Retreating at one camp and re-joining at another does almost the same thing. With a one turn delay of course, but that's a good thing because even with that delay it's very useful.
Lol.
Or wait, are yo utalking about the DLC skirmish missions? Because if so, you really shouldn't attempt those until the endgame.
Oh wow, you can eternally farm this skirmish challenges. With the sniper challenge I get 60k XP and 100k+ money every 10 minutes, lol. Everyone's an elite!
I love this game, but I really dislike how the ranking system is set up. The maps all have these great scenarios that give you a lot of opportunities for setting up interesting formations and strategies with your troops, but this game rewards you for treating its maps like glorified obstacle courses. The best way to get an A rank in this game is to grab 3-5 character per map and launch your scout(s) off like a rocket, whizzing past most enemies until you can get the base camp occupied while your other 3 units basically just play supporting roles.
The ranking system is something that seemingly stays the same across all 3 games.
I decided to revisit VC3 last night, and got up to chapter 3 in it. I got S rank in every mission up to that point by blitzing the enemy with scout and shock trooper rushing.
It seems really silly in the early game. However I remember in the mid and late game across all 3 games in the franchise it becomes really difficult. As in without looking at a guide it might take you a lot of retries, luck, and a lot of planning ahead. Basically the game rewards you early on for rushing, but starts to punish you a lot more for acting aggressively and essentially wasting CP's later on.
Yup. The ranking system actively punishes you for playing the game in the most rewarding and fun way, making use of all of its tools. Or you can just run in with OP scouts and end most missions in 2 turns for an S ranking, lol.
it's just a random recruit you get after chapter 7 I believe. My line of thought was "she looks awfully young to be a shocktrooper, how old is sh- wait, 12?! I thought we were supposed to be the good guys"
plenty of other soldiers are 15 or 16 as well, heh
I needed two tries for it. I spawned way too much people in my first one at the two first spawn points and in the end my rather weak strike force was pretty bad cut down. Also I drove the Edelweiss in both tries in the trench and was not able to drive it back out. I don't know if it was because it didn't have enough power backwards or if I finally encountered the ledge bug.
But after knowing what will happened that I could completely ignore the bunkers, I just rushed through the middle. And in this mission I actually needed every single class, which was nice. I cleared the trenches with Marina, rushed the rocket camp with Alicia and Freesia and then positioned them in the next trench. Called one more scout, a engineer and a lancer to attack the final camp from behind.
Most scout rushing tactics require some Orders buff (at least defense up) if the scout wants to survive. Still you can do it without them early on pretty efficiently. Scout+orders are completely broken though.
I know a bit earlier on the thread there was some talk about the possibility of modding for the future of the game, any news on that? I'd love to see some logical refinement for all the rank cheese that everyone's talking about.
Are shocktroopers actually useful? My scouts seem to be mopping up most enemies quite nicely. I'm only up to chapter 7 so not too far but it feels like they'd be best in a defensive position?
Are shocktroopers actually useful? My scouts seem to be mopping up most enemies quite nicely. I'm only up to chapter 7 so not too far but it feels like they'd be best in a defensive position?
In tight places they are. But in more open positions they're low range makes them as defense less effective than a scout. Shocks are nice if you need high resistance and firepower in close range and when they turn elite they get flamethrowers. Absolutely necessary for every sadist who want to see the Imps burn.
Yes, in general they are sadly inferior to scouts for most goals. But there were some moments where I really liked them.
Is there a certain point you need to reach before you can get achievements? I can't find the in-game medals yet either, even though by now I should've atleast have had the Crimson Heart for rescuing a downed soldier.
Is there a certain point you need to reach before you can get achievements? I can't find the in-game medals yet either, even though by now I should've atleast have had the Crimson Heart for rescuing a downed soldier.
Yup. The ranking system actively punishes you for playing the game in the most rewarding and fun way, making use of all of its tools. Or you can just run in with OP scouts and end most missions in 2 turns for an S ranking, lol.
I disagree... Ingineers are indeed worthless with the ranking system, but all classes are useful, especially if you're not overpowered because you leveled-up with skirmishes.
Snipers are really good to kill enemies while sparing displacement, and with retreat/dispatch from bases, they can cover a lot of ground. And a good sniper with anti-tank weapon can do far more than a scout can do against armored troops, and from afar...
