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Valkyria Chronicles - discussion of the anime also welcome
Posts
He gets a pass, and only barely, because CT is an excellent game
...
No wait he's still a terrible person
Emnmnme, when "Sonic 2010: Now With 500% More Fur Faggotry" comes out, I want you to know that you are personally responsible for that as opposed to Valkyria Chronicles 2
Yeah. You're responsible for Furry Nirvana
Hope you can live with yourself, because I wouldn't be able to
Very cool. Haven't read the 90+ pages, but does anyone else get a cool X-Com type vibe from this game? I almost feel like it's how X-Com would play, if they modernized it (as opposed to just upgrading the graphics).
Obviously, the base building elements are gone, and the micromanagement has been eliminated ("when we research a new weapon, we'll make sure everyone has the upgrade!"), but the turn based pseudo-actiony style really feels familiar for some reason.
The only game mechanic that I'm not too sure about right now is the auto-fire. It seems that so far I've killed nearly as many, if not more, people during the enemy turn, than during mine (i.e. the enemy runs through my line of fire, and my tank/scout just picks him off).
Likewise, the enemy's ability to shoot my during my turn is kind of goofy too. How is it that during MY turn, I can only throw one volley of bullets at an enemy. But if I keep standing there, they will shoot me until I die?
In this regard, I almost wish they had kept more of an X-Com-type system in place, maybe with reaction shots, or having to leave some of your AP unused to be able to shoot during the enemy's turn. And, what the heck, maybe only being able to shoot once, instead of, you know, infinitely.
Otherwise, only really starting the game, but seems aces so far.
Yes. I got that vibe from the first videos I saw of the Blitz battle system. Its why I was so excited about this game.
Let me tell you about Demon's Souls....
Also, auto-fire is intended to be used the way you're describing; camping chokeholds so you don't have to spend the AP to eliminate the enemy. It's an intended feature, not a fault of game desing
Anything else...oh yeah
Get a VC sig you
Is Sonic 2010 coming out next year?? I'll preorder it if they guarantee me a Tails plush doll!
And how can there be a sequel to VC? I heard things wrapped up very nicely in the first game.
PSN:RevDrGalactus/Steam
YEAAAAAAAAAAAAAAAAAAAAA
H
o
o
I'm playing VC right now, it is so good. I got Vyse and Aika in my squad and ohhh man it is wonderful, but I only got a C on the first mission and that was no good but this is a pretty awesome sentence it has been going on forever and while I'm sure you'd like a chance to take a break it's not going to come anytime soon, unless I'm lying because it's gonna end right now. Wonder why I got a C
Your rank in the game is based on number of turns required to complete the mission. Honestly, don't worry about it. It affects the experience and money you get at the end of the mission, but you'll have more than you need just playing the game normally and doing the occasional skirmish.
Don't do it like some of the people in this thread: they replayed a mission until A rank, which just doesn't sound fun to me.
Anyway, it's nice to see a bunch of people have been picking up this game thanks to the sale, but it really is worth a full price purchase. At least all you guys will be buying the DLC, right? Right?
i had fucking better get my copy. might go try and buy this in store tomorrow and hold onto it till my other order ships
Found my sequel idea (and Rent's take too!): Veeerrryyy looonnnggg...
Part 1:
If there should be any other Valkyria included on your side (maybe 1 more at the most), then they take the place of 4~5 normal soldiers (to prevent abuse on those limited deployment missions), and are also a higher priority target. The advantages they have are: increased/active healing, require no less than five sniper headshots to kill, can kill normal infantry in one successful Beam Gatling Burst (a la Selvaria as a Valkyrie), can kill Named infantry in two, and can destroy light tanks in one burst, medium tanks (and Named Light Tanks) in 2, and heavy tanks/Named medium or heavy tanks in 3 (unless it's a boss unit), impervious to all attacks until the shield is destroyed, only Tank and Lancer shells/rockets can harm the Valkur Shield (think of it as two HP bars, like a tank), which then they'd suffer damage (though less than what a non-Valkur would suffer).
