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RickVoid
Oct 21, 2010

Apepresident posted:

hmm, seems like somebody is in love with anime tanks .... not sure what to think about that ....

They are at least not Little Girl Tanks, so... that makes it somewhat better?

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Poil
Mar 17, 2007

RickVoid posted:

They are at least not Little Girl Tanks, so... that makes it somewhat better?
High school girl tanks are pretty fun though. As a bonus they make the goons over in the World of Tanks thread froth at the mouth.

But I don't see the relevance, since the settings and genres are so different.

RickVoid
Oct 21, 2010

Poil posted:

High school girl tanks are pretty fun though. As a bonus they make the goons over in the World of Tanks thread froth at the mouth.

But I don't see the relevance, since the settings and genres are so different.

The answer is always Anime. It inspires much frothing among many Goonsirs.

Cake Attack
Mar 26, 2010

girls und panzer is the best

i'm not sure if that's what people are referencing specifically but it's worth saying

Seraphic Neoman
Jul 19, 2011


I think people mean this: http://store.steampowered.com/app/263400/

Poil
Mar 17, 2007

What in the world is that?

HenryEx
Mar 25, 2009

...your cybernetic implants, the only beauty in that meat you call "a body"...
Grimey Drawer

Poil posted:

What in the world is that?

I'm pretty sure the developer is a goon, so the question isn't completely misplaced. You might have better luck asking in Games, though.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Continuing to follow along with the thread, I tried the Scout trial. I did a couple attempts with Susie, but her poo poo health and her extra-poo poo “Humanitarian” ability (Refuses to fire sometimes) ruled that out. I did a couple attempts with Rosie solo, and I eventually cleared out all the enemies I could find by turn 5 (even without extra CP), and I spent several more turns wandering the map trying to find out where the enemies in the grass were hiding before giving up and deciding to watch the challenge video. … After that told me where the last guys were, I can confirm that it is indeed possible to A-Rank the mission with just Rosie, without deploying extra units for CP. WOW, does that give a lot of EXP and DUC. And it’s repeatable. I'm actually not inclined to use the scout rifle, it just looks TOO good.


I also finished Mission 8b, after quite a few attempts (although some of those were trying to improve my initial C-Rank to a B), and all I'll say is gently caress Status effects.

Stabbey_the_Clown fucked around with this message at 23:00 on Feb 16, 2015

Giovanni_Sinclair
Apr 25, 2009

It was on this day that his greatest enemy defeated, the true lord of darkness arose. His name? MARIO.

Poil posted:

High school girl tanks are pretty fun though. As a bonus they make the goons over in the World of Tanks thread froth at the mouth.

But I don't see the relevance, since the settings and genres are so different.

Fun Fact one of my friends works on World of Tanks and him along with his office loves the show.

Stephen9001
Oct 28, 2013

Giovanni_Sinclair posted:

Fun Fact one of my friends works on World of Tanks and him along with his office loves the show.

When you say the show do you mean "girls und panzer" or do you mean there's a world of tanks show I have never heard of? (I'm guessing most likely the former, for transparency's sake I will say I was somewhat inebriated when I made this post.)

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Apepresident
Nov 9, 2014

You sure made a post
Update
Time to reunite our Squad!
In today's episode we play through the second mission of chapter eight.
Since Welkin and Alicia aren't together with the rest of our Squad, there's no way for us to use our tank or any orderes, atleast as long as Welkin isn't sittting inside the Edelweiss once again.
This mission also neatly combines some of the new mechanics such as debuffs and mortar cannons together with the same old capture the flag missions.

There's also a bit of friendly fire going on which is a pretty dick move (I guess the rest of Squad 7 hates me right now) but I had a somewhat valid reason to that , or so I hope.


Stabbey_the_Clown posted:

I also finished Mission 8b, after quite a few attempts (although some of those were trying to improve my initial C-Rank to a B), and all I'll say is gently caress Status effects.

