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Imca (Veteran)
#1101: Feb 26th 2018 at 1:10:00 AM

Really? I do not remember ammo regenerating once per turn outside of tanks.... I had rembered it as engineers and base camps being required to reload, though it has been a while since I have played, about 3 years or so my copy of VC 3 broke. :/

And I don't remember grenades regenerating at all before, but no that is the correct rate.

And I realise they normaly don't, but they don't normaly have huge radiators on the ass either.

edited 26th Feb '18 1:12:04 AM by Imca

Balmung Since: Oct, 2011
#1102: Feb 26th 2018 at 1:52:37 AM

Lancers and snipers definitely regen 1 ammo per turn in 1 and 2, and the same goes for tank mortar shots and grenades for classes that have them. The only thing that, to my knowledge, does not regen are the mines that advanced armored techs can drop, and those don't even regen in base camps or with an engineer.

If ammo regen was changed in VC 3, I have no knowledge of it.

I'm pretty sure you can see similar optical devices (or, at least I think they're some manner of optical device) on the KV series' turrets

edited 26th Feb '18 2:11:26 AM by Balmung

Imca (Veteran)
#1103: Feb 26th 2018 at 2:09:40 AM

finished with the demo, if I have one complaint.... it would really be two in one.

The tank is reeaally op this time around, and as such they kinda don't let you use it that much, and litter the map with impassible baricades and tank traps.

I think I would honestly have the tank cost 2cp, or be slightly weakened, and actualy get to use it more.

Kiefen MINE! from Germany Since: Nov, 2010 Relationship Status: It's not my fault I'm not popular!
MINE!
#1104: Feb 26th 2018 at 2:12:46 AM

Do you reach the point where you can select your squaddies in the Demo or are you limited to per-selected ones? Did any of them stood out to you?

Imca (Veteran)
#1105: Feb 26th 2018 at 2:34:39 AM

Yes, you can actualy select them for most of the demo, but as for standing out..... I kinda mostly stuck to the preselected ones, because none really.... jumped at me so to speak.

I feel like it was a very limited selection though.

TerminusEst from the Land of Winter and Stars Since: Feb, 2010
#1106: Feb 26th 2018 at 5:23:02 AM

Outside of winter warfare in general, do we have any idea on the themes or what they based the idea of the game on (the war in general being something like World War 2)?

Si Vis Pacem, Para Perkele
Balmung Since: Oct, 2011
#1107: Feb 26th 2018 at 6:14:37 AM

Did they come up with a more elegant solution to abusing short movements and aiming to avoid interception fire than the VC 1 remaster's method of giving enemies a free mag dump (or 4 for tanks) without giving the player side the same courtesy?

Winter Silent Musketeer Since: Jan, 2001 Relationship Status: [TOP SECRET]
Silent Musketeer
#1108: Feb 26th 2018 at 6:27:19 AM

The "cat ears" on that tank are probably a rangefinder. Look at the target from two separate view points, add some optics and trigonometry, and you can work out the range without knowing anything about the size of the object you're looking at (the basis of another method of optical rangefinding). If you play World of Tanks, the American T29 Heavy tank has big rangefinder "ears" on the back of its turret, and the Panther II has little googly eyes on the front.

Imca (Veteran)
#1109: Feb 26th 2018 at 12:30:30 PM

[up]makes sense.

[up][up] There is a brief delay after you aim before the enemies quit shooting, it isn't a while mag dump but assault troops normaly get in a shot or 3, and scouts 1.

Which means you will get chip damaged to death if you try that.

Balmung Since: Oct, 2011
#1110: Feb 26th 2018 at 1:17:36 PM

Does it at least cut both ways? Because the VC 1 remaster let the enemy still immediately terminate your interception fire, even though enemy scouts and engineers would get something like 3 more shots before you were safely in aim mode, shocktroopers would get like 15 extra shots, and tanks would get multiple full MG mag dumps.

The only real consolation was that the remaster includes the DLC, which includes the disgustingly powerful (and easily farmable) ZM Kar 8(g).

Imca (Veteran)
#1111: Feb 26th 2018 at 1:40:59 PM

I never had an enemy get a shot off that wasn't a sniper because I play a bit defensively, and the missions are early ones so the enemys only get 3 cp on there turns.... so I am not entirely sure there, sorry.

And it is defiantly not that skewed, it feels like it is based on time, and its like half a second or so, so its..... not all that bad.