Shocks may not be great as offensive tools, but they still can kill several enemies instead of one, and they're great for killing enemies... during the enemy turn. Place carefully two shocks, and you can kill half a dozen careless enemies during the IA turn, and that's REALLY satisfying.
Lancers have their use, too, for example with mortar... It seems useless at first, but there's a lot of uses. Including killing the super-tank with the three radiators in a single blow (instead of waiting a couple of turns each time you destroy one radiator
The fact that scouts are probably the easiest way to 'win' doesn't mean it's the only option. I'm pretty sure that you can get highest ranks with little to no use of scouts, actually (now, I want to do a no-scout game... it'll probably be what I'll do as soon as I replay it, in fact).
Are shocktroopers actually useful? My scouts seem to be mopping up most enemies quite nicely. I'm only up to chapter 7 so not too far but it feels like they'd be best in a defensive position?
Yes, they can be really valuable, by killing enemies during enemy turn, by killing 3 or 4 enemies in a single action (I don't remember when you get the alternate weapon, but it's especially great for this) or with their abilities.
Actually, besides the range of the scouts, I prefer playing with shocks.
Are shocktroopers actually useful? My scouts seem to be mopping up most enemies quite nicely. I'm only up to chapter 7 so not too far but it feels like they'd be best in a defensive position?
Shocktroopers are best for interception fire. Edy's Detachment scenario basically tests your understanding of maximizing how many things you can kill during the enemy's turn.
edit@above: I don't think Scouts are inherently overpowered in a general mechanics balance. The only reason they're 'OP' is because of how the game's ranking system works, which essentially works best for Scouts and their insane move range. I mean, if kill rate factored more into it, that 'OP' distinction would probably be relegated to simply speedrunning the game, rather than getting a ridiculous amount of XP/DC on top of that compared to other approaches.
edit@below: Yes.
OCD edit: While we're on the topic of farming XP/DC, after Ch12
Doing Windmill Plaza skirmish on Normal in 1 turn is 56k XP for 5 minutes of work. Strat below
-Deploy Sniper, Alicia left side, Rosie Largo right side for CP.
-Sniper snipes the Shocktrooper and Scout between starting position and Heavy Tank
-Alicia beelines for the left of the Heavy Tank, and ends turn with the truck between her and the tank. Because of the way the Heavy Tank's machine gun works (needs to track, rear arc only) you take minimal damage in the split second when you go past the Heavy and before in the cover of the truck.
-Alicia beelines to behind the Sniper and Gatling Gun, bombs sniper, then takes out Gatling Gun with sustained fire (a few CPs), then captures flag
-If Alicia is having problems running past Heavy Tank because of lower level/equipment, the Defense Up and Evade Up orders help a ton
I see it hardly mentioned so keep in mind there is a difference between Male and Female Shocktroopers, besides the Potentials etc.
Male ones shoot their clips like Sanic which leads to being better at intercepting fire and Female ones take maybe 2x as long? Which I found much better when lining up shots to take 2 or more units out at once.
edit@above: I don't think Scouts are inherently overpowered in a general mechanics balance. The only reason they're 'OP' is because of how the game's ranking system works, which essentially works best for Scouts and their insane move range.
Except than I'm not sure it's really 'OP', even with the ranking system. Easiest to pull, probably, but that's only if scouts are leveled enough to be able to run through the field without dying, which is not a given without leveling.
Both lancers and shocks can deal with more enemies than scouts in a single turn (shocks even during enemies turns), and who need move range when a sniper can kill an enemy at the other side of the map without having to move?
I may find fencers in VC2 more 'broken' than scouts in VC1... Especially when their only problem, range, can be virtually voided by double move/double action...
I have the same feeling with Advance Wars... Yes, Sami infantry rush can wipe a lot of maps really quickly and get S, but that's not the only solution. And that's even with an arguably better ranking systems that gives only 1/3 of the score to speed (other 1/3 being defence and offence)
Yeah, I'm mostly agreeing with you. But what I meant is, going back to the whole XP farming efficiency thing, scouts are OP not just because they get A-ranks, but because they do it fast. Getting an A-rank in a skirmish in 1 turn vs 3 turns on a map that has a 3-turn requirement for A-rank is a huge step-up in efficiency.
If the ranking system were modified to prioritize e.g. kill count, or bases taken, etc, where bum-rushing the goal in 1-turn actually nets you less XP than if you were to take the time to clear everything out, then there's at least there's less incentive to zoom right to the goal.