They get more bearable once you progress further into the game. Right now they're pretty harsh since the majority of your weapons are pretty weak so those debuffs pretty much ruin that small damage potential you have at this point.
It seems though as if the debuffs don't get stronger further into the game though I'm not 100% sure about that.

Giovanni_Sinclair
Apr 25, 2009

It was on this day that his greatest enemy defeated, the true lord of darkness arose. His name? MARIO.

Stephen9001 posted:

When you say the show do you mean "girls und panzer" or do you mean there's a world of tanks show I have never heard of? (I'm guessing most likely the former, for transparency's sake I will say I was somewhat inebriated when I made this post.)

Yeah it was Girls und Panzer.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
Hmm, we did a lot of the same stuff in that mission. And some different stuff, as necessitated by you trying to unlock everything and getting the reckless-play A-Ranks.

By the way, without spoiling anything, in Mission 9, are there any enemy Aces or leaders? My instincts say no.


After-Action Report: Ch. 8b - Reunion in the Forest

My prediction was right, it did take several attempts.

My first complete attempt was a 5-turn C-Rank, which I was unhappy with, so I tried again. After a few tries realizing that I wouldn't make it in 4 turns, I actually wrote up some objectives that I wanted to achieve on a turn-by-turn basis. I also decided that my force composition was wrong. I had brought Marina (Sniper), Rosie and Vyse (Shocktroopers), Dallas (Engineer), and Aika(Scout). It was the Scout that was the problem – I needed a second Lancer instead, so I started over (and also changed my lineup): I brought in Oscar (SNI), Karl (ENG), and Elysse (LAN) instead. And I swapped out Vyse for another Shocktrooper (Alex).

My first-turn plan: Kill all three snipers (including the Ace), destroy the Mortar Turret, and move Welkin as far as possible with 2 CP.

For this, I had Alicia move first, to take out the nearby Scout, then she moved into position behind a fence near the Mortar turret (so she could grenade the Shocktrooper leader). Rosie ran up to take out the first Sniper, then ran behind the Ace and took him out. (I didn’t realize that getting behind them would negate the evasion bonus for several attempts, so I used to use two grenades on him). Oscar killed the remaining enemy Sniper. Largo ran up and one-shot the Mortar Turret. Three AP left. Alica tossed a grenade at the Shocktrooper leader, and it actually one-shot him for once on my final attempt. Normally he still lives through that, so I was able to get her to the bottom of the canyon with the rest of her AP. I moved Welkin up twice. (If the Shocktrooper Leader had lived, Welkin would have finished him off when he moved.)

The enemies shot up the Eidelweiss, but since it had the camp healing bonus Welkin heals it to full when he arrives, it was still in perfect repair for Turn 2.

On Turn 2, my key objective: Take out the forward Light Tank, because I couldn’t afford to waste any Eidelweiss turns shooting tanks. That’s what the second Lancer was for. Elysse and Largo tag-teamed to take it out (no, I didn’t run them into the line of shocktrooper/scout/tank fire to get Radiator shots), then I brought Welkin back to base. The Eidelweiss’s objective was to use the Mortar to damage the clumped-up enemies – taking out the normal Shocktroopers and hurting the Lancers pretty well. I think I also used Oscar to take out the Scout and Shocktrooper leaders.

On Turn 3, I was kinda winging it. (It’s not good to plan too far ahead.) My general objective was to steamroll the enemy, but that’s not quite what I did. My Lancers tag-teamed again to take out the other tank, after which I pressed the Eidelweiss forward, ending just short of the wall. With three lancers still alive, I pressed forward with it through the wall and turning to hide the Radiator. I mortared the enemy leader in the final camp.

On Turn 4, Oscar again got some use, sniping all the normal troops he could. I moved my non-Rosie Shocktrooper up to kill two Lancers, and then my Engineer Karl came up from the base camp, killing the last Lancer, capturing the forward enemy base with one CP, and then going to the second enemy base and beating the mission. B-Rank. That’ll do.

