Go to HQ, Castlefront Street and buy the reports from Ellet. They get expensive after the first two, but you should buy them all because some of them have interesting missions and they unlock potentials for the soldier they're about.
There's one that's a hostage rescue or something - you basically have only grunts, you need to move far, fast, and slay everything quickly. Oh, and Welkin's back on foot for it.
It's basically all about scouts and maybe a shock. And probably Largo sitting back for the free CP but you'll never move him (unless maybe to mortar, don't recall the terrain).
There's also a hilarious way to cheese that, if it's the one I'm thinking of.
Run Welkin up to the tank barricades. Have him throw a grenade near himself. The explosion will throw him over the parricades and right next to the flag.
That's a different one. The hostage one makes it sound like it's some kind of stealth mission with lots of guards in positions that require careful motion to reach, but it really boils down to running scouts forward with your 4 CP and killing the 3 guards at point blank. The only unique feature is that if you end your turn with anybody not hiding in grass, you lose (rather than actually make you lose if you get spotted, or something).
Though that actually reminds me of a minor complaint I have with the game: Half the time, you start deployment and your soldiers just stand near sandbags without crouching, and then they get sniped every round until you decide to move them.
Nope, every time the unit has had ammo left, although its always been on a unit that has ammo (Sniper or Lancer), now that you mention it. Makes me think this is a bug.
People with limited ammo gain a certain amount back every round - 1 round of ammo per battle round, IIRC, for Snipers and Lancers. This also happens with grenades, BTW.
So, if you order more than 1 command to that unit each battle round (like, have your sniper take a couple headshots instead of just 1), there's a chance you could run out of ammo - your usage rate is higher than your regen rate.
The two normal ways around that are 1) run an engineer up to the unit, which refills them to the max amount, or 2) have them go a round without shooting anything.
Extra Shot is a potential that gives them an additional round of ammunition, which can let them fire longer before they need to take a break / find an engineer. It does not let them fire more than once per command point. It's like, "Hey, I found another bullet in my pocket," not "double tap."
Make sense?
Ah ok, I geddit. I guess I was confused because they decided to name it "extra shot" when what it really means is "extra ammo". Or possibly "I had a spare rocket stashed up my arse this whole time".
That mission does a piss-poor job of communicating this vital information in any sort of reasonably understandable fashion.
I've beaten the game and that's one of my biggest criticisms. It's never entirely clear what you're supposed to do or what's happening.
Agreed. There really needs to be a way to check what potentials actually do during a battle, because AFAIK there isn't one and I always forget to check my squad for new ones in-between missions. So for example I've got Oscar who is apparently "Cowardly", but I've never had it proc, so I have no idea when that's going to bite me in the arse or what it'll do when it does. Also the new potentials are frequently bad things, so I suddenly realized last session that Coby now hates Alicia, which he didn't before. So clearly there's no reason to keep him in the squad given I'm always going to be taking Alicia for the extra command point (and because she's great).
Another feature I'm only just starting to use is having soldiers who like each other pair up. I had no idea what soldiers liking each other actually affected at first, but turns out it means they can both fire together if one of them fires when the other is nearby, which is amazing. However, I've only had it work on my scouts so far. I've deliberately kept Largo and Jann together as much as possible, but I've never had them both fire rockets together. I have however had an engineer fire with Largo... which was pretty useless since he was firing at a tank but 10/10 for effort. So is it only units with infinite ammo that can provide supporting fire?
Shock troopers are basically interchangable, and Rosie taking zero damage from interception fire quite often is a lot better and comes online earlier than other abilities that support the "tanking interception fire to kill something scouts can't safely approach" playstyle. If it's not crouched or a tank, it's better to use a scout; if it is, then (orders permitting) you use a shock trooper.
Shock troopers are also better than lancers at killing tanks in most situations, which I find hilarious.
Jann gets a really good set of potentials down the line, to the point where if they trigger he can demolish tanks with one shot from any angle. Where lancers are needed I deploy Largo for the CP, then drop Jann right next to him and let him do the heavy lifting.
One of the better things VC2 implemented was being able to promote squaddies of your choice to leaders, meaning you didn't have to stick every plot-critical characters in every mission. If modders ever do any serious tweaking to VC, I hope something like that is high on the list.
Jann gets a really good set of potentials down the line, to the point where if they trigger he can demolish tanks with one shot from any angle. Where lancers are needed I deploy Largo for the CP, then drop Jann right next to him and let him do the heavy lifting.
One of the better things VC2 implemented was being able to promote squaddies of your choice to leaders, meaning you didn't have to stick every plot-critical characters in every mission. If modders ever do any serious tweaking to VC, I hope something like that is high on the list.
