I just ordered this last night.
WHEEEEE.
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I just ordered this last night.
WHEEEEE.
Played it for a week, loved it, but had to send it back to gamefly to get my reviews done... so I will be getting it for Christmas and will beast on it during my break from work...
What I love most about it, is the focus on strategy naturally, but they removed all the obnoxious micromanagement. You level up classes evenly and then use inherent abilities to differentiate which scouts or snipers, etc. you want to take in to battle. It sounds simple, but no recent SRPG has done anything this revolutionary...
Agreed that this is my game of the year...
There is some nerdy micromanagement with the guns. The right gun for the right mission makes a big difference.
get your tank up there, and take 2 of the 3 camps at the top. get your tank between her and a camp. Shoot her with a unit or the tank. She will turn around to face who shot her. Then come up behind her and shoot her in the back. She has good ears and will turn around if you get to close. When using a normal ground unit, make sure to end your turn the second the attack is over, or she will gun you to death. Do this back and forth between your unit and tank.
20-20-20-20-20, starting chapter 13. On the Ch12 map, I just ran to the flag with a scout in 1 turn and took out a tank, AT cannon, and specialist along the way. In Ch11, Alicia took out 3 of 4 tanks, and I had my A-rank wrapped up in 5 turns. Who needs lancers!? :lol:
Demolition boost + awaken potential + defense boost + Lv20 scout with double movement = FTW :nod:
4th skirmish helped out a lot. 40k EXP in 1 turn, ~6 min each, using the same method.
Bradygames' VC guide is excellent; I can't recommend it enough. On the armored car rescue mission, I didn't see why I should use demolition boost on a shocktrooper, but sure enough I blew up the tank. I found that the same technique worked on scouts in the desert skirmish. I had Alicia consistently knock out 3 tanks + crouching shocktrooper with 5 CP (+4 CP for orders) on turn 2 to clinch A ranks. Awaken potential gives ~50% chance of a second FULL AP bar per CP when you get your scouts' final potential. Add DEF to that, and you basically can go anywhere & kill anything as long as you're out of range for retaliation on the enemy's next turn!
Another nifty trick if you have DEF ordered & plenty HP--crouch down at an enemy camp and line up the imps so that one shoots the other for a free kill. :evil:
41 hrs now, will finish sidequests & start Ch15 tonight.
Cool, I'll pick up the Brady guide.
That is awesome advice I will use on my second playthrough of the game. Orders are one thing I didn't use enough of on my first playthrough, and that was a mistake.
Also, I just want to say how much I love the story in this game. And I loved LOVED the ending. I thought the characters and the dialogue were all really solid, and the story was entertaining and had enough twists to keep me hooked. I always had that "just let me beat one more chapter and then I'll shut it off" feeling throughout the entire game.