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Caroline
PostPosted: Wed Jun 01, 2011 3:55 pm  Reply with quote
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(( -_-

...
...
...
...
...

Seriously... the PSP. For both VC2 and VC3? GRRRRR!! I really, Really, REALLY enjoyed playing Valkyria Chronicles on the PS3. Is it that hard to make the sequals for the PS3 as well?

Anyway, has anyone tried VC2 on the PSP? Is it worth getting the PSP, just to connect to my PS3, just to play VC2?))
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xivk
PostPosted: Wed Jun 01, 2011 4:54 pm  Reply with quote
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Think its cause its not popular enough for a ps3?

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Rune174
PostPosted: Wed Jun 01, 2011 6:56 pm  Reply with quote
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I only played the demos on the PSP, but they were really fun to play. Its like Stratego but without the mystery to it.

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Wolf Stride
PostPosted: Fri Jun 03, 2011 12:23 pm  Reply with quote
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Honestly.....yes. It is totally worth it.

Besides, you can also get it's weight in gold by getting a handful o great strategy games also for the PSP. VC1 ended with a bang and VC2......best not to ruin it.

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Drofgod969
PostPosted: Fri Jun 03, 2011 11:20 pm  Reply with quote
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Crying I want to get those games so bad. >.<

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Rune174
PostPosted: Sat Jun 04, 2011 12:47 am  Reply with quote
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Hmmm, I guess I know what I am getting when I get the NGP

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Caroline
PostPosted: Sun Jun 12, 2011 2:30 pm  Reply with quote
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((...well... I guess I'll have to budget for a PSP then. On the plus side, I should be able to find VC2 in the used bin.))
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Rune174
PostPosted: Sun Jun 12, 2011 3:46 pm  Reply with quote
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If you decide to get the PSP GO, don't bother. That system is good to use if you have the patience, but if you don't, then its not for you. The wireless controller function with the Duelshock is awesome, but without a UMD drive, its limited for you to buy games that are only available on their online store. Plenty of their good games, especially those made by certain companies, don't allow their games to be posted online.

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Caroline
PostPosted: Fri Jul 15, 2011 12:21 pm  Reply with quote
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(( Some thoughts on Valkyria Chronicles 2.

Okay, I broke down and picked up a PSP and VC2. So, after playing the game through February, here are my initial thoughts on the basic class types.

Scouts:
AP: A
Attack: C
Defense: C-
Reaction: C+
Quirks: B

Scouts are still awesome. In fact, I dare say Scouts are ( Awesome x2). I do like how in VC2 they made Scouts fast, but greatly downgraded their firepower. Yes, you can still head-shot a lot with them; however, their reaction fire, and general damage abilities do seem a lot weaker than VC1. This makes them more what they're supposed to be used for. That is, to Scout ahead, take opportunity shots, but leave the real fighting to the Shocktroopers. I also like how Scouts can become either vets or Snipers.

Shocktroopers:
AP: C+
Attack: B+
Defense: B+
Reaction: C
Quirks: B

Compared to VC1, I use Shocktroopers a lot more than I used to. In VC1, I only used a couple (mostly Rosie and then whoever) just in case. Now, they have some serious punch, and ability to survive a decent amount of intercept fire. While their AP is still sluggish, the serious improvement to their attack/defense abilities makes them a lot more useful than they were in VC1. I will say, I can't stand the amount of scatter their sub-machine guns have at this point. That's getting annoying. Anyway, in VC2, Shocktroopers definitely seem to have a place for action and adventure.

Lancers:
AP: C-
Attack: C
Defense: B+
Reaction: F
Quirks: D

Lancers are still anti-tank, which greatly limits their overall usefulness. Yes, you can rocket-snipe with them, but the general accuracy of your lances coupled with the below-average accuracy of your lancers makes this… tricky at best. They also lack grenades, or a support weapon. And, their low AP also means you often don't want to start with them, as they'll never reach the next way-point. You can summon them later, hopefully near a tank, and hopefully they'll survive the tanks intercept fire to get to the rear… and then, you might get a critical on the back of the tank. So… I still think Lancers should get either more AP, or a sidearm… like the pistol that Engineers get. In their defense, they do have a job, anti-tank. A task no other unit does as well as they do, with the exception of your own tank.