As for Tanks, you'd have a fully decked out Edelweiss (basically Edelweiss with all three ultimate upgrades installed) early on, as the enemy will deploy tanks more often. And as for a supporting tank or two, it'd be either a mix of 2 Light Tanks (like the Shamrock), 2 Medium Tanks (like a mid-level Edelweiss), 1 light and 1 medium tank, or 1 Heavy Tank (like a fully decked Edelweiss, but with only 1 or 2 max upgrades equipped at any time). That way, the balance isn't thrown off much, but you can plan a wider variety of strategies.
And as for Aircraft, they'd either be a game maker or a game breaker. I envision them as a "Free Order" that you can use; setting their attack route/pattern (such as straight line, C-shaped, or S-shaped), and upon ending your turn, a skippable cutscene depicting all summoned aircraft begins. To counter, both sides have a third Tech tree for Lancers (Homing Lancers; effective against Aircraft mostly, as they use proximity warheads that send shrapnel tearing through lighter Fighters, or detonate upon piercing heavier Bomber armor). There'd also be the inclusion of AA Armored Cars (great Anti Infantry as well, due to the flak guns, but pathetic against armored tanks). During the cutscene, any AA unit that are still active will then open fire on any incoming aircraft in a psudo realistic fashion.
There'd be two aircraft types: Fighters and Bombers. Fighters have high speed and evasion going for them, but weak armor and limited to unarmored targets (though mid to late game will allow research to equip two Armor Busters that will be automatically fired at any armored target within their flight path). Bombers have armor and anti-armor/area-of-effect weaponry, but very low speed and next-to-no evasion. To limit their use, the head of your division would tell you how many are available to deploy per turn (such as maybe, 2 fighters only available for one mission, then maybe 3 bombers and 1 fighter the next) and how many turns needed to for them to reach the battlezone (and how many needed to return for repair/rearm).
The same things apply for the enemies, so you have to plan your Air defenses as well, and just as they won't know an incoming airstrike, you won't know an incoming airstrike. The key is to plan ahead, and predict where and when the enemy will be when the airstrike comes in.
As for support/recruitable units, it'd be neat to see children of the previous Squad 7 members show up as well, along with a new cast. And it'd be even better to have camo appearances from previous members show up during a certain mission. For example, maybe Largo and Eleanor during a Defend the Town mission, where the town that needs defense is the one they live in, and they show up as a Lancer/Sniper team (they don't take up unit positions, and they just jump in after the first turn or two, and they add extra CP per turn), or maybe Zaka in a tank he hid at his factory, during a Protect the Factory from Darsen Hunters.
Part 2:
--> Combat Scouts: Unlocked at lvl 11, simply allows Shotgun research and equipment for Scouts. Differences would be better armor to get up close, no mini-RPG, two grenades, and the Shotgun instead of a Rifle.
Shocktroopers: Certain Shocktroopers that can be unlocked wield two Machine Guns (and they don't have to be of the same type), but their average accuracy is slightly worse than those that wield only one (but it can be remedied by equipping Royal Machine Guns) and they can't use grenades.
--> Minigunners: Unlocked by lvl 11, they trade in grenades, flamers, speed (they'd only be a bit faster than a Lancer), and a a machine gun for a heavy but powerful Minigun that can punch holes in lightly armored targets better than a machine gun.
Lancers: As I previously mentioned, should Aircraft be included, there should be a third tech tree consisting of Homing Lances.
Engineers: Should be slightly better jacks-of-all-trades by allowing either: a rifle (and mini-RPG attachment) and three grenades, or a machine gun w/ flamer, and two grenades (and slightly reduced speed due to increased armor). The rest is the same.
Valkyria: IF to be included as a playable unit, take the place of 4~5 normal units, and if more than one is/are available to send to battle, will only be available after beating the game once. They have their limits as I previously stated.