Why wouldn't you destroy the turrets? Until the tank destroys the first wall, there is not much else to do. The wipe of the soldiers in the field takes half a turn.
With regard to the crashing on exit from the forced squad selection in Chapter 3, my experience (based on having several goes) seems to be that you need to pick your squad but NOT actually do any training or R&D (you still have to visit those sections though as it reminds you to do a full tour of headquarters).
Using this method I managed to get a squad I liked and not have it crash. You can save immediately afterwards and then go back in and do the training and R&D.
Ruhm? It virtually breaks the game. I think it was meant as a NG+ fun toy. Nothing's stopping you from going nuts with it though. Selvaria's DLC is a little challenging though.
The other DLC skirmishes (class challenges) do give ridiculously good guns too via Ace loot, but as those are tied to in-game progression they're extremely tough to beat before endgame.
With regard to the crashing on exit from the forced squad selection in Chapter 3, my experience (based on having several goes) seems to be that you need to pick your squad but NOT actually do any training or R&D (you still have to visit those sections though as it reminds you to do a full tour of headquarters).
Using this method I managed to get a squad I liked and not have it crash. You can save immediately afterwards and then go back in and do the training and R&D.
Just like the 'Ragnite', 'flying pigs' and the "Valkyrian superhumans", the teenager enlisted soldiers are part and parcel of the 'Valkyria universe', for better or worse.
They do try to justify that in-universe logic, because military education is compulsory in Gallia, thus we have common civilians with military-level arms proficiency, etc. It's awkward, but it is what it is.
Yeah, and the reason why your team is a rag-tag band of weirdos with relatively lax disciplinary standards is because you're the "B-team" militia, not the "real" army. And then in VC2 they send military academy students to war because it's a civil war and they're not allowed to use the militia for internal conflicts or something like that.
In tight places they are. But in more open positions they're low range makes them as defense less effective than a scout. Shocks are nice if you need high resistance and firepower in close range and when they turn elite they get flamethrowers. Absolutely necessary for every sadist who want to see the Imps burn.
Yes, in general they are sadly inferior to scouts for most goals. But there were some moments where I really liked them.
I disagree... Ingineers are indeed worthless with the ranking system, but all classes are useful, especially if you're not overpowered because you leveled-up with skirmishes.
Snipers are really good to kill enemies while sparing displacement, and with retreat/dispatch from bases, they can cover a lot of ground. And a good sniper with anti-tank weapon can do far more than a scout can do against armored troops, and from afar...
Shocks may not be great as offensive tools, but they still can kill several enemies instead of one, and they're great for killing enemies... during the enemy turn. Place carefully two shocks, and you can kill half a dozen careless enemies during the IA turn, and that's REALLY satisfying.
Lancers have their use, too, for example with mortar... It seems useless at first, but there's a lot of uses. Including killing the super-tank with the three radiators in a single blow (instead of waiting a couple of turns each time you destroy one radiator
The fact that scouts are probably the easiest way to 'win' doesn't mean it's the only option. I'm pretty sure that you can get highest ranks with little to no use of scouts, actually (now, I want to do a no-scout game... it'll probably be what I'll do as soon as I replay it, in fact).
Yes, they can be really valuable, by killing enemies during enemy turn, by killing 3 or 4 enemies in a single action (I don't remember when you get the alternate weapon, but it's especially great for this) or with their abilities.
Actually, besides the range of the scouts, I prefer playing with shocks.
Shocktroopers are best for interception fire. Edy's Detachment scenario basically tests your understanding of maximizing how many things you can kill during the enemy's turn.
edit@above: I don't think Scouts are inherently overpowered in a general mechanics balance. The only reason they're 'OP' is because of how the game's ranking system works, which essentially works best for Scouts and their insane move range. I mean, if kill rate factored more into it, that 'OP' distinction would probably be relegated to simply speedrunning the game, rather than getting a ridiculous amount of XP/DC on top of that compared to other approaches.
edit@below: Yes.
OCD edit: While we're on the topic of farming XP/DC, after Ch12
Doing Windmill Plaza skirmish on Normal in 1 turn is 56k XP for 5 minutes of work. Strat below
-Deploy Sniper, Alicia left side, Rosie Largo right side for CP.