Engineers:
AP: B+
Attack: C
Defense: D
Reaction: C
Quirks: B

Engineers are now a combat-medic. Instead of being able to do it all, they can heal troops and tanks, resupply grenades, or shoot their big pistol. And, instead of being the Scout-Lite they were in VC1, they've been made a bit more fragile than your Scouts. This, gives them a definate support feel. I still find them really useful. They can keep up with your scouts and tanks. They can offer decent reaction fire and attack fire. And they carry grenades… though I guess they only carry them to hand out to the other units. I find I use Engineers a decent amount. Overall, I'm impressed on how they adjusted the Engineers from VC1 to VC2.

Armored Techs:
AP: D
Attack: C
Defense: A
Reaction: F
Quirks: D

Armored Techs are the new unit type in VC2. And, they blow. They're meant for melee, but lack the AP to reliably get into melee. Not only that, their melee attacks should be one-hit-one-kill, since they have no range. Instead, it tends to be one-hit-almost-kills. If that's going to be the case, I might as well just send in a Scout, Shocktrooper, or Engineer to shoot, or a Scout or Shocktrooper to grenade toss. Worse, like Lancers, these guys also have no ability to do reaction fire. But, at least a Lancer can attempt to Rocket-Snipe at stuff, if no other option is available. The armored shield is nice and all… but why not give them a pistol/shield combo. Anyway, right now, Armored Techs just don't impress me. If their AP was equal to an Engineer or Scout, I could see a lot more usefulness to them. I bring them along, just to give them a chance to get a spot of exp; however, I'm really struggling to find out what it is these guys are supposed to do.

EDIT ARMORED TECH:

Okay, so Armored Tech's can clear mines. However, and who didn't see that coming, they still lack the AP to really do that. To me, a mine clearer should be AHEAD of what is following being them. With only 350 AP, they can't keep up with Scouts and Tanks, which are the most vulnerable to mines. So, while they do have a "job", that of mine clearing, they're so slow at it, you might as well just run around the mines, as they're usually spaced enough apart for you to do so.

Anyway, just my quick thoughts. Off to finish February by going to the Lanseal Cup ^_^ ))


Last edited by Caroline on Sat Jul 16, 2011 12:33 pm; edited 1 time in total
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Rune174
PostPosted: Sat Jul 16, 2011 11:01 am  Reply with quote
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Oooh, will there be a guide on the more advanced units?

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Caroline
PostPosted: Sat Jul 16, 2011 12:31 pm  Reply with quote
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((Hey Rune174,

I could try, but it would just be my opinion. If you guys would find it useful, I'll give it a try.

Also, I added a bit to the Armored Tech.))
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Caroline
PostPosted: Sat Jul 16, 2011 12:51 pm  Reply with quote
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(( Valkyria Chronicles, Gameplay Initial Thoughts:

Okay, here are some quick thoughts on other aspects of the game. Mind you, I've only played through the Prologue, and first two months (Jan/Feb).

I like how VC2 has "prestige" classes. Now your Scout can evolve into a Sniper or Vet Scout. Let's you add a spot of uniqueness and diversity to each type of Soldier. What I don't care for is the required "special" experience to do so. It seems so... random what is generated for each scenario. Yes, the scenario will say what type of exp is generate; yet, how it determines who gets what seems... unpredictable. Which is annoying. You could have someone who has everything else they need, but unable to advance because they never seem to qualify for that one item they require. For example, I'm still waiting for Alexis to generate a Certificate. Other than Avan, she's the most used character I have... and she still hasn't earned a Certificate.

I like how if you cannot afford an order at first, eventually it will come back around again. VC1 was annoying, as, not only did you have to be lucky to catch the Old Man in the graveyard, you had to makesure you had an ass-ton of EXP sitting around, in case he was around... as it was a one-time-only event. In VC2, if you miss it the first time, eventually it will show up again in the Shop.