And agreeing with Rent, cutscenes could either be fully continuous (meaning they play one right after another (including optional cutscenes) unless it's the one to start a mission), partially continuous (play one after another, but then if there's an optional cutscene, a dialogue box pops up asking if you want to watch or skip it), or left as is (selecting the next one to watch as currently done). And they should add the ability to pause it. I hate having to rewatch the parts I've seen if I had to leave during a cutscene.
The reasons for the addition of two (three if you include the AA Lancers as a separate trooper) sub-troops is because after about 16+ years of peace, you'd think that newer weapons and battle styles were developed (like between WWII and Vietnam).
Rent's Take:
Shocktrooper: I agree with Valkyria's idea...as a matter of fact I think there should be "hidden" characters with better abilities/unique character-specific weapons. I love the dual wield thing. DUAL WIELD! Minigunner's a cool idea but I dunno if it fits the Shocktrooper playstyle. Would be awesome if done correctly. Perhaps make it an ammo-tied weapon like sniper rifles.
Lancers: Dear God, their whole class needs a revamp. This is by far the most underutilized class in the game, and the most scenario-specific class. First off, their AP needs an increase. Badly. They have laughably poor range right now, and it shows. Secondly, their accuracy needs a huge increase as well. Something so they're tank snipers would make them on par. In retribution, they can only target vehicles. Possibly increase lance attack, but that might be too much.
Engineers: I'm split on this one. I think they balanced the Engis in this one, but just barely. I do think their AP needs a slight increase to making them about...20% worse than Scouts, AP-wise. Allow them to plant mines. Allow them to build cover, anywhere. Perhaps make them the only class to call in planes, like Valkyria said.
Snipers: Only one thing: Allow them to counter-attack, like Scouts, Shockies, and Engis.
All Units: Allow them to give up an action for a double movement, PLEASE.
Tanks: Give them more AP.
Chapters themselves: Give two ratings, turn-wise and kill-wise. Make your overall grade based on an average of the two scores. Would make A rank sniping more fun than "RUN SCOUT TO BASE WITH ORDERS TO MAKE IT INVICIBLE!!!"
Part 3:
And the reason I brought up the Minigunner idea was because by Vietnam, they had those portable gatling/miniguns (like the one a man used in Predator 1 during a raid on a camp, before he dies by the Predator), abeit in limited use due to their weight and ammo burn.
The Lancer class needs an upgrade/revamp, admittedly. By the time Isara is old enough, The default Lances should at least have (limited) Homing ability, and are effective against Tanks and Bombers (though not as effective on Bombers as would an actual AA Lancer). To me, the revamp would upgrade the Lance tips:
Anti-Armor Tips - Great against Tanks, limited Homing ability (after third upgrade and before specialization) to better target Tanks (along with Bombers that are directly approaching). Effective against Infantry… if you can hit them with the slower moving projectile.
AA Explosive/Shrapnel Tips – Great against all aircraft; fairly good Homing, functions like a cross between a Flak Gun and Homing Missile. Lighter and faster warhead poor against Tanks due to warhead design (but so-so against lightly armed vehicles and a better chance of hitting infantry when used as a dumb-fire rocket).
Anti-Infantry Tips – Based upon the success of the AA Shrapnel Tip, this version launches and detonates a rocket just above the target, scattering lethal shards of metal designed to pierce Infantry armor, has an area-of-effect larger than that of grenades, but less than that of Tank mortars. Think Top-Down Shotgun blast. Completely ineffective against non-Infantry targets, but it can’t be dodged by Infantry.
The Anti-Infantry tips is purely optional; and just posted based off of experimental ideas posed back then (after WWII). Really, I’d just limit it to Anti-Armor Lances and Anti-Aircraft Lances. Sure you can use them to target infantry, but just like in the real world, it’d be almost impossible to score a direct hit unless you’re close enough. And there’s just enough strategic use of both options (A-Armor: Slow moving, moderate to major damage (to APCs up to Tanks(and Bombers if they hit)), but limited homing, easily dodge-able, or AA: Fast moving, mostly only effective against Aircraft and lightly armored targets, higher chance to hit infantry, but poor damage against moderately to heavily armored targets) to allow innovative players last resort options.
