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Welp its that time again...
Time to decide who to sacrifice to the blood god for the Broken Horn medal
First Time I got it was honestly by mistake... but Ted had it coming... I mean He's the joker waiting to happen
Don't look at me like that!
Largo Porter has been added to Sega Heroes.
Finished the 4th game...quite good all things considered. Although I can't remember why I didn't finish the 1st game...just stopped after Selvaria blowing herself up. Maybe I'll go back to continue that.
It was probably the part where Selvaria committed a war crime to benefit the man who tortured her and ruined her life that put you off, since I was pretty put off by that myself.
Ehh more like the game kinda loses steam the moment Selvaria's gone since it rushes to wrap everything up, Seriously Selvaria being gone feels like the Half way point not 4th mission from the end
and then the games over
Edited by FrozenWolf2 on May 31st 2019 at 2:43:48 PM
Going through the first game myself, enjoying it for the most part (though I'm very overleveled), but man was Chapter 14 some of the worst Fake Difficulty I've ever seen in a tactics game. Ambush spawns every turn, you are basically screwed if you don't know exactly what's coming and from where the first time.
Thank god for Order abuse.
Yeah, the series doesn't really get better about that, sadly. It's at least a bit more forgivable when the place they're spawning from is an "exit" from the map like a roadway or something, or a place where it's feasible for a unit to sneak to without being seen, but that's almost never the case.
Was I supposed to feel sorry for Selvaria?
from the intent of the writers?
Possibly they do try to frame Selvaria's loyalty to Max as her biggest flaw and have the 7's remark about her death as a stoic loss
now whether YOU personally fell sympathy for her
Well thats up to you, Some people see her as the victim others see her as the enemy
The game definitely intends you to feel sorry for Selvaria. On the other hand, her being the most infuriating boss in the game and that her dying act is a war crime both do a lot to undercut this intent.
I can understand that... but with the amount of times I Surrender, Suckers is used along with the Heroes doing it in other media and Selvaria specifically spares Squad 7' 'Now granted granted a large chunk of those times is used against opponents who specifically don't take prisoners or are cases of YOU don't surrender to them'
Not helped that Damon and the Gallian Regular army is presented as the biggest bunch of ineffectual morons in the game.
Maybe If some of those Gallian regulars were people I knew and respected, I'd be more aghast by the act... but VC 1 is pretty much the Miltia units do all the work and the Regular army takes all the credit
Ahh the Edy Detachment dlc... where you get NOTHING
Edited by FrozenWolf2 on Jun 2nd 2019 at 10:13:20 AM
I Surrender, Suckers is rarely a good guy trick because it's dishonorable and a literal war crime, and even when done by heroes or anti-heroes, it doesn't tend to be done with nuclear weapons or the series stand-in for them. Like, check the page and it's overwhelmingly a villain trick.
Well yeah... least its not the Minbari logic
The Edy Detachment Scout Challenge gets you an amazing rifle, and is great for grinding money and experience to boot.
No not the Ex challenges
Those are great... even though apparently the only farmable weapon is the Imp 8 rifle from Susie's challenge , everybody else just gives you one
'Edy's is better for leveling once you can do it consistently'
I'm talking about the Enter the Edy Detachment mission
I like the concept, It reminds me of the C&C covert ops packs, Its you have a specific setup that you have to make work, and you can't just rely on an overpowered unit like in Selvaria's DLC 'or her whole unit if your playing Gallian Crossfire where the main game gets harder but he purposefully made the Imp elite unit OP for maximum gallian slaughter in the DLC
there's just no Real payoff other then YOU DID IT
Edited by FrozenWolf2 on Jun 2nd 2019 at 1:28:22 PM
The ZM Kar 8(g) is still the second best rifle in the entire game and blows the third best out of the water. Hell, it blows most of the submachine guns out of the water. It's a monster and you can have as many as you'd ever want.
thats cause you can't farm the ZM Kar 9 from Homer's challenge XD
then again its like only 5 points better overall in the various stats doesn't even have an aim boost
VC 1 was clearly designed around Scouts being the main unit that and the maps tending to favor mobility
I'm glad they fixed that with later games though they needlessly complicated the class system
Part of that was that being on the PSP forced 2 and 3 to have smaller maps and they compressed the difference in unit movement ranges.
And then 4 goes back to pretty strong Scout favoritism and introduces Mortarers (and anti-tank mortars) and makes tanks cost 1 CP to activate, which are both great, but it also makes Lancers, which were already highly situational, nearly useless by both being better at Lancers' own niche. They still have some uses, but it borders on This Looks Like a Job for Aquaman.
thats been one of the issues, expanding the classes just leads to alot of rendered obsolete
especially with how low the squad count was 'Its like 5 in VC 2 and a little better in VC 3'
I mean do you need a a dedicated flamethrower?
Yeah, Lancers in general got screwed in 4. There's all of one time when I decided I needed to use a Lancer (in the map where you're facing the enemy tank in the snowy U-shaped ruins), and I think I had to restart because the game wants you to use Mortars and won't allow Lancer shots to actually hit the tank's radiator.
Thereís one good, if illogical use for Lancers: in the final battle against Klausís tank, I deployed every single one of my lancers, lined them up (alongside the Hafen), and had them open fire, taking advantage of nearby squad matesí support fire for 3+ hits per action. An engineer is required to keep their ammo stocked, but positioned correctly, the battle will be won in 2 turns tops with no risk of casualties. Even though the radiator is impossible for head-on shots to hit.
I mean, I haven't played 4 yet, but Lancers are near useless in in 1 as well, outside of mission 7 and Largo staying in the base to supply an extra CP.
Lancers are much better then people are giving them credit for for there ability to tank absurd amounts of interception fire, allowing them to land shots on armored entities while being hosed by machinegun fire, a trait that mortars are incapable of if the target.
Its a niche use, but I found myself using 1 of them rather consistantly for that.
I wasn't saying they were good in 1, but rather that other things do their job better in 4 and Lancers got absolutely nothing to compensate for this. I mean, they're a little more accurate, but it doesn't come close to making up for how much other units do their exact job better and at lower risk.
They're good and useful in 2 (and probably also 3, too) because the flattened movement ranges mean they can actually keep up and be useful and there's quite a few narrow passes that tanks can't fit through and something still has to get through and take on enemy tanks and generator trucks. That said, 2 still couldn't save mortar lances from being worthless.
Mortars don't need to tank interception fire - they can drop one-hit kill anti-tank shells on the radiator from the front or with no line of sight.
Riley is a terrible human being and I want her to be dead. That is all.
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