I like how your tank also gives support ops. You can light up the night with lanterns and install bridges with your tank, removing penalties and opening up other passages w/o using up the tanks attack action. I also like how your tank is Bloodthirsty ^_^ Nothing says "How you like me now!" Like giving them BOTH barrels ^_^

VC2, due to the special-exp required to promote characters to prestigue classes, will definately have a "favored player" effect. In VC1, everyone used Largo, Zaka, Welkin, Alicia, and Rosie as much as possible, as that gave you the most extra CPs. As such, whatever other slots were left, people just filled with characters that they liked. For example, for me, in VC1 I used Marina, Vyse, Aika, and Nadine almost exclusively. Due to how VC2 does special experience, I can see the same thing happening. You'll tend to just start using the characters who make it to the prestigue classes... giving you like a pool of 10 characters you'll use, and... the rest who just occationally tag along.

Ace troops now give designs you can build, instead of one-time special weapons. So far, these designs do tend to be better than an equivalent-teir weapon. Which is a nice chance from VC1. In VC1, I don't think I used a single piece of stolen Imperial tech, except maybe tank parts. The Gallian equipment, the Royal Gallian equipment, and the Gallian tank parts just seemed better. More accurate and longer range. Shoot, I gave Marina the Super-Mondo-Elite-Royal-Sniper-Rifle-of-Long-Range-Awesomeness, and never looked back. Anyway, VC2's Ace-design bonus equipment is, at least, comparable to equipment in the same teir. I haven't found anything that beats the next teir, yet. As such, If I have a Teir-2 rifle vs. a Special-Teir-2... they're both comparable.

The characters are very-much, anime-tropes. After meeting / talking to them once-or-twice, you'll pick up on what anime-trope a character is. Not a bad thing, but... I know some players get annoyed by that sort of scripting-standard.

Anyway, just some more quick thoughts. As I get more exp for my guys, I'll do a review of the teir-2 class tree. ))
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Rune174
PostPosted: Sat Jul 16, 2011 2:42 pm  Reply with quote
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Well, I know now what game I'd like to get when I get a PSP again. The demo for it was fun enough, and alot of what you said matched up to the actual experience when played.

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Wolf Stride
PostPosted: Sat Jul 16, 2011 2:50 pm  Reply with quote
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Ho ho! You ARE using an Armored Tech!

Since I am WAY off in November in the game Calendar, let me give ya some quick tips too.

[Job Classes]


Each job class can change into one of two and from one of those two, they can reach down to a Tier 3. The Tier 3 usually gives a small boost to stats or give access to different weapons.

Tier 1: Scouts
Tier 2 -> Veteran Scouts or Snipers
Tier 3 Vet. Scouts -> Heavy scouts or Mobile scouts. (( Heavy scouts have access to the grenade mounted rifle, at the cost of less AP. Mobile scouts have maximum AP of 900. ))

Tier 3 Snipers -> Sniper Elite or AT Sniper. (( Sniper Elites wield a Semi Automatic Sniper Rifle and have better overall stats. Anti Tank Snipers wield an Anti Tank Rifle, which deals incredible damage against armor while retaining good Anti personnel Damage. ))

Tier 1: Shocktroopers
Tier 2 -> Trooper Vet. or Gunner
Tier 3 Trooper Vet -> Trooper Elite or Commando (( Trooper Elite have better overall stats that Veterans. Commando's have access to tge all powerful Flamethrower while retaining good stats. ))
Tier 3 Gunner -> Gunner Elite or Hvy. Gunner (( Elites have a light MG that has more bullets. Heavy Gunners carry a heavy Gatling and reduced mobility. All Gunners kinda suck since they can't properly attack....Yet their Reaction Fire is the best in the game. ))

Tier 1: Lancers
Tier 2 -> Lancer Vet. or Mortarer
Tier 3 Lancer Vet. -> Lancer Elite or Mbl Lancer (( Lancer Elites have better stats than Veterans. Mobile Lancers have better defense and more AP. ))
Tier 3 Mortarer -> Hvy Mortarer or Mbl Mortarer (( Heavy Mortarers have a wider mortar range. Mobile Mortarers have more AP. ))


Tier 1: Engineer
Tier 2 -> Engineer Vet. Or Anthem Corp.
Tier 3 Engineer Vet. -> Engineer Elite or Medic (( Engineer Elites can heal HP over a wide area, while Medics can revive a character on the spot. ))
Tier 3 Anthem Corp. -> Anthem Elite or Melodist (( Anthem Elite further improves Ally stats. Melodists inflict status ailments on the enemy. ))


Tier 1: Armored Tech
Tier 2 -> Tech Vet. or Fencer
Tier 3 -> Tech Elt. or Spec. Tech (( Tech Elites are able to place Large Mines. Special Tech's carry Flash Grenades that supress Interception and counters. ))
Tier 3 Fencer -> Fencer Elite or Mauler (( Fencer Elites have a greatsword which is usually a One-Hit kill. Mailers boast a giant Maul that can effectively silence tanks. ))


.....This help?

