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  3. Tac grade 2. They're all so good. Which one?

User Info: VermilionX

VermilionX
3 weeks ago#1
Which will help more in the later stages?

I slow play a lot bec of exp management between every pilot so all of these will benefit me

Are there lots of stages later where there are no cannon fodder grunts (5k or less hp, low armor, no barrier, etc) to feed my army morale? If yes. Then the morale boost would be my choice
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User Info: Knux19

Knux19
3 weeks ago#2
+2 Morale is probably what I'd rate the lowest of these three. Extra morale isn't bad by any means, but it's going to be a minimal effect in the early game and it's completely fallen off by the mid to late game, when enemies are so plentiful, everybody will be hitting 150 routinely before stage's end.

+3 SP Regen per turn is usually my go to. I rarely spent more than 5 turns in a stage, but that still meant an extra 15 SP on the longer slogs, which is enough to get an extra casting of cheaper Spirits, put you in reach of more expensive casts earlier and generally gives you more flexibility by opening up options all across the field.

Innate HP/EN Regen isn't a bad call for slow play. You'll be able to use stronger attacks more often and stay alive longer. This would easily be my second go to for extending my army's longevity, but I tend to play a heavy Super Robot army with Potential as a cornerstone of my defense, which the HP Regen bonus can throw off a bit (though it doesn't matter much unless the enemy is hitting really hard, which doesn't happen until the late game).
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User Info: VermilionX

VermilionX
3 weeks ago#3
i see

yeah, like i mentioned above.

i was just wondering about annoying late stages where there are no grunts with 5k or less hp, low armor, and no barrier... you know... actual cannon fodder where im downing a bunch of them per turn w/o using SP or expensive atks and finishers

it seems like this game doesn't have those types of stages from what you are saying

thanks
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(edited 3 weeks ago)

User Info: extremegunner

extremegunner
3 weeks ago#4
SP Regen to spam more Fortune :)

User Info: _Val_

_Val_
3 weeks ago#5
Knux19 posted...
+2 Morale is probably what I'd rate the lowest of these three. Extra morale isn't bad by any means, but it's going to be a minimal effect in the early game and it's completely fallen off by the mid to late game, when enemies are so plentiful, everybody will be hitting 150 routinely before stage's end.

I went with the +2 Morale for my first run and found it pretty useful in the early to mid stages, it helps getting to the requirements for strong/map attacks a bit quicker. And I didn't really use much Spirits or needed that much EN early on.

But you're right, past the mid-game the effect is starting to feel less and less noticeable. There's usually plenty of grunts to kill right from the start, and easier ways to quickly increase Morale when needed, between self-buffs for pilots, Extra Commands, ect.
For my next run (or if I could re-pick), I'll probably got with the +3 SP per turn. It's not even for the Fortune part as I don't really grind cash and tend to forget the skill even exists, but I'm relying a lot on the 100% Hit/Evade skills against bosses, and SP can drain quite fast when there are several, so an extra cast here and there could be useful.

User Info: VermilionX

VermilionX
3 weeks ago#6
I'm always very stingy with sp

I only use them vs bosses

It pisses me off when i feel like i have to use sp vs grunts ...like when even my reals can get hit over 50% and hit rate is only around 70% and they will get targeted a lot on enemy turn

So now... I'm leaning more now towards so regen.

Also... Seeing as gespy and noble are designated as support units, Venus a not even with tetsu... Looks like they cut down on support units on this game

So hp/en regen sounds great too

Esp since super robots prolly won't be tanky unless I have 10 bars of armor on them which I'll never have in 1st run
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(edited 3 weeks ago)
#7
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User Info: Davzz

Davzz
3 weeks ago#8
I think the order is

HP / EN Regen > SP Regen >>>>>>>>>>>>> Morale

Normally more SP would be a good thing but as someone pointed out stages are short and at the end of 5 turns you basically only regenerated enough for an extra Focus (15 SP). Now, because SP works in thresholds, sometimes that's the difference between being able to cast an additional spirit but its impact is hard to judge.

HP / EN Regen really makes maintaining your resources a lot easier - in 5 rounds it's basically 2 Vigors (40 SP total) and half a Resupply (let's say 30 SP) for every unit so that's a lot of bang for your buck. Dodgetanks who rely on Potential or Potential-like effects are kinda screwed but who likes Chirico anyway right? Even Potential 9 people don't particularly want to stay at low HP levels if they're Armortanks.
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User Info: VermilionX

VermilionX
3 weeks ago#9
Right... With dodge decay, they are a more at risk now on enemy turn.

Anyway... Sp regen. I'm confused it says 5 to 8?
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(edited 3 weeks ago)

User Info: VermilionX

VermilionX
3 weeks ago#10
Also... I use all the pilots in srw games. So yeah chirico is alright lolz
CFN: Zerokage me and my bike! GSX-R750 K6
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  2. Super Robot Wars T
  3. Tac grade 2. They're all so good. Which one?