pilot's stats or increase their Terrain Rating.
Instead of spending Pilot Points (PP) on [[Super_Robot_Wars/OGs/Pilot_Skills|Pilot Skills]], you can instead spend PP to increase a pilot's stats or increase their Terrain Rating.


==== '''Stats''' ====
==== '''Stats''' ====
For every 10 PP you spend, a pilot's stat increases by one. All stats have a cap of 400.
For every 10 PP you spend, a pilot's stat increases by one. All stats have a cap of 400.


==== '''Terrain Ratings''' ====
==== '''Terrain Ratings''' ====
Line 87: Line 85:
|  ||  ||  ||  || 51 ||  ||  ||  ||  ||
|  ||  ||  ||  || 51 ||  ||  ||  ||  ||
|}
|}
* "0" is the original spawn point of the enemy.
* "x" represents blank spaces.
If the square that an enemy is supposed to spawn in ("0") is occupied then the game will check if the next available square (or ascending number) is occupied. If it is not occupied, the enemy will spawn there. If it is occupied, the game will continue to check subsequent squares (or ascending numbers) until it comes across an unoccupied square. Using this trick, you can force enemies to clump up for MAPWs or into pairs for ALLW attacks.
If the square that an enemy is supposed to spawn in ("0") is occupied then the game will check if the next available square (or ascending number) is occupied. If it is not occupied, the enemy will spawn there. If it is occupied, the game will continue to check subsequent squares (or ascending numbers) until it comes across an unoccupied square. Using this trick, you can force enemies to clump up for MAPWs or into pairs for ALLW attacks.


=== '''Notes''' ===
=== '''Notes''' ===
Line 111: Line 104:
== '''Repair Costs''' ==
== '''Repair Costs''' ==
Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the ''Cost'' of the unit. If you do not have enough money, the unit is repaired at no cost to you.
Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the ''Cost'' of the unit. If you do not have enough money, the unit is repaired at no cost to you.
== '''Money Modifiers''' ==
S O O N
== '''Understanding Pilot Point Distribution''' ==
S O O N

Revision as of 14:37, 24 July 2021

Difficulties

OGs has three difficulties that the game can be played at but they change throughout a playthrough depending on the percentage of SR Points that you have acquired:

Easy

  • You must currently have less than 20% of the total SR points in your playthrough.
  • Enemy units will give 20% more money when shot down (x1.44 modifier). This stacks with the bonus from the Normal difficulty.
  • Your pilots will gain +5 Will at the start of each scenario.
  • Whenever a pilot is force-deployed during a scenario (i.e. you can't deploy them at the start), they will sometimes deploy with more Will.

Normal

  • You must currently have between 20% and 80% of the total SR points in your playthrough.
  • Enemy units will have no upgrades on their mechs or weapons (except special cases).
  • Enemy units will give 20% more money when shot down (x1.2 modifier).

Hard

  • You must currently have more than 80% of the total SR points in your playthrough.
  • Requires a minimum of 5 SR points to switch to the Hard difficulty.
  • Enemy units will have three upgrades in all stats on their units and weapons, at a minimum.
  • Enemy units will give the normal amount of money when shot down (which is equal to their Cost stat, some exceptions aside).

Note: these are separate from the Game Modes that you can access after finishing a playthrough of the game and loading your "clear data" file to start a new playthrough.


Pilot Training

Instead of spending Pilot Points (PP) on Pilot Skills, you can instead spend PP to increase a pilot's stats or increase their Terrain Rating.

Stats

For every 10 PP you spend, a pilot's stat increases by one. All stats have a cap of 400.

Terrain Ratings

Terrain Rating C → B B → A A → S
Required PP 40 50 60


Passive EN Regeneration

During a scenario, a unit normally regenerates 5 EN per turn. If a unit has the EN Regeneration Mech Ability, it will stack with the normal EN regeneration rate.

  • For example, a unit that has 200 maximum EN and the EN Regeneration (S) Mech Ability would gain 25 EN per turn.