Plus, what Caroline meant by experience was Credits. If you have a character that you want to help get a different job, simply using them the most (( Most kills, most rescues, most bases captured, etc. )) has a way higher chance of getting that credit. And using certain characters more often unlocks their Classmate mission, which makes them and Avan (( And sometimes other chraracters )) go on that mission. Finishing that mission makes the character and Avan better friends and unlocks that character's special trait. Plus they're gret ways to get that charcter to Tier 2 class quickly and Cash/Exp early on.

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Caroline
PostPosted: Sat Jul 16, 2011 4:26 pm  Reply with quote
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((Hey Wolf Stride,

Yeah... much to my Chagrin, I'm using an Armored Tech. "An"... as in "One"... as in "I-still-can't-see-wasting-a-positional-slot-with-them-since-each-scenario-limits-you-to-only-6-members-on-the-board-at-any-time".

I finally managed to get Alexis to be a Veteran Armored Tech. Ugh. Not sure if I'm going to do anything with the rest of them... I just... I don't care for the fact their hammers, more-often-than-not, seem one-hit-almost kill. An almost kill might as well be a miss. At least with everyone else, if you think you're not going to kill them with a burst of fire, you can have them team up with a buddy for some support shots. Or... if the mace swing would hit anything in the arc. Shoot, the mace doesn't even knock them over or anything. About the only advantage I see it having is no counter attack... though that could also be the bullets plinking off the big shield.

So far, I have four veterans. Avan is a Vet Scout. Zeri is a Vet Shocktrooper. Cosette is my Vet Engineer. And Alexis is my Vet Armored Tech. I have like... 4 other charcters (Melissa, Sofia, Erik and Reiner) that are close to getting to have the option of going to teir-2 class-level.

Anyway, as a spot of clarification, I don't mind things like special requirements for level up ability. The problem I have, is that VC2 just makes it seem so random what someone gets. I would find it better if the scenario generates a pool of results that you can distribute amongst the characters you used. It's annoying as all get out when you need 1 friggin ArmsX drop for a specific character, and you take them to the same battle over and over and over and over again, and yet all they seem to get is the stupid Arms drop.

Anyway, just a spot of clarification. Overall, I'm still enjoying VC2. ))
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Wolf Stride
PostPosted: Sat Jul 16, 2011 4:37 pm  Reply with quote
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Yeah, the whole 'randomization' of the credits is a pain in the ass.....

As for the Armored Tech's, I personally loathe the damned Tech tier tree. I much like Fencers because their swords are a vast majority of the time a one shot one kill payment, unless it's the.....wait, almost ruined that.

And Alexis is pretty much the best Tech class unit if I do say so myself.....

Also, did you know that Avan can change into any other class in the game? He's the ultimte Wild card.....

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Rune174
PostPosted: Sat Jul 16, 2011 5:14 pm  Reply with quote
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At least having the various units give people options that suits their own style of gameplay.

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Caroline
PostPosted: Sun Jul 17, 2011 11:15 am  Reply with quote
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(( *snaps fingers* Okay... now I know why the whole "Arms, ArmsX, Mrch, etc." special experience bothers me.

It's farming.

And I hate farming.

I don't farm in MMORPGs… why on earth would I want to farm in a tactical adventure game?

I'm still trying to get Reiner his "first" "Attk" special experience so I can see what a Veteran Lancer can do. And don't get me started on stupid Erik. I swear, I'm going to have a bunch of level 30s… of which only Avan, Cossette, Alexis, and Zeri are teir-2 class.

Anyway, in VC1, your lancers all became elite at the same time. Meaning none of your lancers was better/worse in terms of experience. Some may have better potentials, or work better with your other characters, but they were all equal in experience. Meaning they were all pretty decent at taking out tanks.