Balmung Since: Oct, 2011
#1112: Feb 28th 2018 at 10:49:24 PM

Okay, so I know Maximilian is supposed to be a pretty tough boss, but he just doesn't stack up to Selvaria or Jaeger. Sure, you can sort of get screwed harder if the wrong towers activate, but Maximilian has far more glaring weaknesses (though largely to weapons that are more or less useless for the entire rest of the game), especially due to being unable to evade - evidently, he's very susceptible to mortars, including mortar lances, flamethrowers are fairly effective against him, but perhaps most prominently, the Shamrock's Gattling Turret absolutely shreds him - with almost no strategy and without the final upgrade to the Gattling Turret (which is only unlocked after you beat him), the Shamrock can completely take down Maximilian in two rounds - drop the towers in turn one, do three full actions of headshots to Maximilian with the Shamrock to trigger phase 2 and pull back to about the starting point. End turn one and bank your CP. Maximilian walks back to almost his original position and uses his AOE attack. Drop the towers again and have your engineer mend the Shamrock. Drive the Shamrock up to him and keep shooting him with the machine gun until he drops (should take three or four bursts).

Also, RE: Selvaria and sniper rifles, she's the ONLY boss who is particularly vulnerable to them. I mean, you technically can hurt other bosses with sniper rifles, but even the only other infantry boss, Maximilian, takes little more than Scratch Damage from sniper rifle headshots. Hell, back on the PS 3, I'm pretty sure I didn't even try it because I figured she had some sort of Contractual Boss Immunity or something.

edited 28th Feb '18 11:02:11 PM by Balmung

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1113: Mar 3rd 2018 at 10:41:49 PM

Baldren's advantage is that he can dominate in 1v1, and his interception fire is almost a guaranteed kill.

I really wouldn't go into his mission without a couple of promoted units, but his weaknesses are:

  • Armoured Techs. They're really good at controlling the way he's watching, and Tech Veteran land mines will cause the AI to panic if it detonates them (he'll aim an attack, but if he can't reach, he'll abandon his attack and spent the rest of his AP retreating)
  • Gunners. Come from behind and get them to assist an attack.
  • Snipers. While his range is pretty much as good as theirs, you can find a few places that make his counters rather unlikely to hit
  • Fencers. They can function like Armoured Techs for distracting him, but if you can get behind him without him noticing (there's a very narrow margin for error), one of these will put a severe dent in his health.
  • Snow. There's a reason he almost always ends his turn with a retreat. Because damage he takes will stick if he doesn't.

In the 2nd match, you've got access to tier 3 units, and he's got an even nastier time. Ignoring the obvious elite versions of what I've already listed, there's also:

  • Spec Techs. The Flash Bang will shut down his interception fire. While he still turns in response to your movement, it makes him quite easy to set up an execution squad on.
  • Melodists. I don't know how resilient he is to status ailments, but he definitely can't resist these debuffs
  • Heavy Gunners. Backed by an Anthem Elite's buff, I'd be willing to bet their interception fire can bypass his armour values, making it an equal exchange if he tries to charge a camp guarded by one of these

If everyone were normal, the world would be a dull place. Like reality television.
Balmung Since: Oct, 2011
#1114: Mar 3rd 2018 at 11:49:59 PM

The problem is that Armored Techs are kind of in This Looks Like a Job for Aquaman territory. Their abysmal AP and merely mediocre attack (at least as compared to a good headshot attack from shocktroopers) means that it's quite likely that you (or maybe just me) won't be able to promote any in time unless you're making a conscious effort to get a Fencer or two. I hadn't really thought of using Gunners for team-up attacks, though. I just wound up getting him teamkilled by one of his own turrets by putting the snow cammo on my tank and parking it so that one of the turrets tries to do interception fire, but its reduced accuracy makes it shoot Baldren about once per burst and then setting down the PSP and waiting for the inevitable to happen.

The much greater access to tier 2 and 3 units makes round 2 a cakewalk compared to round 1.

edited 3rd Mar '18 11:52:01 PM by Balmung

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1115: Mar 4th 2018 at 1:17:34 AM

Attack power isn't everything you need for promotion. And until I get some Mortarers, I like to use Armoured Techs to capture camps, since they don't care about interception fire (save a certain V0 unit).