Boarding

During a scenario, you can have your units board a battleship by moving them onto the square that a battleship is occupying and selecting the "Board" command. Doing so will immediately reduce the pilot's Will by -5 and end their turn. This Will reduction cannot reduce a pilot's Will below 100. While a unit is docked on a battleship, they gain the following benefits:

  • Their ammo is fully refilled immediately.
  • They regain 30% of their maximum HP and EN per turn that they remain docked.
  • They cannot be targeted by attacks and cannot take any actions except use Spirit Commands.

You can re-deploy a docked unit on any subsequent turn by moving them out of the battleship as if they were occupying that square.


Support Attack from Non-Deployed Pilots

Pilots which you do not deploy on a scenario are technically docked on their respective battleship in their unit. During a scenario in which they are not deployed, they can use the Support Attack Pilot Skill if another unit is adjacent to the battleship and other required conditions for Support Attack are met.

  • For example, the Octo Squad (Katina, Russel, Tasuku, and Leona) will generally be part of the Hiryu Custom and will only be able use Support Attack from the Hiryu Custom and if they are not deployed on a scenario.


Enemy Spawns

Whenever enemies appear on the map, they always spawn in set locations or formations in relation to the position of some of your units. If you know where they spawn then you can block their spawn with your own units and force them to spawn in a different square using the following hexadecimal numbering system pattern (0-9 followed by A-F):

41
25 42
40 13 26 43
39 24 9 14 27 44
38 23 5 1 6 15 28 45
37 22 12 4 0 2 10 16 29 46
36 21 8 3 7 17 30 47
35 20 11 18 31 48
Etc. 34 19 32 49
52 33 50
51

If the square that an enemy is supposed to spawn in ("0") is occupied then the game will check if the next available square (or ascending number) is occupied. If it is not occupied, the enemy will spawn there. If it is occupied, the game will continue to check subsequent squares (or ascending numbers) until it comes across an unoccupied square. Using this trick, you can force enemies to clump up for MAPWs or into pairs for ALLW attacks.

Notes

  • Whenever you de-Twin a unit, the sub-unit will follow the pattern above. If you immediately form a Twin with the units that you just de-Twined, the secondary unit will now count the square it just occupied as its "0" square. Therefore, if you occupy that square with another unit and de-Twin the unit again, it will occupy the next square in relation to its new "0" square.
    • For example, if Katina and Russel are in a Twin unit together with Katina as the main unit and Russel as the sub-unit, no other units are nearby, and you de-Twin them, Russel will appear in the "1" square and will treat the "1" square as the one that he is occupying (for the purposes of de-Twining). Even if you swap Russel to the main unit and Katina to the sub-unit and de-Twin them, Russel will be the one who occupies the "1" square rather than Katina because he's already claimed that square. If you immediately re-Twin Katina and Russel on the original "0" square, block the "1" square with any unit, and de-Twin Russel from Katina a second time then he would be placed in the "9" square (since that would be "1" for the now-occupied square that Russel claimed).
  • Whenever you de-Combine a unit, all secondary units will follow the pattern above and the primary unit will always occupy the "0" square.
    • For example, if you de-Combine the SRX then Ryusei will occupy the "0" square, Rai will occupy the "1" square, and Aya will occupy the "2" square (assuming that 1 and 2 are not occupied - if they are then the game will check for the next unoccupied square as per normal).
  • De-Combining also uses the same mechanics as the de-Twin example above.
  • Containers count as occupying a square and can block spawns.


Containers

During a scenario, predetermined enemy units will drop containers which occupy a square on the map. You can send a unit to these squares to claim the containers and receive either Parts or Custom Bullets; however, enemy units can also move to these squares and claim the containers which will cause them to be lost forever. Even if you shoot these enemies down, they will not drop any collected containers. If you do not claim these containers then they will be collected automatically at the end of the scenario.

If you have encountered an enemy unit in battle or used the Scan Spirit Command on them, you can check their unit status screen to see if they are equipped with any Parts. If they are then they will drop that Part in a container after being shot down. There is no way to tell if an enemy unit is carrying a Custom Bullet.


Repair Costs

Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the Cost of the unit. If you do not have enough money, the unit is repaired at no cost to you.


Money Modifiers

S O O N


Understanding Pilot Point Distribution

S O O N