In VC2, the improvements going from teir-1 to teir-2 and from teir-2 teir-3 are pretty impressive. Teir-2 units have better base stats and more equipment. Teir-3 just further push that along. As such, trying to collect special tokens to have someone advance, and having no idea how those tokens are generate/distributed gets really annoying. Really fast. It wouldn't be so bad if, at the end of the level, X number of special tokens were generated that you could distribute amongst those who participated. It's frustrating when you need 1 point on one character... and you use that character to the exception of EVERYONE else, from attacking enemy troops to taking enemy bases, and still don't get that one point you need. Poor, poor, poor design.

To Rune174,

You are correct that more options lets people play how they want to play. However, coming at it from a game balance perspective, it isn't equal.

If a player knows "Class X" is underpowered, and they still choose to use "Class X" just because they like it, that's their choice. For example, in Blood Bowl, players are warned that Goblins and Halflings are the two worst teams in the game. Several times they're warned this. People still choose them, mostly as they either like the races, or want a huge handicap to see if they can overcome it. You can even expand on this by saying "Class X starts out slower; however, their master of the elements eventually makes them stronger than regular mages" or something like that to show the player that a certain class of PC takes a bit to get going. DAoC did that when they described certain character classes.

Yet, in VC2, it is implied that each unit is equal, in its own way. And, they're not. Armored Tech's just fall behind. Why bother trying to disarm mines, when I could just have my tank run over the mines, and then have an Engineer fix the tank… all the while, the Engineer can give a few, intercept shots, and keep the tank full up on mortar ammo. I have looked it up online where the forum know-it-alls say that the Fencer (a teir-3 armored tech) is friggin' awesome. I shouldn't have to wait to get to a teir-3 unit to have it equal another classes teir-1 unit. Case and point why would I get a Fencer, when I could get a Commando (Shocktrooper teir-3) with a flamethrower, or a Heavy Scout with a Grenade Launcher. Fencer's can't get up into towers, but Commando's can FLAME ON! Fencer's have fewer AP than Snipers… and Snipers are scraping the barrel for 300 AP. For a class that's supposed to get into melee range, they have the fewest AP in the game. They can't even base defend well, as they have no intercept swing.

Or, to look at it a different way, in Disgaea 3, the Fighter is your basic swordsman. His stats are okay. His abilities are okay. And, when compared like that against other, sword-using classes he looks b. The Ronin and Shrine Maiden both start, in raw power terms, better than the Fighter. However, the Fighter gets to use up to level-5 weapon skills. The Ronin and Shrine Maiden only get to use up to level-4 weapon skills. The Fighter can chuck your other characters further. The fighter has some of the highest base Hit Points in the game. So... the choice becomes the basic fighter or the special fighter.

As such, while the forum know-it-alls seem to spooge all over Fencers... I don't buy it. If basic Armored Tech guys struggle to take out Shocktroopers, they'll continue to struggle throughout the game. I can see Lancers surviving an Armored Tech hit, as Lancers are supposed to survive tank hits... but Shocktroopers? For that matter, I've killed Lancers with the tank cannon (by head-sniping them)... and somehow Shocktroopers survive a big mace swing? And trying to get a rear/side hit with a Armored Tech is also a pipedream too.

So... just... ugh. I have Alexis, because I spent the time with her, but... I seriously doubt I'll bother with any of the other Armored Techs... even if that means I don't get to unlock a character-specific special mission. It just isn't worth it.

OH! As a positive, hopefully you'll see these comments, and use them to improve your Final Fantasy Tactics Homebrew thingy you're working on. ))
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cheesecaked
PostPosted: Sun Jul 17, 2011 11:57 am  Reply with quote
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some how this game kinda reminds me of this game http://www.gamefaqs.com/xbox360/929259-operation-darkness/images

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Wolf Stride
PostPosted: Sun Jul 17, 2011 3:00 pm  Reply with quote
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Well, the reason most drool over Fencers is because they have the One hit kills, their defense surpasses that of Lancers and because further in the game, their shields, high HP and defense becomes nearly invaluable. Just wait until you get to Leanbluff Forest, so you can see their real measure.

