Stage 48: Oh boy. I just got to this. It is At the start of the Stage, you are presented immediately with 2 dialogue choice.
1) We did not come here to fight
2) No, you give her back right now!
If you picked the first, only your side will start with boosted Power.
If you picked the second, you get another dialogue choice. If you pick the first she starts at 130 Power. The second, 150. The third, 170. Her HP is boosted as well.
I believe this is a Super Robot Wars Z 2-1 reference where you can do the same thing with the final boss if you have all skills points
I do have the Hourai Branch (actually obvious original wielder is actually obvious. ), I just didn't update the list for a long time. :V It doesn't even have the actual Cat Tail in it yet, so yeah. It's been forever.
(It allows the one who carries it to perform 1 (additional) Support Attack & Defense each)
I believe the second line say the effects stack with the Support skills. Is it the case?
I wonder if it will bite me one day that I neglect the Palanquin Ship. I just never was a fan of the Battleships in the original games either.
Stages usually requires your ship to survive so it might be good to not underlevel it.
Also, the pilot tends to get some support skills for your team.
Finally, the ship allow you to have access to recovery, giving you some leeway
She refused to die. During the 'final spellcard' countdown. I just kept one shotting her and gained a truckload of exp and she revived with only 5k.10 HP each time. Also the countdown or however its supposed to work wouldn't happen... if that makes any sense.
I basically just kept killing until he MAP attack card wiped everyone but the ship out. Then it counted down like normal.
Allow me to explain the whole deal. Watching Muii's steam at twitch, I saw how the stage went.
Basically,
final spell card just goes on and goes on eternally.
If you check the win condition, the game basically tell you to solve the final Spellcard making her a puzzle boss.
That being said, you can farm her meanwhile if you need to level up.
Just be wary of the effect that nullify the "automatic evade" effect from spirits command.
Each turn, the boss will use a MAP attack with a huge range that does decent damage.
That being said, if you pay attention, you might notice
You could luck up by bombing like crazy or getting enough people killed but basically, once you understand what's going on,
you must
.
In fact, the boss will
.
I hopes it helps explaining the inconsistencies among various players. ^^
Possibly a Super Robot Wars F Final reference where the same thing happens.
I can't play these games. Despite being the biggest SRW nerd on the entire forum, I just can't deal with the bullshit the game throws at you. It's the danmaku mechanic, it's the stupid upgrade cap that you need to spend WP to remove, it's the obscene power discrepancy between player and enemy, it's the slow speed, it's just...it's not for me. You guys can play it and have fun with it, but I'll stick to actual SRW.
I don't want to be harsh but... Um, how many super robot wars game did you play?
About the upgrade cap, have you played MX? OG (ps2 generation?) F and F Final?
Not all Super Robot Wars games has a even upgrade cap for all units. In MX your favorites series get an higher cap but that it.
In F/F Final it's unlocked as you progress. In OG (ps2), you unlocked the cap boost by clearing the games several times in various modes! X D
You're taking the upgrade cap for granted.
Let put thing this way : you have a regular cap like it always has been but then you are given the bonus of being able to push it even further for your favorite units. ^^
About the power discrepencies : from what I have seen on streaming, OG had bigger small fries unit than this game, at least up to 46 as I have not seen further.
The lack of SP recovery is too bad but then again some people in OG 1 complained it was OP and you have a ship for emergency healing.
And a single being able to be defeated in 2-3 turns by ganging up on it is standard in term of Super Robot Wars if we count each spell card as a new boss.
The Snes super robot wars 3 Inspectors bosses were a lot more trouble and the game didn't had any guilt backing them with numerous Big Zams. X D
As for the game be slower, maybe? Maybe it's not as bad if you use the super quick quick save and quick load?
But hey, that's only my personal opinion. You don't have to agree.