Engineers: Said my part on them already. But if there was a special variation, it’d be an Armored Engineer, slower, but able to take more of a beating in heavy fighting while on their way to repair your valuable Tanks.
Snipers: Should have an alternate special; the ability to designate targets for Pinpoint Artillery/Mortar support (in addition to the CP Order for Artillery and Mortar Support) as well as increasing accuracy of any allied unit firing at the designated target. In other words, you can technically set up a general CP Artillery/Mortar strike, while also pinpointing them for a second, more precise strike.
Edit - I should admit I didn't read the spoilers above.
PA Lets Play Archive - Twitter - Blog
So I will ask: is there any hope of a 360 port for this game at some juncture? Or hell even a Wii port? While the game looks slick as hell I am heavily disinclined to pick up a PS3 for various reasons; heck, if I go next-gen it'll be a 360 since at this point it's clear I'll miss out on nothing crucial this generation.
Except for, possibly, this game.
So has a port been discussed or did it just not sell enough to consider the possibility?
EDIT:
WAIT
THE GAME FEATURES VYSE AS A PLAYABLE UNIT WHO THROWS GRENADES?!
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
C'mon Sega, port, port
As far as I know, it has not been discussed.
...A wild Shivahn appeared! Wild Shivahn used totally unfounded speculation based upon poor knowledge!
Ok, I'm pretty sure the Wii can't handle the game. They'd have to graphically nerf it, I think. Again, poor knowledge. Also, the programming would be painful, and the Wii, despite everyone having one, doesn't seem to have the right demographic that a mature war story appeals to.
That said, I doubt there will ever be an xbox port of this game. This time, I'm using my poor knowledge of national demographics. Remember that Sony is absolutely crushing Microsoft in Japan. The game sold well in Japan. In America, where it's more equal, the game did... well, I don't have the numbers, but I think it's been less than stellar. Given the poor western sales, it is logical to assume that the western audience in general is far less likely to buy this. Thus, the market with the most xbox machines is also the least receptive to the game. Porting it would probably be seen as (and would probably actually be) a waste of money.
(1) Hey, they've attemped to recreate the crosshatched shadows from the game. Neat!
(2) Ahhh they're using the game's music. That puts me in a VC state o' mind!
(3) That looks nothing like Alicia. Honestly.
Overall, yeah it does seem like it's trying a little too hard to have Anime tropes instead of just adhering to what made VC special, but you can bet your ass I'll watch Episode 2 just to see some Edel-porn.
'Chance, you are the best kind of whore.' -Henroid
Fucking sigged.
Can trade TF2 items or whatever else you're interested in. PM me.
Nooooo.
until something funnier comes along
Can trade TF2 items or whatever else you're interested in. PM me.
8-)
Legato. killmekillmekillmekillmekillmekillmekillmekillmekillme :twisted:
Check AnimeSuki.com if you don't want to stream.
man what
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
Alicia....Pppppfffftttt
AND SHE WOULDN'T GIVE IT TO ME
I envy you going into it for the first time, sir.
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
Gamestop doesn't expect you to talk. They expect you to die.
The VC anime looks all nice and all...
But is there anywhere you could watch a version with subtitles? I don't know Japanese.
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
The link I used a few pages back had subs.
http://www.veoh.com/browse/videos/category/anime/watch/v18165856GC6bfwEm
Totally gonna watch this after work.
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
Again, AnimeSuki.com has torrent links if you want HD fansubs.
Get VC sigs you two
...
Also, if it's not too much to ask could I request someone make a sig for me of that order screen whenever you issue an order (you know, when it shows a Welkin profile on the left and CP cost and Order name on the right) with "Get a VC sig you" edited in for the order name?
Hah thats an awsome idea. I would do it, but Im only just learning how to use photoshop.
Holy crap I have a craving for VC, heres hoping my PS3 comes back soon!