And yes, the whole credits thing shall forever be a pain in the ass.

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Rune174
PostPosted: Sun Jul 17, 2011 4:25 pm  Reply with quote
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Now I know I want to try this. I usually go with close-range fighters, so I wanna see how this plays out.

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Caroline
PostPosted: Sat Jul 23, 2011 12:05 pm  Reply with quote
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(( Veteran Scouts:
AP: A+
Attack: C
Defense: C-
Reaction: B
Quirks: B

Now your Scouts are even move-ier, which makes them more dangerous. Vet Scouts also carry their own first-aid kits, which can come in handy if needed. Their attack value is still low; however, with the extra AP they are given, Vet Scouts can seek out the weakest enemy units, or get close enough to chuck grenades, or be able to dive for cover. An impressive upgrade.

Snipers:
AP: C-
Attack: A
Defense: D
Reaction: D
Quirks: B

Snipers are a Teir-2 Scout class. Snipers are friggin awesome! AWESOME! So far, if Melissa can see it, Melissa can kill it. Mortar troopers… Veteran Shocktroopers… other Snipers. Melissa is friggin awesome. Anyway, Snipers have just enough AP to get into visual of what they want to kill. And its fun shooting with them, and then have then retreat back into Reserves. Anyway, Snipers are friggin awesome.

Veteran Shocktrooper:
AP: C+
Attack: A-
Defense: B+
Reaction: B
Quirks: B

Veteran Shocktroopers are a solid upgrade. Better accuracy, more grenades, and their own first-aid kit too.

Gunner:
AP: D+
Attack: B-
Defense: B+
Reaction: C
Quirks: B
I'm still mixed on gunners. I like the fact they have 50 shots… however, they sweep with their weapons, which means that they're actually likely not to kill the target you want to kill with them. Still… I'm thinking that the light machine-gunner (tier-3) might be worth it. And gunners do make for a solid camp defender. And, if you have a grouping of enemy soldiers, the sweeping attack of the gunner could hit all of them.

Veteran Lancer:
AP: C-
Attack: B
Defense: B+
Reaction: F
Quirks: D

A good upgrade from the Lancer, and a bit more versatile with their first-aid kit. I'm looking forward to getting the Light Lancer, who can move better, and shoot better still.

Veteran Engineer:
AP: A-
Attack: C
Defense: D+
Reaction: C
Quirks: B+

Bigger First-Aid kits, and more AP. An awesome upgrade from the basic Engineer. And, if push comes to shove, they still have a big pistol to shoot.

Musician:
AP: C+
Attack: B+
Defense: B+
Reaction: C
Quirks: B

I wasn't impressed with these guys. Their effect only targets one of your soldiers, and they totally lose the ability to reload, heal, and fix. After a couple of tries with them, I swapped my Musician to a Veteran Engineer.

Armored Tech Veteran:
AP: D
Attack: C
Defense: A
Reaction: F
Quirks: D

Well… veteran Armored Techs are not much better than normal Armored Techs. I'm still not impressed with this whole troop type. So… even making a veteran Armored Tech hasn't seemed to improve anything.

Medium Tank

Okay, so while not a troop upgrade, it is an upgrade. I have the option of using an APC, Light Tank, or Medium Tank hull. The APC can move my soldiers around... but it doesn't have any survivability. So... it just seems a better idea to run on the old leather-personel-carriers. And, the Light Tank just seems to lack the punch to destroy stuff.

As such, right now, I use the medium tank with the cannon/machinegun turret. While I can't trick it out with all sorts of oddball gear, the cannon blows up other tanks with 1 hit, and the machinegun (with its 30 rounds) pretty much kills any infantry that tries to run past my tank. Sharky, my tank, does have its detractors. It takes 2 CP to use her, and it looks like it does take away from special experience your soldiers can get for killing enemy troops. Still, I'm going to stick with the Medium Tank.

Anyway, just some more thoughts. ))
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Wolf Stride
PostPosted: Sat Jul 23, 2011 4:47 pm  Reply with quote
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Yep, snipers still own heavily in this game. I wonder if you've tested out the fencers yet.