Apepresident
Nov 9, 2014

You sure made a post

Stabbey_the_Clown posted:

Hmm, we did a lot of the same stuff in that mission. And some different stuff, as necessitated by you trying to unlock everything and getting the reckless-play A-Ranks.

By the way, without spoiling anything, in Mission 9, are there any enemy Aces or leaders? My instincts say no.
Nope, besides the main objective there's pretty much nothing else to do here. This is actually the easiest non-tutorial mission in the game and you have a lot of time to do what you're supposed to do.

Stabbey_the_Clown posted:

My first complete attempt was a 5-turn C-Rank, which I was unhappy with, so I tried again. After a few tries realizing that I wouldn't make it in 4 turns, I actually wrote up some objectives that I wanted to achieve on a turn-by-turn basis. I also decided that my force composition was wrong. I had brought Marina (Sniper), Rosie and Vyse (Shocktroopers), Dallas (Engineer), and Aika(Scout). It was the Scout that was the problem – I needed a second Lancer instead, so I started over (and also changed my lineup): I brought in Oscar (SNI), Karl (ENG), and Elysse (LAN) instead. And I swapped out Vyse for another Shocktrooper (Alex).
As far as I can remember I used a pretty similar composition back when I first played through the game (although the names were different):
This is actually one of the few missions where lancers are much more useful than scouts since those annoying tanks can be a huge pain in the rear end due to their positioning (and also because tanks are in general pretty strong).

Stabbey_the_Clown posted:

My first-turn plan: Kill all three snipers (including the Ace), destroy the Mortar Turret, and move Welkin as far as possible with 2 CP.

For this, I had Alicia move first, to take out the nearby Scout, then she moved into position behind a fence near the Mortar turret (so she could grenade the Shocktrooper leader). Rosie ran up to take out the first Sniper, then ran behind the Ace and took him out. (I didn’t realize that getting behind them would negate the evasion bonus for several attempts, so I used to use two grenades on him). Oscar killed the remaining enemy Sniper. Largo ran up and one-shot the Mortar Turret. Three AP left. Alica tossed a grenade at the Shocktrooper leader, and it actually one-shot him for once on my final attempt. Normally he still lives through that, so I was able to get her to the bottom of the canyon with the rest of her AP. I moved Welkin up twice. (If the Shocktrooper Leader had lived, Welkin would have finished him off when he moved.)

The enemies shot up the Eidelweiss, but since it had the camp healing bonus Welkin heals it to full when he arrives, it was still in perfect repair for Turn 2.

On Turn 2, my key objective: Take out the forward Light Tank, because I couldn’t afford to waste any Eidelweiss turns shooting tanks. That’s what the second Lancer was for. Elysse and Largo tag-teamed to take it out (no, I didn’t run them into the line of shocktrooper/scout/tank fire to get Radiator shots), then I brought Welkin back to base. The Eidelweiss’s objective was to use the Mortar to damage the clumped-up enemies – taking out the normal Shocktroopers and hurting the Lancers pretty well. I think I also used Oscar to take out the Scout and Shocktrooper leaders.

On Turn 3, I was kinda winging it. (It’s not good to plan too far ahead.) My general objective was to steamroll the enemy, but that’s not quite what I did. My Lancers tag-teamed again to take out the other tank, after which I pressed the Eidelweiss forward, ending just short of the wall. With three lancers still alive, I pressed forward with it through the wall and turning to hide the Radiator. I mortared the enemy leader in the final camp.

On Turn 4, Oscar again got some use, sniping all the normal troops he could. I moved my non-Rosie Shocktrooper up to kill two Lancers, and then my Engineer Karl came up from the base camp, killing the last Lancer, capturing the forward enemy base with one CP, and then going to the second enemy base and beating the mission. B-Rank. That’ll do.
I liked your general plan for this mission. The most important part of this mission is actually your first turn since depending on what you can get done in that one turn the rest of the mission can be either extremely easy or quite challenging.