My favourite first round kill on Baldren consisted of Mischlitt facing him away from the camp, Gunner Zeri sneaking up behind him, and then engineer Magari shooting him in the back, with Zeri assisting for the kill. I probably used an Anthem Corp on Zeri to ensure the kill.

edited 4th Mar '18 1:22:34 AM by Ekimmak

If everyone were normal, the world would be a dull place. Like reality television.
PRC4Eva Since: Jan, 2001
#1116: Mar 12th 2018 at 2:01:23 PM

Just started playing this again with my waifu, using a new game rather than NG+ for the atmosphere.

Man, early game snipers sure do rely on luck of the draw. It's entirely too bad that they're not as useful in this game as they are in real life.

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1117: Mar 12th 2018 at 10:25:22 PM

They really do rely on getting those branch level weapons.

If everyone were normal, the world would be a dull place. Like reality television.
PRC4Eva Since: Jan, 2001
#1118: Mar 13th 2018 at 2:04:43 PM

What determines when you unlock additional weapons and armor? Just progression through plot? Class level? Something else? A combination of those?

Balmung Since: Oct, 2011
#1119: Mar 13th 2018 at 2:51:01 PM

Plot progression - new weapons and armor unlock (or rather, become unlockable) after every story battle. Note that this even applies to the endgame - new weapons even unlock after the penultimate and final battles (the final lances aren't available until New Game Plus).

edited 13th Mar '18 2:51:51 PM by Balmung

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1120: Mar 13th 2018 at 6:16:17 PM

Exactly. Although you aren't allowed to use mortar lances until getting to Elite Lancers (kind of pointless, they're a lot more niche in this game than VC 2). I think that Shocktrooper Elites will have access to flamethrowers no matter what point in the story you're at, it's simply that they won't get upgrades until reaching where the game would expect you to have them.

When the branches unlock for snipers, you basically want everyone on the high accuracy rifles. I find that occasionally, you might want ailment guns on engineers, shocktroopers or scouts, but for the most part you don't need them on any class.

edited 13th Mar '18 6:28:58 PM by Ekimmak

If everyone were normal, the world would be a dull place. Like reality television.
Balmung Since: Oct, 2011
#1121: Mar 13th 2018 at 6:30:59 PM

Ailment guns are basically worthless. They're a huge pain in the ass when the enemy has them, as Imperial ailment guns have no drawbacks and Imperial soldiers are much more disposable than your own, but in your hands, you're better off just killing the enemy the old-fashioned way.

Also, I love the aesthetics of the T-MAG series, but the armor mechanics (and enemies with -ATK weapons) mean that you're pretty much always better off with the MAGS AXX series or whatever the higher per-shot damage series is called.

And if you're on PS4 or PC, the DLC should be included, and the enemy ace weapon dropped in the first level of Challenges of the Edy Detachment (scout) is amazingly powerful and the mission is pretty easy. That said, the other levels are incredibly difficult.

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1122: Mar 13th 2018 at 6:49:40 PM

Imperial weapons have the drawback of being imperial weapons. I tend to just keep one unit with an ailment gun around just to have the option.

But then, maybe my perspective comes from sinking more hours into the sequel. The engineer ailment gun is a very hard counter to any mortarer, lancer, or sniper, because Ammo Drop makes them completely useless next turn. Helps that Engineers get all the exploit potentials in that game, so they're very likely to inflict that or suppression.

If everyone were normal, the world would be a dull place. Like reality television.
Balmung Since: Oct, 2011
#1123: Mar 13th 2018 at 9:32:33 PM

Most of them do. The ZM Kar 8(g) is so overwhelmingly powerful that it, for all intents and purposes, does not have those drawbacks. Yes, its range and accuracy are uninspiring, but it offsets both by being more than twice as powerful as the best Gallian rifles and firing 7 shots per action.

Ekimmak Since: Nov, 2010 Relationship Status: Above such petty unnecessities
#1124: Mar 14th 2018 at 12:35:58 AM

I recall one specific shocktrooper gun in VC 2 had the range of a standard scout rifle, and very decent accuracy.

The only balance to it was by being a random drop.

If everyone were normal, the world would be a dull place. Like reality television.
Balmung Since: Oct, 2011
#1125: Mar 14th 2018 at 1:26:35 AM

Sounds kind of like the Ruhm's schtick. Also reminds me of the captured anti-armor utility turrets. Endgame firepower and accuracy with only 2 weight, which means you can use the 1CP light tank B chassis to cheese 90% of the game.


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