And as a little spoiler, there's a Light tank schematic that retains the basic stats of a light tank, but takes One CP to use, which equals in any poor sucker getting owned.

.....I take it you're fighting the horrible V2's by now, eh?

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Caroline
PostPosted: Sat Jul 23, 2011 7:39 pm  Reply with quote
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((I haven't minded the V2s... they are kinda tough, but... at least they have generally limited movement... and I can plow into them with my shocktroopers.

Right now, I can't get past the first episode with Baldren. I mean like EPIC level failure. So... VC2 seems to have one of "those" sorts of curves where you do fine for like the first 1/3 of the game, and then they spike up the enemy power without really giving you any idea of how to keep away from him. Worse, the stupid guy can revive everyone, EVERYONE on the flipping board that I've at least been able to deal with. I hate having to go find corpses, just to keep Baldren from reviving everyone. Not to mention the fact he has some 1500 AP, and both a mace-sheild, plus heavy machine-gun. Joy.

Anyway, this fight seems... completely unfair. I'm lucky to get 6 people on the stupid board, and he gets pretty much unlimited troops. Double Joy.

Anyway, I can get maybe... one of the three sites, and then he just runs over and completely wipes the floor with my troops. And he's been the only guy who can survive two consecutive shots with my tank... I've never been able to hit him a third time with anything. Triple Joy.

And, I still haven't tried out the fencers yet. I suppose I could swap Alexis over to a fencer to see what happens, but... I just haven't been impressed with the whole Armored Tech tree at all to even bother trying it. At least the Musician kept her pistol. Joy... a sword.))
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Wolf Stride
PostPosted: Mon Jul 25, 2011 9:59 am  Reply with quote
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Ah, the Diebal Mountain region. Baldren really is a pain the ass. He's the Selvaria of VC1 but with way more defense. It actually might take an entire turn to just take him down, which is a pain in itself.

Just using Snipers to aim at the back of his head, Fencers and the good ol' tank sniping should be enough. If ya get desperate, then try using your Flamethrower turret to set him back some. Once Baldren is out of the picture, no more annoying respawning soldiers and no more Baldren to harass you.

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Rune174
PostPosted: Mon Jul 25, 2011 2:01 pm  Reply with quote
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Sounds like the game has not been all to friendly, but you gotta love the challenge. Its like a puzzle that you have to figure out.

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Caroline
PostPosted: Sat Aug 06, 2011 10:13 am  Reply with quote
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((Wolf and Rune174,


Well, I actually just managed to avoid him. I ended up just blitzkrieging for the three objectives, and leaving one guy alive for Baldren to waste three AP doing his soldier revive thing.

Ugh, I hated that.

And wow... do I have a pair of snipers.

I made Chloe a sniper too. And it's awesome when she gets her double move thingy... and its hair-pullingly frustrating when she's like "Meh, I don't wanna shoot today"... especially when she gets that first, and then I move her, and she gets her double move. But, Chloe is so much more accurate than Melissa its. Chloe is like... scary accurate.

Jury is still out on the Fencers. I... don't like the fact I totally lose the ability to chuck grenades and fix sandbags. Not to mention that Fencers still suffer from the "Oh, it'll take me two hits to kill you" problem. ))
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Caroline
PostPosted: Wed Jan 11, 2012 6:17 pm  Reply with quote
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((YEA!!!! I won the Lanseal Cup ^_^

...
...
...
...
...but... wow, I'd love to have my Fencer's move around like the School Princess could. I mean... really.

And... Geeze-ol-pete. I should have known it was going to be "one of those fights", when Sharky, my tank, gave her both barrels, and she was still standing. ))
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Wolf Stride
PostPosted: Wed Jan 11, 2012 8:45 pm  Reply with quote
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So, you finally beat Juliana, eh?

I found the Lanseal battle to be... too easy. Blitzkrieg the enemy camp and literally wait for Juliana to come to you.
Keep her distracted and BOOM, Tank can finish this fight in one shot.

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krisslanza
PostPosted: Wed Jan 11, 2012 10:30 pm  Reply with quote
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I really did like VC2 for making the tank actually really useful, but on the other hand, it also makes the game really easy.

Until you can't use the tank on some levels, then I realize how much my plans hinge on it...

I should pick up VC2 again. I really should.

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