-Sniper snipes the Shocktrooper and Scout between starting position and Heavy Tank
-Alicia beelines for the left of the Heavy Tank, and ends turn with the truck between her and the tank. Because of the way the Heavy Tank's machine gun works (needs to track, rear arc only) you take minimal damage in the split second when you go past the Heavy and before in the cover of the truck.
-Alicia beelines to behind the Sniper and Gatling Gun, bombs sniper, then takes out Gatling Gun with sustained fire (a few CPs), then captures flag
-If Alicia is having problems running past Heavy Tank because of lower level/equipment, the Defense Up and Evade Up orders help a ton
I'm not having an problems with limbs like that, but I do have issues with characters who have accessories like sometimes there will be a floating pair of binoculars following my scouts around and Wavy's glasses are always either inside his head or floating above his shoulder.
...There's definitely a bug at 60 FPS with interception fire. If I try to Scout rush Chapter 11 with defense and caution order, I get destroyed. If I Cap it at 30 FPS I take like half the damage.
Could I get some help with GeDoSaTo? This is the first time I'm downsampling a game, so I was hoping someone could help this newbie out:
-This is how I'm currently using the program: I start GeDoSaTo, then start the VC configuration screen, then I select the prefered resolution, then I start the game. It seems to work right, I think the cutscene I played to test 3840x2160 was sharper than usual, though I might be mistaken. Is that how I should use GeDoSaTo or am I doing something wrong?
-Does it matter if the selected resolution is 4x/16x your normal resolution? My monitor is 1920x1080, should I stick with 3840x2160 and 7680x4320 exclusively?
-I didn't edit any parameters in the .ini files, should I?
...There's definitely a bug at 60 FPS with interception fire. If I try to Scout rush Chapter 11 with defense and caution order, I get destroyed. If I Cap it at 30 FPS I take like half the damage.
PC is hard mode confirmed. Sounds like a similar bug to Dark Souls where durability loss is tied to framerate rather than game time. I don't know how easy that will be to fix so we may be stuck with it.
PC is hard mode confirmed. Sounds like a similar bug to Dark Souls where durability loss is tied to framerate rather than game time. I don't know how easy that will be to fix so we may be stuck with it.
Since most Japanese developers develop for consoles I assume it's standard practice there as the framerate is no where near as variable as PC. You can even find it some western games such as the recent Need for Speed where your car would move twice as fast at 60fps.
My first try went terrible wrong, although I suspected as much. I knew that something was up, when face with this little resistance, especially with Alicia wrecking shit for me. But the ambush was far bigger and the new target far more out of range than I thought. I didn't help that I tried to kill the units in the south with a sniper, but the game immediately respawned new ones in the following round.
But with the knowledge of what happens I prepared myself next round. I let Alicia take out everything but the Ace guy in the trench and positioned my troups. A tank north, a tank south, one accompanied by two lancers, one by one lancer and one engineer, with a Scout waiting at base to take it over at any time. Apparently I overprepared, the tanks didn't take much more damage than a normal tank and I only go a B. lol
Pretty lame, when you know what to do and imo impossible if you don't know what's coming and where it's coming.
PC is hard mode confirmed. Sounds like a similar bug to Dark Souls where durability loss is tied to framerate rather than game time. I don't know how easy that will be to fix so we may be stuck with it.
Bahahaha, the best part is how it makes absolutely no sense since some (most) things function as intended at 60/120Hz. Then suddenly fire rate is FPS-based.
About shocks and enemy turns... (and possibly also your own turns when facing shocks)
It's really important to understand that their "AI" algorithm is "turn if you're not facing the enemy, fire if you're facing it". And that they are turning SLOWLY.
Thus, if you want maximum efficiency, you need:
- to end your turn with the shocks in the good direction, facing the incoming enemies, and rather turned a little bit in the direction they're going
- to avoid putting them too close to their path: the closest they are, the hardest the turn they have to make. Too far and they won't fire or do much damage. Too close and they'll probably barely be able to fire. At the right distance (and with the right direction to avoid the initial turn), it's a slaughter.
Though if it's also based on FPS, it could be FAR easier to pull a great defence with shocks on PC...
...There's definitely a bug at 60 FPS with interception fire. If I try to Scout rush Chapter 11 with defense and caution order, I get destroyed. If I Cap it at 30 FPS I take like half the damage.