Getting rid of the 2 snipers who're guarding the river and the mortar is pretty much necessary, otherwise your team in the south will get screwed over and Welkin is pretty much guaranteed to die.
Now the big question is who do you kill with your sniper? Getting rid of the sniper is a pretty decent decision since that guy can be quite annoying for the rest of the mission, however I generally think that he's going to lose out on his usefulness once you enter turn 2 and you start to move your tank. By that time he'll be either standing together with some other infantry units (=mortar those idiots) or he won't have a good shot at your guys because the Edelweiss is in the way.

I preferr to get rid of as many shocktroopers and scouts as possible since they'll be shooting at your advancing infatntry units and I do like to avoid that unecessary damage (or atleast reduce it with a Defense Boost or the Crouching buff). However if you're lucky and the remaining shocktrooper are close together you can kill 2-3 of them with your tank, so both decisions will probably much end up using the same amount of CP so there shouldn't be that big of a difference.

Other than that it seems like we did mostly the same the only difference I can see is the way we took care of both of those tanks (and you also got rid of more imperials than me it seems) and I think that that's the reason why you couldn't end it on turn 3.
It seems like you're not utilising orders that much. I do understand that they can be pretty overpowered at times so I won't blame you for that, but if you get stuck in a mission you should play around with them since they can help you out quite a bit. (especially the Defense Boost)

OddObserver
Apr 3, 2009
IIRC I did pretty poorly on this mission when I played since I didn't realize the deal with the wall, and got Welkin & Alicia too tangled up with that base on top.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
I'm not actually using the overpowered scout rifle, that's practically cheating.

Is my posting "After-Action Reports" of my current playthrough bothering anyone? Would people like me to stop, or is it interesting? I've now finished up to Mission 11.

Apepresident posted:

Nope, besides the main objective there's pretty much nothing else to do here. This is actually the easiest non-tutorial mission in the game and you have a lot of time to do what you're supposed to do.

Yep, I got an A-Rank on that my first time, in four turns. I saw a youtube video though, which beat that one in two turns, but I was playing blind (and made some bad deployment and movement choices).

quote:

Now the big question is who do you kill with your sniper?
<snip>
I preferr to get rid of as many shocktroopers and scouts as possible since they'll be shooting at your advancing infatntry units and I do like to avoid that unecessary damage.

You're right in that I didn't really use my Sniper much after the first shot to remove the enemy Sniper. I did move him a bit more - there's a ridge on the right side that lets you move units behind it to give you a better angle on the enemies and have natural cover. I used that spot and had him take out the Shocktrooper and Scout leaders, but they weren't my priority early on, especially with such a busy first turn.

My infantry units didn't really advance much, actually. I don't really like the approach of sending them into walls of bullets - especially when those bullets can inflict "attack is worthless LOL" status.

I used the Lancers on the enemy tanks, and with the tanks down, the other infantry couldn't hurt the Eidelweiss enough - not with Karl escorting it. I cleaned up stragglers with Alex and my Sniper - and the very last one with Karl.

I'm trying to play more of a 'practical' approach than just a pure speed one. There's something which feels unsatisfying to me about leaving half the enemy troops alive and theoretically able to wreck you if they were to get another turn. Still though, I'm now up to four A-Ranks in a row now. That's more to do with the terrain making the speed approach also tactically sound than it does with a change in my playstyle, though.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
I never used the DLC rifle myself, mostly because I couldn't really stand playing it because of how it functioned. Ironically, leveling up your lancers make them useless which I never got why that worked, but hey the game was a first try.

Nihilarian
Oct 2, 2013


So is Welkin a good Scout when he's not in his tank?

BioMe
Aug 9, 2012


He gets no scout potentials and he has probably the worst stats. It matters the more your scouts have leveled up.

The post-game side missions force you to use Welking make Walking sit in the home base instead of giving you your tanks.