Yeah, they give me a squad of nine, but realistically I'm only ever actually choosing five of them, since I have to take Welkin and there's no reason I wouldn't take Alicia, Rosie and Largo.
I would have paid $Texas in cash for a proper boss fight against Selvaria in Valkyria mode, rather than just have her be an invincible obstacle who gives up with the rest of her army once you take out the Batomys/stick a flag in their camp. I'm talking going the full nine and properly depicting what a bunch of bog-standard humans would have to plausibly do to stand a chance against someone that obscenely powerful: setting up overwhelming and overlapping fire, likely taking heavy losses, launching distracting attacks with lighter units so heavier weapons can get into position, etc.
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
• Fixed issues with tank movement at high frame rates.
• Increased mouse sensitivity.
• Fixed issues with audio balance in stereo/5.1.
• Fixed rare crashes relating to memory allocation (e.g. when viewing unit stats in battle and exiting the HQ in book mode).
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
Yeah, I generally prefer to play individual missions straight and roll with the punches. The AI is the opposite of intelligent, but every now and then shit happens - I forget where a mine is, or that shocktrooper takes another crack at the almost-dead unit on the camp, or I tell myself "yeah that AT gun can see Alicia, but there's no way it can hit her from across the map" - and it's fun to try and scramble to recover. If I need cash or XP I just grind the skirmishes.
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
Yeah, I generally prefer to play individual missions straight and roll with the punches. The AI is the opposite of intelligent, but every now and then shit happens - I forget where a mine is, or that shocktrooper takes another crack at the almost-dead unit on the camp, or I tell myself "yeah that AT gun can see Alicia, but there's no way it can hit her from across the map" - and it's fun to try and scramble to recover. If I need cash or XP I just grind the skirmishes.
Screwing up regular combat I'm totally fine with, especially for my first playthrough. However, some of the gimmicks they throw at me I just roll my eyes and restart.
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
Yeah, I generally prefer to play individual missions straight and roll with the punches. The AI is the opposite of intelligent, but every now and then shit happens - I forget where a mine is, or that shocktrooper takes another crack at the almost-dead unit on the camp, or I tell myself "yeah that AT gun can see Alicia, but there's no way it can hit her from across the map" - and it's fun to try and scramble to recover. If I need cash or XP I just grind the skirmishes.
Screwing up regular combat I'm totally fine with, especially for my first playthrough. However, some of the gimmicks they throw at me I just roll my eyes and restart.
It does depend... At the very least, it let's you know it's an even playing field. When a sniper takes out someone from the length of the map away, I just consider them the enemy's Marina. Then I unleash Marina and have them duke it out Enemy At the Gates style.
Man, I forgot how easy it was to screw up a mission.
Chapter 4:
AKA Operation Shut Up Largo And Rosie, I'm Driving My Tank Through A F---ing River. (I'm not allowed to name any more operations)
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
Yeah, I generally prefer to play individual missions straight and roll with the punches. The AI is the opposite of intelligent, but every now and then shit happens - I forget where a mine is, or that shocktrooper takes another crack at the almost-dead unit on the camp, or I tell myself "yeah that AT gun can see Alicia, but there's no way it can hit her from across the map" - and it's fun to try and scramble to recover. If I need cash or XP I just grind the skirmishes.
Screwing up regular combat I'm totally fine with, especially for my first playthrough. However, some of the gimmicks they throw at me I just roll my eyes and restart.
It does depend... At the very least, it let's you know it's an even playing field. When a sniper takes out someone from the length of the map away, I just consider them the enemy's Marina. Then I unleash Marina and have them duke it out Enemy At the GatesWar of the Rats style.
I was not a fan of them meeting eye to eye in the movie before Zaitsev shoots Koenig/Thorvald.
GONG-00 on
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
If you had as low damage as the computer then status effect weapons would be effective. You could lower everyones damage one turn and slowly kill them.
However since most of your units can one shot the enemy they are pretty pointless.
I did use debuffs in the second game quite effectively however.
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
If you had as low damage as the computer then status effect weapons would be effective. You could lower everyones damage one turn and slowly kill them.
However since most of your units can one shot the enemy they are pretty pointless.
I did use debuffs in the second game quite effectively however.
You didn't just let Emilia cut everything to pieces?
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
If you had as low damage as the computer then status effect weapons would be effective. You could lower everyones damage one turn and slowly kill them.
However since most of your units can one shot the enemy they are pretty pointless.
I did use debuffs in the second game quite effectively however.
You didn't just let Emilia cut everything to pieces?
