mjemirzian said:
I'd like to hear your definition of playing the game 'properly' and what you think is 'effective'. Since I've been getting A ranks every mission with the best score and all resources usually 1-2 turns ahead of the A time limit, I'm pretty sure I've been playing 'effectively' according to the game. The system makes sense from a game design perspective and hasn't forced me to hinder myself. Deploying 1-5 people per mission sounds inefficient to me as I'm constantly standbying and deploying new characters as I capture camps across the map. Limiting the characters I use would severely hinder my ability to cover the map quickly. So if you understand 'the system' and know how deploying a small number (1-5) of units is 'more proper and efficient', I'd really like to hear it. Yeah VC2 is easy but I don't see what that has to do with people misunderstanding the promotion system. No I'm not a troll nor do I lie about my accomplishments in games. I'm confused how you came up with 'you're lying' in the first place.
It sounds like you're not even properly arguing your own point anymore, and ignoring the previous people that have pointed out that you're missing the point. What you're asserting now is that instead of using the same unit you previous just standby'd, you're pulling out a different character of that same class, or something, to ensure that a larger number of characters get participation points. It's obvious that you only get to have, at most, 6 characters at any one time out (and only five on the same map), so you're not necessarily playing the game "better" than anyone who pulls out the same character they just benched, instead of trying to cycle through units.
As people have repeatedly said, it's not the fact that you have a lot of your characters getting credits; it's the fact that it's difficult to get the right credits to the right characters. If you pull out three unique Trooper Veterans in a mission, where another person would have used the same Trooper Veteran throughout the whole mission, you're tripling your chances that one of your Trooper Veterans will get the right credits for what he/she needs. However, the fallacy in your logic (assuming I read what you typed out correctly) is that not all characters need the same credits. The reason people complain about having one particular character not getting the credits they need is because that is the character they want to play with, or that character is closest to the right credits above other characters of the same class. For a game that strongly encourages you to pick which characters you'd like to use, I think we have every right to assume we should be able to promote who we want.
The system is simply built in a way that works against the design of the rest of its components; it denies you choice through random chance in the face of a large number of redundant characters who's sole purpose is to be unique and give you a choice.
Edit: Look, you can google for class suggestions and strategies, and everyone swears by a different tactic. I think that pretty well proves that the developers balanced the classes (for the most part) well enough to make them all useful in some way; at the very least, they are (for the most part) all so unique as to render them best a particular task. Whether you use them for that task, or skip certain tasks during missions (and therefore changing the face of your line up) is completely up to you, and how you perceive the game. The point is that this whole argument has nothing to do with how (well?) you used your classes for your experience. If you did it with a bunch of people, because that's how your strategies have evolved, then good for you. But the fact is, that for a large number of strategies and understanding of this game, the credits system does not work. If you somehow got it to work solely for you, then more power to you. But not everyone perceives a strategy game in the same way; not everyone thinks the same way, or wants to play the same way.
The bottomline is that the credits system, for the vast majority of people, is broken. As I said above, it's random chance thrown into a game built on choice. It just doesn't work.
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On another topic, just got through March's story mission. Restarted several times until I figured out what to do (it took me one failure just to realize the significance of the support power tank things). And JESUS H. CHRIST, that was a huge ramp in difficulty. I was blowing through the non-story missions for that month like cake, and this one smacked me all around. Blah.
I've also been grinding a bit to promote the characters I plan to use for the duration of the game, so I thought I was far ahead of the curve. Wow. I really do wish leveling up a class had more significance. Not that the importance of good tactics should be lessened, but I do wish there was a more constant growth, rather than waiting for promotions/weapons.