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.
His own potentials usually make up for the lack of scout ones and he gets the same 'level everyone in a class' treatment but the biggest issue of Welkin not being in a tank... Is that he's not in a tank with tons of armor and HP to keep you from game-overing when something shoots you a bunch.

Of course that doesn't help if you park the tank too close to something that's an instant kill to anything (Batolmys' movement for example :v:)

Apepresident
Nov 9, 2014

You sure made a post
Update
New episode out now!
This time around it's a bit of a longer episode since the missions are extremely short and simplistic so instead we're going to listen to a ton of dialogue.

First up, Largo's Passion. The idea behind it is pretty funny, the mission however isn't all that great in my opinion. I have to admit that the way I completed this mission is basically cheating (since the ZM Kar 8 is freaking OP) but there's no other way to A-Rank that mission unless you have lvl 11 lancers (which I didn't have at that time) and even then it's mostly luck dependend since the lancer's accuracy can screw you over big time.

Next Up Chapter 9: The story in this chapter is pretty cool, the mission itself isn't. Probably the easiest mission in the entire game (arguably even easier than the prologue mission) since you don't really need to move your units. Well that one person in the north needs to move a bit but besides that nothings going to happen. Wasted potential, sadly.


EponymousMrYar posted:

His own potentials usually make up for the lack of scout ones and he gets the same 'level everyone in a class' treatment but the biggest issue of Welkin not being in a tank... Is that he's not in a tank with tons of armor and HP to keep you from game-overing when something shoots you a bunch.

Of course that doesn't help if you park the tank too close to something that's an instant kill to anything (Batolmys' movement for example :v:)

I actually think that his potentials are way to dependend on having the right allies next to him. Also generally speaking, I preferr to have defense boosts like Rosie's Strong Willed than a general small parameter boost. But he's still useful as a scouts, but mostly because scouts are just way too useful in this game.


Tae posted:

Ironically, leveling up your lancers make them useless which I never got why that worked, but hey the game was a first try.
Once you're halfway into Chapter 10 or 11 you unlock the mortar once you're lancers are lvl 11. They've probably auto-equipped it instead of a regular lance and that's why they're weaker. Had the same thing happeningn to me.
Other than that I can't understand why they're getting weaker, since Lancers becomes monsters once they've unlocked their final battle potential


Stabbey_the_Clown posted:

Is my posting "After-Action Reports" of my current playthrough bothering anyone? Would people like me to stop, or is it interesting? I've now finished up to Mission 11.
No man, keep posting them. I actually enjoy reading through the ideas of other people who also play through the game, just don't spoil any story things and everything's fine.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

Apepresident posted:

Once you're halfway into Chapter 10 or 11 you unlock the mortar once you're lancers are lvl 11. They've probably auto-equipped it instead of a regular lance and that's why they're weaker. Had the same thing happeningn to me.
Other than that I can't understand why they're getting weaker, since Lancers becomes monsters once they've unlocked their final battle potential


I meant as in the entire point of Lancers (which is anti-tank) is redundant and slow because at a certain level, you gain an Order that lets Scouts kill Tanks in one turn. Which you learn by leveling Lancers.

Apepresident
Nov 9, 2014

You sure made a post

Tae posted:

I meant as in the entire point of Lancers (which is anti-tank) is redundant and slow because at a certain level, you gain an Order that lets Scouts kill Tanks in one turn. Which you learn by leveling Lancers.

I see. Well that's true but the game still has a couple of battles where you're forced to use lancers, since your other units aren't able to damage some specific types of enemies and those missions are in my opinion the hardest ones to get a good rank on since they game is basically checking if you're lancers have enough power to deal with that specific threat fast enough. So atleast they're not completely useless.

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.

Apepresident posted:

I actually think that his potentials are way to dependend on having the right allies next to him. Also generally speaking, I preferr to have defense boosts like Rosie's Strong Willed than a general small parameter boost. But he's still useful as a scouts, but mostly because scouts are just way too useful in this game.