Never found her.
I did use the sword dudes liberally.
In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
I've reached the point in R&D where there are different paths for weapon upgrades. Are they exclusive? If I pick one path, does it close the others? If so, are there paths that are considered better than others? I can't really tell what the various effects are.
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
If you had as low damage as the computer then status effect weapons would be effective. You could lower everyones damage one turn and slowly kill them.
However since most of your units can one shot the enemy they are pretty pointless.
I did use debuffs in the second game quite effectively however.
You didn't just let Emilia cut everything to pieces?
Never found her.
I did use the sword dudes liberally.
You need a PSP2 save for her. Her potentials are about as insane as Alicia's, except that she's a class with stupid offense ability.
I found that the extra shots was best for Shocktroopers, because damage * bullets fired makes that the highest damage. Accuracy for snipers, since a headshot is a one hit kill anyway. Rifles go damage, because they're already pretty accurate, and more damage + more shots is pretty significant. More damage for flamethrowers, because it kills everything in one or two hits so a debuff is pointless. And I never used mortars because I never use lancers.
In theory the big use of damage over bullets for shock troopers, and status effects for scouts and shock troopers, is that it makes you far better at reaction firing. The problem is reaction fire sucks for you because computers fire near instantly when in range, end near instantly afterwards, and shock troopers have low range. And you kill everything on your turns and cheese it anyway.
I always used reaction fire to reliably stop an advance, rather than to kill enemies. They never keep going if they get hit unless it's a scripted move, which means that they're usually left standing out in the open, ready for get mown down by just about anybody.
In theory the big use of damage over bullets for shock troopers, and status effects for scouts and shock troopers, is that it makes you far better at reaction firing. The problem is reaction fire sucks for you because computers fire near instantly when in range, end near instantly afterwards, and shock troopers have low range. And you kill everything on your turns and cheese it anyway.
I get the concept, it could work. And you can do both, give one scout a debuff and all the others the damage boost.
I just find that in almost every game, you have a few powerful guys that take a lot of killing, and your enemies have many weak guys, so debuffs work well on you but you're better off killing your enemies than softening them up.
Posts
That's a different one. The hostage one makes it sound like it's some kind of stealth mission with lots of guards in positions that require careful motion to reach, but it really boils down to running scouts forward with your 4 CP and killing the 3 guards at point blank. The only unique feature is that if you end your turn with anybody not hiding in grass, you lose (rather than actually make you lose if you get spotted, or something).
Though that actually reminds me of a minor complaint I have with the game: Half the time, you start deployment and your soldiers just stand near sandbags without crouching, and then they get sniped every round until you decide to move them.
Ah ok, I geddit. I guess I was confused because they decided to name it "extra shot" when what it really means is "extra ammo". Or possibly "I had a spare rocket stashed up my arse this whole time".
Agreed. There really needs to be a way to check what potentials actually do during a battle, because AFAIK there isn't one and I always forget to check my squad for new ones in-between missions. So for example I've got Oscar who is apparently "Cowardly", but I've never had it proc, so I have no idea when that's going to bite me in the arse or what it'll do when it does. Also the new potentials are frequently bad things, so I suddenly realized last session that Coby now hates Alicia, which he didn't before. So clearly there's no reason to keep him in the squad given I'm always going to be taking Alicia for the extra command point (and because she's great).
Another feature I'm only just starting to use is having soldiers who like each other pair up. I had no idea what soldiers liking each other actually affected at first, but turns out it means they can both fire together if one of them fires when the other is nearby, which is amazing. However, I've only had it work on my scouts so far. I've deliberately kept Largo and Jann together as much as possible, but I've never had them both fire rockets together. I have however had an engineer fire with Largo... which was pretty useless since he was firing at a tank but 10/10 for effort. So is it only units with infinite ammo that can provide supporting fire?
The Edelweiss however, WILL. And it's about as devastating as you'd think to have the tank guns firing for free.
And Alicia is the best scout, period. Even without the free CP you'd basically deploy her every battle.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
All your officers are the best at their respective classes. They tend to have above average hp and accuracy for their class.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
The potentials Alicia has are ridiculous.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I'm not so sure about Rosie. I mean, she's good, but Jane and Lynn are holding their own petty well in comparison, as is Vyse.
And Largo's not as good as the secret lancer. Not that any lancers are much good, but...
Why I fear the ocean.
Shock troopers are also better than lancers at killing tanks in most situations, which I find hilarious.
