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

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Added more comprehensive examples to the Twin System Unit Spawn Priority Exceptions.
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==== '''Easy''' ====
==== '''Easy''' ====
* You must currently have less than 20% of the total SR points in your playthrough.
* You must currently have 30% or less 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 50% more money when shot down (x1.5 modifier). This does not stack 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 30% and 79% 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 80% or more 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 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).
* 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 [[Super_Robot_Wars/OGs/Clear_Bonus|Game Modes]] that you can access after finishing a playthrough of the game and loading your "clear data" file to start a new playthrough.
==== '''Notes''' ====
* You require a minimum of 5 SR points to switch difficulties.
* Difficulties are separate from the [[Super_Robot_Wars/OGs/Clear_Bonus|Game Modes]] that you can access after finishing a playthrough of the game and loading your "clear data" file to start a new playthrough.




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== '''Boarding''' ==
== '''Docking''' ==
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:
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 "Dock" 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.
* Their EN and ammo are fully refilled.
* They regain 30% of their maximum HP and EN per turn that they remain docked.
* They regain 15% of their maximum HP per turn that they remain docked.
* They cannot be targeted by attacks and cannot take any actions except use [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Commands]].
* They cannot be targeted by attacks and cannot take any actions except use [[Super_Robot_Wars/OGs/Spirit_Commands|Spirit Commands]].


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== '''Enemy Spawns''' ==
== '''Unit Spawn Priority Order''' ==
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):
Whenever an enemy unit appears on the map after the scenario has already started, they will always spawn in set spaces or in relation to the position of some of your units (usually story-related). If you occupy a space that a unit will spawn in with your own unit, you can force the enemy unit to spawn in a different space. The spawn priority order follows this pattern (1 = north):
{|
{|
|- align="center"
|- align="center"
|  ||  ||  || || 41 ||  ||  ||  ||  ||
|  ||  ||  || 25 ||  ||  ||  ||
|- align="center"
|- align="center"
|  ||  ||  || || 25 || 42 ||  ||  ||  ||
|  ||  ||  || 13 || 26 ||  ||  ||
|- align="center"
|- align="center"
|  ||  || || 40 || 13 || 26 || 43 ||  ||  ||
|  ||  || 24 || 9 || 14 || 27 ||  ||
|- align="center"
|- align="center"
|  || || 39 || 24 || 9 || 14 || 27 || 44 ||  ||
|  || 23 || 5 || 1 || 6 || 15 || 28 ||
|- align="center"
|- align="center"
| || 38 || 23 || 5 || 1 || 6 || 15 || 28 || 45 ||
| 22 || 12 || 4 || 0 || 2 || 10 || 16 || 29
|- align="center"
|- align="center"
| 37|| 22 || 12 || 4 || 0 || 2 || 10 || 16 || 29 || 46
| || 21 || 8 || 3 || 7 || 17 || 30 ||
|- align="center"
|- align="center"
|  || 36 || 21 || 8 || 3 || 7 || 17 || 30 || 47 ||
|  || Etc. || 20 || 11 || 18 || 31 || ||
|- align="center"
|- align="center"
|  ||  || 35 || 20 || 11 || 18 || 31 || 48 ||  ||
|  ||  || 34 || 19 || 32 || ||  ||
|- align="center"
|- align="center"
|  ||  || Etc. || 34 || 19 || 32 || 49 || ||  ||
|  ||  ||  || 33 ||  ||  ||  ||
|- align="center"
|  ||  ||  || 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''' ===
If the space that a unit is supposed to spawn in (0) is occupied then the game will check if the next available space (or ascending number) is occupied. If it is not occupied, the unit will spawn there. If it is occupied, the game will continue to check subsequent spaces (or ascending numbers) until it comes across an unoccupied space where it will spawn the enemy unit. Using this trick, you can force enemies to clump up for MAPWs or into pairs for ALLW attacks.
* Whenever you de-[[Super_Robot_Wars/OGs/Twin_Battle_System|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).
Note: [[Super_Robot_Wars/OGs/Game_Mechanics#Containers|Containers]] count as occupying a space and can also block spawns.
* 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.
== '''Twin System Spawn Priority Exceptions''' ==
* [[Super_Robot_Wars/OGs/Game_Mechanics#Containers|Containers]] count as occupying a square and can block spawns.
The [[Super_Robot_Wars/OGs/Twin_Battle_System|Twin System]] also follows the general spawn priority listed above but has a few exceptions:
* Unit A is in square 0 and Unit B is in square 4. If you have A join with B to make a Twin in square 0 and disband them, B will spawn in square 4 rather than following the '''Unit Spawn Priority Order''' because they already occupied a square within the eight squares that are adjacent to A. This also applies in the following situations:
** If you swap their positions in the Twin to B/A and disband them.
** If you move to square 4 and disband them.
** If Unit C were to move onto square 4 before you disband Twin A/B or B/A, B will spawn in square 1 because their original square is occupied and the game checks the '''Unit Spawn Priority Order''' for the next unoccupied space.
* If you have A join with B to make a Twin, they move, and you disband them, the sub-unit will spawn in square 1.
 
 
== '''Combined Unit Spawn Priority Exceptions''' ==
*  
 





Revision as of 16:45, 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 30% or less of the total SR points in your playthrough.
  • Enemy units will give 50% more money when shot down (x1.5 modifier). This does not stack 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 30% and 79% 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 80% or more of the total SR points in your playthrough.
  • 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).

Notes

  • You require a minimum of 5 SR points to switch difficulties.
  • Difficulties 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.


Docking

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 "Dock" 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 EN and ammo are fully refilled.
  • They regain 15% of their maximum HP 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.


Unit Spawn Priority Order

Whenever an enemy unit appears on the map after the scenario has already started, they will always spawn in set spaces or in relation to the position of some of your units (usually story-related). If you occupy a space that a unit will spawn in with your own unit, you can force the enemy unit to spawn in a different space. The spawn priority order follows this pattern (1 = north):

25
13 26
24 9 14 27
23 5 1 6 15 28
22 12 4 0 2 10 16 29
21 8 3 7 17 30
Etc. 20 11 18 31
34 19 32
33

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

Note: Containers count as occupying a space and can also block spawns.


Twin System Spawn Priority Exceptions

The Twin System also follows the general spawn priority listed above but has a few exceptions:

  • Unit A is in square 0 and Unit B is in square 4. If you have A join with B to make a Twin in square 0 and disband them, B will spawn in square 4 rather than following the Unit Spawn Priority Order because they already occupied a square within the eight squares that are adjacent to A. This also applies in the following situations:
    • If you swap their positions in the Twin to B/A and disband them.
    • If you move to square 4 and disband them.
    • If Unit C were to move onto square 4 before you disband Twin A/B or B/A, B will spawn in square 1 because their original square is occupied and the game checks the Unit Spawn Priority Order for the next unoccupied space.
  • If you have A join with B to make a Twin, they move, and you disband them, the sub-unit will spawn in square 1.


Combined Unit Spawn Priority Exceptions


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