Nature Lover is practically free stats for him most of the time though so it sort of balances out. I prefer general increases since they're common and let me kill things faster(damage) and from farther away(accuracy) rather than straight up defense increases. At least with scouts.
On assaults I love Defense Boosts.

Scouts being way too useful is sort of the key problem and I wished they'd buffed every other classes AP rather than nerfed them for VP2... Though the way the mission ranks are rewarded in VP1 is part of that.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!
Everything was nerfed in VP2, especially Orders which were the real source of why solo-ing works so well in VP1. They fixed the incredibly bad balancing act in VP3, though at least.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
After-Action Report: Ch.9 – A Midsummer Incident

I had no recollection of this mission at all, but still managed a 4-turn A-Rank blind. I deployed my troops all over. Alicia in the upper right, Vyse in the lower right,Cherry in the lower left, and Rosie and Largo (for the CP) in the middle. On turn 1, I moved Alica up top and killed a Scout and Lancer. I moved the Eidelweiss east to block the intersection, forcing the APC to move another block east. I summoned more reinforcements at the center, Edy was one of them.

Alicia took some turret damage and counter-wounded a scout, but I placed her behind the APC and took some slivers out of its HP. That made it clear to me that Shocktroopers were the word of the day. I’d just boosted their weapons damage, too. I sent Cherry up to finish off the scout. Edy I sent east to the intersection near the base, and Rosie I sent up and west.

I didn’t block the road with the Eidelweiss, I moved to try and block the intersection just to the base’s east. The APC made it to there just fine, but Edy took some slight damage from the APC’s gun, and she was in perfect position, I spent the entire 4th turn having her shoot the Radiator, and finished it off with my last CP. No orders are needed, either, as you might have guessed from your one-shotting the radiator WITH the orders. A-Rank, but someone who knew what they were doing could beat this faster.

Up next are the two of the worst missions in the game so far, in my opinion.

David Corbett
Feb 6, 2008

Courage, my friends; 'tis not too late to build a better world.

Stabbey_the_Clown posted:

After-Action Report: Ch.9 – A Midsummer Incident

I had no recollection of this mission at all, but still managed a 4-turn A-Rank blind. I deployed my troops all over. Alicia in the upper right, Vyse in the lower right,Cherry in the lower left, and Rosie and Largo (for the CP) in the middle. On turn 1, I moved Alica up top and killed a Scout and Lancer. I moved the Eidelweiss east to block the intersection, forcing the APC to move another block east. I summoned more reinforcements at the center, Edy was one of them.

Alicia took some turret damage and counter-wounded a scout, but I placed her behind the APC and took some slivers out of its HP. That made it clear to me that Shocktroopers were the word of the day. I’d just boosted their weapons damage, too. I sent Cherry up to finish off the scout. Edy I sent east to the intersection near the base, and Rosie I sent up and west.

I didn’t block the road with the Eidelweiss, I moved to try and block the intersection just to the base’s east. The APC made it to there just fine, but Edy took some slight damage from the APC’s gun, and she was in perfect position, I spent the entire 4th turn having her shoot the Radiator, and finished it off with my last CP. No orders are needed, either, as you might have guessed from your one-shotting the radiator WITH the orders. A-Rank, but someone who knew what they were doing could beat this faster.

Up next are the two of the worst missions in the game so far, in my opinion.

I actually really enjoyed those two missions - possibly because I brought a ZM Kar 8 and, well, yeah. A-Rank both times first time, thank you very much.

Apepresident
Nov 9, 2014

You sure made a post

Tae posted:

Everything was nerfed in VP2, especially Orders which were the real source of why solo-ing works so well in VP1. They fixed the incredibly bad balancing act in VP3, though at least.

Well, now I'm interested in playing the other two VC games.


Stabbey_the_Clown posted:


Up next are the two of the worst missions in the game so far, in my opinion.

