2009-06-21, 01:48 | Link #561 | |
Senior Member
Join Date: Sep 2007
Location: Australia
Age: 38
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2009-06-21, 03:05 | Link #562 | ||
Onani Master
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Plus it's probably my favourite conceptual weapon from the game. I love the enclosed sight line between the front and rear sights.
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2009-06-21, 03:14 | Link #563 | |
Senior Member
Join Date: Sep 2004
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I always favoured the Gallian-A20 over the ZM Kar 5, though; seven shots versus five closed the firepower gap considerably, and the Gallian's superior range and accuracy made it a much more flexible weapon across a range of tactical situations. |
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2009-06-21, 05:38 | Link #564 | |
Onani Master
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Every other Scout carried the A-Series in my game with the odd exception of using the Royal S-Series with my top Scouts.
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2009-06-21, 09:47 | Link #565 |
WE ARE.... PENN STATE....
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I didn't use the S-Series ever. I prefer power over the final additional bits of accuracy. At some point the additional accuracy becomes a little pointless given how close I get my units to their targets and I'm more concerned about damage dealt (say, if I do miss the head will a body shot be of use?).
As for orders... Very rarely did I use them, let alone stack them. In fact last night was one of the first times I really experimented with orders other than Defense Boost and Evade Boost. I was playing Showdown at Naggiar (2) and had a ton of extra CP on the 3rd turn so I saved and just started blowing CP on orders to see what they did (like Sniper Support, Mortar support, status ups, etc.) and reloading when I ran out. I'm pretty sure I wouldn't ever use half of the orders if ordered to. They just aren't worth the expense to me.
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2009-06-21, 10:10 | Link #566 | ||
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Join Date: Sep 2004
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The equation changes as soon as you get the A20, though. Its extra two shots make a huge difference which basically neutralises the accuracy gains of the S20 or S20R, because you only have to be 70% accurate (5 hits from 7 shots) to get the same effect as a perfect burst from any other rifle (except the ZM Kar 5 with its superior damage, but I found that 7 hits from the A20 usually did the job just as well as 5 hits from the Kar 5, and the A20 could reach out much further). I did use the S-series on my engineers, because I realised that the extra range and accuracy was actually more useful on units that were hanging back from the front lines. Even the A20's extra two shots weren't compensating for the engineers' lower base accuracy plus the fact that they were generally firing at extreme range. Quote:
Even in the mid-game, Defense Boost + Evade Boost could give a single unit enough extra durability to survive a headlong rush into a defended enemy position where no unboosted unit could get close enough before being taken out by opportunity fire. In the late game, you could afford to spend a few more CPs in return for some rather game-breaking effects. Alicia + Demolition Boost + Awaken Potential = 5 CPs, but in return you got a near-invincible fast-moving tank killer who could shrug off most opportunity fire, heal herself, traverse incredible distances and backshoot one enemy tank per CP until her movement ran out (which could be a long time, if Double Movement kept triggering). Come to think of it, Demolition Boost was one of my favourite orders; as well as turning scouts into serious anti-armour units, it was also very handy for taking out a single point target from a distance with a sniper. There was one particular mission where that combination saved me a huge amount of trouble, and quite possibly a few casualties... |
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2009-06-21, 13:20 | Link #567 |
WE ARE.... PENN STATE....
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I never used Demo Boost on a Scout. I used it only twice on Shocktroopers as it was... Seems I couldn't see using more CP on a Lancer than on Alicia + Demo Boost. Especially with Audrey as my main Lancer, whenever I don't have to use Largo.
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2009-06-21, 21:16 | Link #568 | |
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Join Date: Sep 2004
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The problem I had was that my lancers often couldn't get to where I needed them quickly enough, especially if I had to use cover or take an indirect route to avoid heavy enemy concentrations. I found that lancers didn't fare too well if they had to cross open ground under fire to get in range of their objective; scouts often have the Resist Crossfire potential, and they move fast enough to present a more fleeting target. On a tight, crowded map with enemy armour all around, then yeah, it's lancers all the way. But on a large, open map, my experience was that being able to convert your light skirmishers into tank-killers on demand for 3CP was quite useful. |
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2009-06-21, 22:23 | Link #569 |
Onani Master
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This is where the Kar 5 (g) reigns supreme. The total cost to attack a tank with a regular rifle and demolition boost is 4 CP (3 CP for the order, 1 CP for movement) but with the Kar 5 (g) can destroy virtually any tank for only 3 CP actions, saving a CP.
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2009-06-21, 22:48 | Link #570 | |
Senior Member
Join Date: Sep 2004
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There's also one other issue I had with using the ZM Kar 5(g), even when there was only a single tank to dispose of - you have to get quite close to use it, and after shooting 3 times you won't able to escape very far. A scout using Demolition Boost is more likely to be able to run up to an enemy tank, nail its radiator and still have enough movement left to make it back to cover or friendly lines before the enemy (particularly their snipers, lancers and other tanks) get their turn. |
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2009-06-22, 02:30 | Link #571 | |
Onani Master
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But this is good; exchanging tactics like this. I really hope they do another game with this combat style, I quite enjoy it.
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2009-06-23, 03:02 | Link #572 | |
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Join Date: Sep 2004
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Yeah, same here. I agree with you; whether they make a direct Valkyria sequel or not, it'd be a shame if such a good game engine went to waste. |
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2009-06-23, 03:53 | Link #573 | ||
Onani Master
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Musaad tended to always have a S-20R in my games. ;D Quote:
I still remember the first time I fired up VC and watched the opening cut scene and realizing most of that footage was taken ingame.
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2009-06-23, 04:45 | Link #574 | ||
Senior Member
Join Date: Sep 2004
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Agreed; the CANVAS style is incredibly impressive. |
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2009-06-23, 05:43 | Link #575 |
Senior Member
Join Date: Sep 2007
Location: Australia
Age: 38
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Just finished Marberry Shore.
Spoiler:
However, I find smoke rounds to be a very interesting new dimension to the game at this stage. Does anyone use them much outside of Marberry Shore? I'm puzzled as to why I'm still missing Musaad, Knute and Audrey. I know that people appear at random times, but I thought I'd have everyone by now. Last edited by jwai; 2009-06-23 at 07:01. |
2009-06-23, 05:53 | Link #576 | |
Onani Master
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Spoiler for Special Requirements:
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2009-06-23, 06:44 | Link #577 | |
Senior Member
Join Date: Sep 2004
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Careful with those plot spoilers, jwai - there might still be some people here who haven't completed the game yet.
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The indirect-fire nature of the mortar smoke rounds also means that you can easily loft them over obstacles, or on top of hills or walls. |
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2009-06-23, 08:25 | Link #578 |
Salt Levels Critical
Join Date: Oct 2007
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Now that I've beaten the game and gone through Chapter 7 a second time, there's something I've always been curious about regarding that mission:
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And I really love those smoke rounds. Felt like such an idiot in one particular level when half my guys got mowed down and I realized I still had those. Restarted that one pretty quickly. |
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