Jeez, I haven't even completed the first one after stopping in the middle of it (at the ambassador kidnapping) Argh XD
Requiem ~ September 2010 - October 2011 [Banned 4 Life]If you mean alternative like in fencer branch. Elite fencer can just saunter up to V2 and laugh at the useless interception fire and decapitate them. I only have maulers used on me but they one shotted my commando Zeri at full health. Though they can only move at a lawyerly pace so getting them close enough to attack is problematic.
The former. What do flashbangs do, exactly?
Flashbangs prevent intercept fire, for the rest of the turn I think. So you can throw one and run other people through. Sounds like it's the equivalent of the smoke bomb from the first game.
AT snipers do more damage than normal lancers, but slightly less than elite lancers. Generally they kill in the same number of shots as elite lancers. They do slightly less personnel damage than normal snipers, but can still get one-hit-kill headshots.
Elite snipers shoot three times per bullet (somehow), so they can kill any infantry in one action, regardless of whether they're crouching or whatever. You don't even need to aim at the head, just point and click.
Edit: Oh, and your own maulers do very very little damage against personnel (slightly less than an unpromoted Armor Tech) but can one-shot medium tanks from the front. Of course, immediately after you get them the enemy upgrades to tanks that take two hits to kill, but they also take two hits to a lancer in the radiator. Maulers do about as much damage as a lancer shooting a radiator.
edited 14th Sep '10 3:37:46 PM by Clarste
Potentially useful! I take it the range and area of effect are more or less the same as a regular grenade?
So their main advantage lies in being able to hit a radiator from long range without having to expose themselves to interception fire, that being balanced out by the fact that they have a harder time getting into position to be able to hit the radiator, and that if they do have to expose themselves to interception fire, they're already dead?
It must be some kind of magic bullet.
Does it turn into a one-hit-kill if they attack from behind, or is their main advantage that they always penetrate all of the target's armor, no matter where they hit it?
edited 14th Sep '10 4:54:35 PM by Clarste
Oh, that makes sense; the reason fire from small arms usually won't damage a tank at all is because all three of its armor values are higher than most infantry weapons' "vs. Armor" attack values.
I don't know why I didn't think of that earlier; it's by far the simplest way of doing it.
I got a Cptd AA Gtlg A1 (whee, space limits!). I have no idea where I got it, but my mouth dropped as soon as I looked at the stats on it. It weighs as much as a standard turret, it's anti-armor cannon is way stronger than anything I can use yet, and the gatling gun may not be stronger than any pure gatling turrets (20 shots instead of 30, but with higher damage) but boasts triple the range and comes coupled with the anti-armor cannon. The only downside is lack of a mortar, but that doesn't bother me much since I have a mortar lancer on hand. All the weapons on this thing are also more accurate than any other tank weapon I have available (of those types, at least).
I'm glad, at least, that tanks have a large enough firepower advantage over lancers (so far, at least) to justify the (usually) 2 CP cost of using them. All the other mods are just icing on the cake to make fielding it in the first place handy.
Edit: And I just got the Light Tank B body, which is only slightly weaker than the Medium Tank body (and has lower weight threshold) but only costs 1 CP. And I think I might have gotten the turret from defeating Dirk in March. Need to check.
edited 14th Sep '10 5:57:52 PM by IthilionTheBrave
That Cptd AA Gtlg A1 is basically the tank version of sniper rifle. Same accuracy and I am still one shotting heavy tanks from the front. Put that on a Medium B chasis and you got hell on tracks. The range on it's gun also have ridiculous range. I know I am spoiling myself but I can't stop using it.
I've heard a lot about that and I'm kind of wondering why it's in the game. It seems to be a Game-Breaker and I can't really imagine it being very fun to use. That said, even if your tank can kill anything on the map with 1 CP each, it still can't capture bases or transport people while using that, so I guess it's not the end of all strategy. I still think the idea makes the game less fun though.
Incidentally, it's an Ace drop from some mission in March, I believe. You have to replay it since all Aces drop their plans before their weapons. I never got it because I never replayed missions, other than a very few that I chose to farm credits in.
Must've been the one mission I chose to repeat so I could get the last credit I needed to make Melissa a sniper. So aces drop weapons in addition to plans? Might have to do a repeat of all missions with aces then to see what sort of goodies I can get.