Why do you think that? I actually like them due to the new mechanic they introduce you to, but sadly this mechanic isn't used anywhere else in the game which is a bit of a shame.


EponymousMrYar posted:


Scouts being way too useful is sort of the key problem and I wished they'd buffed every other classes AP rather than nerfed them for VP2... Though the way the mission ranks are rewarded in VP1 is part of that.
For the most time I thought that an EXP system like in Fire Emblem would've been awesome. Then again it's hard to use that since you're not leveling up individual characters but entire classes so I don't really know how else they should've rewarded you with EXP and money.
Maybe an extra bonus for clearing the entire map or something would'Ve been an option, I really don't know.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Apepresident posted:

Well, now I'm interested in playing the other two VC games.

I'm going to sum up VC2 in a single word; DONT!

BioMe
Aug 9, 2012


It's not like VC2 is a bad game.

Although VC3 recycles the maps from the second game so much that you might as well go straight to it and miss practically nothing.

Poil
Mar 17, 2007

Wait, the reagent's name is Borg AND he has a mustache? :stare: Grand vizier warning!

Also the princess' outfit is completely ridiculous.

OddObserver
Apr 3, 2009

Neddy Seagoon posted:

I'm going to sum up VC2 in a single word; DONT!

Yeah, VC3 is basically better in every way. Like, for example, not needing to grind for special per-character semi-random drops
to be able to level up to Veteran or Elite. (Though Veteran/Elite experience is still per-character in V3, which IMHO is worse than in VC1).

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

David Corbett posted:

I actually really enjoyed those two missions - possibly because I brought a ZM Kar 8 and, well, yeah. A-Rank both times first time, thank you very much.

Apepresident posted:

Why do you think that? I actually like them due to the new mechanic they introduce you to, but sadly this mechanic isn't used anywhere else in the game which is a bit of a shame.

I didn't use my Kar 8's, got A-Ranks on them both. I don't like them because they're both long and super-linear, not because they're hard. There isn't really an optimal strategy AND a speedrun strategy, they're both the same strategy.

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

BioMe posted:

It's not like VC2 is a bad game.

Although VC3 recycles the maps from the second game so much that you might as well go straight to it and miss practically nothing.

VC2 is a bad game when compared to VC1. A game should not be that backwards in how the game works on a fundamental level. Extremely small mission character slots, the most tedious grinding, and Orders might as well not exist with how overly nerfed they are in effect and cost. All of that was fixed in VC3, not including a much more focused story.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Tae posted:

VC2 is a bad game when compared to VC1. A game should not be that backwards in how the game works on a fundamental level. Extremely small mission character slots, the most tedious grinding, and Orders might as well not exist with how overly nerfed they are in effect and cost. All of that was fixed in VC3, not including a much more focused story.

Hell, I tried to power through VC2 just to see if it improved, but I gave up on it the moment that girl wearing a pair of belts instead of pants turned up. It's one of the few games I've ever just dropped because I knew it wasn't going to be worth the time.

Also Avan's canned laughter track will make you want to take a human life after hearing it used at the end of every. goddamn. sentence in a conversation :shepicide:.

Neige
Mar 20, 2006

Pregnant Woman got pepper sprayed and kicked in the stomach? That ugly bitch was asking for it.
You A-Rank Largo's passion in 4 turns and can reach the hill (and shoot down a tank) in 3. With 4 AP per turn, I don't see how you can't reach the hill, just make sure that instead of going through the sandbags, take the road that bypasses them from the left and pass under the gatling cannon.

https://www.youtube.com/watch?v=fCf0S34NxPY
This guy even passed through the sandbags!

EDIT: Nope, a-rank is done in 3, my bad!

Seraphic Neoman
Jul 19, 2011


That wasn't a cinnamon roll, game :colbert:

I liked how the enemy phase logos were styled with the federation emblems and colours instead of the usual Imperial ones.

