There's something contradictory in there. Druids are divine casters, yet the Divine Pilot seems to be even more unpopular than the Real Pilot, as in people here don't even seem to pretend they exist. Considering all the self buffs in the cleric list, it honestly surprises me.
Who knows? Maybe it's because self-buffing is honestly a pretty boring thing to do? Maybe people just prefer arcane casters? Pick rate is not a good way to extrapolate balance. Seriously, outside of competitive-tier gameplay, that would cause MP games no end of hell.
But you do have "take full turn worth of actions" for that extra 30% of HP which chances are will be significantly more than diehard's measly extra 9 HP, and the extra 70% of HP is still better than being reduced to a pile of scrap. You claimed diehard is plain better, I proved otherwise, so in your own words, "quit that bullshit".
No, I claimed that the benefit Diehard gives is superior to the benefit of this option. Diehard's flaw is that you have a fixed death HP that's perfectly reasonable at level one or level two, not so much when you have over 100HP and 10 damage is a rounding error. With the extreme damage going around in the PS game, -30% HP
is the same sort of rounding error.Considering your mecha show preferences, I would expect you to be well versed on the ancestral art of riding on top of a battleship instead of inside.
Gunbuster itself can split into two spaceships moving at relativistic speeds and it's by no means
slow as a mecha. Only reason it was on the Excelion was because that thing was rigged to be a bomb that needed to avoid being blown up.
Super Robots have Undetectable and also the smallest mechas for stealth, can take Absolute Barrier and Alien Alloy for multiple types of defenses, plus the Zero State multiplication and Zero Entropy for elemental damage.
Undetectable has been noted as inferior to arsenal options, and stealth doesn't mean anything when you've got auto-detect radars all over the place. So half right: it has them, but they're not viable at the moment. Absolute Barrier has a direct equivalent in Arsenal options that are more energy-efficient to boot. So... elemental damage and healing. We're up to two.
That wasn't the only or main reason. Reals get slightly superior raw numbers in return for less customization.
If the Alteisen Riese was squishier/punier than a pimped super... There would be no reason to pick the real robot. But again what you see with the Alteisen Riese is what you get, while a high level super can be tweaked all around to your whims.
First: the super can have +4 Nat AC. It'll be clear why it doesn't matter (it comes from Growth, for a start) by the end, though, so they can have equal Nat AC... assuming the super grows to max size and takes great plating in an attempt to be the tankiest mecha.
"Slightly". Those are better numbers than a level 20 super
before you put the hardpoints to use for customising (+14 AC, +7 DR,
immunity to the Power property, more HP, +6 Fort, +7 Ref, and the ability to increase that to +21 AC as a move action... for 2/5 Hardpoints) and you get it a level earlier. To compare that, take the same Great Plated super: 430 to 380 HP, 29 Nat AC to 26 Nat AC. The difference in DR is reduced to 1. Oh, and even taking max agility has a halved dodge bonus, so the mecha's comparable base AC at that point is 41AC against a whopping 46 AC (without the Alteisen going full bore on defence and taking another +7 AC item). But that's not all, because the super is still vulnerable to power weapons--and they're easy to get--the practical AC in that situation is a 46 AC real vs 28 AC super. It doesn't matter if the super puts their one hardpoint into a defensive accessory as it's
still worse than what an equivalent Real gets. But wait, there's more! Let's add in size bonuses (since Great Plating needs size to get more HP/AC). To get all that, the Super Robot has to be Colossal, the Alteisen Reise is large. So we're actually looking at final AC's, removing pilot scores as they'll be equivalent, of:
Focused Super Robot - 20 AC; 33 AC against non-Power (+4 Natural Armour from Growth)
Alteisen Riese - 45 AC. (Naturally all this after the nat armour bonuses includes the base 10AC). It can happily increase this bonus to 52AC if it wants to play defensively.
Relevantly, if this Super had the max level of targeting as well, it has the following bonus to its attacks:
+3.
The Riese:
+6. Except even its weakest inbuilt weapon has a +9 bonus, and its strongest has +13, and only its gatling gun isn't a Power and Rending weapon.
This isn't a
small difference! You can't focus a super on something and become equivalent to a Real focused on the same thing! They're faster, they have better special weapons, the tough ones are tougher--you can be bigger or smaller but the benefits you get from that are worse!
This isn't a small bonus, it's getting better than something that has to make sacrifices in the thing it's sacrificed for. It's tankier than a super that sacrificed its offence and even its ability to dodge, but hits at least as well as one that didn't take defences and can spend one of its hardpoints to get a +7 attack bonus that gives it a better to-hit than anything except a super making itself
smaller and doing less damage! Or it could take one that only gives it a +5 extra (so up to +11, the max targetting bonus), get more range on its weapons, cheaper maneuvers, an extra +7 AC, an extra +70 MU (so nearly an entire Super Robot's speed). Oh, it also has 2 hardpoints left, so it could happily spend those on, say, Reactor IV (can Supers even get that? the wording suggests they can't go past Reactor III) along with either extreme stealth and a perfect radar system, or take Steel Soul, accept the useless AC bonus, but now be waving around a +13 to all saves and the ability to use spirits for 40% less. So they get to be the best at spirits, too.
Meanwhile, anything that can hit the Riese's final AC auto-hits a tanky super robot, who may as well have not bothered.
This is the extreme end, but it's a general development throughout that if you honestly want to customise for ability or to really build for something, you're better off taking 1 or 4 levels of real pilot first (to get access to superior baseline mecha, hardpoints and weapons) and then go over to Super to enhance it there. The only reason to play Super Robots is, shockingly, for liking them.