My brother tells me that most of them are junk.
But still! Completion! Besides, might find something else nifty that's not as broken as that turret. Need some form of motivation to help with unlocking classmate missions and class changing everyone anyway (tempted to put a freeze on leveling while I'm doing this, too, to keep me from getting too overpowered).
Most are junks but some aces, can't remember which one, drop the Hidlr SMG for shocktroopers. It better than the regular weapon your shocktroopers use and isn't too overpowered.
Also, aces can drop rare material sometimes.
One of the few things about this game that I really dislike is its way of making human bosses difficult: giving them a ridiculously high Evasion stat. Nowhere has it been more blatant than with July's boss. I only managed to defeat her on the first attempt because the AI made one of its characteristic terrible misjudgements, so I ended up being able to outflank her by alternating between attacks with my APC's flamethrower and a sniper.
Unrelated: the most memorable part of the game as of the start of August: Zeri's Speedo. I thought this was Game of the Year material, and that proves it once and for all.
edited 15th Sep '10 9:15:40 AM by SuperDimensionman
Yeah that part was fun. I got a chuckle out of it when Cosette stated that Zeri gave her very specific instructions on the design or else the water friction (?) would be too much.
Hey question, I'm really curious about how t earn which Credits. I mean I know you get different Credits depending on the mission, but I'm now sure what actions earn which specific credit (Such as Arms X, or Arms)or how you get certificates, or at least that's how I pronounce, whatever the little shorthand term actually means.
Anyway I'm pretty early on, and I'm trying to gain some specific classes and it's hard when you don't know. Maybe it was in one of the tutorials, I kind of skipped them cause I beat the first game and just assumed I would catch on to any new features.
I'm pretty sure it's random. You can replay a mission and do the exact same things in the exact same order and get different credits.
So basically I just replay missions and hope my guys get handed the credits I need?
Yep, as long as you make sure the mission can drop the credits you want, as far as I can tell it's entirely up to the whim of the RNG. I'm replaying old missions in an attempt to get one character in particular a Certificate as we speak.
edited 16th Sep '10 10:17:35 AM by SuperDimensionman
Yeah all right, makes sense. I'm only in March right now, but It's pretty good. I just wish there was more of a reward for transporting a finished save file from VCI, I mean Isara (which is creepy in retrospect) and a sticker, not much.
I'm almost impressed by the sheer cruelty to the player present in Sigrid's personal mission. Let's recap: You have Avan, Reiner and Sigrid on your own team, no ability to deploy anyone else, and no ability to redeploy anyone who gets wounded, and it's a defense mission — and not any old defense mission, where you can just stand on the control point to stop the enemy from taking it, but a "don't let the enemy into this zone" defense mission.
On its own, that might be tolerable, but the opposition consists of Mortarers, Shocktroopers with damage-debuffing weapons, and heavy APCs with movement-debuffing weapons, and at at least two points in the mission, they get reinforcements out of nowhere.
I can only conclude that this game doesn't have a difficulty curve so much as a difficulty sine wave.
edited 16th Sep '10 1:42:51 PM by SuperDimensionman
...Vario.
I simultaneously love an loathe him. He's incredibly obnoxious, and I'd never play using him for an extended period of time, but...
He's just... ridiculously hammy...
Edit: Oh, hey, Rosie mention.
Edit again: Oh, hey, ROSIE.
edited 17th Sep '10 1:32:25 PM by Miijhal
Okay, so what the hell determines what/how many credits a character gets? Is it random? And what's the deal with "Crtfcate"? It doesn't show up in mission info but I get it anyway.
Random. You also get certificates randomly. It's pretty simple, yet annoying.
The earliest you can get to tier 3 is August when they are to drop lvl II credits. Don't have AT sniper yet so can't comment on that.
Not sure what you mean by alternative. If you mean the left side of specialization, spec tech is alternative to elite tech and their flash bang grenade can be very useful if you really need to stop interception fire (IE maneuver squisher unit into position to kill V2 or bosses.).
If you mean alternative like in fencer branch. Elite fencer can just saunter up to V2 and laugh at the useless interception fire and decapitate them. I only have maulers used on me but they one shotted my commando Zeri at full health. Though they can only move at a lawyerly pace so getting them close enough to attack is problematic.