Apepresident
Nov 9, 2014

You sure made a post
Update
New episode out now!

This time around we're infiltrating a freaking concentration camp. There we find a new friend who's going to help us out in the next mission.
The mission this time around is pretty easy, it introduces us to the trolleys which are only used in the two Fouzen missions as far as I know. They're pretty neat though, since they speed up the entire flow of the battle if you use them to your advantage. It would've been even better if the AI was able to use trolleys but sadly, the AI is retarded :(

SSNeoman posted:

I liked how the enemy phase logos were styled with the federation emblems and colours instead of the usual Imperial ones.

They even changed the quote that comes up together with the logo. They put so much effort into such little details it's really amazing.


Neige posted:

You A-Rank Largo's passion in 4 turns and can reach the hill (and shoot down a tank) in 3. With 4 AP per turn, I don't see how you can't reach the hill, just make sure that instead of going through the sandbags, take the road that bypasses them from the left and pass under the gatling cannon.

https://www.youtube.com/watch?v=fCf0S34NxPY
This guy even passed through the sandbags!

EDIT: Nope, a-rank is done in 3, my bad!

It's even easier on NG+ Just select Largo and run all the way nonstop. With the lategame armour Largo won't feel any pain.


Tae posted:

VC2 is a bad game when compared to VC1. A game should not be that backwards in how the game works on a fundamental level. Extremely small mission character slots, the most tedious grinding, and Orders might as well not exist with how overly nerfed they are in effect and cost. All of that was fixed in VC3, not including a much more focused story.

I read through a couple of changes they've made for VC2 and VC3, though I don't know the details.
The introduction of new classes and more class evolutions seems pretty nice. Don't know much about VC2 but in the third game there are those super special moves where once character can turn into a freaking Valkyria and this one Darcsen chick blows up multiple targets to some sexy music.
The more I see about those games, the more I want to play them (especially VC3)


Stabbey_the_Clown posted:

I didn't use my Kar 8's, got A-Ranks on them both. I don't like them because they're both long and super-linear, not because they're hard. There isn't really an optimal strategy AND a speedrun strategy, they're both the same strategy.

Now that I think about it you're actually right. There is pretty much no other way to play those missions.
Still like those trolleys though...

Tae
Oct 24, 2010

Hello? Can you hear me? ...Perhaps if I shout? AAAAAAAAAH!

Apepresident posted:

I read through a couple of changes they've made for VC2 and VC3, though I don't know the details.
The introduction of new classes and more class evolutions seems pretty nice. Don't know much about VC2 but in the third game there are those super special moves where once character can turn into a freaking Valkyria and this one Darcsen chick blows up multiple targets to some sexy music.
The more I see about those games, the more I want to play them (especially VC3)

Short story on the changes VC2 made from VC1:
-2 more class tiers, branching from each tier (Main character can become any class)
-Grind is unbelievable. You need specific materials from certain conditions in battles that are not 100% replicable to trigger.
-Limited map character slots. Way fewer characters allowed per map that you can't actually fill in pre-deployment slots.
-Did I mention the grinding materials requires the character you want to class up has to be the #1 unit for that map??
-Orders cost on average 4-6 CP. They might as well not exist.
-Man, you hated Selveria being an invincible poo poo heel? There are multiple of these, and some bosses are so incredibly overpowered that they might as well be overpowered unless you grind a lot. A lot.

Good things:
-A certain build of tank only cost 1 CP per use.

VC3 changed most of the bad things I listed, and graphically it's way better looking as well.

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OddObserver
Apr 3, 2009
Some of the VC2 bosses aren't so bad if you have fencers.... except you get to fencer by leveling up an Armored Tech,
and I saw basically no use for ATs in VC2 (perhaps someone better than me could, though).

Also all tanks in VC3 are 1CP (you basically tradeoff armor and mobility), and that makes them a lot of fun, since
it's very possible to lead a breakthrough with them, and even take multiple moves.

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