Well Jann still gets to use his potential from being around men.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
One of the better things VC2 implemented was being able to promote squaddies of your choice to leaders, meaning you didn't have to stick every plot-critical characters in every mission. If modders ever do any serious tweaking to VC, I hope something like that is high on the list.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
Yeah, they give me a squad of nine, but realistically I'm only ever actually choosing five of them, since I have to take Welkin and there's no reason I wouldn't take Alicia, Rosie and Largo.
And then she starts shooting lasers.
But then they're like. NOPE.
Thanks Welkin. Your power of love sucks.
He also gets Largo Lover, which makes him extra-stupid powerful once it procs around him.
Basically I wanted something like this:
https://www.youtube.com/watch?v=krLUV4Zt9_k
Alas, it was not to be.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
Chapter 4:
I've played this all before (years ago, but), so I figure I can go for an A rank.
I stick my sniper (Oscar, since he's the best option I have at the moment) in the guard tower, take out one scout and cripple two tanks.
I take the first camp with Alicia, and set up behind the sandbags. Ted sets up beside her.
Largo finishes off the first tank, Rosie provides interception fire, and I deploy the rest of my team from the new camp.
Enemy turn, and a sniper I hadn't even seen shoots Alicia from super-long distance. That's okay, she's crouched, she can take a hit. She can even take two, which is handy, because she does (with 3hp left).
Then a shocktrooper comes out of a side alley and mows her down by using her as a backstop for killing Ted. To add insult to injury, he then runs up and kills Ted before I have a chance to reach him.
It's an obvious reset, but I have to wait for my turn to do so, which means I get to watch the tank near the objective base headshot Oscar right out of his guard tower from across the map.
TL,DR; I hate enemy snipers, especially when they're in tanks.
I had a few missions where I was rusty at the game but pushed for an A-rank, and got harshly punished for it. I recommend playing through it, because you get some fun back and forth as you try to regroup.
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Yeah, I generally prefer to play individual missions straight and roll with the punches. The AI is the opposite of intelligent, but every now and then shit happens - I forget where a mine is, or that shocktrooper takes another crack at the almost-dead unit on the camp, or I tell myself "yeah that AT gun can see Alicia, but there's no way it can hit her from across the map" - and it's fun to try and scramble to recover. If I need cash or XP I just grind the skirmishes.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
Screwing up regular combat I'm totally fine with, especially for my first playthrough. However, some of the gimmicks they throw at me I just roll my eyes and restart.
It does depend... At the very least, it let's you know it's an even playing field. When a sniper takes out someone from the length of the map away, I just consider them the enemy's Marina. Then I unleash Marina and have them duke it out Enemy At the Gates style.
I was not a fan of them meeting eye to eye in the movie before Zaitsev shoots Koenig/Thorvald.
Law and Order ≠ Justice
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Captain of the SES Comptroller of the State
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PSN: AbEntropy
It's possible that they know.
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Holy hell is this an obnoxious, annoying slog.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
You can develop each path without cutting off the others. Each tree is a separate weapon though so you'll have to equip which ones you want on your team. Also your squad tends to auto-equip the latest weapon you've developed for their class so be sure it's the one you want them using.
I went for firepower over everything else, the exception being accuracy for sniper rifles. The status effects could have been an interesting mechanic and the comp can show you how effective they are against you, but it comes at the cost of lower accuracy, damage, and shots fired. It's a more effective use of CP to just outright kill them then to leave them alive albeit debuffed. So after trying to make these weapons work I just switched back to firepower with the exception being machine guns when the additional ammo tech tree opened up.
In the end it is really up to you and what you like and they give you plenty of money later on so dipping in to the various trees won't put you that far back. Plus there are skirmishes to make some extra exp/cash.
However since most of your units can one shot the enemy they are pretty pointless.
I did use debuffs in the second game quite effectively however.
You didn't just let Emilia cut everything to pieces?
3DS: 0473-8507-2652
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PSN: AbEntropy
I did use the sword dudes liberally.
You need a PSP2 save for her. Her potentials are about as insane as Alicia's, except that she's a class with stupid offense ability.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I get the concept, it could work. And you can do both, give one scout a debuff and all the others the damage boost.
I just find that in almost every game, you have a few powerful guys that take a lot of killing, and your enemies have many weak guys, so debuffs work well on you but you're better off killing your enemies than softening them up.
I beat the final boss in 3 turns
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TIME FOR A SELFIE AND A ONE LINER!
Makes me smile every time. So, uh, I guess I smile a lot. Its great.
'___'
It'd be helpful if I didn't have to waste seven CPs per turn killing respawning towers and laying down smoke
And if he didn't get healed every turn
And if sniper bullets didn't bounce off his face harmlessly
I got five turns in, saved, and haven't gone back yet